title
stringlengths
5
100
content
stringlengths
10
791k
instructions
stringlengths
0
8.7k
Dubstep Platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\nstart sound [rec1 v]\nplay sound [ToolBox3 v] until done\n\nrepeat until <mouse down?>\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\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\nstop all sounds\nforever\n play sound [ToolBox v] until done\nend\n\n@Sprite1\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\nwhen flag clicked\ngo to x: (35) y: (-220)\nchange y by (-25)\nset [ghost v] effect to (100)\n\n@Player1\n\nwhen flag clicked\nforever\n\nwhen I receive [start v]\npoint in direction (90)\nshow\ngo to x: (-210) y: (0)\nswitch costume to (2 v)\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 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\nwhen flag clicked\nhide\nplay sound [rec2 v] until done\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@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n show\n create clone of (_myself_ v)\n hide\nend\n\nwhen I start as a clone\nrepeat (50)\n change y by (2)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n show\n create clone of (_myself_ v)\n hide\nend\n\nwhen I start as a clone\nrepeat (50)\n change y by (-2)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (-76) y: (5)\nset size to (125) %\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [start v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
- Move with arrow keys or WASD\n - Complete all levels\n - Enjoy
Natural - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Night Valley v] until done\n play sound [Night Valley - Part 2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nLevelInit\nset [skips v] to [0]\nforever\n if <(Move) = [0]> then\n if <key (left arrow v) pressed?> then\n Walk [-90] [-5]\n else\n if <key (right arrow v) pressed?> then\n Walk [90] [5]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <<(Jump Key) = [0]> and <(Falling) < [3]>> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <touching (obstacles v)?> then\n broadcast (Death v)\n LevelInit\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 (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\ndefine Touch Ground <up>\nchange [falling v] by (1)\nrepeat until <not <touching (floor v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nshow\nforever\n if <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <(speed y) > [0]> then\n switch costume to (costume17 v)\n else\n if <[0] > (speed y)> then\n switch costume to (costume18 v)\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume2 v)\n repeat (14)\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <not <key (up arrow v) pressed?>>> then\n wait () seconds\n next costume\n else\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n switch costume to (costume17 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\ndefine LevelInit\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [move v] to [0]\nset [falling v] to [10]\nset [speed y v] to [0]\ngo to x: (-200) y: (-75)\nset rotation style [left-right v]\n\nwhen I receive [nextlevel v]\nLevelInit\n\nwhen [s v] key pressed\nif <not <(Skips) = [1]>> then\n set [skips v] to [1]\n broadcast (NextLevel v)\n change [level v] by (1)\nend\n\nwhen [r v] key pressed\nLevelInit\n\nwhen flag clicked\nforever\n if <touching (levelback v)?> then\n change [level v] by (-1)\n broadcast (NextLevel v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [1]> then\n set [level v] to [1]\n end\nend\n\ndefine LevelSet <if> (ask)\nif <if> then\n ask (ask) and wait\n set [level v] to (answer)\nend\n\nwhen [space v] key pressed\nLevelSet <(username) = [Falcon0327]> [Set Level To:]\n\n@Floor\n\nwhen I receive [nextlevel v]\n\nnext costume\n\nwhen flag clicked\n\nforever\n play sound [Heartbeat Piano v] until done\nend\n\nset [level v] to [7]\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Background1\n\nwhen flag clicked\nLevelInit\nforever\n if <key (left arrow v) pressed?> then\n change x by (0.5)\n else\n if <key (right arrow v) pressed?> then\n change x by (-0.5)\n end\n end\nend\n\nwhen I receive [nextlevel v]\nLevelInit\n\nwhen I receive [death v]\nLevelInit\n\ndefine LevelInit\ngo to x: (-12) y: (-50)\ngo to [back v] layer\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Finish\n\nwhen flag clicked\nset [level v] to [1]\nwait (0.001) seconds\nshow\ngo to [front v] layer\ngo [forward v] (10) layers\nforever\n if <<touching (player v)?> and <not <(Level) = [8]>>> then\n change [level v] by (1)\n broadcast (NextLevel v)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\n@BouncyMushroom\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\ngo to x: (-107) y: (-124)\nforever\n switch costume to (Level)\n set [level v] to ([costume # v] of [floor v])\n if <<touching (player v)?> and <not <key (up arrow v) pressed?>>> then\n start sound [Drum Boing v]\n set [speed y v] to [30]\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (1)\n end\n end\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Cloud\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (15) to (50))\nSpawnEdge (pick random (1) to (2)) <(EdgeSpawn) = [1]> [-240] [240] (pick random (0) to (180)) (pick random (-90) to (90))\nGlide\n\ndefine Glide\nif <(x position) > [0]> then\n repeat until <[-240] > (x position)>\n change x by (-0.7)\n end\n delete this clone\nelse\n repeat until <(x position) > [240]>\n change x by (0.7)\n end\n delete this clone\nend\n\ndefine SpawnEdge (xedge) <x =__> (xpos1) (xpos2) (ypos) (direction)\nhide\nset [edgespawn v] to (xedge)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\npoint in direction (direction)\nset y to (ypos)\nif <x =__> then\n set x to (xpos1)\nelse\n set x to (xpos2)\nend\nshow\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (10) layers\nhide\nset rotation style [left-right v]\nforever\n wait (pick random (5.01) to (12.01)) seconds\n create clone of (_myself_ v)\nend\n\n@Bird\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1100) layers\nforever\n repeat (3)\n change y by (0.5)\n end\n repeat (3)\n change y by (1)\n end\n repeat (3)\n change y by (1.5)\n end\n repeat (3)\n change y by (1)\n end\n repeat (3)\n change y by (0.5)\n end\n repeat (3)\n change y by (-0.5)\n end\n repeat (3)\n change y by (-1)\n end\n repeat (3)\n change y by (-1.5)\n end\n repeat (3)\n change y by (-1)\n end\n repeat (3)\n change y by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.01) seconds\n next costume\nend\n\ndefine SpawnEdge (xedge) <x =__> (xpos1) (xpos2) (ypos) (direction)\nhide\nset [edgespawn2 v] to (xedge)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\npoint in direction (direction)\nset y to (ypos)\nif <x =__> then\n set x to (xpos1)\nelse\n set x to (xpos2)\nend\nshow\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n wait (pick random (3.01) to (7.01)) seconds\n create clone of (_myself_ v)\nend\n\ndefine Glide\nif <(x position) > [0]> then\n repeat until <[-240] > (x position)>\n change x by (-4)\n end\n delete this clone\nelse\n repeat until <(x position) > [240]>\n change x by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [ghost v] effect to (25)\nSpawnEdge (pick random (1) to (2)) <(EdgeSpawn2) = [1]> [-240] [240] (pick random (0) to (180)) (pick random (-90) to (90))\nGlide\n\n@LevelBack\n\n@Thumbnail\n\ndefine VariableHide\nhide variable [edgespawn v]\nhide variable [edgespawn2 v]\nhide variable [falling v]\nhide variable [jump key v]\nhide variable [level v]\nhide variable [move v]\nhide variable [skips v]\nhide variable [slope v]\nhide variable [speed y v]\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nVariableHide\ngo to [front v] layer\nshow\nstop [all v]\n\n
->INSTRUCTIONS<-\n\nI know this is short but I will add more levels. \n\nDouble click the flag. Arrow keys to move, get to the stump, don't touch the rocks, mushrooms are bouncy... \n\nS to skip (Only once though), and R to restart the level\n
Unnamed Platformer
@Stage\n\nwhen flag clicked\nbroadcast (GreenFlag v)\nbroadcast (SetUp v)\n\nwhen I receive [greenflag v]\nforever\n play sound [Panda Eyes - Rainbow Road v] until done\nend\n\n@Player\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [setup v]\nshow\nbroadcast (Reset v) and wait\nbroadcast (Clone Level v) and wait\nbroadcast (GameOn v)\n\nwhen I receive [reset v]\nset [double jump v] to [0]\nset [level v] to [1]\nset [in air? v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [-50]\nset [camx v] to [0]\nset [camy v] to [25]\nset [speed v] to [6]\nset [% v] to []\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change player x by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change player x by (join [-] (speed))\nend\nchange [yv v] by (-2)\nchange player y by (Yv)\nposition\nchange [camx v] by (round (((Scroll X) - (CamX)) / (4)))\nchange [camy v] by (round (((Scroll Y) - (CamY)) / (4)))\nif <(CamX) < [125]> then\n set [camx v] to [125]\nend\nif <(CamY) < [25]> then\n set [camy v] to [25]\nend\nif <[100] < (CamY)> then\n set [camy v] to [100]\nend\nif <(Scroll X) < [-105]> then\n set [scroll x v] to [-105]\nend\nif <[1300] < (CamX)> then\n set [camx v] to [1300]\nend\nif <touching (win v)?> then\n set [% v] to [Win]\nend\nDie?\nposition\n\ndefine change player y by (sy)\nchange [scroll y v] by (sy)\nchange [in air? v] by (1)\nposition\nDie?\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [scroll y v] by (-1)\n else\n change [scroll y v] by (1)\n set [in air? v] to [0]\n set [double jump v] to [0]\n end\n position\n set [yv v] to [0]\nend\n\ndefine position\ngo to x: ((Scroll X) - (CamX)) y: ((Scroll Y) - (CamY))\n\ndefine change player x by (sx)\nchange [scroll x v] by (sx)\nposition\nDie?\nif <touching (platform v)?> then\n repeat (15)\n change [scroll y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [scroll y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [scroll x v] by (-1)\n else\n change [scroll x v] by (1)\n end\n position\n end\nend\n\ndefine Die?\nif <<touching (_edge_ v)?> and <(Scroll Y) < [-150]>> then\n set [% v] to [Die]\nend\nif <touching (die v)?> then\n set [% v] to [Die]\nend\n\nwhen I receive [gameon v]\nset [double jump v] to [0]\nset [yv v] to [0]\nrepeat until <not <(%) = []>>\n Tick\n broadcast (Tick v) and wait\nend\nif <(%) = [Win]> then\n wait (1) seconds\n broadcast (Win v)\n stop [other scripts in sprite v]\n stop [this script v]\nelse\n if <(%) = [Die]> then\n Die\n end\nend\n\ndefine Die\nset [% v] to []\nwait (1) seconds\nset [scroll x v] to [0]\nset [scroll y v] to [-50]\nrepeat until <<(round (CamX)) = [125]> and <(round (CamY)) = [25]>>\n change [camx v] by (((125) - (CamX)) / (4))\n change [camy v] by (((25) - (CamY)) / (4))\n go to x: ((Scroll X) - (CamX)) y: ((Scroll Y) - (CamY))\nend\nbroadcast (GameOn v)\n\ndefine Jump\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(in air?) < [4]> or <(double jump) = [1]>> then\n set [yv v] to [15]\n change [double jump v] by (1)\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>\n end\n end\n if <touching (bouncy v)?> then\n set [yv v] to [28]\n set [double jump v] to [1]\n wait (0.25) seconds\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>>\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<not <(in air?) < [4]>> and <(double jump) = [0]>> then\n set [yv v] to [15]\n set [double jump v] to [2]\n end\n end\nend\n\nwhen I receive [gameon v]\nJump\n\n@Platform\n\ndefine levels\nhide\nif <(level) = [1]> then\n clone level 1\nend\n\ndefine clone level 1\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nset [x v] to [500]\nset [y v] to [0]\nswitch costume to (1-2 v)\ncreate clone of (_myself_ v)\nset [x v] to [1000]\nset [y v] to [0]\nswitch costume to (1-3 v)\ncreate clone of (_myself_ v)\nset [x v] to [1500]\nset [y v] to [0]\nswitch costume to (1-4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n Go to X ((X) - (CamX)) Y ((Y) - (CamY))\nend\n\ndefine Go to X ( x) Y (y)\ngo to x: ( x) y: (y)\nif <<( x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [clone level v]\nlevels\n\n@Die\n\ndefine levels\nhide\nif <(level) = [1]> then\n clone level 1\nend\n\ndefine clone level 1\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nset [x v] to [500]\nset [y v] to [0]\nswitch costume to (1-2 v)\ncreate clone of (_myself_ v)\nset [x v] to [1000]\nset [y v] to [0]\nswitch costume to (1-3 v)\ncreate clone of (_myself_ v)\nset [x v] to [1500]\nset [y v] to [0]\nswitch costume to (1-4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n Go to X ((X) - (CamX)) Y ((Y) - (CamY))\nend\n\ndefine Go to X ( x) Y (y)\ngo to x: ( x) y: (y)\nif <<( x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [clone level v]\nlevels\n\n@text\n\ndefine levels\nhide\nif <(level) = [1]> then\n clone level 1\nend\n\ndefine clone level 1\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nset [x v] to [500]\nset [y v] to [0]\nswitch costume to (1-2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n Go to X ((X) - (CamX)) Y ((Y) - (CamY))\nend\n\ndefine Go to X ( x) Y (y)\ngo to x: ( x) y: (y)\nif <<( x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [clone level v]\nlevels\n\n@Bouncy\n\ndefine levels\nhide\nif <(level) = [1]> then\n clone level 1\nend\n\ndefine clone level 1\nset [x v] to [1000]\nset [y v] to [0]\nswitch costume to (1-3 v)\ncreate clone of (_myself_ v)\nset [x v] to [1500]\nset [y v] to [0]\nswitch costume to (1-4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n Go to X ((X) - (CamX)) Y ((Y) - (CamY))\nend\n\ndefine Go to X ( x) Y (y)\ngo to x: ( x) y: (y)\nif <<( x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [clone level v]\nlevels\n\n@Win\n\ndefine Go to X ( x) Y (y)\ngo to x: ( x) y: (y)\nif <<( x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [clone level v]\nset [x v] to [872]\nset [y v] to [261]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n Go to X ((X) - (CamX)) Y ((Y) - (CamY))\n go to [back v] layer\nend\n\n@ \n\ndefine Glide to x: (x) y: (y) size: (size) speed: (speed) dir (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n change size by (((size) - (size)) / (speed))\n go to [front v] layer\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (dir)\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [win v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (180)\nGlide to x: [0] y: [0] size: [100] speed: [4] dir [90]\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-3)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Thubnail\n\nwhen I receive [greenflag v]\nset [ghost v] effect to (100)\nshow\n\n
--=Unnamed Platformer=--\n\n- Arrow keys or WAD to move\n- You can double jump\n- Avoid red
monoton || a mobile platformer
@Stage\n\n@player\n\ndefine engine\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<(y position) < [-170]> or <<touching (spikes v)?> or <touching (moving spikes v)?>>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [vx v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [vx v] by (-1)\nend\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [8]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-8))\n else\n set [m v] to [wallslide]\n set [vx 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 (hitbox v)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching color (#ffac39)?>>> then\n set [m v] to [jump]\n set [vy v] to [8]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox 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 (vy)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching (trampoline v)?> then\n set [vy v] to [15]\nend\n\nclones\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [OMFG - Hello v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [to start v]\ngo to x: (-200) y: (-100)\n\ndefine clones\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (150) %\nset [ghost v] effect to (50)\nwait (0.1) seconds\nrepeat (10)\n go to [back v] layer\n change size by (-10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nturn right (15) degrees\n\nif <touching color (#c3ff36)?> then\n set [vy v] to [-3]\nend\nif <[-230] > (x position)> then\n set x to (-230)\nend\n\nwhen I receive [start v]\nset size to (150) %\ngo to x: (-200) y: (-139)\nset [vx v] to [0]\nset [vy v] to [0]\nshow\nforever\n if <(level) = [12]> then\n hide\n else\n engine\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [11]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (4)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nbroadcast (to start v)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [Zaza - Be Together v]\nset volume to (75) %\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\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)\nswitch costume to (logo v)\nwait (3) seconds\nrepeat (100)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\n change volume by (-1)\nend\nhide\npoint in direction (90)\nbroadcast (start v)\n\nwhen I start as a clone\nswitch costume to (n v)\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)\ndelete this clone\n\n@outro\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [12]>\nstop all sounds\nshow\nstart sound [Zaza - Be Together v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nswitch costume to (n v)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\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)\nswitch costume to (logo v)\nwait (2) seconds\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (luv fav fuloe v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nwait (1) seconds\nforever\n set size to ((100) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [n]> then\n switch costume to (n v)\n show\n set [ghost v] effect to (100)\n go to x: (180) y: (0)\n repeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n go to x: (0) y: (0)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-50)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n wait (1) seconds\n forever\n set size to ((75) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\n end\nend\n\n@hitbox\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (-2)\nset [level v] to [1]\nset size to (100) %\nforever\n switch costume to ((level) + (1))\n if <(level) = [12]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nwhen I receive [start v]\nshow\n\n@moving spikes\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nwhen I receive [start v]\ngo to x: (-125) y: (150)\nhide\nwait until <(level) = [8]>\nshow\nhide\nrepeat (10)\n create clone of (_myself_ v)\n change x by (25)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(level) = [8]>> then\n hide\n else\n show\n repeat (25)\n change y by (((y position) + (-130)) / (-5))\n if <not <(level) = [8]>> then\n hide\n else\n end\n end\n wait (1) seconds\n repeat (25)\n change y by (((y position) + (150)) / (-5))\n if <not <(level) = [8]>> then\n hide\n end\n end\n end\nend\n\n@spikes\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (-2)\nset [level v] to [1]\nset size to (100) %\nforever\n switch costume to ((level) + (1))\n if <(level) = [12]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nwhen I receive [start v]\nshow\n\n@trampoline\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (-2)\nset [level v] to [1]\nset size to (100) %\nforever\n switch costume to ((level) + (1))\n if <(level) = [12]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nwhen I receive [start v]\nshow\n\n
WASD, arrow keys / press x to skip a level\n\n\nsorry for the easy levels\n
Dark (A Mobile Friendly Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat until <(Level) = [10]>\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [message2 v]\nstop all sounds\nforever\n play sound [End v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [timer v] to [0]\nhide variable [timer v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> 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 (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by (1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 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)>>>> 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 (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (platform v)?> or <touching (sprite2 v)?>> or <<touching (number v)?> or <<touching (number2 v)?> or <<touching (number3 v)?> or <touching (number4 v)?>>>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (message1 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nbroadcast (message3 v)\nstop [this script v]\n\nwhen I receive [message3 v]\nrepeat until <(Level) = [10]>\n wait (0.05) seconds\n change [timer v] by (0.1)\nend\nif <(Level) = [10]> then\n broadcast (message4 v)\n stop [this script v]\nend\n\n@Light\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\nshow\nforever\n go [backward v] (1) layers\n go to (sprite1 v)\nend\n\n@Platform\n\nwhen I receive [message1 v]\nnext costume\nforever\n set [level v] to (costume [number v])\n if <(Level) = [10]> then\n broadcast (message2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message2 v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (25) %\nshow\ngo to x: (-147) y: (20)\nset [brightness v] effect to (0)\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (25) %\nshow\ngo to x: (-15) y: (0)\nset [brightness v] effect to (0)\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nset size to (25) %\nshow\ngo to x: (100) y: (0)\nset [brightness v] effect to (0)\nglide (1) secs to (random position v)\ndelete this clone\n\nwhen I receive [message2 v]\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Spikes\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\n@Number\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n go to x: (-45) y: (100)\n switch costume to (letter (1) of (Timer))\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n go to x: (-60) y: (100)\n switch costume to (letter (1) of (Timer))\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (-75) y: (100)\n switch costume to (letter (1) of (Timer))\n else\n hide\n end\n end\n end\nend\n\n@Number2\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n go to x: (-15) y: (100)\n switch costume to (letter (2) of (Timer))\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n go to x: (-30) y: (100)\n switch costume to (letter (2) of (Timer))\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (-45) y: (100)\n switch costume to (letter (2) of (Timer))\n end\n end\n end\nend\n\n@Number3\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n hide\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n go to x: (0) y: (100)\n switch costume to (letter (3) of (Timer))\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (-15) y: (100)\n switch costume to (letter (3) of (Timer))\n end\n end\n end\nend\n\n@Number4\n\nwhen flag clicked\nhide\n\nwhen I receive [message4 v]\nshow\nset size to (200) %\nforever\n if <(Timer) < [100]> then\n hide\n else\n if <<[99] < (Timer)> and <(Timer) < [1000]>> then\n hide\n else\n if <<[999] < (Timer)> and <(Timer) < [10000]>> then\n go to x: (15) y: (100)\n switch costume to (letter (4) of (Timer))\n end\n end\n end\nend\n\n
New game https://scratch.mit.edu/projects/338127154/\n**************************************************************\nTop loved on 10/19/2019!\nTop remixed on 10/23/2019!\n**************************************************************\nLet's get to 1000 loves!\n**************************************************************\nArrow keys, WASD, or tap!\nDon't touch spikes, don't fall, finish the game as fast as you can!\nI know it is short but please enjoy!\nYou will find your time on the last level at the top.\nMy best is 34 seconds. Try and beat it!\nGood luck!
Basic Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nset [x spawn v] to [-175]\nset [y spawn v] to [-122]\ngo to x: (X spawn) y: (Y spawn)\nshow\nset size to (80) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Tutorial\nend\n\ndefine Tutorial\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 (-0.8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#00ff12)?> then\n change y by (1)\n if <touching color (#00ff12)?> then\n change y by (1)\n if <touching color (#00ff12)?> then\n change y by (1)\n if <touching color (#00ff12)?> then\n change y by (1)\n if <touching color (#00ff12)?> then\n change y by (1)\n if <touching color (#00ff12)?> then\n change y by (-6)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(X) > [0]> then\n set [x v] to [-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 change y by (Y)\n if <touching color (#00ff12)?> 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 (#00ff12)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [9]\n end\n change y by (0.5)\n if <(x position) > [217]> then\n change [level v] by (1)\n go to x: (X spawn) y: (Y spawn)\n end\n if <touching (obstacles v)?> then\n go to x: (X spawn) y: (Y spawn)\n end\n if <touching (tramppoline v)?> then\n set [y v] to [13]\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Tramppoline\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n show\nend\n\n
-AWSD or Arrow Keys to move and jump.\n-You can make more new level base on this Platformer.\n-This is one of the most basic platformer that you can find in scratch.\n-You can make more obstacles as much as you want, like: Lava, water,..\n-Feel free to remix.
Forest || Platformer
@Stage\n\n@BG\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl 2 v]\nwait (1) seconds\nswitch costume to (lvl 2 v)\n\nwhen I receive [lvl 3 v]\nwait (1) seconds\nswitch costume to (lvl 3 v)\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nswitch costume to (lvl 4 v)\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nswitch costume to (lvl 5 v)\n\nwhen I receive [lvl 6 v]\nwait (1) seconds\nswitch costume to (lvl 6 v)\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\nswitch costume to (lvl 7 v)\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nswitch costume to (lvl 8 v)\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nswitch costume to (lvl 9 v)\n\nwhen I receive [lvl 10 v]\nwait (1) seconds\nswitch costume to (lvl 10 v)\n\nwhen I receive [lvl 11 v]\nwait (1) seconds\nswitch costume to (lvl 11 v)\n\nwhen I receive [lvl 12 v]\nwait (1) seconds\nswitch costume to (lvl 12 v)\n\nwhen I receive [lvl 13 v]\nwait (1) seconds\nswitch costume to (lvl 13 v)\n\nwhen I receive [lvl 14 v]\nwait (1) seconds\nswitch costume to (lvl 14 v)\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nswitch costume to (lvl 15 v)\n\nwhen I receive [show all v]\ngo to x: (0) y: (0)\nswitch costume to (lvl 1 v)\nshow\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nswitch costume to (lvl 16 v)\n\n@Player\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max 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 (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <touching (movable 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\n\ndefine Reset Level\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [ghost v] effect to (0)\nset size to (25) %\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-170) y: (-70)\ngo to x: (-205) y: (-70)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (idle \(1\) v)\n else\n switch costume to ([floor v] of ((5) + ((frame) mod (14))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump \(6\) v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl 2 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 3 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [oof v]\nReset Level\n\nwhen flag clicked\ngo to [front v] layer\nset [color v] effect to (0)\nforever\n if <<<touching (enemy 1 v)?> or <touching (spikes v)?>> or <<touching (enemy 2 v)?> or <touching (enemy 3 v)?>>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n broadcast (oof v)\n end\nend\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 6 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 10 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 11 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 12 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 13 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 14 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nReset Level\n\nwhen I receive [show all v]\nif <<(Title) > [0]> and <(Full) < [12]>> 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) < [-189]> 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) and wait\nend\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nReset Level\n\nhide\n\n@Entities\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (lvl 1 v)\nhide\n\nwhen I receive [lvl 2 v]\nwait (1) seconds\nswitch costume to (lvl 2 v)\n\nwhen I receive [lvl 3 v]\nwait (1) seconds\nswitch costume to (lvl 3 v)\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nswitch costume to (lvl 4 v)\n\ngo to [front v] layer\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nswitch costume to (lvl 5 v)\n\nwhen I receive [lvl 6 v]\nwait (1) seconds\nswitch costume to (lvl 6 v)\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\nswitch costume to (lvl 7 v)\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nswitch costume to (lvl 8 v)\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nswitch costume to (lvl 9 v)\n\nwhen I receive [lvl 10 v]\nwait (1) seconds\nswitch costume to (lvl 10 v)\n\nwhen I receive [lvl 11 v]\nwait (1) seconds\nswitch costume to (lvl 11 v)\n\nwhen I receive [lvl 12 v]\nwait (1) seconds\nswitch costume to (lvl 12 v)\n\nwhen I receive [lvl 13 v]\nwait (1) seconds\nswitch costume to (lvl 13 v)\n\nwhen I receive [lvl 14 v]\nwait (1) seconds\nswitch costume to (lvl 14 v)\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nswitch costume to (lvl 15 v)\n\nwhen I receive [show all v]\nshow\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nswitch costume to (lvl 16 v)\n\nhide\n\n@Coins lvl 1\n\nwhen flag clicked\nhide\n\nwhen I receive [show all v]\ngo to x: (-116) y: (61)\nset size to (50) %\nforever\n next costume\nend\n\nwhen I receive [show all v]\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 2 v)\n hide\n end\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (lvl 1 v)\nhide\n\nwhen I receive [lvl 2 v]\nwait (1) seconds\nswitch costume to (lvl 2 v)\nshow\n\nwhen I receive [lvl 3 v]\nwait (1) seconds\nshow\nset size to (100) %\nswitch costume to (lvl 3 v)\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nswitch costume to (lvl 4 v)\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nswitch costume to (lvl 5 v)\n\nwhen I receive [lvl 6 v]\nwait (1) seconds\nswitch costume to (lvl 6 v)\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\nswitch costume to (lvl 7 v)\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nswitch costume to (lvl 8 v)\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nswitch costume to (lvl 9 v)\n\nwhen I receive [lvl 10 v]\nwait (1) seconds\nswitch costume to (lvl 10 v)\n\nwhen I receive [lvl 11 v]\nwait (1) seconds\nswitch costume to (lvl 11 v)\n\nwhen I receive [lvl 12 v]\nwait (1) seconds\nswitch costume to (lvl 12 v)\n\nwhen I receive [lvl 13 v]\nwait (1) seconds\nswitch costume to (lvl 13 v)\n\nwhen I receive [lvl 14 v]\nwait (1) seconds\nswitch costume to (lvl 14 v)\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nswitch costume to (lvl 15 v)\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nswitch costume to (lvl 16 v)\n\n@Coins lvl 2\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (221) y: (-88)\n\nwhen I receive [lvl 2 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 3 v)\n hide\n end\nend\n\n@Coins lvl 3\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (-176) y: (92)\n\nwhen I receive [lvl 3 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 4 v)\n hide\n end\nend\n\n@Coins lvl 4\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (214) y: (-80)\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 5 v)\n hide\n end\nend\n\n@movable Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\nforever\n repeat (20)\n change y by (0.3)\n end\n repeat (20)\n change y by (-0.3)\n end\nend\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nswitch costume to (costume2 v)\nshow\nforever\n repeat (200)\n change x by (-1)\n end\n repeat (200)\n change x by (1)\n end\nend\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nhide\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nhide\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nstop [other scripts in sprite v]\ngo to x: (-176) y: (158)\ngo to x: (-129) y: (167)\nswitch costume to (costume2 v)\nshow\nforever\n repeat (200)\n change x by (-1)\n end\n repeat (200)\n change x by (1)\n end\nend\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nhide\n\n@Platforms\n\nwhen I receive [lvl 3 v]\nwait (1) seconds\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [lvl 4 v]\nwait (1) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [lvl 2 v]\nwait (1) seconds\nhide\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [lvl 6 v]\nwait (1) seconds\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nhide\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nhide\n\nwhen I receive [lvl 14 v]\nwait (1) seconds\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nhide\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nswitch costume to (costume7 v)\nshow\n\nwhen I receive [lvl 16 v]\nwait (1) seconds\nswitch costume to (costume7 v)\nshow\n\n@Coins lvl 5\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (221) y: (-89)\n\nwhen I receive [lvl 5 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 6 v)\n hide\n end\nend\n\n@Coins lvl 6\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (146) y: (105)\n\nwhen I receive [lvl 6 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 7 v)\n hide\n end\nend\n\n@Coins lvl 7\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (221) y: (-89)\ngo to x: (-148) y: (143)\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 8 v)\n hide\n end\nend\n\n@Coins lvl 8\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (221) y: (-89)\ngo to x: (-123) y: (107)\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 9 v)\n hide\n end\nend\n\n@enemy 1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (30) %\ngo to x: (5) y: (-20)\nforever\n set rotation style [left-right v]\n point in direction (90)\n glide (3) secs to x: (165) y: (-20)\n point in direction (-90)\n glide (3) secs to x: (5) y: (-20)\nend\n\nwhen I receive [lvl 7 v]\nwait (1) seconds\ngo to [front v] layer\nshow\nset size to (30) %\ngo to x: (5) y: (-20)\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nhide\n\n@enemy 2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (30) %\ngo to x: (-113) y: (107)\nforever\n set rotation style [left-right v]\n point in direction (90)\n glide (3) secs to x: (70) y: (107)\n point in direction (-90)\n glide (3) secs to x: (-113) y: (107)\nend\n\nwhen I receive [lvl 8 v]\nwait (1) seconds\nshow\nset size to (30) %\ngo to x: (-113) y: (107)\nforever\n next costume\n wait (0.03) seconds\nend\n\nglide (3) secs to x: (70) y: (107)\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nhide\n\n@enemy 3\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset size to (30) %\ngo to x: (-113) y: (107)\ngo to x: (-104) y: (-92)\nforever\n set rotation style [left-right v]\n point in direction (90)\n glide (3) secs to x: (104) y: (-92)\n point in direction (-90)\n glide (3) secs to x: (-104) y: (-92)\nend\n\nwhen I receive [lvl 10 v]\nwait (1) seconds\nshow\nset size to (30) %\ngo to x: (-104) y: (-92)\nforever\n next costume\n wait (0.03) seconds\nend\n\ngo to x: (-113) y: (107)\n\nwhen I receive [lvl 11 v]\nwait (1) seconds\nhide\n\n@Coins lvl 9\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (220) y: (-97)\n\nwhen I receive [lvl 9 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 10 v)\n hide\n end\nend\n\n@Coins lvl 10\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (220) y: (-25)\n\nwhen I receive [lvl 10 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 11 v)\n hide\n end\nend\n\n@Coins lvl 11\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (157) y: (-90)\n\nwhen I receive [lvl 11 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 12 v)\n hide\n end\nend\n\ngo to x: (220) y: (-25)\n\n@Coins lvl 12\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (157) y: (-90)\n\nwhen I receive [lvl 12 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 13 v)\n hide\n end\nend\n\ngo to x: (220) y: (-25)\n\n@Coins lvl 13\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (157) y: (-90)\ngo to x: (-145) y: (135)\n\nwhen I receive [lvl 13 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 14 v)\n hide\n end\nend\n\ngo to x: (220) y: (-25)\n\n@Coins lvl 14\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (176) y: (-97)\n\nwhen I receive [lvl 14 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 15 v)\n hide\n end\nend\n\n@Coins lvl 15\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n next costume\nend\n\nwhen flag clicked\ngo to x: (176) y: (-97)\ngo to x: (-174) y: (130)\n\nwhen I receive [lvl 15 v]\nwait (1) seconds\nset size to (50) %\nshow\nforever\n if <touching (player v)?> then\n broadcast (lvl 16 v)\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nbroadcast (show everythng v)\n\nwhen I receive [show all v]\nhide\n\n@Sprite2\n\nwhen I receive [lvl 16 v]\nshow\nswitch costume to (costume1 v)\nset [color v] effect to (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to x: (-20) y: (-4)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume2 v)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show everythng v]\nwait (3) seconds\nshow\nswitch costume to (costume4 v)\nset [color v] effect to (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to x: (-20) y: (-4)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume5 v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume6 v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume7 v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite3\n\nwhen I receive [lvl 2 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 3 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 4 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 5 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 6 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 7 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 8 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 9 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 10 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 11 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 12 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 13 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 14 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 15 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen I receive [lvl 16 v]\ngo to [front v] layer\nhide\ngo to x: (566) y: (378)\nshow\nglide (1) secs to x: (-39) y: (-97)\nwait (1) seconds\nglide (1) secs to x: (-622) y: (-573)\nhide\ngo to x: (566) y: (378)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@back lntro\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen I receive [show all v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro\n\nwhen flag clicked\nswitch costume to (delete v)\n\nPlay intro: Come in (0) Wait [] Seconds: Come out (0)\n\nwhen flag clicked\nPlay intro: Come in (shrink in) Wait [1] Seconds: Come out (up and down)\nbroadcast (show all v)\n\nPlay intro: Come in (come in) Wait [] Seconds: Come out (0)\n\nPlay intro: Come in (come in) Wait [2] Seconds: Come out (0)\n\nPlay intro: Come in (come in) Wait [2] Seconds: Come out (big then small)\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\nhide\n\n
______________Forest || Platformer______________\n\nHello Scratchers, this is my first proper project. l see that platformers are a big hit here so l decided to create one. lt isn't that good but l hope you guys enjoy!\n\n______________lNSTRUCTlONS________________\n\n-PLAY lN FULLSCREEN\n- Arrow Keys or WASD to move\n- Get to the coins to get to the next level\n- Your goal is to work your way through 15 levels and find the apple tree\n- Don't touch spikes\n- Don't fall in water or ravines\n- Touch dinos :P\n___________________________________________\nlt would mean a lot if you gave this a love :D\nComment: "Apples" if you completed it!
Platformer
@Stage\n\n@Ground\n\nwhen flag clicked\nswitch costume to (color pallete v)\n\nwhen flag clicked\nif <color (#1a1a1a) is touching (portal)?> then\n next costume\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (5) seconds\nstart sound [Happy Music v]\n\n@Sprite1\n\ndefine Reset\npoint in direction (90)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [9]> then\n go to x: (-200) y: (-100)\nelse\n go to x: (-200) y: (0)\nend\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [green flag clicked v]\nbroadcast (Retry v)\nReset\nset [level v] to [1]\nforever\n Platforming Engine\n if <<touching (moving spikes up/down v)?> or <<touching (spikes v)?> or <touching (right/left v)?>>> then\n switch costume to (die v)\n start sound [whoop v]\n Go down\n repeat (11)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Retry v)\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\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 (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n start sound [Jump v]\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [max bounce v] to [11]\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [retry v]\nReset\n\nwhen I receive [next level v]\nReset\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to ([floor v] of ((13) + ((Idle Frame) mod (15))) )\n change [idle frame v] by (0.5)\n set [frame v] to [0]\n else\n switch costume to ([floor v] of ((29) + ((frame) mod (15))) )\n end\nelse\n switch costume to ([floor v] of ((((15) / ((Max Bounce) * (2))) * ((speed y) + (Max Bounce))) + (45)) )\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 Go down\nrepeat until <touching (ground v)?>\n change y by (-2)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\ndefine Platforming Engine\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [max bounce v] to [14]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n go to x: (-200) y: (0)\n broadcast (Retry v)\n set [speed y v] to [0]\nend\nif <touching (portal v)?> then\n start sound [Connect v]\n go to x: (-200) y: (0)\n change [level v] by (1)\n Reset\n broadcast (Next level v)\nend\nif <touching (bounce v)?> then\n start sound [Jump v]\n set [max bounce v] to [25]\n set [speed y v] to [25]\nend\nif <(x position) < [-190]> then\n set x to (-190)\nend\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <touching (ladder v)?>> then\n set [speed y v] to [5]\nend\nSet Costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n broadcast (shrink v)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nif <color (#1a1a1a) is touching (portal)?> then\n next costume\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Portal\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n broadcast (Position Portal v)\n turn left (10) degrees\nend\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\nwhen I receive [position portal v]\nPosition (((Level) mod (5)) + (0))\n\ndefine Position (level)\nshow\nif <(level) = [1]> then\n go to x: (180) y: (-84)\nend\nif <(level) = [2]> then\n go to x: (180) y: (-84)\nend\nif <(level) = [3]> then\n go to x: (156) y: (21)\nend\nif <(level) = [5]> then\n go to x: (200) y: (100)\n show\nend\n\nif <(level) = [0]> then\n go to x: (180) y: (40)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Decor\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nif <color (#1a1a1a) is touching (portal)?> then\n next costume\nend\n\n@Background for intro\n\nwhen flag clicked\nforever\n show\n go to [back v] layer\nend\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen flag clicked\nbroadcast (Green Flag clicked v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Water\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (50)\n go to [back v] layer\n switch costume to (Level)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\nif <[level] = [4]> then\n go to [front v] layer\nend\n\n
Use the arrow keys to move, mobile friendly!\n\nto make work click sprite1and then click when i reiceive green flag clicked script.
Infection - A platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (10)\nswitch costume to (costume v)\nshow\ngo to x: (-180) y: (-127)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching (sprite2 v)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-127)\n set [ghost v] effect to (0)\n switch costume to (costume v)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-180) y: (-127)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n turn left (15) degrees\n end\n if <key (right arrow v) pressed?> then\n turn right (15) degrees\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [5]> then\n broadcast (note? v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (no note again v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (jk v)\n switch backdrop to (backdrop3 v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (end for real v)\n switch backdrop to (backdrop4 v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (now for real v)\n stop [this script v]\n end\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (5) to (10)) %\nset [ghost v] effect to (pick random (50) to (70))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n hide\n create clone of (_myself_ v)\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [jk v]\nswitch costume to (costume2 v)\n\nwhen I receive [end for real v]\nswitch costume to (costume3 v)\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite1 v)?> then\n broadcast (next v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\nchange [ghost v] effect by (-10)\n\nset [ghost v] effect to (50)\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\n\nwhen I receive [jk v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [note v]\nshow\n\nwhen I receive [no note v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (100)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [note? v]\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (note v)\n else\n broadcast (no note v)\n end\nend\n\nwhen I receive [no note again v]\nhide\nstop [other scripts in sprite v]\n\n@maxresdefault\n\nwhen flag clicked\nset size to (160) %\nswitch costume to (earlysourdungenesscrab-max-1mb \(1\)-0 v)\nbroadcast (message1 v)\nforever\n play sound [Noisestorm - Crab Rave Monstercat Release.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\nwhen I receive [message1 v]\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen [b v] key pressed\nstop [other scripts in sprite v]\nbroadcast (message1 v)\nforever\n play sound [CRAB RAVE EARRAPE v] until done\nend\n\nwhen [n v] key pressed\nstop [other scripts in sprite v]\nbroadcast (message1 v)\nforever\n play sound [Noisestorm - Crab Rave Monstercat Release.mp3 v] until done\nend\n\n@Turbo trap\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n set [turbo v] to [0]\n wait (0.0001) seconds\n say []\n if <(Turbo) > [10]> then\n forever\n show\n broadcast (Turborborborob v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [turbo v] by (5)\nend\n\n
We are on explore!! YAYYAYAYAYAYAYAY!!!\nJoin the Fortnite Haters: https://scratch.mit.edu/studios/25342415/projects/\nmeme cloud clicker: https://scratch.mit.edu/projects/338661758/\n@noodlebot743 for the turbo mode detection\nNote I will sometimes reply to you on my alt account, @-5d.\nYes, I did change stuff. \nSo hah.\nI added a narrator.\nArrow keys to move.
Minecraft (UNFAIR) platformer
@Stage\n\nwhen flag clicked\nset [sound on v] to [1]\nset [level 10 v] to [0]\nset [level 9 v] to [0]\nset [number of deaths v] to [0]\nset [level 5 v] to [0]\nset [level 2 v] to [0]\nforever\n if <(backdrop [number v]) = [1]> then\n switch backdrop to (mccloud v)\n end\n if <<key (r v) pressed?> and <(level 10) = [1]>> then\n broadcast (die v)\n broadcast (level 14 v)\n else\n if <<key (r v) pressed?> and <(level 9) = [1]>> then\n broadcast (level 9 die v)\n else\n if <<key (r v) pressed?> and <(level 5) = [1]>> then\n broadcast (level 5 die v)\n else\n if <key (r v) pressed?> then\n broadcast (die v)\n end\n end\n end\n end\nend\n\nwhen I receive [level 5 v]\nset [level 5 v] to [1]\n\nwhen I receive [level 6 v]\nset [level 5 v] to [0]\n\nwhen I receive [level 10 v]\nset [level 9 v] to [0]\n\nwhen I receive [level 9 die v]\nbroadcast (level 9 v)\nbroadcast (die v)\n\nwhen I receive [level 15 v]\nset [level 10 v] to [0]\n\nwhen I receive [die v]\nif <(level 10) = [1]> then\n broadcast (level 14 v)\nend\n\nwhen I receive [level 14 v]\nset [level 10 v] to [1]\n\nwhen I receive [pressed level 10 2 v]\nset [level 10 v] to [1]\n\nwhen I receive [level 11 v]\nset [level 10 v] to [0]\n\n@steve\n\nwhen I receive [die v]\ngo to x: (-218) y: (-81)\nchange [number of deaths v] by (1)\nforever\n if <([costume name v] of [levels v]) = [end]> then\n stop [this script v]\n else\n if <(sound on) = [1]> then\n play sound [oof v] until done\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 2 v]\nbroadcast (die v)\n\nwhen I receive [level 3 v]\nbroadcast (die v)\n\nwhen I receive [level 4 v]\nbroadcast (die v)\n\nwhen I receive [level 5 v]\ngo to x: (-218) y: (80)\n\nwhen I receive [level 5 die v]\ngo to x: (-241) y: (55)\nplay sound [oof v] until done\nchange [number of deaths v] by (1)\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen I receive [level 6 v]\nbroadcast (die v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [level 11 v]\nif <(number of deaths) = [9]> then\n say [Good Job! You only died once!] for (2) seconds\nend\n\nwhen I receive [level 11 v]\ngo to x: (-209) y: (-43)\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\nwhen I receive [end v]\nset [fall v] to [end]\n\nwhen flag clicked\nforever\n if <<touching (level 14 water 1 v)?> or <touching (level 15 water v)?>> then\n switch costume to (download \(41\)2 v)\n wait (0.1) seconds\n switch costume to (download \(41\) v)\n wait until <not <<touching (level 14 water 1 v)?> or <touching (level 15 water v)?>>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<touching (level 14 water 1 v)?> or <touching (level 15 water v)?>> or <touching (level 16 magma v)?>>> then\n switch costume to (download \(41\) v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level 14 water 1 v)?> then\n start sound [Splash v]\n wait until <not <touching (level 14 water 1 v)?>>\n end\nend\n\nstop all sounds\n\nwhen I receive [level 8 v]\nbroadcast (die v)\n\nbroadcast (die v)\n\nwhen flag clicked\nforever\n if <touching (level 16 magma v)?> then\n broadcast (fire v)\n end\nend\n\nwhen I receive [fire v]\nrepeat (20)\n switch costume to (download \(41\)3 v)\n switch costume to (download \(41\)3 v)\n switch costume to (download \(41\)3 v)\n switch costume to (download \(41\)3 v)\nend\nbroadcast (die v)\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n set [xpos v] to (x position)\n set [ypos v] to (y position)\nend\n\nwhen flag clicked\nforever\n set [direction of steve v] to (direction)\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (download \(41\) v)\nset rotation style [left-right v]\nset size to (50) %\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-85)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (6)\n if <touching (level 16 soulsand v)?> then\n change x by (-2.5)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (-6)\n end\n else\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (-6)\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-6)\n if <touching (level 16 soulsand v)?> then\n change x by (2.5)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (6)\n end\n else\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (6)\n end\n end\n end\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Boing v]\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 (levels v)?> or <touching (level 11 trap 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 (levels v)?> or <touching (level 11 trap base v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Boing v]\n set [yv v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-170]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [animation end v]\nshow\nbroadcast (die v)\n\nwhen I receive [level 18 v]\nhide\n\n@levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [level 2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [level 3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [level 4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [level 5 v]\nbroadcast (level 5 die v)\nswitch costume to (level 5 v)\n\nwhen I receive [level 6 v]\nswitch costume to (level 6 v)\n\nwhen I receive [touched v]\nswitch costume to (level 11 touched v)\n\nwhen I receive [level 7 v]\nswitch costume to (level 7 v)\n\nwhen I receive [level 8 v]\nswitch costume to (level 8 v)\n\nwhen I receive [button pushed v]\nswitch costume to (level 8 button pushed v)\n\nwhen I receive [level 9 v]\nswitch costume to (level 9 v)\n\nwhen I receive [pressed- level 10 v]\nswitch costume to (level 14 path 1 activated v)\n\nwhen I receive [level 10 v]\nswitch costume to (level 10 v)\n\nwhen I receive [level 10 v]\nset [level 10 v] to [1]\n\nwhen I receive [pressed level 10 2 v]\nswitch costume to (level 14 path 2 activated v)\n\nwhen I receive [level 11 v]\nforever\n switch costume to (level 11 v)\n if <(level 12) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [level 12 v]\nset [level 12 v] to [1]\nswitch costume to (level 12 v)\n\nwhen I receive [level 13 v]\nswitch costume to (level 13 v)\n\nwhen I receive [pressed level 10 2 v]\nswitch costume to (level 14 path 2 activated v)\n\nwhen I receive [level 14 v]\nswitch costume to (level 14 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [level 15 v]\nswitch costume to (level 15 v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [level 16 v]\nswitch costume to (level 16 v)\n\nwhen I receive [lv 11 v]\nswitch costume to (level 11 v)\n\nwhen I receive [level 17 v]\nswitch costume to (level 17 v)\n\nwhen I receive [level 18 v]\nswitch costume to (level 18 v)\n\nwhen I receive [end!! v]\nswitch costume to (end!! v)\n\nwhen flag clicked\nshow\n\nwhen [timer v] > (0.4)\nhide\n\n@level 1 trap\n\nwhen flag clicked\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (download \(42\)2 v)\n go to [front v] layer\n wait (1) seconds\n switch costume to (costume1 v)\n go to [back v] layer\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 2 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (-92)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 2 trap\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 3 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\ngo to x: (-107) y: (-92)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen I receive [level 2 v]\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (download \(42\)2 v)\n go to [front v] layer\n wait (1) seconds\n switch costume to (costume1 v)\n go to [back v] layer\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 3 trap\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 4 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (-54)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen I receive [level 3 v]\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (download \(42\)2 v)\n go to [front v] layer\n wait (1) seconds\n switch costume to (costume1 v)\n go to [back v] layer\n broadcast (die v)\n end\nend\n\n@level 5 trap\n\nwhen I receive [level 5 v]\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (costume1 v)\n go to [front v] layer\n wait (0.5) seconds\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n go to [back v] layer\n broadcast (level 5 die v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-3)\n\nwhen I receive [level 6 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [timer v] > (0.4)\nhide\n\n@level 5 path\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [level 5 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [level 6 v]\ngo to [back v] layer\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [fall down v]\nhide\n\n@level 11 trap\n\nwhen I receive [level 11 v]\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-113)\n\nwhen I receive [level 12 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 11 v]\nshow\n\nwhen I receive [fall down v]\nrepeat (5)\n change y by (-7)\nend\nrepeat (5)\n change y by (-9)\nend\nrepeat (5)\n change y by (-11)\nend\nwait (0.05) seconds\n\nwhen I receive [level 11 v]\nforever\n if <touching (steve v)?> then\n broadcast (fall down v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [fall down v]\nhide\n\n@level 11 trap base\n\nwhen I receive [level 11 v]\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-113)\n\nwhen I receive [level 12 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 11 v]\nshow\n\nwhen I receive [fall down v]\nrepeat (5)\n change y by (-9)\nend\nrepeat (5)\n change y by (-11)\nend\nrepeat (5)\n change y by (-13)\nend\nbroadcast (die v)\nwait (0.05) seconds\nbroadcast (touched v)\n\nwhen I receive [level 11 v]\nforever\n if <touching (steve v)?> then\n change [fall v] by (1)\n broadcast (fall down v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [fall down v]\nhide\n\n@portal\n\nwhen flag clicked\nshow\ngo to x: (208) y: (-66)\nforever\n if <touching (steve v)?> then\n broadcast (level 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 2 v]\nbroadcast (die v)\nstop [other scripts in sprite v]\nshow\ngo to x: (210) y: (-63)\nwait (0.5) seconds\nforever\n if <touching (steve v)?> then\n go to x: (211) y: (-77)\n broadcast (die v)\n broadcast (level 3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 3 v]\nbroadcast (die v)\nstop [other scripts in sprite v]\nshow\ngo to x: (209) y: (-62)\nwait (0.5) seconds\nforever\n if <touching (steve v)?> then\n broadcast (die v)\n broadcast (level 4 v)\n wait (0.05) seconds\n go to x: (-200) y: (142)\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 v]\nbroadcast (die v)\nstop [other scripts in sprite v]\nshow\ngo to x: (-200) y: (142)\nwait (0.5) seconds\nforever\n if <touching (steve v)?> then\n broadcast (level 5 v)\n go to x: (204) y: (-93)\n stop [this script v]\n end\nend\n\nwhen I receive [level 5 v]\nbroadcast (level 5 die v)\nstop [other scripts in sprite v]\nshow\ngo to x: (204) y: (-93)\nwait (0.5) seconds\nforever\n if <touching (steve v)?> then\n broadcast (level 6 v)\n go to x: (200) y: (-52)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (200) y: (-52)\nwait (0.5) seconds\nforever\n if <touching (steve v)?> then\n broadcast (level 7 v)\n go to x: (-217) y: (146)\n stop [this script v]\n end\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (-217) y: (146)\nforever\n if <touching (steve v)?> then\n broadcast (level 8 v)\n go to x: (200) y: (-52)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 8 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (200) y: (-52)\nforever\n if <touching (steve v)?> then\n broadcast (level 9 v)\n go to x: (-215) y: (-95)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 9 touched v]\nstop [other scripts in sprite v]\nwait (3) seconds\nshow\ngo to x: (-215) y: (-95)\nforever\n if <touching (steve v)?> then\n broadcast (level 10 v)\n go to x: (194) y: (-58)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 9 v]\nhide\n\nwhen I receive [level 10 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (194) y: (-58)\nforever\n if <touching (steve v)?> then\n broadcast (level 11 v)\n go to x: (209) y: (-29)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 11 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (209) y: (-29)\nforever\n if <touching (steve v)?> then\n broadcast (level 12 v)\n go to x: (-144) y: (83)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (-144) y: (83)\nforever\n if <touching (steve v)?> then\n broadcast (level 13 v)\n go to x: (-144) y: (83)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 13 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (207) y: (-10)\nforever\n if <touching (steve v)?> then\n broadcast (level 14 v)\n go to x: (196) y: (-51)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [level 14 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (71) y: (-77)\nforever\n if <touching (steve v)?> then\n broadcast (level 15 v)\n go to x: (207) y: (-10)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 15 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (199) y: (98)\nforever\n if <touching (steve v)?> then\n broadcast (level 16 v)\n go to x: (207) y: (-10)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 16 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (199) y: (-73)\nforever\n if <touching (steve v)?> then\n broadcast (level 17 v)\n go to x: (207) y: (-10)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 17 v]\nstop [other scripts in sprite v]\nshow\ngo to x: (199) y: (-63)\nforever\n if <touching (steve v)?> then\n broadcast (level 18 v)\n go to x: (199) y: (-63)\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 18 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [herbrine dead v]\nshow\ngo to x: (199) y: (-63)\nforever\n if <touching (steve v)?> then\n broadcast (END!! v)\n go to x: (207) y: (-10)\n broadcast (die v)\n stop [this script v]\n end\nend\n\n@level 7 trap 1\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (-131) y: (-129)\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\n@level 7 trap 2\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (47) y: (-23)\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\n@level 7 trap 3\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (47) y: (-40)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@level 7 trap 4\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (47) y: (-40)\n\n@level 7 trap 5\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (52) y: (-26)\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 7 trap 6\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (35) y: (68)\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 7 trap 8\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (89) y: (-1)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [timer v] > (0.4)\nhide\n\n@level 7 trap 9\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (54) y: (-57)\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 7 trap 10\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (-43) y: (-56)\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 7 trap 11\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (55) y: (-15)\n\nwhen [timer v] > (0.4)\nhide\n\n@level 7 trap 12\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (85) y: (-29)\n\nwhen I receive [level 8 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 7 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@level 8 trap\n\nwhen I receive [level 8 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 9 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 8 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (30) y: (-14)\n\nwhen [timer v] > (0.4)\nhide\n\n@ level 8 button\n\nwhen flag clicked\nhide\nswitch costume to (button v)\n\nwhen I receive [level 8 v]\nshow\nforever\n if <touching (steve v)?> then\n broadcast (button pushed v)\n switch costume to (button pushed v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 9 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [timer v] > (0.4)\nhide\n\n@level 9 trap 1\n\nwhen I receive [level 9 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 9 die v)\n end\nend\n\nwhen I receive [level 10 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\npoint in direction (90)\ngo to x: (30) y: (-61)\n\nwhen flag clicked\nforever\n move (10) steps\nend\n\nwhen flag clicked\nforever\n if <(x position) > [158]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-132]> then\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 9 trap 2\n\nwhen I receive [level 9 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 9 die v)\n end\nend\n\nwhen I receive [level 10 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\npoint in direction (90)\ngo to x: (32) y: (-7)\n\nwhen flag clicked\nforever\n move (5) steps\nend\n\nwhen flag clicked\nforever\n if <(x position) > [85]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-155]> then\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 9 trap 3\n\nwhen I receive [level 9 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 9 die v)\n end\nend\n\nwhen I receive [level 10 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\npoint in direction (90)\ngo to x: (-90) y: (-7)\n\nwhen flag clicked\nforever\n move (7) steps\nend\n\nwhen flag clicked\nforever\n if <(x position) > [85]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-155]> then\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 9 trap 4\n\nwhen I receive [level 9 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 9 die v)\n end\nend\n\nwhen I receive [level 10 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\npoint in direction (90)\ngo to x: (-30) y: (101)\n\nwhen flag clicked\nforever\n move (5) steps\nend\n\nwhen flag clicked\nforever\n if <(x position) > [120]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-155]> then\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 9 trap 5\n\nwhen I receive [level 9 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 9 die v)\n end\nend\n\nwhen I receive [level 10 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\npoint in direction (90)\ngo to x: (70) y: (101)\n\nwhen flag clicked\nforever\n move (7) steps\nend\n\nwhen flag clicked\nforever\n if <(x position) > [120]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-155]> then\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 9 trap 6\n\nwhen I receive [level 9 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 9 die v)\n end\nend\n\nwhen I receive [level 10 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\npoint in direction (90)\ngo to x: (130) y: (101)\n\nwhen flag clicked\nforever\n move (3) steps\nend\n\nwhen flag clicked\nforever\n if <(x position) > [120]> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-155]> then\n point in direction (90)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@portal2\n\nwhen I receive [level 9 v]\nset [level 9 v] to [1]\nwait (1) seconds\nshow\ngo to x: (205) y: (147)\nforever\n if <touching (steve v)?> then\n broadcast (level 9 touched v)\n go to x: (205) y: (149)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 touched v]\nwait (0.05) seconds\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [timer v] > (0.4)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 11 v]\nwait (0.05) seconds\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 10 v]\nwait (0.05) seconds\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@level 14 trap 1\n\nwhen I receive [level 14 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 10 v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 15 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 14 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-1)\n\nwhen [timer v] > (0.4)\nhide\n\n@level 12 slime 2\n\nwhen flag clicked\ngo to x: (-120) y: (-78)\nhide\n\nwhen I receive [level 12 v]\nshow\ngo to [back v] layer\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 13 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 14 trap 2\n\nwhen I receive [level 14 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 14 v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 15 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 14 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (92) y: (151)\n\nwhen [timer v] > (0.4)\nhide\n\n@level 14 trap 3\n\nwhen I receive [level 14 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (level 14 v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 15 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 14 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (95) y: (-27)\n\nwhen [timer v] > (0.4)\nhide\n\n@level 14 path 1\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [level 14 v]\nshow\nforever\n if <touching (steve v)?> then\n broadcast (pressed- level 10 v)\n end\nend\n\nwhen I receive [level 15 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 14 path 2\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [level 14 v]\nshow\nforever\n if <touching (steve v)?> then\n broadcast (pressed level 10 2 v)\n end\nend\n\nwhen I receive [level 15 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@cover\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [level 14 v]\ngo to [front v] layer\nshow\n\nwhen I receive [pressed level 10 2 v]\nhide\n\nwhen I receive [level 15 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 6+12 slime\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-27) y: (-56)\nhide\n\nwhen I receive [level 6 v]\ngo to [back v] layer\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [18]\n end\nend\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 12 v]\nshow\ngo to x: (-27) y: (-71)\nset size to (120) %\n\nwhen I receive [level 13 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 12 slime 3\n\nwhen flag clicked\ngo to x: (75) y: (-87)\nhide\n\nwhen I receive [level 12 v]\ngo to [back v] layer\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 13 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 12 slime 4\n\nwhen flag clicked\ngo to x: (166) y: (-71)\nhide\n\nwhen I receive [level 12 v]\ngo to [back v] layer\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 13 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@SKIP Button\n\nwhen flag clicked\nshow\ngo to x: (-60) y: (130)\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-60) y: (130)\n\nwhen I receive [level 3 v]\nshow\ngo to x: (-59) y: (142)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (e v) pressed?>> then\n if <([costume # v] of [levels v]) = [1]> then\n broadcast (level 2 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [2]> then\n broadcast (level 3 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [3]> then\n broadcast (level 4 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [4]> then\n broadcast (die v)\n broadcast (level 5 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [5]> then\n broadcast (level 6 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [6]> then\n broadcast (level 7 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [7]> then\n broadcast (level 8 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [8]> then\n broadcast (die v)\n broadcast (level 9 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [9]> then\n broadcast (level 9 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [10]> then\n broadcast (die v)\n broadcast (level 10 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [11]> then\n broadcast (level 11 v)\n broadcast (lv 11 v)\n broadcast (die v)\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [level 4 v]\nshow\ngo to x: (302) y: (124)\n\nwhen I receive [level 5 v]\nshow\ngo to [front v] layer\ngo to x: (227) y: (-21)\n\nwhen I receive [level 6 v]\nshow\ngo to [front v] layer\ngo to x: (300) y: (130)\n\nwhen I receive [level 7 v]\nshow\ngo to [front v] layer\ngo to x: (-70) y: (50)\n\nwhen I receive [level 8 v]\nshow\ngo to [front v] layer\ngo to x: (-70) y: (50)\n\nwhen I receive [level 9 v]\nshow\ngo to [back v] layer\ngo to x: (-65) y: (-90)\n\nwhen I receive [level 10 v]\nshow\ngo to [front v] layer\ngo to x: (-65) y: (140)\n\nwhen I receive [level 11 v]\nshow\ngo to [front v] layer\ngo to x: (300) y: (140)\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\nwhen I receive [level 12 v]\nshow\ngo to [front v] layer\ngo to x: (-65) y: (140)\n\nwhen I receive [level 13 v]\nshow\ngo to [front v] layer\ngo to x: (-65) y: (140)\n\nwhen I receive [lv 11 v]\nforever\n broadcast (level 11 v)\n if <(stop) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [level 11 v]\nset [lv 11 v] to [1]\nwait (1) seconds\n\nwhen flag clicked\nset [stop v] to [0]\nset [lv 11 v] to [0]\n\nwhen flag clicked\nforever\n if <(lv 11) = [1]> then\n set [stop v] to [1]\n end\nend\n\nwhen I receive [level 11 v]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (e v) pressed?>> then\n if <([costume # v] of [levels v]) = [12]> then\n broadcast (level 12 v)\n broadcast (die v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [13]> then\n broadcast (level 12 v)\n broadcast (die v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [14]> then\n broadcast (level 13 v)\n broadcast (die v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [15]> then\n broadcast (die v)\n broadcast (level 14 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [16]> then\n broadcast (die v)\n broadcast (level 15 v)\n set [level 10 v] to [0]\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [17]> then\n broadcast (die v)\n broadcast (level 15 v)\n set [level 10 v] to [0]\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [18]> then\n broadcast (die v)\n broadcast (level 15 v)\n set [level 10 v] to [0]\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [19]> then\n broadcast (die v)\n broadcast (level 16 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n else\n if <([costume # v] of [levels v]) = [20]> then\n broadcast (die v)\n broadcast (level 17 v)\n wait until <<not <mouse down?>> and <not <key (e v) pressed?>>>\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 12 trap\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (-9) y: (70)\n\nwhen I receive [level 13 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 12 v]\nshow\n\nwhen I receive [level 12 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 13 slime 1\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-211) y: (-103)\nhide\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 slime 2\n\nwhen flag clicked\ngo to x: (-58) y: (80)\nhide\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 slime 3\n\nwhen flag clicked\nset size to (100) %\ngo to x: (36) y: (-6)\nhide\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 slime 4\n\nwhen flag clicked\nset size to (100) %\ngo to x: (131) y: (78)\nhide\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 trap 1\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (-66) y: (171)\n\nwhen I receive [level 14 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 13 v]\nshow\n\nwhen I receive [level 13 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 trap 2\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level 14 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 13 v]\nshow\n\nwhen I receive [level 13 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 trap 3\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (non spike v)\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@sound button\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (모양 1 v)\n\nwhen flag clicked\nshow\nbroadcast (sound on v)\nforever\n if <(costume [number v]) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (sound off v)\n next costume\n wait until <not <mouse down?>>\n end\n end\n if <(costume [number v]) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (sound on v)\n next costume\n wait until <not <mouse down?>>\n end\n end\nend\n\nwait until <not <touching (mouse-pointer v)?>>\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 2 v]\ngo to x: (36) y: (28)\n\nwhen I receive [level 3 v]\ngo to x: (-311) y: (-7)\n\nwhen I receive [level 4 v]\ngo to x: (-87) y: (50)\n\nwhen I receive [level 6 v]\ngo to x: (-312) y: (-53)\n\nwhen I receive [level 5 v]\ngo to x: (-38) y: (19)\n\nwhen I receive [level 7 v]\ngo to x: (-310) y: (-193)\nforever\n go to [back v] layer\nend\n\nwhen I receive [level 8 v]\ngo to x: (-310) y: (8)\nforever\n go to [back v] layer\nend\n\nwhen I receive [level 9 v]\ngo to x: (-302) y: (61)\nforever\n go to [back v] layer\nend\n\nwhen I receive [level 10 v]\ngo to x: (19) y: (50)\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 11 v]\ngo to x: (-300) y: (50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [level 13 v]\ngo to x: (19) y: (50)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n show\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\nwhen I receive [level 12 v]\ngo to x: (19) y: (50)\nforever\n go to [back v] layer\nend\n\n@sound control\n\nwhen I receive [sound on v]\nset [sound on v] to [1]\nset volume to (100) %\nforever\n if <(sound on) = [0]> then\n set volume to (0) %\n stop [this script v]\n end\nend\n\nwhen I receive [sound off v]\nset [sound on v] to [0]\nforever\n set volume to (0) %\n if <(sound on) = [1]> then\n set volume to (100) %\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [sound on v] to [1]\nstop [other scripts in sprite v]\nset volume to (100) %\nswitch backdrop to (start v)\nswitch backdrop to (mccloud v)\nforever\n play sound [Undertale_Bossfight_Medley v] until done\n change volume by (-60)\n play sound [Undertale Megalovania v] until done\n change volume by (60)\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\nwhen I receive [end v]\nplay sound [Undertale_Bossfight_Medley v] until done\nchange volume by (-40)\nplay sound [Undertale Megalovania v] until done\nchange [pitch v] effect by (40)\nwait (100) seconds\nstop all sounds\nbroadcast (end!! v) and wait\n\nwhen I receive [end!! v]\nforever\n play sound [Undertale_Bossfight_Medley v] until done\n change volume by (-40)\n play sound [Undertale Megalovania v] until done\n change [pitch v] effect by (40)\nend\n\n@level 13 trap 4\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (non spike v)\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 13 trap 5\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (non spike v)\n\nwhen I receive [level 13 v]\nshow\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n play sound [roblox-death-sound-effect-opNTQCf4R v] until done\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\nwhen I receive [level 15 v]\nhide\n\n@level 13 trap 6\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (non spike v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level 14 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 13 v]\nshow\n\nwhen I receive [level 13 v]\nforever\n if <touching (steve v)?> then\n switch costume to (spike v)\n wait (1) seconds\n switch costume to (non spike v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [levels v]) = [end]> then\n hide\n end\nend\n\n@level 14 Water 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 10 v]\nshow\nforever\n if <not <([costume name v] of [levels v]) = [level 10]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [touching water v]\nforever\n if <<touching (steve v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [5]\n go to [back v] layer\n go [forward v] (2) layers\n end\n if <<touching (steve v)?> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [yv v] to [-3]\n go to [back v] layer\n go [forward v] (2) layers\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <touching (steve v)?> then\n broadcast (touching water v)\n set [yv v] to [-1]\n end\nend\n\n@level 15 Water \n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 15 v]\ngo to [back v] layer\nshow\n\nwhen I receive [touching water v]\nforever\n if <<touching (steve v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [5]\n go to [back v] layer\n go [forward v] (2) layers\n end\n if <<touching (steve v)?> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [yv v] to [-3]\n go to [back v] layer\n go [forward v] (2) layers\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <touching (steve v)?> then\n broadcast (touching water v)\n set [yv v] to [-1]\n end\nend\n\nwhen I receive [level 16 v]\nhide\n\n@magma bubbles\n\nwhen flag clicked\nhide\n\nwhen I receive [level 15 v]\ngo to x: (-40) y: (28)\nshow\nforever\n wait (0.05) seconds\n next costume\nend\n\nsay (costume [name v])\n\nwhen I receive [level 15 v]\nshow\nforever\n if <touching (steve v)?> then\n set [yv v] to [-2.5]\n wait (0.05) seconds\n end\nend\n\nwhen I receive [level 16 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@magma bubbles2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 15 v]\ngo to x: (-25) y: (-60)\nshow\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [level 15 v]\nforever\n if <touching (steve v)?> then\n set [yv v] to [7]\n wait (0.05) seconds\n end\nend\n\nwhen I receive [level 16 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 11 trap2\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level 16 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 15 v]\nshow\n\nwhen I receive [level 15 v]\nforever\n go to [front v] layer\n if <touching (steve v)?> then\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a2 v)\n wait (1) seconds\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 11 trap3\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level 16 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 15 v]\nshow\n\nwhen I receive [level 15 v]\nforever\n go to [front v] layer\n if <touching (steve v)?> then\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a2 v)\n wait (1) seconds\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 11 trap4\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0.5)\n\nwhen I receive [level 16 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 15 v]\nshow\n\nwhen I receive [level 15 v]\nforever\n go to [front v] layer\n if <touching (steve v)?> then\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a2 v)\n wait (1) seconds\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 11 trap5\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level 16 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [level 15 v]\nshow\n\nwhen I receive [level 15 v]\nforever\n go to [front v] layer\n if <touching (steve v)?> then\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a2 v)\n wait (1) seconds\n switch costume to (d4f3lgm-0af4c54a-559c-4f78-a479-7dc2f1e9f07a4 v)\n broadcast (die v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 16 soulsand\n\nwhen flag clicked\nhide\n\nwhen I receive [level 16 v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [level 17 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@level 16 magma\n\nwhen flag clicked\nhide\n\nwhen I receive [level 16 v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [level 17 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen [timer v] > (0.4)\nhide\n\n@sign\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 17 v]\nshow\nforever\n if <touching (steve v)?> then\n broadcast (sign touch v)\n stop [this script v]\n end\nend\n\nwhen I receive [sign touch v]\nsay [HEY! Do NOT go beyond this point.]\nwait (2) seconds\nsay [Herobrine lives here.-->]\nwait (2) seconds\nforever\n go to [back v] layer\n if <not <touching (steve v)?>> then\n say [Hey! Where are you going?!]\n end\nend\n\nwhen I receive [level 18 v]\nhide\n\n@herobrine\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (pick random (0.03) to (0.15)) seconds\nend\n\nwhen I receive [stevejump v]\nwait (pick random (1) to (2)) seconds\nstart sound [Boing v]\nset [yvherobrine v] to (pick random (5) to (10))\n\nwhen I receive [level 18 v]\nset [level 18 v] to [1]\nset volume to (100) %\nswitch costume to (download \(41\) v)\nset rotation style [left-right v]\nset size to (50) %\nhide\n\nwhen I receive [level 18 v]\nforever\n set [direction of herobrine v] to (direction)\nend\n\nwhen I receive [die v]\ngo to x: (201) y: (-85)\n\nwhen I receive [herobrine hit! v]\nchange [herobrine hit v] by (1)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide variable [direction of herobrine v]\nhide variable [direction of steve v]\nhide variable [fall v]\nhide variable [herobrine hit v]\nhide variable [level 2 v]\nhide variable [level 5 v]\nhide variable [level 9 v]\nhide variable [level 10 v]\nhide variable [level 12 v]\nhide variable [level 18 v]\nhide variable [lv 11 v]\nhide variable [number of deaths v]\nhide variable [sound on v]\nhide variable [stop v]\nhide variable [xv v]\nhide variable [xpos v]\nhide variable [ypos v]\nhide variable [yv v]\nhide variable [yvherobrine v]\n\nwhen [timer v] > (0.4)\nhide variable [direction of herobrine v]\nhide variable [direction of steve v]\nhide variable [fall v]\nhide variable [herobrine hit v]\nhide variable [level 2 v]\nhide variable [level 5 v]\nhide variable [level 9 v]\nhide variable [level 10 v]\nhide variable [level 12 v]\nhide variable [level 18 v]\nhide variable [lv 11 v]\nhide variable [number of deaths v]\nhide variable [sound on v]\nhide variable [stop v]\nhide variable [xv v]\nhide variable [xpos v]\nhide variable [ypos v]\nhide variable [yv v]\nhide variable [yvherobrine v]\n\nwhen I receive [level 18 v]\nforever\n if <(herobrine hit) = [3]> then\n broadcast (herbrine dead v)\n end\nend\n\nwhen I receive [animation end v]\nshow\nset [xv v] to [0]\nset [yvherobrine v] to [0]\ngo to x: (-201) y: (-85)\nforever\n if <(xpos) > (x position)> then\n point in direction (90)\n change x by (4)\n if <touching (level 16 soulsand v)?> then\n change x by (-2.5)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (-4)\n end\n else\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (-4)\n end\n end\n end\n if <(xpos) < (x position)> then\n point in direction (-90)\n change x by (-4)\n if <touching (level 16 soulsand v)?> then\n change x by (2.5)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (4)\n end\n else\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change x by (4)\n end\n end\n end\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by (-5)\n if <(ypos) > (y position)> then\n broadcast (stevejump v)\n end\n end\n end\n end\n end\n end\n end\n change [yvherobrine v] by (-1)\n change y by (YVHEROBRINE)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n change y by ((YVHEROBRINE) * (-1))\n set [yvherobrine v] to [0]\n end\n change y by (-1)\n if <<touching (levels v)?> or <touching (level 11 trap base v)?>> then\n if <(ypos) > (y position)> then\n broadcast (stevejump v)\n end\n end\n change y by (1)\n if <(y position) < [-170]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nset [herobrine hit v] to [0]\nset [level 18 v] to [0]\nset [xv v] to [0]\nset [yvherobrine v] to [0]\nforever\n go to x: (-201) y: (-85)\n if <(level 18) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [herbrine dead v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@stevesword\n\nwhen flag clicked\nhide\nset size to (100) %\nset rotation style [left-right v]\n\nwhen I receive [level 18 v]\ngo to [back v] layer\nhide\nforever\n go to (steve v)\n move (25) steps\nend\n\nwhen I receive [level 18 v]\nforever\n if <(direction of steve) = [90]> then\n point in direction (90)\n end\n if <(direction of steve) = [-90]> then\n point in direction (-90)\n end\nend\n\nwhen I receive [steveswipe v]\nnext costume\nwait (0.7) seconds\nnext costume\n\nwhen I receive [level 18 v]\nforever\n if <key (space v) pressed?> then\n broadcast (steveswipe v)\n wait (2) seconds\n end\nend\n\nwhen I receive [steveswipe v]\nforever\n if <<([costume # v] of [herobrinesword v]) = [2]> and <touching (herobrinesword v)?>> then\n broadcast (ting v)\n wait (1) seconds\n else\n if <touching (herobrine v)?> then\n broadcast (HEROBRINE HIT! v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [ting v]\nplay sound [Swords_Collide-Sound_Explorer-2015600826 v] until done\n\nwhen I receive [animation end v]\nshow\n\nsay (herobrine hit) for (2) seconds\n\n@herobrinesword\n\nwhen flag clicked\nhide\nset size to (100) %\nset rotation style [left-right v]\n\nwhen I receive [level 18 v]\ngo to [back v] layer\nhide\nforever\n go to (herobrine v)\n move (25) steps\nend\n\nwhen I receive [level 18 v]\nforever\n if <(direction of herobrine) = [90]> then\n point in direction (90)\n end\n if <(direction of herobrine) = [-90]> then\n point in direction (-90)\n end\nend\n\nwhen I receive [heroswipe v]\nnext costume\nwait (0.7) seconds\nnext costume\n\nwhen I receive [heroswipe v]\nrepeat (pick random (10) to (25))\n if <<([costume # v] of [stevesword v]) = [2]> and <touching (stevesword v)?>> then\n broadcast (ting v)\n wait (1) seconds\n else\n if <touching (steve v)?> then\n broadcast (die v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [animation end v]\nshow\n\nwhen I receive [animation end v]\nforever\n if <(herobrine hit) = [3]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [animation end v]\nforever\n wait (pick random (2) to (4)) seconds\n broadcast (heroswipe v)\nend\n\n@animation\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level 18 v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nrepeat (29)\n next costume\nend\nwait (1) seconds\nrepeat (88)\n next costume\nend\nbroadcast (animation end v)\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n
w,a,s,d/arrow keys to move. \nGo to the portal. \nR to restart!\nE/or skip button to skip\nIf the portal does not work, it's probably fake.\nBe sure to hit ❤️, ⭐ and maybe follow please :)\nTHUMBNAIL MADE BY @GoldenPC611
Minecraft Platformer - Episode 1 remix
@Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@Start End screens\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (ShowEpisode v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\n@BlueSticker\n\nwhen I receive [instructionsstickers v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (sticker1 v)\nwait (0.1) seconds\nrepeat (200)\n change x by (5)\nend\n\nwhen I start as a clone\nswitch costume to (sticker2 v)\nwait (3) seconds\nrepeat (200)\n change x by (5)\nend\nwait (0.1) seconds\nbroadcast (ShowPlayButton v) and wait\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-60)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ #BestScore)) - (Numeral)) of (☁ #BestScore))\n wait (1) seconds\n if <(Score) > (☁ #BestScore)> then\n if <(username) = [atomicmagicnumber]> then\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-200) y: (-100)\nif <(Level) = [1]> then\n go to x: (-200) y: (-100)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-210) y: (50)\nhide\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\ngo to [front v] layer\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n play sound [Video Game 2 v] until done\nend\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (213) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n end\n next costume\nend\n\nwhen I receive [levelup v]\nshow\nif <(Level) = [2]> then\n go to x: (-65) y: (68)\nend\nif <(Level) = [3]> then\n go to x: (224) y: (-84)\nend\nif <(Level) = [4]> then\n go to x: (220) y: (-115)\nend\nif <(Level) = [5]> then\n go to x: (220) y: (-142)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [3]> then\n if <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n end\n stop [this script v]\nend\nwait (0.1) seconds\nif <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n if <([x position v] of [controlcharacter v]) > [-40]> then\n next costume\n broadcast (-L1Bridge v)\n stop [this script v]\n else\n broadcast (L1BridgePrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [12]> then\n if <<([x position v] of [controlcharacter v]) > [-25]> and <([x position v] of [controlcharacter v]) < [56]>> then\n next costume\n broadcast (-L2Ladder v)\n stop [this script v]\n else\n broadcast (L2Ladderprompt v)\n end\nend\nif <(costume [number v]) = [23]> then\n broadcast (ArmWithSword v)\n next costume\nend\nif <(costume [number v]) = [28]> then\n set [holdingboat? v] to [Yes]\n next costume\nend\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\n@HINTS\n\nwhen I receive [start v]\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nif <([costume # v] of [crafting v]) < [5]> then\n think [What now?]\nend\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nreset timer\nif <([costume # v] of [crafting v]) < [6]> then\n think [AWESOME!]\nend\nsay []\nwait until <(timer) > [2]>\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Walk to the river then press SPACEBAR or ACTION to craft a bridge!]\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\nwhen flag clicked\nforever\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\nsay [Go higher first!] for (5) seconds\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1bridge v)\nshow\n\nwhen I receive [-l2ladder v]\nswitch costume to (-l2ladder v)\nshow\n\nwhen I receive [-l3mined v]\nswitch costume to (-3mined v)\nshow\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-200) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\nend\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Creeper\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (Creeper v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n repeat (3)\n next costume\n wait (0.1) seconds\n change x by (10)\n end\n hide\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (Creeper v)\n\nwhen I receive [creeper v]\nswitch costume to (creeper v)\nif <(Level) = [3]> then\n wait (0.3) seconds\n show\n go to x: (111) y: (-70)\n go to [front v] layer\nend\nif <(Level) = [4]> then\n show\n go to x: (111) y: (-98)\n go to [front v] layer\nend\nforever\n point in direction (90)\n repeat (50)\n change x by (0.5)\n end\n point in direction (-90)\n repeat (50)\n change x by (-0.5)\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (80) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (-135) y: (-45)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (20)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (-20) y: (-25)\n switch costume to (5 v)\nend\nset size to (80) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [holdingboat? v] to [No]\n\nwhen I receive [start v]\nset size to (50) %\nstop [other scripts in sprite v]\nforever\n if <(HoldingBoat?) = [Yes]> then\n go to (controlcharacter v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [restartlevel v]\nset [holdingboat? v] to [No]\n\nwhen I receive [levelup v]\nset [holdingboat? v] to [No]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n go to x: (-237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\nforever\n if <touching (controlcharacter v)?> then\n set [yvelocity v] to [2]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\n@HOLDING\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [#holdingsword? v] to [No]\nset [#holdingpickaxe? v] to [No]\n\nwhen I receive [levelup v]\nhide\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n set [#holdingsword? v] to [No]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nsay []\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [FunWin v]\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-100)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (-100)\nglide (0.1) secs to x: (0) y: (-75)\nglide (0.1) secs to x: (0) y: (-100)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\nrepeat (40)\n change y by (-1)\nend\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [7]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [6]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [5]> then\n go to x: (-150) y: (-150)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (80)\n end\nend\nif <(Level) = [3]> then\n go to x: (30) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (65) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <<(Level) = [1]> or <(Level) = [4]>> then\n go to x: (-193) y: (-134)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nset [level v] to [0]\n\nwait (3) seconds\n\n@tinyrunner\n\nwhen I receive [gameover v]\nswitch costume to (costume1 v)\nwait (1) seconds\ngo to x: (8) y: (300)\nshow\nglide (1) secs to x: (8) y: (-51)\nbroadcast (EndTalk v)\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [WOW!] for (2) seconds\n wait (3) seconds\n say [★★★ AWSOME! ★★★] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [This game took AGES to make...📆] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say (join (Username) [ is a PRO-GAMER!]) for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [Ok, free jokes coming up. No extra charge.] for (7) seconds\n wait (3) seconds\n say [How does Minecraft Steve get his exercise?] for (7) seconds\n wait (1) seconds\n say [He runs around the block!!!] for (7) seconds\n wait (3) seconds\n say [What is Minecraft Steve's fav sport?] for (7) seconds\n wait (1) seconds\n say [Boxing!!!] for (4) seconds\n wait (1) seconds\n say [Why did the skeleton run away?] for (7) seconds\n wait (1) seconds\n say [He had no-body to back him up!!!!!] for (7) seconds\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (reset v)\n\nwhen I receive [reset v]\nreset\n\ndefine reset\n\n@LoveB\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ((Scroll) + (480)) y: (-14)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\ngo to x: (0) y: (-100)\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n
Minecraft Platformer - Episode 1\n\n➊ Use ARROW keys, ASDW, touchscreen or mouse.\nto move\n➋ Press SPACEBAR to chop, hit or craft.\n\nLevel 1 has a tutorial to get you started.\n\nFirst 100 to love and comment win chance to be added to the credit crew!\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement.
Trapped Within Scratch platformer 2!
@Stage\n\n@Character\n\nwhen I receive [what v]\nforever\n if <<touching (finish v)?> or <touching (sprite7 v)?>> then\n go to x: (-172) y: (149)\n broadcast (pass v)\n end\nend\n\nwhen flag clicked\nshow variable [ammo v]\nset rotation style [left-right v]\nhide\n\nwhen I receive [r v]\nshow variable [ammo v]\nset size to (75) %\ngo to x: (-172) y: (-71)\nshow\n\nwhen I receive [what v]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n set [step v] to (costume [number v])\n else\n switch costume to (costume15 v)\n set [step v] to [1]\n end\nend\n\nwhen I receive [what v]\nforever\n if <touching color (#fab95f)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [what v]\npoint in direction (90)\nset [right v] to [1]\nset size to (75) %\ngo to x: (-172) y: (149)\nshow\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n set [right v] to [0]\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n set [right v] to [1]\n change [x v] by (1)\n point in direction (90)\n end\n if <touching color (#ffd55e)?> then\n change [y v] by (20)\n end\n if <<touching color (#000000)?> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>> then\n change [hearts v] by (-1)\n broadcast (flash v) and wait\n go to x: (-171) y: (149)\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 (#55afca)?> then\n change y by (1)\n end\n if <touching color (#55afca)?> then\n change y by (1)\n end\n if <touching color (#55afca)?> then\n change y by (1)\n end\n if <touching color (#55afca)?> then\n change y by (1)\n end\n if <touching color (#55afca)?> 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 (#55afca)?> 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 (#55afca)?>> then\n set [y v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(Passes) = [16]> then\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ seen v]\nchange [☁ seen v] by (1)\n\n@Sprite12\n\nwhen flag clicked\nhide\nforever\n if <(Passes) = [11]> then\n go to (sprite11 v)\n show\n create clone of (_myself_ v)\n hide\n wait (2) seconds\n end\n hide\nend\n\nwhen I start as a clone\npoint towards (character v)\nglide (2) secs to (character v)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching color (#55afca)?> then\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [passes v] to [0]\nhide\n\nwhen I receive [what v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [pass v]\nnext costume\nchange [passes v] by (1)\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume6 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume2 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume3 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume4 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume7 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume8 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (costume9 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (What v)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n hide\n set [ghost v] effect to (0)\n stop [other scripts in sprite v]\n broadcast (What v)\n end\nend\n\n@finish\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <(Passes) = [16]> then\n hide\n stop [all v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [touches v] to [0]\nset [ammo v] to [0]\nset [passes v] to [0]\nhide\ngo to x: (-90) y: (-59)\nforever\n if <(Passes) = [2]> then\n go to x: (-90) y: (-59)\n show\n if <(pass) = [1]> then\n hide\n end\n if <<touching (character v)?> and <(touches) = [0]>> then\n change [ammo v] by (1)\n set [touches v] to [1]\n hide\n end\n if <(touches) = [1]> then\n hide\n end\n end\n if <(Passes) = [4]> then\n go to x: (-90) y: (-100)\n show\n if <(pass) = [1]> then\n hide\n end\n if <<touching (character v)?> and <(touches) = [0]>> then\n change [ammo v] by (1)\n set [touches v] to [1]\n hide\n end\n if <(touches) = [1]> then\n hide\n end\n end\n if <(Passes) = [3]> then\n go to x: (-90) y: (-59)\n show\n if <(pass) = [1]> then\n hide\n end\n if <<touching (character v)?> and <(touches) = [0]>> then\n change [ammo v] by (1)\n set [touches v] to [1]\n hide\n end\n if <(touches) = [1]> then\n hide\n end\n end\nend\n\nwhen I receive [pass v]\nset [pass v] to [1]\nset [pass v] to [0]\n\nwhen I receive [pass v]\nset [touches v] to [0]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (R v)\n set [ammo v] to [0]\n set [touches v] to [0]\n set [e.d. v] to [0]\n end\nend\n\nwhen I receive [flash v]\nset [ammo v] to [0]\nset [touches v] to [0]\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Passes) = [11]> then\n hide\n go to x: (36) y: (-105)\n end\n if <(Passes) = [10]> then\n show\n end\n if <touching (character v)?> then\n switch costume to (costume2 v)\n end\nend\n\n@coad 2\n\nwhen flag clicked\nset [touches2 v] to [0]\nset [touches v] to [0]\nset [ammo v] to [0]\nset [passes v] to [0]\nhide\nforever\n if <(Passes) = [4]> then\n go to x: (111) y: (-109)\n show\n if <(pass) = [1]> then\n hide\n end\n if <<touching (character v)?> and <(touches2) = [0]>> then\n change [ammo v] by (1)\n set [touches2 v] to [1]\n hide\n end\n if <(touches2) = [1]> then\n hide\n end\n end\nend\n\nwhen I receive [pass v]\nset [touches2 v] to [0]\n\nwhen I receive [flash v]\nset [ammo v] to [0]\nset [touches2 v] to [0]\n\nwhen [s v] key pressed\nhide\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <<(ammo) = [1]> or <(ammo) > [1]>>> then\n show\n go to (character v)\n create clone of (_myself_ v)\n hide\n wait (0.2) seconds\n change [ammo v] by (-1)\n end\nend\n\nwhen I start as a clone\nif <(right) = [1]> then\n point in direction (90)\n forever\n if <not <<<touching (_edge_ v)?> or <touching color (#55afca)?>> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>>> then\n change x by (10)\n end\n if <<<touching (_edge_ v)?> or <touching color (#55afca)?>> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>> then\n wait (0.1) seconds\n delete this clone\n end\n end\nend\nif <(right) = [0]> then\n point in direction (-90)\n forever\n if <not <<<touching (_edge_ v)?> or <touching color (#55afca)?>> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>>> then\n change x by (-10)\n end\n if <<<touching (_edge_ v)?> or <touching color (#55afca)?>> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>> then\n wait (0.1) seconds\n delete this clone\n end\n end\nend\n\nwhen I receive [pass v]\nset [ammo v] to [0]\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [e.d. v] to [0]\nhide\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Passes) = [3]> and <(E.D.) = [0]>> then\n go to x: (188) y: (-100)\n show\n end\n if <touching (sprite4 v)?> then\n hide\n change [e.d. v] by (1)\n end\n if <<(Passes) = [4]> and <(E.D.) = [0]>> then\n go to x: (0) y: (-100)\n show\n end\n if <touching (sprite4 v)?> then\n hide\n change [e.d. v] by (1)\n end\nend\n\nwhen I receive [pass v]\nhide\nset [e.d. v] to [0]\n\nwhen I receive [flash v]\nset [e.d.2 v] to [0]\nset [e.d. v] to [0]\n\nwhen [s v] key pressed\nset [passes v] to [0]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [e.d. v] to [0]\nhide\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <<(Passes) = [4]> and <(E.D.2) = [0]>> then\n go to x: (188) y: (-100)\n show\n end\n if <touching (sprite4 v)?> then\n hide\n change [e.d.2 v] by (1)\n end\nend\n\nwhen I receive [pass v]\nhide\nset [e.d.2 v] to [0]\n\nwhen I receive [flash v]\nset [e.d.2 v] to [0]\n\nwhen [s v] key pressed\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n if <(Passes) = [16]> then\n hide\n end\n if <(Passes) = [15]> then\n show\n go to x: (-119) y: (99)\n end\nend\n\nif <touching (character v)?> then\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <(Passes) = [7]> then\n hide\n end\n if <(Passes) = [6]> then\n go to x: (-186) y: (131)\n show\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n if <(Passes) = [11]> then\n go to x: (0) y: (-20)\n show\n end\n if <(Passes) = [12]> then\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n point towards (character v)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Passes) = [11]> then\n go to x: (-10) y: (8)\n show\n end\n if <(Passes) = [12]> then\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nhide variable [ammo v]\nstop [all v]\n\n
Here's the original one! https://scratch.mit.edu/projects/282826315/\nDouble click the green flag to start.\nS to skip intro or to start the whole game over again.\nArrow keys to move.\nIf you have amo press space to shoot.\nR to restart the screen.\nIf you wondering the reason it is so different from the last game is because there was the 3.0 update.\nAll levels are possible.\nDon't say anything if you don't have anything good to say.\n\nHere's the first one https://scratch.mit.edu/projects/282826315/ .\n\nP.S. I fixed some glitches from the original one.\nRemix this project and add more levels!\n\nOctober 22, 2019 - - - - - - - Posted!\nOctober 23, 2019 - - - - - - - Fixed bugs!\nOctober 25,2019 - - - - - - - - Added thumbnail!\nNovember 15, 2019 - - - - - - - - Curated by CrimsonROSES34 and fixed spelling mistakes!
Burger Platformer
@Stage\n\n@burger\n\nwhen flag clicked\npoint in direction (90)\nshow\nset size to (70) %\nforever\n if <touching (door v)?> then\n broadcast (next v)\n go to x: (-170) y: (80)\n end\nend\n\nwhen flag clicked\ngo to x: (-170) y: (80)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n Platformer Gravity: [-1] Jump height: [15] Side Movement Speed [3] Friction [.7] slope: [8]\nend\n\ndefine Platformer 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 (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?> * ((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 (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\nend\n\nwhen flag clicked\nforever\n if <touching (oil v)?> then\n go to x: (-170) y: (80)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d0a723)?> then\n go to x: (-170) y: (80)\n end\nend\n\nwhen flag clicked\nforever\n if <<<([costume # v] of [level v]) = [5]> and <touching (mouldyfrie v)?>> and <touching (mouldyfrie v)?>> then\n go to x: (-170) y: (80)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouldyfrie v)?> then\n go to x: (-170) y: (80)\n end\nend\n\nwhen flag clicked\nplay sound [YAYAYAAYAY v] until done\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@oil\n\n@door\n\nwhen flag clicked\nforever\n show\n switch backdrop to (start v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [10]> then\n hide\n end\nend\n\n@MouldyFrie\n\nwhen flag clicked\ngo to x: (-26) y: (-27)\nforever\n repeat until <([costume # v] of [level v]) = [5]>\n hide\n end\n broadcast (123456789 v)\nend\n\nwhen I receive [123456789 v]\nforever\n show\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <([costume # v] of [level v]) = [7]> then\n show\n switch costume to (2 v)\n go to x: (-2) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [8]> then\n show\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [5]> then\n show\n switch costume to (1 v)\n go to x: (-27) y: (-28)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [6]> then\n show\n switch costume to (1 v)\n go to x: (-27) y: (-28)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [9]> then\n go to x: (15) y: (-79)\n show\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [10]> then\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to (1 v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n repeat until <([costume # v] of [level v]) = [10]>\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [10]> then\n show\n end\nend\n\n@burger2\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (2) seconds\nrepeat (40)\n change [ghost v] effect by (3)\nend\n\n
Rainbow - A Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n set [color v] effect to (0)\n else\n change [color v] effect by (.5)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (-220) y: (15)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((xv) * (0.9))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [xv v] by (-1)\n end\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 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 (level v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(x position) > [237]> then\n go to x: (-237) y: (-100)\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n go to x: (-237) y: (-100)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (7)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n change [color v] effect by (.5)\n create clone of (_myself_ v)\n if <key (r v) pressed?> then\n go to x: (-237) y: (-100)\n next backdrop\n wait (1) seconds\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n if <(level) = [10]> then\n set [color v] effect to (0)\n else\n change [color v] effect by (.5)\n end\nend\n\n@Glow\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n change [color v] effect by (.5)\n go to (player v)\n go to [front v] layer\n set [brightness v] effect to (50)\n set [ghost v] effect to (50)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nwait (.5) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\n
Use the arrows to move.\nAvoid the white spikes.\nLike.\nFavorite.\nFollow.
The Marvel Platformer
@Stage\n\nwhen I receive [load save code v]\nask [Uploading or saving? type u to upload and s to save \(type something else to exit\)] and wait\nif <<(answer) = [u]> or <(answer) = [s]>> then\n if <(answer) = [u]> then\n ask [Please paste code in:] and wait\n reset letters\n cleared to pass (answer)\n Analyze (answer) <not <(item (1) of [illegal save letters v]) = [bad save]>>\n else\n create save code\n wait until <key (space v) pressed?>\n show list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n end\nend\n\ndefine Analyze (code) <code?>\nif <code?> then\n delete all of [save components v]\n repeat (12)\n add [0] to [save components v]\n end\n set [analyze1 v] to [1]\n repeat until <not <(letter (analyze1) of (code)) = [1]>>\n replace item (1) of [save components v] with ((item (1) of [save components v]) + (1))\n change [analyze1 v] by (1)\n end\n change [analyze1 v] by (1)\n repeat until <not <(letter (analyze1) of (code)) = [1]>>\n replace item (2) of [save components v] with ((item (2) of [save components v]) + (1))\n change [analyze1 v] by (1)\n end\n change [analyze1 v] by (1)\n set [analyze2 v] to [3]\n repeat (10)\n if <(letter (analyze1) of (code)) = [1]> then\n replace item (analyze2) of [save components v] with [1]\n else\n replace item (analyze2) of [save components v] with [0]\n end\n change [analyze1 v] by (1)\n change [analyze2 v] by (1)\n end\n set [chapters unlocked v] to (item (1) of [save components v])\n delete all of [levels unlocked per chapter v]\n repeat ((item (1) of [save components v]) - (1))\n add [5] to [levels unlocked per chapter v]\n end\n add (item (2) of [save components v]) to [levels unlocked per chapter v]\n repeat (10)\n add [0] to [levels unlocked per chapter v]\n end\n set [analyze1 v] to [1]\n repeat (10)\n replace item (analyze1) of [achievements v] with (letter ((((item (1) of [save components v]) + (item (2) of [save components v])) + (2)) + (analyze1)) of (code))\n change [analyze1 v] by (1)\n end\n set [boss unlocked? v] to (letter (length of (code)) of (code))\nend\n\nwhen flag clicked\nset [3 v] to [1]\nreset letters\n\ndefine reset letters\nset [letters v] to [ ◻abcdefghijklmnopqrstuvwxyz23456789!@#$%^&*\(\)-+=_\[\]"'./?:,ABCDEFGHIJKLMNOPQRSTUVWXYZ<>¬\;]\ndelete all of [illegal save letters v]\nset [analyze1 v] to [1]\nrepeat (length of (letters))\n add (letter (analyze1) of (letters)) to [illegal save letters v]\n change [analyze1 v] by (1)\nend\n\ndefine cleared to pass (hmm)\nset [analyze1 v] to [1]\nrepeat (length of (hmm))\n if <[illegal save letters v] contains (letter (analyze1) of (hmm))?> then\n replace item (1) of [illegal save letters v] with [bad save]\n end\n change [analyze1 v] by (1)\nend\n\ndefine create save code\nhide variable [save code v]\nset [save code v] to []\nrepeat (chapters unlocked)\n set [save code v] to (join (save code) [1])\nend\nset [save code v] to (join (save code) [0])\nrepeat (item (chapters unlocked) of [levels unlocked per chapter v])\n set [save code v] to (join (save code) [1])\nend\nset [save code v] to (join (save code) [0])\nset [analyze1 v] to [1]\nrepeat (10)\n set [save code v] to (join (save code) (item (analyze1) of [achievements v]))\n change [analyze1 v] by (1)\nend\nif <(boss unlocked?) = [1]> then\n set [save code v] to (join (save code) [1])\nelse\n set [save code v] to (join (save code) [0])\nend\ndelete all of [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\nadd (save code) to [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\nhide list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\nwhen I receive [start v]\nif <(3) = [1]> then\n set [3 v] to [0]\n broadcast (3 v)\nend\n\nwhen I receive [3 v]\nforever\n play sound [The Avengers Theme Song v] until done\n play sound [Alan Silvestri - Portals \(From Avengers Endgame Audio Only\) v] until done\nend\n\nwhen I receive [start v]\nshow list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\nwhen I receive [menu v]\nshow list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\nwhen flag clicked\nshow list [your save code, triple click it and press ctrl+c to copy it. \(press space to hide\) v]\n\n@Intro1\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\ngo to x: (223) y: (0)\nrepeat (12)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [times dead v] to [0]\nset [levels passed without death v] to [0]\nshow\nreset timer\nset [button color v] to [0]\nset size to (100) %\nwait (.45) seconds\nbroadcast (1 v)\nrepeat (10)\n change [button color v] by (1)\n change size by (button color)\nend\nrepeat until <(timer) > [4]>\n repeat (20)\n change [button color v] by (-1)\n change size by (button color)\n end\n repeat (20)\n change [button color v] by (1)\n change size by (button color)\n end\nend\nbroadcast (2 v)\n\nwhen I start as a clone\nrepeat (50)\n change size by (5)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nset [button color v] to [0]\nset size to (100) %\nwait (.45) seconds\nstart sound [Jackpot! The fat rat2 v]\nwait until <(timer) > [9.5]>\nrepeat (16)\n change volume by (-5)\nend\nrepeat (20)\n change volume by (-1)\nend\nstop all sounds\nbroadcast (Start v)\n\nwhen flag clicked\nerase all\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\nset [everything unlocked code: v] to [1111111111011111011111111111]\n\nwhen I receive [start v]\nset [#playing v] to [0]\n\nwhen I receive [level setup v]\nset [#playing v] to [1]\n\nwhen I receive [start2 v]\nset [#playing v] to [0]\n\n@Intro2\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (0)\nrepeat (12)\n change size by (8.333)\nend\n\nwhen flag clicked\nshow\nwait (.45) seconds\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (3)\n end\n repeat (10)\n change size by (-3)\n end\nend\nset size to (150) %\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro3\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (10)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nwhen I receive [2 v]\nset [momentum v] to (pick random (10) to (15))\nset [yv v] to (pick random (2) to (3))\nchange size by (pick random (-150) to (0))\nchange [brightness v] effect by (pick random (-20) to (20))\nturn right (pick random (-10) to (10)) degrees\nshow\nrepeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [momentum v] to ((Momentum) * (0.95))\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Intro4\n\nwhen flag clicked\npoint in direction (90)\nrepeat (12)\n turn left (30) degrees\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-300)\nglide (.3) secs to x: (0) y: (0)\n\nwhen flag clicked\nset size to (100) %\nwait (.45) seconds\nrepeat (10)\n change size by (6)\nend\nrepeat until <(timer) > [4]>\n repeat (10)\n change size by (-6)\n end\n repeat (10)\n change size by (6)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Main Logo\n\nwhen I receive [start v]\npoint in direction (90)\nswitch costume to (the-avengers-icons-emblem-png-logo-14 v)\ngo to x: (0) y: (-273)\nset size to (1) %\nshow\nset [ghost v] effect to (0)\nset [logo rotation v] to [0]\nset [logo yv v] to [25]\nrepeat (35)\n change y by (logo yv)\n change [logo yv v] by (-1)\nend\nreset timer\nrepeat (10)\n change size by (logo rotation)\n change x by (logo rotation)\n change [logo rotation v] by (0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\nend\nforever\n repeat (20)\n change size by (logo rotation)\n change x by ((logo rotation) * (2))\n change [logo rotation v] by (-0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n end\n repeat (20)\n change size by (logo rotation)\n change x by ((logo rotation) * (2))\n change [logo rotation v] by (0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat (35)\n change size by (1.5)\nend\nforever\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat ((size) / (2))\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\npoint in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n\nwhen I receive [clean-up v]\nstop [other scripts in sprite v]\nhide\nrepeat (50)\n delete this clone\nend\n\nwhen I receive [start v]\nrepeat (10)\n show\nend\n\n@secondary logo\n\nwhen I receive [start2 v]\nrepeat (35)\n change size by (7)\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nbroadcast (Start2 v)\nclone\nswitch costume to (play v)\npoint in direction (90)\ngo to x: (0) y: (-273)\nset size to (1) %\nshow\nset [logo 2 yv v] to [15]\nrepeat (35)\n change y by (logo 2 yv)\n change [logo 2 yv v] by (-0.72)\nend\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (5)) + (90))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (clean-up v)\n broadcast (menu v)\n end\n if <touching (mouse-pointer v)?> then\n set size to (300) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (269) %\n end\nend\n\nwhen flag clicked\nAchievement setup\nhide\n\ndefine clone\nswitch costume to (save v)\npoint in direction (90)\ngo to x: (-100) y: (-273)\nset size to (1) %\nshow\nset [logo 2 yv v] to [15]\ncreate clone of (_myself_ v)\nswitch costume to (achieve v)\npoint in direction (90)\ngo to x: (100) y: (-273)\nset size to (1) %\nshow\nset [logo 2 yv v] to [15]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset y to (-90)\nwait (1.25) seconds\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (-5)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (230) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (200) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [save]> then\n broadcast (load save code v)\n else\n broadcast (clean-up v)\n broadcast (Achievements v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nrepeat (35)\n change size by (5)\nend\nset [size v] to (size)\n\nwhen I receive [clean-up v]\nhide\nrepeat (50)\n delete this clone\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine Achievement setup\ndelete all of [achievements v]\nrepeat (10)\n add [0] to [achievements v]\nend\n\n@level selector\n\nwhen I start as a clone\nif <(menu selection) = [ch]> then\n switch costume to (id)\n set size to (400) %\n show\n repeat until <[-5] > (button yv)>\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-1)\n change y by (button yv)\n end\n set [button yv v] to [-0.8]\n forever\n repeat (8)\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (0.2)\n change y by (button yv)\n end\n repeat (8)\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-0.2)\n change y by (button yv)\n end\n end\nelse\n switch costume to (id)\n set size to (400) %\n show\n repeat until <[-5] > (button yv)>\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-1)\n change y by (button yv)\n end\n set [button yv v] to [-0.8]\n forever\n repeat (8)\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (0.2)\n change y by (button yv)\n end\n repeat (8)\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [color v] effect to ((button color) + (id))\n else\n set [color v] effect to ((1) / (0))\n end\n change [button yv v] by (-0.2)\n change y by (button yv)\n end\n end\nend\n\nwhen this sprite clicked\nif <[21] = (costume [number v])> then\n broadcast (setup from menu v)\n set [selected ch v] to [7]\n set [selected lvl v] to [1]\n broadcast (level setup v)\n broadcast (final battle v)\nelse\n if <(menu selection) = [ch]> then\n if <<(chapters unlocked) = (id)> or <(id) < (chapters unlocked)>> then\n set [selected ch v] to (id)\n broadcast (menu 2 v)\n end\n else\n if <<(item (selected ch) of [levels unlocked per chapter v]) = (id)> or <(id) < (item (selected ch) of [levels unlocked per chapter v])>> then\n set [selected lvl v] to (id)\n broadcast (setup from menu v)\n if <<(selected lvl) = [5]> and <<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [8]> or <(selected ch) = [10]>>>>>> then\n set [entrance v] to [1]\n wait (2.5) seconds\n broadcast (boss enter v)\n wait until <(entrance) = [0]>\n end\n broadcast (level setup v)\n end\n end\nend\n\nwhen I receive [menu v]\nset [menu selection v] to [ch]\nhide\nset [button color v] to [0]\ngo to x: (-205) y: (-180)\nset [button yv v] to [23]\nset [id v] to [1]\nset [m1 v] to [-5]\nhide\nset [button color v] to [165]\nswitch costume to (costume12 v)\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (79)\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nset [id v] to [99]\nchange [button yv v] by (m1)\nset x to (-197)\nchange [m1 v] by (-0.5)\nclear graphic effects\nif <(boss unlocked?) = [1]> then\n set [color v] effect to (165)\n broadcast (level select boss v)\n go to x: (0) y: (-130)\n show\n set [ghost v] effect to (100)\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n forever\n point in direction (([sin v] of ((timer) * (250)) ) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (260) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (250) %\n end\n set [color v] effect to (button color)\n end\nend\nforever\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\nend\n\nwhen I receive [menu 2 v]\nhide\nstop [other scripts in sprite v]\nif <(id) = [99]> then\n hide\n set [menu selection v] to [lvl]\n set [button color v] to [0]\n level setup\n set [button color v] to [165]\n forever\n clear graphic effects\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\n end\nelse\n delete this clone\nend\n\ndefine level setup\ngo to x: (-188) y: (150)\nswitch costume to ((selected ch) + (10))\nset size to (300) %\ngo to [front v] layer\nstamp\ngo to x: (-188) y: (-180)\nset [button yv v] to [21.5]\nset [id v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (90)\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\npoint in direction (90)\ngo to x: (-188) y: (150)\nswitch costume to ((selected ch) + (10))\nset size to (250) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nset [boss unlocked? v] to [0]\nset [chapters unlocked v] to [1]\ndelete all of [levels unlocked per chapter v]\nadd [1] to [levels unlocked per chapter v]\nrepeat (9)\n add [0] to [levels unlocked per chapter v]\nend\n\nwhen I receive [menu v]\nerase all\nforever\n delete this clone\nend\n\nwhen I start as a clone\nforever\n point in direction (([sin v] of ((timer) * (250)) ) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (450) %\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n set size to (400) %\n end\nend\n\nwhen I receive [start v]\nhide\nerase all\nrepeat (4)\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [level select boss v]\nif <(id) = [99]> then\n forever\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\n end\nend\n\nwhen I receive [level setup v]\nset [level # v] to ((((selected ch) - (1)) * (5)) + (selected lvl))\nwait (0.2) seconds\nwait until <(loading y) = [0]>\nhide\nerase all\nrepeat (4)\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@acheivements\n\nwhen I start as a clone\nswitch costume to (id)\nset size to (300) %\nshow\nrepeat until <[-5] > (button yv)>\n if <(item (id) of [achievements v]) = [1]> then\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (0)\n else\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (-60)\n end\n change [button yv v] by (-1)\n change y by (button yv)\nend\nset [button yv v] to [-0.8]\nforever\n if <(item (id) of [achievements v]) = [1]> then\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (0)\n else\n set [color v] effect to ((button color) + (id))\n set [brightness v] effect to (-60)\n end\nend\n\nwhen I receive [achievements v]\nset [acheive v] to [1]\ngo to x: (-150) y: (-180)\nset [button yv v] to [26]\nset [id v] to [1]\nset [m1 v] to [-2]\nhide\nrepeat (5)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (300)\n create clone of (_myself_ v)\n change [id v] by (1)\n change [button yv v] by (m1)\n change [m1 v] by (-0.4)\n set x to (-150)\nend\nset [button color v] to [175]\nforever\n repeat (20)\n change [button color v] by (1)\n end\n repeat (20)\n change [button color v] by (-1)\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (2)\n delete this clone\nend\nstop [other scripts in sprite v]\n\ndefine State Farms\nif <(acheive) = [1]> then\n go to [front v] layer\n set [flashcard id v] to (id)\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (flashcard grow v)\n glide (1) secs to x: (8) y: (0)\n wait until <not <mouse down?>>\n wait until <mouse down?>\n glide (1) secs to x: (x) y: (y)\nend\n\nset size to (1400) %\n\nwhen I receive [flashcard grow v]\nif <(id) = (flashcard id)> then\n set [acheive v] to [0]\n repeat (15)\n change size by (((1950) - (size)) / (30))\n change [pixelate v] effect by (3)\n end\n switch costume to ((id) + (10))\n repeat (15)\n change size by (((1950) - (size)) / (30))\n change [pixelate v] effect by (-3)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\n repeat (15)\n change size by (((size) - (1950)) / (30))\n change [pixelate v] effect by (3)\n end\n switch costume to (id)\n repeat (15)\n change size by (((size) - (1950)) / (30))\n change [pixelate v] effect by (-3)\n end\n set [acheive v] to [1]\nend\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n State Farms\n end\n set [pixelate v] effect to (0)\n set size to (350) %\n else\n set [ghost v] effect to (0)\n set size to (300) %\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [level start v]\nhide\nstop [other scripts in sprite v]\nif <(chapters unlocked) = [2]> then\n unlock [1]\n unlock [5]\nend\nif <(chapters unlocked) = [4]> then\n unlock [2]\nend\nif <(chapters unlocked) = [7]> then\n unlock [3]\nend\nif <(chapters unlocked) = [3]> then\n unlock [4]\nend\nif <(chapters unlocked) = [4]> then\n unlock [6]\nend\nif <(levels passed without death) = [5]> then\n unlock [9]\nend\nif <(Achievements) = [1111111110]> then\n unlock [10]\nend\n\ndefine unlock (#)\ngo to [front v] layer\nif <(item (#) of [achievements v]) = [0]> then\n clear graphic effects\n set size to (600) %\n show\n replace item (#) of [achievements v] with [1]\n switch costume to (costume21 v)\n go to x: (0) y: (200)\n switch costume to (#)\n glide (1) secs to x: (0) y: (120)\n wait (3) seconds\n repeat (10)\n change [pixelate v] effect by (4)\n go to [front v] layer\n end\n switch costume to ((#) + (10))\n repeat (10)\n go to [front v] layer\n change [pixelate v] effect by (-4)\n go to [front v] layer\n end\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n go to [front v] layer\n end\n hide\n clear graphic effects\nend\n\nwhen I receive [ahhh you win! v]\nunlock [8]\n\nwhen I receive [menu v]\n\nwhen I receive [level start v]\nforever\n if <(times dead) = [20]> then\n unlock [7]\n end\nend\n\nhide\nstop [other scripts in sprite v]\n\n@Home button\n\nwhen flag clicked\nhide\ngo to x: (-214) y: (-154)\nforever\n go to [front v] layer\nend\n\nwhen I receive [achievements v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n else\n set size to (120) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n else\n set size to (120) %\n end\nend\n\nwhen I receive [level setup v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n else\n set size to (120) %\n end\nend\n\n@load from menu\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [setup from menu v]\nclear graphic effects\nshow\nswitch costume to (costume6 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [loading y v] to [150]\ncreate clone of (_myself_ v)\nrepeat until <(loading y) = [0]>\n go to [front v] layer\n change [loading y v] by (-5)\n set y to (loading y)\nend\nset y to (loading y)\nswitch costume to (costume1 v)\nshow\nrepeat (pick random (1) to (2))\n wait (0.5) seconds\n switch costume to (costume1 v)\n repeat (2)\n wait (0.5) seconds\n next costume\n end\nend\nbroadcast (level start v)\nhide\n\nwait (0.5) seconds\n\nwhen I start as a clone\nshow\nswitch costume to (costume4 v)\nrepeat until <(loading y) = [0]>\n go to [front v] layer\n set y to ((loading y) * (-1))\nend\nset y to ((loading y) * (-1))\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [level setup v]\nwait (3) seconds\n\n@decor/ speech\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level setup v]\nwait (0.2) seconds\nwait until <(loading y) = [0]>\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (level #)\nshow\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nclear graphic effects\ngo to x: (0) y: (0)\nhide\ndelete this clone\n\nwhen I receive [level setup v]\nclear graphic effects\ngo to [back v] layer\nwait (0.2) seconds\nwait until <(loading y) = [0]>\ngo to x: (0) y: (0)\nswitch costume to (level #)\nshow\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stone v]\nif <(Selected Stone) = [4]> then\n set [#mind!!!!! v] to [1]\n set [reality v] to [1]\n clone at [-200] [-132]\n clone at [-100] [-66]\n clone at [0] [0]\n clone at [100] [66]\n wait (25) seconds\n set [reality v] to [0]\n set [#mind!!!!! v] to [0]\n wait (4) seconds\n set [next stone? v] to [0]\nelse\n if <(Selected Stone) = [6]> then\n switch costume to (costume31 v)\n set [reality v] to [1]\n clear graphic effects\n repeat (100)\n change [fisheye v] effect by (-1)\n change [whirl v] effect by (5)\n end\n wait (17) seconds\n repeat (100)\n change [whirl v] effect by (-5)\n change [fisheye v] effect by (1)\n end\n clear graphic effects\n set [reality v] to [0]\n wait (4) seconds\n set [next stone? v] to [0]\n end\nend\nswitch costume to (costume32 v)\n\nset [selected stone v] to [4]\nbroadcast (Stone v)\n\nwhen I start as a clone\nset [# v] to [1]\nrepeat until <(#) = [0]>\n set x to ((x) + (pick random (-2) to (2)))\nend\nset x to (x)\n\nwhen I start as a clone\nswitch costume to (costume33 v)\ngo to x: (x) y: (-999999)\nshow\nglide (((180) + (y)) / (100)) secs to x: (x) y: (y)\nset [# v] to [0]\nwait until <(#MIND!!!!!) = [0]>\ndelete this clone\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nbroadcast (Start v)\n\nwhen I receive [stone v]\ndelete this clone\n\nwhen I receive [boss beat v]\nif <(selected ch) = [7]> then\n switch costume to (costume32 v)\nend\n\n@spikes/lava/whatever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level setup v]\nwait (0.2) seconds\nwait until <(loading y) = [0]>\ngo to x: (0) y: (0)\nswitch costume to (level #)\nshow\n\n@goal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level setup v]\ngo to [back v] layer\nwait (0.2) seconds\ngo [forward v] (1) layers\nhide\nwait until <(loading y) = [0]>\ngo to x: (item (level #) of [x's v]) y: (item (level #) of [y's v])\nif <<(selected lvl) < [5]> or <not <<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [7]> or <(selected ch) = [10]>>>>>>> then\n show\nend\nif <(selected ch) = [7]> then\n hide\nend\n\nadd (x position) to [x's v]\nadd (y position) to [y's v]\n\nwhen I receive [boss beat v]\nshow\n\nwhen I receive [restart v]\nif <(level #) = [24]> then\n hide\n wait (1) seconds\n repeat (20)\n go [backward v] (1) layers\n end\n show\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nreplace item (18) of [x's v] with (x position)\nreplace item (18) of [y's v] with (y position)\n\n@hero\n\nwhen flag clicked\nhide variable [fuel v]\nhide\n\ndefine Iron man\nbroadcast (Iron Man v)\npen up\nswitch costume to (war machine v)\ngo to x: (-178) y: (-140)\nshow\nset rotation style [left-right v]\nset [fuel v] to [100]\nset [yv v] to [0]\nshow variable [fuel v]\nset [xv v] to [0]\nforever\n if <(level #) = [20]> then\n set [fuel v] to [100]\n hide variable [fuel v]\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (0)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (0)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n set [levels passed without death v] to [0]\n change [times dead v] by (1)\n set [fuel v] to [100]\n broadcast (restart v)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n set [fuel v] to [100]\n broadcast (next level v)\n stop [this script v]\n end\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n else\n if <<(Fuel) > [0]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [fuel v] by (-1)\n set [yv v] to [7]\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [level start v]\nset [#mind!!!!! v] to [0]\nset [time stop? v] to [0]\npick a hero\n\ndefine pick a hero\nswitch costume to (selected ch)\nif <(selected ch) = [1]> then\n Captain America\nelse\n if <(selected ch) = [2]> then\n the hulk\n else\n if <(selected ch) = [3]> then\n Scarlet Witch\n else\n if <(selected ch) = [4]> then\n Iron man\n else\n if <(selected ch) = [5]> then\n vision\n else\n if <(selected ch) = [6]> then\n Thor\n else\n if <(selected ch) = [7]> then\n Thor\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [#playing v] to [0]\nhide variable [fuel v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide variable [fuel v]\nhide\nstop [other scripts in sprite v]\n\ndefine Captain America\nbroadcast (Captain America v)\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (sword v)?>> then\n change y by (2)\n if <<touching (ground v)?> or <touching (sword v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sword v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sword v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sword v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sword 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 <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (sword v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n set [levels passed without death v] to [0]\n change [times dead v] by (1)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (sword v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [10]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\ndefine the hulk\nbroadcast (The Hulk v)\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.7)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (0)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (0)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n change [times dead v] by (1)\n set [levels passed without death v] to [0]\n broadcast (restart v)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (box v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [12]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [boss enter v]\nhide\n\nwhen I receive [boss loss v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (2)\n change y by (0.5)\nend\nhide\nclear graphic effects\n\ndefine Scarlet Witch\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.7)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change x by ((xv) * (-1))\n change x by (0)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (0)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <touching (turrets v)?>> then\n change [times dead v] by (1)\n set [levels passed without death v] to [0]\n broadcast (restart v)\n go to x: (-178) y: (-140)\n end\n if <touching (goal v)?> then\n change [levels passed without death v] by (1)\n set [times dead v] to [0]\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (box v)?>> and <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen [r v] key pressed\nset [fuel v] to [100]\ngo to x: (-178) y: (-140)\nbroadcast (restart v)\n\ndefine vision\nbroadcast (vision v)\nshow\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (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 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 <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <<touching (turrets v)?> or <touching (enemies v)?>>> then\n set [levels passed without death v] to [0]\n change [times dead v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (restart v)\n go to x: (-178) y: (-150)\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\ndefine Thor\nswitch costume to (costume6 v)\nbroadcast (Thor v)\nshow\nset [time stop? v] to [0]\ngo to x: (-178) y: (-140)\nset rotation style [left-right v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <(time stop?) = [1]> then\n change [yv v] by (-0.25)\n else\n if <(#MIND!!!!!) = [1]> then\n change [yv v] by (pick random (-0.7) to (0.1))\n else\n change [yv v] by (-0.5)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n if <(time stop?) = [1]> then\n set [xv v] to ((xv) * (0.95))\n else\n if <(#MIND!!!!!) = [1]> then\n set [xv v] to ((xv) * (pick random (0.85) to (1.1)))\n else\n set [xv v] to ((xv) * (0.9))\n end\n end\n if <(time stop?) = [1]> then\n change x by ((xv) / (2))\n else\n change x by (xv)\n end\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (box 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 <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(time stop?) = [1]> then\n change y by ((yv) / (2))\n else\n change y by (yv)\n end\n if <<touching (ground v)?> or <touching (box v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (spikes/lava/whatever v)?> or <<touching (enemies v)?> or <touching (turrets v)?>>> then\n if <(selected ch) = [7]> then\n end\n if <touching (goal v)?> then\n set [times dead v] to [0]\n change [levels passed without death v] by (1)\n broadcast (next level v)\n stop [this script v]\n end\n if <<<touching (ground v)?> or <touching (box v)?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [12]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen [p v] key pressed\ngo to x: (-178) y: (-140)\nbroadcast (next level v)\n\nwhen I receive [restart v]\ngo to x: (-178) y: (-140)\n\nwhen I receive [start v]\n\n@Mini Bosses\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level setup v]\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to ((selected ch) / (2))\nif <<<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [8]> or <(selected ch) = [10]>>>>> and <(selected lvl) = [5]>> then\n show\n go to [front v] layer\n go to [back v] layer\n clear graphic effects\n set size to (100) %\n sort\nend\n\nwhen I receive [boss enter v]\npoint in direction (90)\nwait (1) seconds\nwait until <(nothing) = [0]>\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (250) %\nshow\nswitch costume to (((selected ch) / (2)) + (5))\ngo to x: (0) y: (-30)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\ndefine Abomination\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (240) y: (0)\nset [xv v] to [-9.75]\nset [yv v] to [12]\nrepeat until <(x position) < [0]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n rise\nend\nrepeat until <<(player hp) < [1]> or <(boss hp) < [1]>>\n broadcast (Mini Boss Main Attack v)\n if <<(player hp) < [1]> or <(boss hp) < [1]>> then\n win\n end\n wait (pick random (3) to (5)) seconds\n if <([x position v] of [hero v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n broadcast (Mini Boss Special Attack v)\n wait (pick random (1) to (3)) seconds\n set [yv v] to [10]\n change y by (yv)\n change [yv v] by (-1)\n rise\n repeat until <touching (ground v)?>\n change y by (yv)\n change [yv v] by (-1)\n rise\n end\nend\nwin\n\ndefine sort\nset rotation style [left-right v]\npoint in direction (-90)\nif <(selected ch) = [2]> then\n Abomination\nelse\n if <(selected ch) = [4]> then\n Mandarin\n else\n if <(selected ch) = [6]> then\n Loki\n end\n end\nend\n\ndefine rise\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\ndefine win\nif <(boss hp) < [1]> then\n broadcast (Boss Beat v)\n repeat (50)\n change y by (2)\n change [ghost v] effect by (2)\n end\nelse\n broadcast (boss loss v)\n wait (2) seconds\n broadcast (menu v)\nend\nstop [this script v]\n\ndefine Mandarin\nshow\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\nclear graphic effects\nshow\ngo to x: (240) y: (0)\nrepeat until <<(player hp) < [1]> or <(boss hp) < [1]>>\n go to [front v] layer\n glide (1) secs to x: (200) y: (150)\n broadcast (heli attack v)\n glide (3) secs to x: (200) y: (-120)\nend\nwin\n\nwhen I receive [heli attack v]\nwait until <<(player hp) < [1]> or <(boss hp) < [1]>>\nstop [other scripts in sprite v]\nwin\n\ndefine Loki\nbroadcast (restart v)\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (240) y: (0)\nset [xv v] to [-9.75]\nset [yv v] to [12]\nrepeat until <(x position) < [0]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.96))\n change [yv v] by (-1)\n rise\nend\nrepeat until <<(player hp) < [1]> or <(boss hp) < [1]>>\n clone\n hide\n wait until <(hammer hit?) = [1]>\n glide (1) secs to x: (-200) y: (-20)\n show\n repeat (20)\n clear graphic effects\n glide (0.2) secs to x: ((x position) + (20)) y: (y position)\n broadcast (loki mad v)\n if <<(player hp) < [1]> or <(boss hp) < [1]>> then\n if <(boss hp) < [1]> then\n set [boss unlocked? v] to [1]\n end\n win\n stop [this script v]\n end\n end\n if <<(player hp) < [1]> or <(boss hp) < [1]>> then\n if <(boss hp) < [1]> then\n set [boss unlocked? v] to [1]\n end\n win\n stop [this script v]\n end\nend\nif <(boss hp) < [1]> then\n set [boss unlocked? v] to [1]\nend\nwin\n\nwhen I start as a clone\nset [id2 v] to (id)\nif <not <(id2) = (id3)>> then\n set [ghost v] effect to (30)\nend\nif <(id) = [5]> then\n show\n switch costume to (costume11 v)\n repeat (50)\n move (3) steps\n change [ghost v] effect by (2)\n change size by (-1)\n end\n delete this clone\nelse\n if <(id) = [4]> then\n clear graphic effects\n show\n switch costume to (costume11 v)\n change x by (pick random (-4) to (4))\n change y by (pick random (-4) to (4))\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n else\n if <(id) = [1]> then\n hide\n point in direction (90)\n glide (2) secs to x: (-175) y: (-50)\n stop [other scripts in sprite v]\n show\n else\n if <(id) = [2]> then\n hide\n point in direction (-90)\n glide (2) secs to x: (175) y: (-50)\n stop [other scripts in sprite v]\n show\n else\n hide\n point in direction (90)\n glide (2) secs to x: (0) y: (50)\n stop [other scripts in sprite v]\n show\n end\n end\n wait until <<touching (web v)?> or <(hammer hit?) = [1]>>\n set [hammer hit? v] to [1]\n if <touching (web v)?> then\n if <(id2) = (id3)> then\n change [boss hp v] by (-1)\n set [hammer hit? v] to [1]\n broadcast (render lives v)\n glide (1) secs to x: (-200) y: (-20)\n delete this clone\n else\n h\n end\n else\n h\n end\n end\nend\n\ndefine clone\nset [hammer hit? v] to [0]\nset [id v] to [1]\nset [id3 v] to (pick random (1) to (3))\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nif <[4] > (id)> then\n \n set [id v] to [4]\n create clone of (_myself_ v)\n wait (0.025) seconds\n end\nend\n\nwhen I receive [lolki v]\nif <(id) < [5]> then\n set [id v] to [4]\n forever\n create clone of (_myself_ v)\n wait (0.025) seconds\n end\nelse\n repeat (1)\n delete this clone\n end\nend\n\ndefine h\nset [id v] to [5]\npoint in direction (90)\nrepeat (24)\n create clone of (_myself_ v)\n turn right (pick random (30) to (40)) degrees\nend\npoint in direction (90)\nhide\ndelete this clone\n\n@Splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\n@Turrets\n\ndefine point towards x: (x) y: (y)\nif <not <(y) < (y position)>> then\n point in direction ([atan v] of (((x) - (x position)) / ((y) - (y position))) )\nelse\n point in direction ((180) + ([atan v] of (((x) - (x position)) / ((y) - (y position))) ))\nend\n\ndefine Turret at X: (x pos) Y: (y pos) tracking: <track> Direction: (direction) Reload: (reload) Arc? <arc> Xv (xv) Yv (yv) Speed (speed) Delay: (delay)\nhide\ngo to x: (x pos) y: (y pos)\nif <track> then\n set [track v] to [1]\nelse\n set [track v] to [0]\nend\npoint in direction (direction)\nset [reload v] to (reload)\nif <arc> then\n set [arc v] to [1]\n set [xv v] to (xv)\n set [yv v] to (yv)\n point towards x: ((x position) + (xv)) y: ((y position) + (yv))\nelse\n set [arc v] to [0]\n set [speed v] to (speed)\nend\nset [delay v] to (delay)\ncreate clone of (_myself_ v)\nset [building turrets v] to [1]\n\nwhen I start as a clone\nshow\nif <(building turrets) = [1]> then\n be a turret\nelse\n be a bullet\nend\n\ndefine be a turret\ngo to [back v] layer\nset size to (45) %\nswitch costume to (costume2 v)\nset [building turrets v] to [0]\nwait until <(turret build?) = [0]>\nwait (delay) seconds\nforever\n wait (reload) seconds\n if <<(arc) = [0]> and <(track) = [1]>> then\n point towards (hero v)\n end\n create clone of (_myself_ v)\nend\n\ndefine be a bullet\ngo to [back v] layer\nset size to (10) %\nswitch costume to (costume1 v)\nif <(arc) = [1]> then\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (hero v)?> or <<touching (sword v)?> or >>>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.99))\n change [yv v] by (-1)\n end\n delete this clone\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (hero v)?> or <<touching (sword v)?> or >>>\n move (speed) steps\n if <touching (hulk smash v)?> then\n point in direction ((180) - (direction))\n move (speed) steps\n end\n end\n delete this clone\nend\n\nwhen I receive [level setup v]\nwait (0.1) seconds\nwait until <(loading y) = [0]>\nset [turret build? v] to [1]\nplace towers\n\nwhen I receive [level start v]\nset [turret build? v] to [0]\n\ndefine place towers\nif <(level #) = [3]> then\n Turret at X: [0] Y: [150] tracking: <[1] = [0]> Direction: [180] Reload: [0.1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\nelse\n if <(level #) = [4]> then\n Turret at X: [10] Y: [-130] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [10] Delay: [0.5]\n Turret at X: [130] Y: [-130] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [10] Delay: [0]\n else\n if <(level #) = [5]> then\n Turret at X: [-79] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [0] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [79] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [158] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [8]> then\n Turret at X: [200] Y: [150] tracking: <[1] = [0]> Direction: [-135] Reload: [0.25] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [9]> then\n Turret at X: [-80] Y: [-150] tracking: <[1] = [0]> Direction: [0] Reload: [0.5] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [14]> then\n Turret at X: [-100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [-50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [0] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n Turret at X: [150] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [0.33] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0]\n else\n if <(level #) = [19]> then\n Turret at X: [-100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [0.5]\n Turret at X: [-50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [1]\n Turret at X: [0] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [1.5]\n Turret at X: [50] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [2]\n Turret at X: [100] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [2.5]\n Turret at X: [150] Y: [-132] tracking: <[1] = [0]> Direction: [0] Reload: [1] Arc? <[1] = [0]> Xv [15] Yv [7] Speed [7] Delay: [3]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nset [turret build? v] to [1]\nplace towers\nset [turret build? v] to [0]\n\nwhen I receive [restart v]\nrepeat (10)\n delete this clone\nend\n\n@backdrop\n\nwhen I start as a clone\nif <(start) = [0]> then\n go to x: (1555) y: (0)\nelse\n set [start v] to [0]\nend\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\nend\ncreate clone of (_myself_ v)\nrepeat until <(x position) < [-676]>\n change x by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [back v] layer\n set [ghost v] effect to (ghost bc effect)\nend\n\nwhen I receive [start v]\nset [ghost bc effect v] to [80]\nhide\nset [start v] to [1]\ngo to x: (-265) y: (0)\ncreate clone of (_myself_ v)\nrepeat (40)\n change [ghost bc effect v] by (-2)\nend\n\nwhen I receive [start v]\nforever\n delete this clone\nend\n\nwhen I receive [level setup v]\nwait (1) seconds\nstop [other scripts in sprite v]\ngo to x: (pick random (-200) to (1050)) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [level start v]\ndelete this clone\n\n@level load1\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nif <(#m) = [1]> then\n wait (1) seconds\n broadcast (ahhh you win! v)\n set [#m v] to [0]\nend\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nif <(selected lvl) = [5]> then\n if <(selected ch) = (chapters unlocked)> then\n change [chapters unlocked v] by (1)\n replace item (chapters unlocked) of [levels unlocked per chapter v] with ((item (chapters unlocked) of [levels unlocked per chapter v]) + (1))\n end\n wait (2) seconds\n broadcast (clean-up v)\n wait (0.1) seconds\n broadcast (menu v)\nelse\n if <(selected ch) = [7]> then\n wait (2) seconds\n broadcast (clean-up v)\n wait (0.1) seconds\n set [#m v] to [1]\n broadcast (Start v)\n else\n if <(selected lvl) = (item (chapters unlocked) of [levels unlocked per chapter v])> then\n replace item (chapters unlocked) of [levels unlocked per chapter v] with ((item (chapters unlocked) of [levels unlocked per chapter v]) + (1))\n end\n change [selected lvl v] by (1)\n if <<(selected lvl) = [5]> and <<(selected ch) = [2]> or <<(selected ch) = [4]> or <<(selected ch) = [6]> or <<(selected ch) = [8]> or <(selected ch) = [10]>>>>>> then\n set [entrance v] to [1]\n wait (2.5) seconds\n broadcast (boss enter v)\n wait until <(entrance) = [0]>\n end\n broadcast (level setup v)\n wait (2.5) seconds\n broadcast (level start v)\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss enter v]\nhide\n\nwhen flag clicked\nset [#m v] to [0]\n\nwhen I receive [start v]\n\nreplace item (8) of [achievements v] with [0]\n\n@level load2\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nset [color v] effect to (color)\nswitch costume to (costume2 v)\npoint in direction (direction)\nshow\nrepeat (30)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\ndefine turn\nrepeat (5)\n change [direction v] by (3)\n change [color v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset [direction v] to [90]\nset [color v] to [0]\ngo to x: (00) y: (0)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next level v]\nforever\n turn\nend\n\nwhen I receive [boss enter v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@sword\n\nwhen flag clicked\nhide\n\ndefine move/detect\nif <not <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>>> then\n repeat (7)\n move (1) steps\n end\nend\nif <(direction) > [0]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\nwhen I receive [captain america v]\nset size to (29) %\nforever\n if <mouse down?> then\n show\n go to (hero v)\n point towards (mouse-pointer v)\n move (20) steps\n repeat until <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>>\n move/detect\n if <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>> then\n go to [back v] layer\n end\n end\n move (10) steps\n if <touching (hero v)?> then\n show\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@War Machine Bullet\n\nwhen I start as a clone\nshow\ngo to (hero v)\ngo to [back v] layer\nif <([direction v] of [hero v]) = [90]> then\n point in direction (90)\n repeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (mini bosses v)?>>>\n move (10) steps\n end\nelse\n point in direction (-90)\n repeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <touching (mini bosses v)?>>>\n move (10) steps\n end\nend\nif <touching (mini bosses v)?> then\n change [boss hp v] by (-1)\n broadcast (render lives v)\nend\ndelete this clone\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [iron man v]\nhide\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (0.75) seconds\n end\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@hulk smash\n\nwhen I start as a clone\ngo to (hero v)\nshow\nrepeat (15)\n change size by (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [the hulk v]\nhide\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [restart v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@box\n\nwhen I start as a clone\nif <(type) = [1]> then\n if <(build) = [1]> then\n set [build v] to [0]\n show\n set [byv v] to [0]\n repeat until <<touching (hulk smash v)?> or <<touching (laser v)?> or <<touching (war machine bullet v)?> or >>>\n change y by (byv)\n if <<touching (ground v)?> or <<touching (hero v)?> or <<(y position) > [175]> or <touching (box v)?>>>> then\n change y by ((byv) * (-1))\n set [byv v] to [0]\n end\n change [byv v] by (-1)\n end\n smashed\n delete this clone\n else\n delete this clone\n end\nelse\n show\n set [byv v] to [0]\n set rotation style [left-right v]\n forever\n if <<key (w v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n switch costume to ((#c) + (4))\n if <key (a v) pressed?> then\n change x by (-5)\n if <<touching (ground v)?> or <<touching (hero v)?> or <touching (box v)?>>> then\n change x by (5)\n end\n end\n if <key (d v) pressed?> then\n change x by (5)\n if <<touching (ground v)?> or <<touching (hero v)?> or <touching (box v)?>>> then\n change x by (-5)\n end\n end\n if <key (w v) pressed?> then\n change [byv v] by (1)\n end\n else\n switch costume to (#c)\n end\n if <not <key (w v) pressed?>> then\n change [byv v] by (-1)\n end\n change y by (byv)\n if <<touching (ground v)?> or <<touching (hero v)?> or <touching (box v)?>>> then\n change y by ((byv) * (-1))\n set [byv v] to [0]\n end\n if <<(y position) > [175]> or <touching (box v)?>> then\n set [byv v] to [0]\n end\n end\nend\n\ndefine smashed\nset [#x v] to (x position)\nset [#y v] to (y position)\nbroadcast (# v)\n\ndefine block #: (costume) at X: (x) Y: (y) Type (type)\nset [build v] to [1]\ngo to x: (x) y: (y)\nset [#c v] to (costume)\nswitch costume to (costume)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level start v]\nplace boxes\n\ndefine place boxes\nif <(level #) = [6]> then\n block #: [4] at X: [10] Y: [-102] Type [1]\nelse\n if <(level #) = [7]> then\n block #: [4] at X: [10] Y: [-102] Type [1]\n block #: [4] at X: [10] Y: [50] Type [1]\n else\n if <(level #) = [9]> then\n block #: [3] at X: [30] Y: [-130] Type [1]\n block #: [3] at X: [70] Y: [-130] Type [1]\n block #: [3] at X: [30] Y: [-90] Type [1]\n block #: [3] at X: [70] Y: [-90] Type [1]\n block #: [3] at X: [30] Y: [-50] Type [1]\n block #: [3] at X: [70] Y: [-50] Type [1]\n block #: [3] at X: [30] Y: [-10] Type [1]\n block #: [3] at X: [70] Y: [-10] Type [1]\n block #: [3] at X: [30] Y: [30] Type [1]\n block #: [3] at X: [70] Y: [30] Type [1]\n else\n if <(level #) = [11]> then\n block #: [4] at X: [0] Y: [0] Type [2]\n else\n if <(level #) = [12]> then\n block #: [3] at X: [-220] Y: [0] Type [2]\n else\n if <(level #) = [13]> then\n block #: [1] at X: [-60] Y: [0] Type [2]\n block #: [1] at X: [60] Y: [0] Type [2]\n else\n if <(level #) = [14]> then\n block #: [3] at X: [-150] Y: [75] Type [2]\n else\n if <(level #) = [15]> then\n block #: [3] at X: [0] Y: [-100] Type [2]\n else\n if <(level #) = [17]> then\n block #: [3] at X: [0] Y: [-130] Type [1]\n block #: [3] at X: [0] Y: [-90] Type [1]\n block #: [3] at X: [0] Y: [-50] Type [1]\n block #: [3] at X: [0] Y: [-10] Type [1]\n block #: [3] at X: [0] Y: [30] Type [1]\n block #: [3] at X: [0] Y: [70] Type [1]\n block #: [3] at X: [0] Y: [110] Type [1]\n block #: [3] at X: [0] Y: [150] Type [1]\n else\n if <(level #) = [21]> then\n block #: [4] at X: [120] Y: [-50] Type [1]\n block #: [4] at X: [10] Y: [-50] Type [1]\n block #: [4] at X: [-100] Y: [-50] Type [1]\n else\n if <(level #) = [23]> then\n block #: [2] at X: [128] Y: [100] Type [1]\n block #: [3] at X: [136] Y: [170] Type [1]\n else\n if <(level #) = [26]> then\n block #: [4] at X: [60] Y: [-50] Type [1]\n block #: [4] at X: [-50] Y: [-50] Type [1]\n else\n if <(level #) = [29]> then\n block #: [2] at X: [180] Y: [-120] Type [1]\n block #: [2] at X: [180] Y: [-40] Type [1]\n block #: [2] at X: [-205] Y: [150] Type [1]\n block #: [2] at X: [-205] Y: [65] Type [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\nhide\nrepeat (10)\n delete this clone\nend\nplace boxes\n\nblock #: [3] at X: [136] Y: [170] Type [1]\n\n@boss entrance\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss enter v]\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset [nothing v] to [1]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [1 v] to [15]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [1 v] by (-20)\nend\nwait until <(nothing) = [0]>\nset [brightness v] effect to (1)\nrepeat (25)\n change [brightness v] effect by (1)\nend\nswitch costume to (costume4 v)\nrepeat (75)\n change [color v] effect by (5)\nend\nset [entrance v] to [0]\nrepeat (35)\n change [color v] effect by (5)\nend\nrepeat (50)\n change [color v] effect by (5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset size to (300) %\nset [brightness v] effect to (1)\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (4000) y: (0)\nset [xv v] to [-28]\nrepeat (65)\n change x by (xv)\n set [xv v] to ((xv) * (0.97))\nend\nset [nothing v] to [0]\ndelete this clone\n\nchange [brightness v] effect by (-50)\n\n@boulders\n\ndefine spikes\nset [player hurt? v] to [0]\nhide\nset [type v] to [1]\ngo to x: (-230) y: (-180)\nset [id v] to [10]\nrepeat (11)\n create clone of (_myself_ v)\n change [id v] by (-1)\n change x by (20)\nend\nchange x by (20)\nchange [id v] by (1)\nrepeat (13)\n create clone of (_myself_ v)\n change [id v] by (1)\n change x by (20)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(type) = [1]> then\n point in direction (90)\n switch costume to (costume1 v)\n wait ((id) * (0.175)) seconds\n repeat (7)\n change y by (10)\n if <touching (hero v)?> then\n set [player hurt? v] to [1]\n end\n end\n repeat (7)\n change y by (-10)\n if <touching (hero v)?> then\n set [player hurt? v] to [1]\n end\n end\n broadcast (render lives v)\n delete this clone\nelse\n if <(selected ch) = [2]> then\n switch costume to (costume2 v)\n go to (mini bosses v)\n change y by (50)\n set [boulder xv v] to ((([x position v] of [hero v]) - (x position)) / (15))\n set [boulder yv v] to ((3) + ((distance to [hero v]) / (25)))\n repeat until <<touching (ground v)?> or <<touching (hero v)?> or <touching (hulk smash v)?>>>\n change y by (boulder yv)\n change x by (boulder xv)\n set [boulder xv v] to ((boulder xv) * (0.95))\n change [boulder yv v] by (-1)\n end\n if <touching (hulk smash v)?> then\n set [boulder xv v] to ((([x position v] of [mini bosses v]) - (x position)) / (15))\n set [boulder yv v] to ((3) + ((distance to [mini bosses v]) / (25)))\n repeat until <touching (mini bosses v)?>\n change y by (boulder yv)\n change x by (boulder xv)\n set [boulder xv v] to ((boulder xv) * (0.95))\n change [boulder yv v] by (-1)\n end\n change [boss hp v] by (-1)\n broadcast (render lives v)\n delete this clone\n else\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n delete this clone\n else\n delete this clone\n end\n end\n else\n set size to (80) %\n switch costume to (costume3 v)\n go to (thanos v)\n change y by (50)\n if <(#5) = [0]> then\n glide (1) secs to x: (#2) y: (([y position v] of [thanos v]) + (180))\n reset timer\n repeat (((10) * (pick random (1) to (10))) + (100))\n turn right (((#2) / (50)) + (1)) degrees\n go to x: (#2) y: (([y position v] of [thanos v]) + (180))\n end\n else\n glide (1) secs to x: (#2) y: (([y position v] of [thanos v]) + (80))\n repeat ((pick random (1) to (10)) * (10))\n turn right (((#2) / (50)) + (1)) degrees\n go to x: (#2) y: (([y position v] of [thanos v]) + (80))\n end\n end\n switch costume to (costume2 v)\n set [#1 v] to [0]\n repeat until <<touching (hero v)?> or <<touching (thanos v)?> or <touching (ground v)?>>>\n change y by (#1)\n change [#1 v] by (-0.25)\n end\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n end\n delete this clone\n end\nend\n\nwhen I receive [mini boss main attack v]\nrepeat (1)\n delete this clone\nend\nif <(selected ch) = [2]> then\n spikes\nend\n\ndefine stone\nhide\nset [type v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [mini boss special attack v]\nrepeat (1)\n delete this clone\nend\nif <(selected ch) = [2]> then\n stone\nend\n\nwhen I receive [stone v]\nrepeat (1)\n delete this clone\nend\nif <(Selected Stone) = [2]> then\n power\nend\n\ndefine power\nset [next stone? v] to [1]\nset [#2 v] to [-180]\nset [#5 v] to [0]\nrepeat (6)\n stone\n change [#2 v] by (75)\nend\nset [#2 v] to [-180]\nset [#5 v] to [1]\nrepeat (6)\n stone\n change [#2 v] by (75)\nend\nwait (11) seconds\nset [next stone? v] to [0]\n\nwhen I receive [start v]\nrepeat (1)\n delete this clone\nend\n\npower\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Lives\n\nwhen I receive [boss enter v]\nset [hurtable v] to [1]\nshow\nset [boss hp v] to [3]\nset [player hp v] to [3]\nrender lives\n\ndefine render lives\ngo to [front v] layer\nrepeat (1)\n delete this clone\nend\nswitch costume to (costume1 v)\nset size to (15) %\ngo to x: (23) y: (-170)\nrepeat (player hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (166) y: (-170)\nrepeat (boss hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (71) y: (-170)\nshow\nswitch costume to (costume2 v)\nset size to (100) %\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [render lives v]\nif <(selected ch) = [7]> then\n booooos\nelse\n render lives\nend\n\nwhen I receive [boss beat v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [render lives v]\nrepeat (1)\n delete this clone\nend\nif <<<(player hurt?) = [1]> and <(hurtable) = [1]>> and <(selected ch) = [2]>> then\n change [player hp v] by (-1)\n set [hurtable v] to [0]\nend\n\nwhen I receive [mini boss main attack v]\nset [hurtable v] to [1]\n\nwhen I receive [final battle v]\nset [hurtable v] to [1]\nshow\nset [boss hp v] to [3]\nset [player hp v] to [6]\nbooooos\n\ndefine booooos\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (1)\n delete this clone\nend\nswitch costume to (costume1 v)\nset size to (15) %\ngo to x: (-60) y: (-170)\nrepeat (player hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (166) y: (-170)\nrepeat (boss hp)\n create clone of (_myself_ v)\n change x by (25)\nend\ngo to x: (71) y: (-170)\nshow\nswitch costume to (costume3 v)\nset size to (100) %\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@missiles\n\nwhen I start as a clone\nset [# v] to [0]\ngo to [back v] layer\ngo [forward v] (3) layers\nset rotation style [all around v]\nshow\ngo to (mini bosses v)\npoint in direction (-90)\nrepeat until <<touching (hero v)?> or <<touching (war machine bullet v)?> or <<touching (ground v)?> or <(x position) < [-235]>>>>\n point towards (hero v)\n move (4) steps\nend\nif <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [heli attack v]\nif <(#) = [1]> then\n hide\n repeat (6)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [boss beat v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [level start v]\nset [# v] to [1]\n\n@Enemies\n\nwhen flag clicked\nhide\n\ndefine enemy move <move> speed (speed) shoot? <shoot?> bullet speed (bspeed) direction (direction) X and Y pos (x) (y) (x2) (wait)\nswitch costume to (costume1 v)\ngo to x: (x) y: (y)\nset rotation style [left-right v]\npoint in direction (direction)\nset [wait v] to (wait)\nif <move> then\n set [x1 v] to (x)\n set [y1 v] to (y)\n set [x2 v] to (x2)\n set [move? v] to [1]\n set [speed v] to (speed)\nelse\n set [move? v] to [0]\n set [speed v] to [0]\nend\nif <shoot?> then\n set [shoot v] to [1]\n set [bullet speed v] to (bspeed)\nelse\n set [shoot v] to [0]\n set [bullet speed v] to [0]\nend\nset [enemy? v] to [1]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nif <(exclusive?) = [1]> then\n go to [front v] layer\n point in direction (90)\n glide (3) secs to x: (200) y: (y position)\n delete this clone\nelse\n if <(enemy?) = [0]> then\n bullet\n else\n set [enemy? v] to [0]\n set [timer v] to [0]\n forever\n if <<(shoot) = [1]> and <(timer) = (wait)>> then\n create clone of (_myself_ v)\n set [timer v] to [0]\n else\n change [timer v] by (1)\n end\n if <(move?) = [1]> then\n move (speed) steps\n if <<(x position) > (x1)> and <(x position) > (x2)>> then\n point in direction (-90)\n else\n if <<(x position) < (x1)> and <(x position) < (x2)>> then\n point in direction (90)\n end\n end\n if <<touching (box v)?> or <touching (ground v)?>> then\n point in direction ((direction) * (-1))\n move\n end\n end\n end\n end\nend\n\ndefine bullet\nswitch costume to (costume2 v)\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or >>\n move (bullet speed) steps\nend\ndelete this clone\n\ndefine place enemies\nset [exclusive? v] to [0]\nif <(level #) = [21]> then\n enemy move <(level #) = [21]> speed [5] shoot? <(level #) = [21]> bullet speed [7] direction [90] X and Y pos [-75] [90] [150] [30]\nelse\n if <(level #) = [22]> then\n enemy move <[0] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [20] direction [90] X and Y pos [-200] [150] [50] [1]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [-50] [50] [4]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [0] [50] [4]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [50] [50] [4]\n enemy move <[1] = [1]> speed [4] shoot? <[1] = [1]> bullet speed [10] direction [90] X and Y pos [-100] [100] [50] [4]\n else\n if <(level #) = [23]> then\n enemy move <[1] = [1]> speed [5] shoot? <[] = [21]> bullet speed [7] direction [90] X and Y pos [190] [140] [-200] [30]\n else\n if <(level #) = [24]> then\n grid\n else\n if <(level #) = [25]> then\n enemy move <[1] = [1]> speed [5] shoot? <[21] = [21]> bullet speed [7] direction [90] X and Y pos [-50] [0] [50] [30]\n enemy move <[1] = [1]> speed [5] shoot? <[21] = [21]> bullet speed [7] direction [90] X and Y pos [-50] [150] [50] [30]\n else\n if <(level #) = [26]> then\n enemy move <[0] = [1]> speed [5] shoot? <[0] = [21]> bullet speed [7] direction [-90] X and Y pos [130] [-130] [50] [30]\n else\n if <(level #) = [27]> then\n enemy move <[0] = [1]> speed [5] shoot? <[0] = [21]> bullet speed [7] direction [-90] X and Y pos [-95] [-40] [50] [30]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [menu v]\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nhide\nrepeat (10)\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [level setup v]\nwait (0.1) seconds\nwait until <(loading y) = [0]>\nplace enemies\n\nwhen I receive [level setup v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [restart v]\nhide\nrepeat (10)\n delete this clone\nend\nplace enemies\n\nwhen I start as a clone\nif <(exclusive?) = [1]> then\n wait until <<touching (laser v)?> or <<touching (_edge_ v)?> or <<touching (web v)?> or <<touching (hero v)?> or <touching (ground v)?>>>>>\nelse\n wait until <<touching (laser v)?> or <<touching (_edge_ v)?> or >>\nend\nif <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\nend\ndelete this clone\n\ndefine move\nrepeat until <not <<touching (box v)?> or <touching (ground v)?>>>\n move (1) steps\nend\n\ndefine grid\ngo to x: (-200) y: (140)\nrepeat (6)\n repeat (3)\n enemy move <[0] = [1]> speed [5] shoot? <[] = [21]> bullet speed [7] direction [90] X and Y pos (x position) (y position) [] [30]\n change y by (-120)\n end\n change x by (80)\n set y to (140)\nend\n\nwhen I receive [stone v]\nif <(Selected Stone) = [3]> then\n repeat (4)\n wait (2) seconds\n space stone\n end\nelse\n delete this clone\nend\n\ndefine space stone\nset [exclusive? v] to [1]\ngo to x: (-200) y: (140)\nrepeat (4)\n create clone of (_myself_ v)\n change y by (-85)\nend\nset [exclusive? v] to [1]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss beat v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@laser\n\ndefine render laser\nmove (10) steps\nset y to (([y position v] of [hero v]) + (10))\n\nwhen I receive [vision v]\nforever\n pen up\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: ([x position v] of [hero v]) y: (([y position v] of [hero v]) + (10))\npoint in direction ([direction v] of [hero v])\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n render laser\nend\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [level setup v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Web\n\ndefine remove right\nrepeat until <not <<color (#ba7608) is touching (#000000)?> and <touching (ground v)?>>>\n change x by (-1)\nend\n\ndefine throw right\nset size to (100) %\nswitch costume to (costume2 v)\ngo to (hero v)\nchange y by (20)\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change x by (20)\n turn right (87) degrees\nend\nswitch costume to (costume1 v)\nset size to (135) %\npoint in direction (135)\nremove right\n\ndefine throw left\nset size to (100) %\nswitch costume to (costume2 v)\ngo to (hero v)\nchange y by (20)\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change x by (-20)\n turn right (-87) degrees\nend\nswitch costume to (costume3 v)\nset size to (135) %\npoint in direction (45)\nremove left\n\ndefine remove left\nrepeat until <not <<color (#ba7608) is touching (#000000)?> and <touching (ground v)?>>>\n change x by (1)\nend\n\nwhen I receive [return hammer v]\nset rotation style [don't rotate v]\nset [hammer speed v] to [3]\nrepeat until <<(#playing) = [0]> or <touching (hero v)?>>\n point towards (hero v)\n move (Hammer speed) steps\n if <(Hammer speed) < [15]> then\n change [hammer speed v] by (1)\n end\nend\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level setup v]\nif <not <<(selected lvl) = [5]> or <<(selected ch) = [7]> and <(selected lvl) = [1]>>>> then\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [restart v]\ngo to (hero v)\n\nwhen [space v] key pressed\nif <<(#playing) = [1]> and <<(selected ch) = [6]> or <(selected ch) = [7]>>> then\n wait until <key (space v) pressed?>\n set rotation style [all around v]\n show\n stop [other scripts in sprite v]\n erase all\n if <([direction v] of [hero v]) = [90]> then\n throw right\n else\n throw left\n end\n wait (1) seconds\n broadcast (return hammer v)\nend\n\nwhen I receive [boss loss v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Venom thing\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [id v] to [1]\nhide\nstop [other scripts in sprite v]\nrepeat (300)\n delete this clone\nend\n\nwhen I receive [loki mad v]\nif <(id) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(selected ch) = [6]> then\n set [id v] to [0]\n show\n go to (mini bosses v)\n set size to (150) %\n point in direction (180)\n go to [front v] layer\n set [yv v] to [0]\n repeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (hero v)?>>>\n change y by (yv)\n change [yv v] by (-1)\n end\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n delete this clone\n end\n hide\n delete this clone\nelse\n set [id v] to [0]\n show\n go to (thanos v)\n point towards (hero v)\n set size to (150) %\n go to [front v] layer\n set [yv v] to [0]\n repeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (hero v)?>>>\n move (5) steps\n end\n if <touching (hero v)?> then\n change [player hp v] by (-1)\n broadcast (render lives v)\n end\n hide\n delete this clone\nend\n\nwhen I receive [next hero v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [stone v]\nset [time stop? v] to [0]\nif <(Selected Stone) = [1]> then\n set [time stop? v] to [1]\n repeat (6)\n create clone of (_myself_ v)\n wait (2) seconds\n end\n wait (4) seconds\n set [next stone? v] to [0]\n set [time stop? v] to [0]\nend\n\nwhen I receive [boss beat v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Thanos\n\nwhen I receive [final battle v]\nclear graphic effects\nset [#soul v] to [1]\nset [reality v] to [0]\nwait (4) seconds\nshow\nwait (8) seconds\nset [next stone? v] to [0]\nset [selected stone v] to [0]\nforever\n set [selected stone v] to [0]\n repeat (6)\n wait until <(next stone?) = [0]>\n change [selected stone v] by (1)\n broadcast (Stone v)\n set [next stone? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [final battle v]\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (200) y: (-70)\nset [yv v] to [0]\nforever\n if <(#soul) = [0]> then\n else\n if <(Reality) = [0]> then\n change y by (yv)\n if <(y position) > [-80]> then\n change [yv v] by (-0.25)\n else\n change [yv v] by (0.25)\n end\n else\n repeat until <(y position) > [80]>\n change y by (yv)\n change [yv v] by (0.25)\n end\n wait until <(Reality) = [0]>\n wait (4) seconds\n set [yv v] to [0]\n repeat until <[-60] > (y position)>\n change y by (yv)\n change [yv v] by (-0.25)\n end\n set [yv v] to [0]\n end\n end\nend\n\nchange [selected stone v] by (1)\nif <(Selected Stone) = [7]> then\nwait (5) seconds\n\nset [selected stone v] to [4]\nbroadcast (Stone v)\n\nset [next stone? v] to [0]\n\nwhen I receive [stone v]\nif <(Selected Stone) = [5]> then\n set [#soul v] to [0]\n Clone\n glide (1) secs to x: (pick random (-200) to (200)) y: (pick random (-100) to (100))\n wait until <touching (web v)?>\n change [boss hp v] by (-1)\n broadcast (render lives v)\n glide (1) secs to x: (200) y: (-70)\n set [#soul v] to [1]\n wait (4) seconds\n set [next stone? v] to [0]\nend\n\ndefine Clone\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(pick random (0) to (1)) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nglide (1) secs to x: (pick random (-200) to (200)) y: (pick random (-100) to (100))\nwait until <<(#soul) = [1]> or <touching (web v)?>>\ndelete this clone\n\ngo to x: (200) y: (-70)\n\ndefine win\nif <(boss hp) < [1]> then\n broadcast (Boss Beat v)\n repeat (50)\n change y by (2)\n change [ghost v] effect by (2)\n end\n stop [other scripts in sprite v]\nelse\n broadcast (boss loss v)\n wait (2) seconds\n broadcast (menu v)\nend\nstop [this script v]\n\nwhen I receive [final battle v]\nwait until <<(player hp) < [1]> or <(boss hp) < [1]>>\nwin\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nset [boss hp v] to [0]\n\n@Stones effect\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\ndefine glow (#)\nswitch costume to (costume1 v)\nset size to (175) %\nswitch costume to (#)\nset [ghost v] effect to (100)\nshow\nset [# v] to [13]\nrepeat (13)\n go to [front v] layer\n change [ghost v] effect by ((#) * (-1))\n change [# v] by (-1)\nend\nwait (3) seconds\nrepeat (13)\n go to [front v] layer\n change [ghost v] effect by ((#) * (1))\n change [# v] by (1)\nend\nhide\n\nwhen I receive [stone v]\nglow (Selected Stone)\n\n@Portals\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [stone v]\nif <(Selected Stone) = [3]> then\n go to x: (-200) y: (140)\n repeat (4)\n Clone at x: (x position) y: (y position)\n change y by (-85)\n end\n wait (15) seconds\n set [next stone? v] to [0]\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\nwhen I receive [boss beat v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@lava\n\nwhen I receive [stone v]\nstop [other scripts in sprite v]\nbroadcast (check v)\nif <<(Selected Stone) = [4]> or <(Selected Stone) = [6]>> then\n go to x: (0) y: (-444444444)\n wait (5) seconds\n show\n repeat (200)\n change y by (1)\n end\n wait (5) seconds\n repeat (200)\n change y by (-1)\n end\n hide\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [check v]\nif <<(Selected Stone) = [4]> or <(Selected Stone) = [6]>> then\n forever\n wait until <touching (hero v)?>\n change [player hp v] by (-1)\n broadcast (render lives v)\n wait until <not <touching (hero v)?>>\n end\nend\n\nwhen I receive [boss beat v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite2\n\nwhen I receive [# v]\nif <(#1) = [1]> then\n clone\nelse\nend\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level start v]\nset [#1 v] to [1]\nhide\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [#2 v] to [1]\nset [#1 v] to [0]\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (1) to (4))\nrepeat (60)\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n if <<(#2) = [1]> or <not <touching (ground v)?>>> then\n change y by (yv)\n change [yv v] by (-0.5)\n end\n change [ghost v] effect by (1)\n if <touching (ground v)?> then\n set [yv v] to [0]\n ground\n end\nend\ndelete this clone\n\ndefine clone\ngo to x: (#x) y: (#y)\nrepeat (pick random (3) to (4))\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine ground\nset [# v] to [0]\nrepeat until <<(#) > [15]> or <not <touching (ground v)?>>>\n change y by (1)\n change [# v] by (1)\nend\nif <touching (ground v)?> then\n change y by (-15)\n set [xv v] to ((xv) * (-0.5))\n change x by ((xv) * (2))\nelse\nend\n\n
Welcome to my largest ever scratch project, a platformer where you get to play as various Characters from the MCU (Marvel Cinematic Universe).\nIt contains:\n30 levels\n3 mini boss fights\n1 final boss fight (THANOS)\n6 different heroes with assorted powers\nAll the instructions for how to move are in the project.\nPress p while you are in a level to skip it.\nPress r to restart the level\nThe Button to access the final boss appears in the level select area, it takes a second to load in.\nPosting save codes in the comments literally will not work so please add them here: https://scratch.mit.edu/discuss/topic/368042/?page=1#post-3682429\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAlso, I have the code for some other heroes, so if you want me to make a sequel please tell me.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#game #games #isthishowtagswork? #marvel #spiderman #warmachine #deadpool #platformer #thanos #blackpanther
Parkour Master | | A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Parkour-er\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 (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (costume2 v)\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume8 v)\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 (w v) pressed?> 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 (w v) pressed?> 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\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [Crunch 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 flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nforever\n if <touching (levels v)?> then\n broadcast (Bounce v)\n if <(Yv) > [0]> then\n set [yv v] to [-20]\n else\n set [yv v] to [20]\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <touching (danger v)?> then\n broadcast (Bounce v)\n broadcast (Return v)\n end\nend\n\nwhen I receive [return v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n change [yv v] by (10)\n end\nend\n\nwhen [o v] key pressed\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n play sound [Avicii - Levels v] until done\nend\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [n v] key pressed\nset volume to (100) %\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@SKIP\n\nwhen this sprite clicked\ngo to [front v] layer\nbroadcast (Next Level v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n
WASD or arrow keys to move\nCan play on mobile\nTouch the right wall to go to next level\nO to skip level\n6 Levels\nM mute\nN unmute
voyage - platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen I receive [level1 v]\nswitch backdrop to (start2 v)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n wait (1.5) seconds\n broadcast (Animation v)\n stop [this script v]\n end\nend\n\n@player\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (1 v)\nhide\nset size to (60) %\nwait (0.9) seconds\ngo to [front v] layer\n\nwhen I receive [level1 v]\ngo to [front v] layer\nshow\ngo to x: (-219) y: (21)\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 point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((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 [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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n go to x: (-219) y: (21)\n change [level v] by (1)\n end\n if <touching (spike v)?> then\n go to x: (-219) y: (21)\n end\nend\n\nwhen I receive [animation v]\nhide\n\n@Level \n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level1 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (0.4) seconds\ngo to [front v] layer\n\nwhen I receive [animation v]\nhide\n\n@Start Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\nswitch costume to (33 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (start v)\n\nwhen I receive [level1 v]\nhide\n\n@Next Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [level v] to [1]\n\nwhen I receive [level1 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (0.7) seconds\ngo to [front v] layer\n\nwhen I receive [animation v]\nhide\n\n@Play Button\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nswitch costume to (nice2 v)\nset [ghost v] effect to (0)\nhide\ngo to x: (9) y: (-85)\n\nwhen this sprite clicked\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (level1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (97) %\n else\n set size to (90) %\n end\nend\n\n@background\n\nwhen flag clicked\n\nforever\n go to x: ((([x position v] of [player v]) * (-.7)) / (20)) y: ((([x position v] of [player v]) * (-.7)) / (20))\nend\n\nwhen flag clicked\nhide\nswitch costume to (2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [level1 v]\nshow\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [animation v]\nhide\n\n@background 2\n\nwhen flag clicked\nhide\nswitch costume to (2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [level1 v]\nshow\n\nwhen flag clicked\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [animation v]\nhide\n\n@fog\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level1 v]\nhide\n\nwhen flag clicked\nwait (0.6) seconds\ngo to [front v] layer\n\nwhen I receive [animation v]\nhide\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n show\n end\n if <key (x v) pressed?> then\n hide\n end\nend\n\n@spike\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.3) seconds\ngo to [front v] layer\n\nwhen I receive [level1 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen I receive [animation v]\nhide\n\n@Animation\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nshow\nrepeat (20)\n next costume\n wait (0.27) seconds\nend\n\n
voyage - platformer\n\nwasd or arrows - Z and X turn on/off the fog\n\nstory -\nyou wake up to nothing but sand. You're in a desert. You look around and see the ruins of an old civilization. It's up to you to explore and find out who you are\n
HALLOWEEN PLATFORMER
@Stage\n\nwhen backdrop switches to [woods10 v]\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v) and wait\nwait (2) seconds\nnext backdrop\n\n@tumblr_mlezanz0yM1rngwgeo1_500\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen [space v] key pressed\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen [space v] key pressed\nhide\n\n@PlayerSprite1\n\nwhen [space v] key pressed\nshow\nswitch backdrop to (woods v)\nhide\nwait (0.25) seconds\nshow\nset size to (100) %\nswitch backdrop to (woods v)\nset volume to (100) %\nchange volume by (-85)\nshow\nclear graphic effects\nswitch backdrop to (woods v)\ngo to x: (-220) y: (-30)\nforever\n if <key (right arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (1)\n switch costume to (jack o'lantern7 v)\n else\n if <key (left arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (-1)\n switch costume to (jack o'lantern3 v)\n end\n end\n set [pour aller de gauche à droite v] to ((Pour aller de gauche à droite) * (0.9))\n change x by (Pour aller de gauche à droite)\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 if <touching color (#000000)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching color (#000000)?> then\n change x by ((Pour aller de gauche à droite) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Pour aller de gauche à droite) > [0]> then\n set [pour aller de gauche à droite v] to [-5]\n else\n set [pour aller de gauche à droite v] to [5]\n end\n set [pour aller de haut en bas v] to [10]\n else\n set [pour aller de haut en bas v] to [0]\n end\n end\n change [pour aller de haut en bas v] by (-1)\n change y by (Pour aller de haut en bas)\n if <touching color (#000000)?> then\n change y by ((Pour aller de haut en bas) * (-1))\n set [pour aller de haut en bas 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 [pour aller de haut en bas v] to [15]\n end\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n change [vie v] by (-1)\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-220) y: (-30)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\n end\n if <(x position) > [240]> then\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (-30)\n end\n if <touching color (#46ff00)?> then\n change [pour aller de haut en bas v] by (100)\n end\n if <touching color (#00ebff)?> then\n set size to (50) %\n end\n if <touching color (#ff0000)?> then\n go to x: (-208) y: (-140)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [woods8 v]\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(VIE) = [0]> then\n hide\n switch backdrop to (flat,550x550,075,f v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [vie v] to [7]\nhide variable [vie v]\nwait (6) seconds\nshow variable [vie v]\n\nwhen backdrop switches to [woods12 v]\nset [vie v] to [7]\n\nwhen backdrop switches to [woods10 v]\nhide\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [the-nightmare-before-christmas-this-is-halloween v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\nwhen backdrop switches to [woods3 v]\nset [pour aller de gauche à droite v] to [0]\nset [pour aller de haut en bas v] to [0]\n\n
HAPPY HALLOWEEN !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\nFR : clique sur le drapeau vert \net utilise les flèches !!! Si le projet ne commence pas cliquez deux fois sur le drapeau vert !!!\n\nEN :click on the green flag\nand use the arrows !!! If the project does not start double click on the green flag !!!\n\n FR : Met un❤️ou/et une⭐si le projet t'a plus \n\nEN : put a ❤️ or /and⭐ if the project you liked !!!
130+ Level Platformer [Orbs/Oibs, Hardcore Mode]
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (costume1 v)\n\nwhen I receive [start-screen v]\nclear graphic effects\nforever\n set [level v] to (([backdrop # v] of [_stage_ v]) - (1))\nend\n\nwhen flag clicked\nset [music v] to [0]\nhide variable [level v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start-screen v]\nset [music v] to [0]\nforever\n play sound [TheFatRat - Fly Away \(Instrumental\) v] until done\n play sound [TheFatRat+-+MAYDAY+feat.+Laura+Brehm.mp3 v] until done\n play sound [Monody - TheFatRat.mp2 v] until done\n play sound [Markelody - 1302 v] until done\n play sound [Undertale - Megalovania.mp3 v] until done\n play sound [Lightspeed v] until done\n play sound [Markelody - Revolution v] until done\n play sound [Markelody - Shift v] until done\n play sound [K - 391 - Summertime \[Sunshine\].mp3 v] until done\n play sound [_Electro House 2012_ By K-391 v] until done\n play sound [Steve Aoki & Alan Walker - Are You Lonely feat v] until done\n play sound [Electric Bass v] until done\nend\n\nwhen I receive [succesfully loaded! v]\nif <(answer) = [k724458032]> then\n switch backdrop to (costume1 v)\nelse\n if <(answer) = [L646170544]> then\n switch backdrop to (costume3 v)\n else\n if <(answer) = [f271688829]> then\n switch backdrop to (costume2 v)\n else\n if <(answer) = [g142196276]> then\n switch backdrop to (costume5 v)\n else\n if <(answer) = [E514497863]> then\n switch backdrop to (costume6 v)\n else\n if <(answer) = [K408728339]> then\n switch backdrop to (costume7 v)\n else\n if <(answer) = [A735022467]> then\n switch backdrop to (costume4 v)\n else\n if <(answer) = [h302330328]> then\n switch backdrop to (costume8 v)\n else\n if <(answer) = [p586621452]> then\n switch backdrop to (costume9 v)\n else\n if <(answer) = [v427926287]> then\n switch backdrop to (costume10 v)\n else\n if <(answer) = [J4644861]> then\n switch backdrop to (costume11 v)\n else\n if <(answer) = [g803783731]> then\n switch backdrop to (costume12 v)\n else\n if <(answer) = [B740629965]> then\n switch backdrop to (costume13 v)\n else\n if <(answer) = [q951140108]> then\n switch backdrop to (backdrop2 v)\n else\n if <(answer) = [x943206463]> then\n switch backdrop to (costume14 v)\n else\n if <(answer) = [t168531002]> then\n switch backdrop to (costume15 v)\n else\n if <(answer) = [D721524166]> then\n switch backdrop to (costume17 v)\n else\n if <(answer) = [V354847525]> then\n switch backdrop to (costume16 v)\n else\n if <(answer) = [U743428512]> then\n switch backdrop to (costume18 v)\n else\n if <(answer) = [L481409148]> then\n switch backdrop to (costume19 v)\n else\n if <(answer) = [m918895982]> then\n switch backdrop to (costume20 v)\n else\n if <(answer) = [N804160997]> then\n switch backdrop to (costume21 v)\n else\n if <(answer) = [T753771770]> then\n switch backdrop to (costume22 v)\n else\n if <(answer) = [V552857579]> then\n switch backdrop to (costume23 v)\n else\n if <(answer) = [q589599388]> then\n switch backdrop to (costume24 v)\n else\n if <(answer) = [l924641641]> then\n switch backdrop to (backdrop3 v)\n else\n if <(answer) = [X85723929]> then\n switch backdrop to (costume25 v)\n else\n if <(answer) = [y74740877]> then\n switch backdrop to (costume26 v)\n else\n if <(answer) = [e468176345]> then\n switch backdrop to (costume27 v)\n else\n if <(answer) = [y743145165]> then\n switch backdrop to (costume28 v)\n else\n if <(answer) = [H414360004]> then\n switch backdrop to (costume29 v)\n else\n if <(answer) = [t464413600]> then\n switch backdrop to (costume30 v)\n else\n if <(answer) = [m542119043]> then\n switch backdrop to (costume31 v)\n else\n if <(answer) = [K561577720]> then\n switch backdrop to (costume32 v)\n else\n if <(answer) = [e995049785]> then\n switch backdrop to (costume33 v)\n else\n if <(answer) = [Z256832283]> then\n switch backdrop to (costume34 v)\n else\n if <(answer) = [C990247947]> then\n switch backdrop to (costume35 v)\n else\n if <(answer) = [t392484408]> then\n switch backdrop to (costume36 v)\n else\n if <(answer) = [y796073584]> then\n switch backdrop to (costume37 v)\n else\n if <(answer) = [G93979956]> then\n switch backdrop to (costume38 v)\n else\n if <(answer) = [Q22989004860572598]> then\n switch backdrop to (costume39 v)\n else\n if <(answer) = [V161673391]> then\n switch backdrop to (costume40 v)\n else\n if <(answer) = [g632648798]> then\n switch backdrop to (costume41 v)\n else\n if <(answer) = [LO-Snzoai_V200883656793775839170363168]> then\n switch backdrop to (costume42 v)\n else\n if <(answer) = [YG567174430517651036]> then\n switch backdrop to (costume43 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(MUsic) = [1]> then\n set volume to (0) %\n end\n if <(MUsic) = [0]> then\n set volume to (100) %\n end\nend\n\nset volume to (100) %\n\n@Icon\n\nwhen flag clicked\n\nwhen I receive [left arrow clicked v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [30]> then\n if <not <<<(username) = [FutureFlamesOfFire]> or <(username) = [TheGREENwolf293]>> or <(username) = [-fireandflames-]>>> then\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [start v]\nshow variable [level v]\ngo to x: (-200) y: (-75)\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(.s) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n broadcast (right arrow v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n broadcast (Left arrow v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\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 (#00cc44)?> 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)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n broadcast (death v)\n end\n if <touching (portal v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-75)\n end\n if <touching (torch 3 v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-75)\n end\n end\n if <touching (fire v)?> then\n broadcast (deathbyfire v)\n end\n if <touching color (#ff00e3)?> then\n set [yv v] to [20]\n end\n if <touching color (#fffd00)?> then\n set [xv v] to [20]\n end\n if <touching color (#003fff)?> then\n set [xv v] to [-20]\n end\nend\n\nwhen I receive [right arrow clicked v]\nnext costume\nif <(costume [number v]) = [30]> then\n if <not <<<(username) = [FutureFlamesOfFire]> or <(username) = [TheGREENwolf293]>> or <(username) = [-fireandflames-]>>> then\n next costume\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\n\nwhen I receive [start-screen v]\nswitch costume to (costume1 v)\nshow\nset size to (400) %\ngo to x: (7) y: (-108)\npoint in direction (90)\n\nwhen I receive [succesfully loaded! v]\nshow variable [level v]\ngo to x: (-200) y: (-75)\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(.s) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n broadcast (right arrow v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n broadcast (Left arrow v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\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 (#00cc44)?> 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)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n broadcast (death v)\n end\n if <touching (portal v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-75)\n end\n if <touching (torch 3 v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-75)\n end\n end\n if <touching (fire v)?> then\n broadcast (deathbyfire v)\n end\n if <touching color (#ff00e3)?> then\n set [yv v] to [20]\n end\n if <touching color (#fffd00)?> then\n set [xv v] to [20]\n end\n if <touching color (#003fff)?> then\n set [xv v] to [-20]\n end\nend\n\nwhen I receive [succesfully loaded! v]\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-75)\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-75)\n end\nend\n\nwhen I receive [deathbyfire v]\nif <(Hardcore) = [0]> then\n go to x: (-200) y: (-75)\n change [deaths v] by (1)\nelse\n broadcast (HARDCORE DEATH v)\nend\n\nwhen I receive [death v]\nif <(Hardcore) = [0]> then\n go to x: (-200) y: (-75)\n change [deaths v] by (1)\n set [xv v] to [0]\nelse\n broadcast (HARDCORE DEATH v)\nend\n\nwhen I receive [start v]\nforever\n if <touching (orb v)?> then\n go to (recieving orb v)\n end\nend\n\nwhen I receive [succesfully loaded! v]\nforever\n if <touching (orb v)?> then\n go to (recieving orb v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (oib v)?> then\n glide (.3) secs to x: (pick random (-210) to (214)) y: (pick random (-127) to (155))\n end\nend\n\n@Choose your avatar text\n\nwhen I receive [289137random v]\nrepeat until <(choosing avatar) = [0]>\n repeat (32)\n turn right (-1) degrees\n end\n repeat (32)\n turn right (1) degrees\n end\nend\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start-screen v]\nset size to (150) %\nrepeat (16)\n turn right (1) degrees\nend\nbroadcast (289137random v)\n\nwhen I receive [start-screen v]\nrepeat until <(choosing avatar) = [0]>\n wait (pick random (3) to (5)) seconds\n repeat (12)\n change size by (3)\n end\n repeat (12)\n change size by (-3)\n end\nend\n\nwhen I receive [start-screen v]\npoint in direction (90)\nshow\nset [choosing avatar v] to [1]\nset [somemtjjjkvna v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@Arrow1\n\nwhen this sprite clicked\nbroadcast (right arrow clicked v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start-screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (arrow1-a2 v)\n else\n switch costume to (arrow1-a v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@Arrow2\n\nwhen this sprite clicked\nbroadcast (left arrow clicked v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start-screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (arrow1-b2 v)\n else\n switch costume to (arrow1-b v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@done\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen I receive [start-screen v]\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 flag clicked\nhide\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@portal\n\nwhen backdrop switches to [costume16 v]\ngo to x: (116) y: (-43)\n\nwhen backdrop switches to [costume17 v]\ngo to x: (119) y: (56)\n\nwhen backdrop switches to [costume16 v]\ngo to x: (123) y: (57)\n\nwhen backdrop switches to [costume14 v]\ngo to x: (111) y: (-48)\n\nwhen I receive [start v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (51) y: (158)\n\nwhen backdrop switches to [costume13 v]\ngo to x: (111) y: (-48)\n\nwhen backdrop switches to [costume12 v]\ngo to x: (-315) y: (143)\n\nwhen backdrop switches to [costume11 v]\ngo to x: (-322) y: (203)\n\nwhen flag clicked\ngo to x: (111) y: (-48)\nhide\n\nwhen backdrop switches to [costume18 v]\ngo to x: (117) y: (-54)\nhide\n\nwhen I receive [glitch v]\nshow\n\nwhen backdrop switches to [costume23 v]\ngo to x: (114) y: (-24)\n\nwhen backdrop switches to [costume26 v]\ngo to x: (114) y: (-46)\n\nwhen backdrop switches to [costume27 v]\ngo to x: (-324) y: (206)\n\nwhen backdrop switches to [costume28 v]\ngo to x: (-319) y: (143)\n\nwhen backdrop switches to [costume29 v]\ngo to x: (96) y: (179)\n\nwhen I receive [succesfully loaded! v]\nshow\n\nwhen backdrop switches to [costume31 v]\ngo to x: (117) y: (194)\n\nwhen backdrop switches to [costume32 v]\ngo to x: (111) y: (-48)\n\nwhen backdrop switches to [costume42 v]\ngo to x: (-140) y: (127)\n\nwhen backdrop switches to [costume43 v]\ngo to x: (111) y: (-48)\n\nwhen backdrop switches to [costume48 v]\ngo to x: (-33) y: (131)\n\nwhen backdrop switches to [costume54 v]\ngo to x: (113) y: (-48)\n\nwhen backdrop switches to [costume138 v]\ngo to x: (-311) y: (200)\n\nwhen backdrop switches to [costume51 v]\ngo to x: (117) y: (-48)\n\nwhen backdrop switches to [costume52 v]\ngo to x: (122) y: (-53)\n\nwhen backdrop switches to [costume58 v]\ngo to x: (122) y: (-19)\n\nwhen backdrop switches to [costume62 v]\ngo to x: (-93) y: (189)\n\nwhen backdrop switches to [costume65 v]\ngo to x: (-87) y: (170)\n\nwhen backdrop switches to [costume66 v]\ngo to x: (-101) y: (154)\n\nwhen backdrop switches to [costume68 v]\ngo to x: (119) y: (52)\n\nwhen backdrop switches to [costume60 v]\ngo to x: (104) y: (-14)\n\nwhen backdrop switches to [costume70 v]\ngo to x: (118) y: (-47)\n\nwhen backdrop switches to [costume99 v]\ngo to x: (113) y: (81)\n\nwhen backdrop switches to [costume118 v]\ngo to x: (122) y: (157)\n\nwhen backdrop switches to [costume120 v]\ngo to x: (-326) y: (143)\n\nwhen backdrop switches to [costume99 v]\ngo to x: (111) y: (-48)\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen backdrop switches to [costume119 v]\ngo to x: (118) y: (-48)\n\nwhen backdrop switches to [costume124 v]\ngo to x: (114) y: (-48)\n\nwhen backdrop switches to [costume121 v]\ngo to x: (111) y: (-48)\n\nwhen backdrop switches to [costume129 v]\ngo to x: (115) y: (-57)\n\nwhen backdrop switches to [costume134 v]\ngo to x: (-318) y: (193)\n\nwhen backdrop switches to [costume138 v]\ngo to x: (-318) y: (193)\n\nwhen backdrop switches to [costume136 v]\ngo to x: (116) y: (-45)\n\nwhen backdrop switches to [costume137 v]\ngo to x: (115) y: (201)\n\nwhen backdrop switches to [costume135 v]\ngo to x: (-89) y: (106)\n\n@ghost floor\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen backdrop switches to [backdrop2 v]\nset [ghost v] effect to (100)\nrepeat until <(backdrop [number v]) > [15]>\n wait (pick random (2) to (4)) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\nclear graphic effects\nhide\n\nwhen backdrop switches to [costume14 v]\nclear graphic effects\nhide\n\nwhen backdrop switches to [costume14 v]\nhide\n\nwhen backdrop switches to [costume14 v]\nhide\n\nwhen backdrop switches to [costume14 v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [costume19 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume18 v]\nrepeat until <(backdrop [number v]) = [21]>\n repeat until <not <touching (icon v)?>>\n set [i13 v] to (pick random (2) to (27))\n switch costume to (i13)\n end\n set [i13 v] to [0]\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [i13 v] to [0]\n\nwhen backdrop switches to [costume18 v]\nswitch costume to (costume1 v)\nrepeat until <(backdrop [number v]) = [21]>\n show\n wait (3) seconds\n hide\n wait (3) seconds\nend\n\nwhen backdrop switches to [costume19 v]\nhide\n\n@portal2\n\nwhen flag clicked\nforever\n if <touching (icon v)?> then\n broadcast (glitch v)\n end\nend\n\nwhen backdrop switches to [costume18 v]\nshow\n\nwhen I receive [glitch v]\nhide\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\nhide\n\n@Torch 1\n\nwhen backdrop switches to [costume20 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume21 v]\nhide\n\n@logo\n\nwhen flag clicked\nclear graphic effects\nstart sound [Netflix Opening \(1080p\) v]\nshow\nset [logo speed v] to [-17]\ngo to x: (0) y: (219)\nforever\n change y by (logo speed)\nend\n\nwhen flag clicked\nrepeat until <(logo speed) = [16]>\n change [logo speed v] by (.75)\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\nbroadcast (logo2 v)\nhide\n\n@logo2\n\nwhen I receive [logo2 v]\nwait (3) seconds\nshow\ngo to x: (-344) y: (-15)\nstart sound [Comet-SoundBible v]\nrepeat (34)\n move (10) steps\nend\nstart sound [Comet-SoundBible2 v]\nwait (.5) seconds\nrepeat (34)\n move (-10) steps\nend\nhide\nwait (2) seconds\nbroadcast (Mobile? v)\n\nwhen flag clicked\nhide\n\n@Torch 2\n\nwhen backdrop switches to [costume20 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume21 v]\nhide\n\n@Torch 3\n\nwhen backdrop switches to [costume20 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume21 v]\nhide\n\n@:)\n\nwhen flag clicked\ngo to x: (13) y: (1)\nhide\n\nwhen backdrop switches to [costume20 v]\nshow\n\nwhen backdrop switches to [costume21 v]\nhide\n\nwhen backdrop switches to [costume104 v]\ngo to x: (8) y: (1)\nshow\n\nwhen I receive [unlucky v]\nhide\n\nwhen I receive [obtain2 v]\nhide\n\nwhen I receive [obtain3 v]\nhide\n\nwhen I receive [obtain v]\nhide\n\nwhen backdrop switches to [costume105 v]\ngo to x: (8) y: (1)\nshow\n\nwhen I receive [first._ enemy. beaten v]\nhide\n\n@volcano event\n\nwhen flag clicked\nset [.s v] to [0]\nhide\n\nwhen backdrop switches to [costume23 v]\nset [.s v] to [1]\nshow\ngo to x: (-10) y: (3)\nrepeat until <(backdrop [number v]) = [28]>\n repeat (1)\n change y by (4)\n end\n repeat (1)\n change y by (-4)\n end\nend\n\nwhen backdrop switches to [costume23 v]\nswitch costume to (costume1 v)\nrepeat until <(backdrop [number v]) = [28]>\n play sound [Realistic Earthquake Sound Effect \[High Quality\] v] until done\nend\nset volume to (0) %\n\nwhen backdrop switches to [costume24 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [costume25 v]\nhide\n\n@Dialogue\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume23 v]\nwait (.1) seconds\nshow\nswitch costume to (costume1 v)\nrepeat until <(.s) = [0]>\n if <(costume [number v]) = [4]> then\n hide\n end\n set [.s v] to [0]\nend\n\nwhen [space v] key pressed\nnext costume\nwait until <not <key (space v) pressed?>>\n\nwhen backdrop switches to [costume24 v]\nhide\n\n@fire\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume24 v]\nhide\nrepeat until <(backdrop [number v]) = [28]>\n create clone of (_myself_ v)\n wait (.3) seconds\nend\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to x: (pick random (-243) to (195)) y: (150)\nshow\nrepeat until <<touching (icon v)?> or <touching color (#00cc44)?>>\n change y by (-5)\nend\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop3 v]\nif <(answer) = [l924641641]> then\n hide\n repeat until <(backdrop [number v]) = [28]>\n create clone of (_myself_ v)\n wait (.3) seconds\n end\n hide\n delete this clone\nend\n\n@Time trials\n\nwhen flag clicked\nhide\nhide variable [timer v]\nswitch costume to (costume1 v)\nset [time trials v] to [0]\n\nwhen I receive [start-screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [succesfully loaded! v]\nhide\n\nwhen I receive [start v]\nhide\nif <(time trials) = [1]> then\n broadcast (timer v)\nend\n\nwhen this sprite clicked\nif <(time trials) = [0]> then\n switch costume to (costume3 v)\n set [time trials v] to [1]\nelse\n switch costume to (costume1 v)\n set [time trials v] to [0]\nend\n\nwhen I receive [timer v]\nreset timer\nforever\n set [timer v] to (timer)\n show variable [timer v]\nend\n\n@Load\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start-screen v]\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\nask [Save code?] and wait\nif <(answer) = [k724458032]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\nelse\n if <(answer) = [L646170544]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [f271688829]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [g142196276]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [E514497863]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [K408728339]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [A735022467]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [h302330328]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [p586621452]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [v427926287]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [J4644861]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [g803783731]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [B740629965]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [q951140108]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [x943206463]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [t168531002]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [D721524166]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [V354847525]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [U743428512]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [L481409148]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [m918895982]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [N804160997]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [T753771770]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [V552857579]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [q589599388]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [l924641641]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [X85723929]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [y74740877]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [e468176345]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [y743145165]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [H414360004]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [t464413600]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [m542119043]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [K561577720]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [e995049785]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [Z256832283]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [C990247947]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [t392484408]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [y796073584]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [G93979956]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [Q22989004860572598]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [V161673391]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [g632648798]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [LO-Snzoai_V200883656793775839170363168]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n if <(answer) = [YG567174430517651036]> then\n broadcast (succesfully loaded! v)\n switch costume to (costume1 v)\n else\n broadcast (game failed to load v)\n switch costume to (costume2 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@error\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [game failed to load v]\nswitch costume to (costume2 v)\nshow\nwait (2.3) seconds\nhide\n\nwhen I receive [succesfully loaded! v]\nswitch costume to (costume3 v)\nhide\n\n@save\n\nwhen flag clicked\nhide\ndelete all of [save code v]\nshow list [save code v]\nforever\n if <<key (x v) pressed?> and <(backdrop [number v]) = [2]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [k724458032] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [3]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [L646170544] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [4]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [f271688829] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [5]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [g142196276] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [6]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [E514497863] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [7]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [K408728339] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [8]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [A735022467] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [9]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [h302330328] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [10]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [p586621452] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [11]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [v427926287] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [12]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [J4644861] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [13]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [g803783731] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [14]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [B740629965] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [15]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [q951140108] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [16]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [x943206463] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [17]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [t168531002] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [18]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [D721524166] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [19]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [V354847525] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [20]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [U743428512] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [21]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [L481409148] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [22]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [m918895982] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [23]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [N804160997] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [24]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [T753771770] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [25]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [V552857579] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [26]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [q589599388] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [27]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [l924641641] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [28]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [X85723929] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [29]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [y74740877] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [30]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [e468176345] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [31]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [y743145165] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [32]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [H414360004] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [33]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [t464413600] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [34]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [m542119043] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [35]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [K561577720] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [36]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [e995049785] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [37]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [Z256832283] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [38]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [C990247947] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [39]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [t392484408] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [40]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [y796073584] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [41]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [G93979956] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [42]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [Q22989004860572598] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [43]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [V161673391] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [44]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [g632648798] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [45]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [LO-Snzoai_V200883656793775839170363168] to [save code v]\n add [is your save code] to [save code v]\n end\n if <<key (x v) pressed?> and <(backdrop [number v]) = [46]>> then\n delete all of [save code v]\n hide list [save code v]\n add [Press z to close] to [save code v]\n add [YG567174430517651036] to [save code v]\n add [is your save code] to [save code v]\n end\nend\n\nwhen flag clicked\ndelete all of [save code v]\nforever\n if <key (z v) pressed?> then\n show list [save code v]\n end\nend\n\n@land\n\nwhen flag clicked\ngo to x: (30) y: (30)\nhide\n\nwhen backdrop switches to [costume30 v]\ngo to x: (30) y: (30)\nshow\nrepeat until <touching (icon v)?>\nrepeat (5)\n change y by (10)\nend\nwait until <not <touching (icon v)?>>\nrepeat until <touching (icon v)?>\nrepeat (5)\n change y by (10)\nend\n\nwhen backdrop switches to [costume31 v]\nhide\n\n@jumppad1\n\nwhen flag clicked\nif <<(username) = [FutureFlamesOfFire]> or <<(username) = [-fireandflames-]> or <<(username) = [KaiAndTessa]> or <<(username) = [PetgamesplaysScratch]> or <(username) = [chadi9]>>>>> then\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume42 v]\nhide\nrepeat until <<(backdrop [name v]) = [costume43]> or <(backdrop [name v]) = [costume44]>>\n wait (3) seconds\n show\n wait (1) seconds\n hide\nend\nhide\n\nwhen backdrop switches to [costume43 v]\nhide\n\nwhen backdrop switches to [costume44 v]\nhide\n\n@ask\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile? v]\nshow\n\nwhen I receive [start-screen v]\nhide\n\nwhen I receive [mobilemode7 v]\nhide\n\n@mobile\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [mobile? v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start-screen v]\nhide\n\nwhen this sprite clicked\nbroadcast (Mobilemode7 v)\n\nwhen I receive [mobilemode7 v]\nhide\n\n@computer\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [mobile? v]\nshow\n\nwhen this sprite clicked\nbroadcast (start-screen v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start-screen v]\nhide\n\nwhen I receive [mobilemode7 v]\nhide\n\n@1\n\nwhen flag clicked\nhide\n\nwhen I receive [mobilemode7 v]\nshow\nforever\n play sound [Fluffing a Duck v] until done\nend\n\n@gif2\n\nwhen flag clicked\nhide\n\nwhen I receive [mobilemode7 v]\nshow\nforever\n next costume\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@trap 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume54 v]\nshow\nforever\n if <touching (icon v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [costume49 v]\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume56 v]\nshow\ngo to x: (0) y: (-338)\nwait (1) seconds\nforever\n repeat until <touching (icon v)?>\n change y by (.5)\n end\n go to x: (0) y: (-338)\n wait (1) seconds\nend\n\nwhen backdrop switches to [costume57 v]\nhide\n\n@trap 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume58 v]\nshow\nforever\n if <touching (icon v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [costume59 v]\nhide\n\n@a platform.\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume61 v]\nshow\nswitch costume to (costume1 v)\nforever\n wait (3) seconds\n switch costume to (costume2 v)\n wait (.5) seconds\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [costume62 v]\nhide\nstop [other scripts in sprite v]\n\n@RAIN\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume72 v]\nhide\nrepeat until <(backdrop [number v]) = [76]>\n create clone of (_myself_ v)\n wait (.1) seconds\nend\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to x: (pick random (-243) to (195)) y: (150)\nshow\nrepeat until <<touching (icon v)?> or <touching color (#00cc44)?>>\n change y by (-5)\nend\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop3 v]\nif <(answer) = [ranjsnkdnsakdn]> then\n hide\n repeat until <(backdrop [number v]) = [28]>\n create clone of (_myself_ v)\n wait (.3) seconds\n end\n hide\n delete this clone\nend\n\n@Mission Started\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen backdrop switches to [costume87 v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@easter egg\n\nwhen flag clicked\nset [eastereggcollected? v] to [0]\nhide\n\nwhen backdrop switches to [costume104 v]\nshow\nset [ghost v] effect to (40)\nforever\n if <touching (icon v)?> then\n hide\n set [random spell v] to (pick random (1) to (10))\n broadcast (random spell v)\n end\nend\n\nwhen I receive [randomspell2 v]\nset [random spell v] to [0]\nset [random spell v] to (pick random (1) to (3))\nif <(random spell) = [1]> then\n broadcast (obtain v)\nend\nif <(random spell) = [2]> then\n broadcast (obtain v)\nend\nif <(random spell) = [3]> then\n broadcast (obtain v)\nend\n\nwhen I receive [random spell v]\nif <(random spell) = [1]> then\n broadcast (obtain v)\nend\nif <(random spell) = [2]> then\n broadcast (obtain v)\nend\nif <(random spell) = [3]> then\n broadcast (obtain v)\nend\nif <(random spell) = [4]> then\n broadcast (obtain v)\nend\nif <(random spell) = [5]> then\n broadcast (obtain v)\nend\nif <(random spell) = [6]> then\n broadcast (obtain v)\nend\nif <(random spell) = [7]> then\n broadcast (obtain v)\nend\nif <(random spell) = [8]> then\n broadcast (obtain v)\nend\nif <(random spell) = [9]> then\n broadcast (obtain v)\nend\nif <(random spell) = [10]> then\n broadcast (randomspell2 v)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [rare sword v] to [0]\nhide variable [moneyz v]\nhide\n\nwhen I receive [obtain v]\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nset [rare sword v] to [1]\nhide\n\nwhen I receive [unlucky v]\nswitch costume to (costume2 v)\nshow variable [moneyz v]\nset [moneyz v] to [3]\nshow\nwait (2) seconds\nhide\n\nwhen I receive [obtain2 v]\nswitch costume to (costume3 v)\nshow variable [moneyz v]\nset [moneyz v] to [48]\nshow\nwait (2) seconds\nhide\n\nwhen I receive [obtain3 v]\nswitch costume to (costume2 v)\nshow variable [moneyz v]\nset [moneyz v] to [3]\nshow\nwait (2) seconds\nhide\n\nwhen I receive [collected ice shard v]\nswitch costume to (costume5 v)\nshow\nwait (3) seconds\nhide\n\n@Plasma Sword\n\nwhen flag clicked\nset [damage- sword- v] to [0]\nhide\n\nwhen I receive [obtain v]\nshow\nset size to (12.5) %\nforever\n if <(sword___) = [0]> then\n go to (icon v)\n end\nend\n\nwhen I receive [left arrow v]\nswitch costume to (rare sword2 v)\n\nwhen I receive [right arrow v]\nswitch costume to (rare sword v)\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> and <key (z v) pressed?>> then\n switch costume to (rare sword-right-jab v)\n set [damage- sword- v] to [1]\n wait (.3) seconds\n set [damage- sword- v] to [0]\n switch costume to (rare sword v)\n end\n if <<(costume [number v]) = [2]> and <key (z v) pressed?>> then\n switch costume to (rare sword-right-jab2 v)\n set [damage- sword- v] to [1]\n wait (.3) seconds\n set [damage- sword- v] to [0]\n switch costume to (rare sword2 v)\n end\nend\n\nwhen flag clicked\nset [sword___ v] to [0]\nforever\n if <(backdrop [number v]) > [133]> then\n if <<(costume [number v]) = [1]> and <key (c v) pressed?>> then\n set [sword___ v] to [1]\n repeat (3)\n if <(costume [number v]) = [1]> then\n go to (icon v)\n turn right (-5) degrees\n wait (.1) seconds\n else\n point in direction (90)\n set [sword___ v] to [0]\n end\n end\n if <(costume [number v]) = [1]> then\n broadcast (SWORD____ 1 v)\n set [damage- sword- v] to [1]\n repeat until <<touching color (#00cc44)?> or <touching (_edge_ v)?>>\n broadcast (SWORD____ 1 v)\n move (10) steps\n turn right (1.5) degrees\n end\n set [damage- sword- v] to [0]\n set [sword___ v] to [0]\n point in direction (90)\n else\n point in direction (90)\n set [sword___ v] to [0]\n end\n end\n if <<(costume [number v]) = [2]> and <key (c v) pressed?>> then\n set [sword___ v] to [1]\n repeat (3)\n if <(costume [number v]) = [2]> then\n go to (icon v)\n turn right (5) degrees\n wait (.1) seconds\n else\n point in direction (90)\n set [sword___ v] to [0]\n end\n end\n if <(costume [number v]) = [2]> then\n broadcast (SWORD____ 2 v)\n set [damage- sword- v] to [1]\n repeat until <<touching color (#00cc44)?> or <touching (_edge_ v)?>>\n broadcast (SWORD____ 2 v)\n move (-10) steps\n turn right (-1.5) degrees\n end\n set [damage- sword- v] to [0]\n set [sword___ v] to [0]\n point in direction (90)\n else\n point in direction (90)\n set [sword___ v] to [0]\n end\n end\n end\nend\n\nwhen I receive [sword____ 1 v]\nswitch costume to (rare sword v)\n\nwhen I receive [sword____ 1 v]\nswitch costume to (rare sword v)\n\nwhen I receive [sword____ 2 v]\nswitch costume to (rare sword2 v)\n\n@Jab sword\n\nwhen flag clicked\nset [ghost v] effect to (50)\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [obtain v]\nshow\n\nwhen backdrop switches to [costume130 v]\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [costume132 v]\nswitch costume to (costume2 v)\nshow\n\n@ENEMY\n\nwhen flag clicked\nset [enemy health v] to [6]\nhide variable [enemy health v]\nhide\n\nwhen backdrop switches to [costume105 v]\nshow\nshow variable [enemy health v]\nset [enemy health v] to [6]\nforever\n if <<touching (plasma sword v)?> and <(Damage- sword-) = [1]>> then\n change [enemy health v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(enemy health) = [0]> then\n broadcast (first._ enemy. beaten v)\n hide\n hide variable [enemy health v]\n end\nend\n\n@Ice boss\n\nwhen flag clicked\nset [health v] to [40]\nclear graphic effects\ngo to x: (83) y: (-77)\nforever\n if <(Health) = [0]> then\n hide variable [health v]\n broadcast (Beat Ice boss v) and wait\n broadcast (Stop v) and wait\n end\nend\n\nwhen backdrop switches to [costume124 v]\nshow\nshow variable [health v]\nset [health v] to [40]\nforever\n if <<touching (plasma sword v)?> and <(Damage- sword-) = [1]>> then\n change [health v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [health v] to [40]\nhide variable [health v]\ngo to x: (83) y: (-77)\nset [pixelate v] effect to (0)\nhide\n\nwhen backdrop switches to [costume124 v]\nswitch costume to (costume1 v)\nset [music v] to [1]\n\nwhen backdrop switches to [costume124 v]\nwait (3) seconds\nswitch costume to (costume2 v)\nwait (.5) seconds\nswitch costume to (costume3 v)\nwait (.1) seconds\nbroadcast (Ice boss_ v)\n\nwhen I receive [ice boss_2 v]\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (pick random (1) to (5)) seconds\nswitch costume to (costume2 v)\nwait (.5) seconds\nswitch costume to (costume3 v)\nbroadcast (Ice boss_ v)\n\nwhen I receive [beat ice boss v]\nrepeat (20)\n change y by (5)\nend\nrepeat (15)\n change y by (4)\nend\nrepeat (5)\n change y by (2)\nend\nswitch costume to (costume4 v)\nwait (1) seconds\nrepeat (10)\n change [pixelate v] effect by (25)\nend\nhide\nbroadcast (Ice Shard v)\nset [music v] to [0]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [stop v]\nforever\n wait (1) seconds\nend\n\nwhen flag clicked\nwait (.3) seconds\nset [health v] to [40]\n\nwhen flag clicked\nset [health v] to [40]\n\n@Ice boss projectile\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [ice boss_ v]\ngo to x: (36) y: (28)\nshow\npoint towards (icon v)\nrepeat (pick random (5) to (12))\n switch costume to (pick random (1) to (6))\n repeat until <<touching color (#00cc44)?> or <touching (_edge_ v)?>>\n move (15) steps\n end\n glide (.1) secs to x: (36) y: (28)\n point towards (icon v)\nend\nhide\nbroadcast (Ice boss_2 v)\n\nwhen I receive [beat ice boss v]\nstop [other scripts in sprite v]\nhide\n\n@Block\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume124 v]\ngo to x: (13) y: (1)\nshow\n\nwhen I receive [collected ice shard v]\nhide\n\n@Ice Shard\n\nwhen flag clicked\ngo to x: (74) y: (-99)\nhide\n\nwhen I receive [ice shard v]\nshow\nrepeat until <touching (icon v)?>\nbroadcast (Collected Ice Shard v)\nhide\n\n@Hardcore\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nchange [brightness v] effect by (-10)\n\nwhen I receive [start-screen v]\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [hardcore v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [hardcore v] to [1]\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@Hardcore2\n\nwhen flag clicked\nhide\n\nwhen I receive [hardcore death v]\nshow\nstop [all v]\n\n@sound\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nswitch costume to (sound-icon-300x300 v)\nforever\n if <(costume [number v]) = [2]> then\n set [music v] to [1]\n else\n set [music v] to [0]\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start-screen v]\nshow\n\nwhen I receive [succesfully loaded! v]\nhide\n\n@Thumbnail\n\nshow\n\nwhen flag clicked\nhide\n\n@Orb\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume133 v]\nshow\ngo to x: (-165) y: (-19)\nforever\n switch costume to (pick random (1) to (7))\n set [color v] effect to (pick random (0) to (5))\nend\n\nwhen backdrop switches to [costume134 v]\ngo to x: (28) y: (-124)\n\nwhen backdrop switches to [costume135 v]\nhide\n\n@Recieving orb\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume133 v]\nshow\ngo to x: (-18) y: (-21)\nforever\n switch costume to (pick random (1) to (9))\n set [color v] effect to (pick random (0) to (5))\nend\n\nwhen backdrop switches to [costume134 v]\ngo to x: (154) y: (137)\n\nwhen backdrop switches to [costume135 v]\nhide\n\n@Oib\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume135 v]\ngo to x: (3) y: (-116)\nshow\n\nwhen backdrop switches to [costume136 v]\nhide\n\nwhen backdrop switches to [costume137 v]\ngo to x: (79) y: (-121)\nshow\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [costume138 v]\nhide\n\n@Pause\n\nwhen flag clicked\nhide\n\n
CURRENTLY THE SECOND LONGEST PLATFORMER EVER!!! 139 levels so far\nYou can submit your own level. If you want to submit a level, remix the project and delete everything and make a sprite/ backdrop the level. I will look at the level and decide to add it into the game or not. Credit will be given.\n\nMobile version at https://scratch.mit.edu/projects/319830628/ (Still working on mobile version)\n\nArrow keys to move.\n*Press X to save!*\n*Press Z to close save menu!*\n*R to restart!*\nThis is the longest platformer in the history of scratch :)\nI worked countless hours on this.\nThis is probably one of the only platformers with save and load features.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #fortnite #apex #minecraft #stories #animations #forknife #scratchnite #1000levelplatformer #poems\n#saveandload #gaming #lol\n#story
The Darkness - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (Menu v)\n\nwhen I receive [start v]\nif <(weird?) = [1]> then\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (backdrop1 v)\nend\n\nwhen I receive [menu v]\nswitch backdrop to (backdrop1 v)\n\n@pen\n\ndefine render\nerase all\nDraw Player\nDraw Lights\nDraw Ground\nDraw Spikes\nDraw Goals\nif <(win?) = [1]> then\n change [end animation v] by (5)\n go to x: (0) y: (0)\n if <(weird?) = [1]> then\n set pen color to (#000000)\n else\n set pen color to (#ffffff)\n end\n set pen size to ((100) + ((end animation) * (4)))\n set pen (transparency v) to ((100) - (end animation))\n pen down\n pen up\nend\n\nwhen flag clicked\nerase all\nhide\n\ndefine Draw rect from (x) (y) to (x2) (y2)\npen up\nGo to (x) (y)\npen down\nGo to (x2) (y)\nGo to (x2) (y2)\nGo to (x) (y2)\nGo to (x) (y)\npen up\n\ndefine Go to (x) (y)\nif <(weird?) = [1]> then\n go to x: (() - ((x) - (Camera X))) y: ((y) - (Camera Y))\nelse\n go to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\nend\n\ndefine Draw Player\nif <(weird?) = [1]> then\n set pen color to (#9c008a)\nelse\n set pen color to (#ffae00)\nend\nset pen (transparency v) to (100)\nset pen size to (((340) - ((55) * (Camera Speed))) + (([sin v] of ((timer) * (100)) ) * (5)))\nif <(Camera Speed) = [0]> then\n set pen size to ((500) + (([sin v] of ((timer) * (100)) ) * (5)))\nend\nrepeat (10)\n Go to ((X) + ((Width) / (2))) ((Y) + ((Height) / (2)))\n pen down\n pen up\n change pen size by ((((340) - ((55) * (Camera Speed))) + (([sin v] of ((timer) * (50)) ) * (10))) / (-10))\n change pen (transparency v) by (-10)\nend\nif <(weird?) = [1]> then\n set pen color to (#000000)\nelse\n set pen color to (#ffffff)\nend\nset pen size to (5)\nDraw rect from ((X) + (5)) ((Y) + (5)) to (((X) + (Width)) - (5)) (((Y) + (Height)) - (5))\n\ndefine Draw Ground\nif <(weird?) = [1]> then\n set pen color to (#ffffff)\nelse\n set pen color to (#000000)\nend\nset pen size to (5)\nset [i v] to [1]\nrepeat until <(i) > (length of [ground v])>\n Draw rect from (item ((i) + (0)) of [ground v]) (item ((i) + (1)) of [ground v]) to (item ((i) + (2)) of [ground v]) (item ((i) + (3)) of [ground v])\n change [i v] by (4)\nend\n\ndefine Create Level\ndelete all of [spikes v]\ndelete all of [ground v]\ndelete all of [lights v]\ndelete all of [goals v]\nAdd light at [10] [-50] height [50] size [100]\nAdd ground from [0] [-100] to [275] [-50]\nAdd ground from [100] [-50] to [150] [0]\nAdd ground from [350] [-100] to [500] [-50]\nAdd ground from [500] [-100] to [550] [10]\nAdd ground from [550] [-100] to [900] [-50]\nAdd a spike from [675] [-50] to [700] [-25]\nAdd a spike from [700] [-50] to [725] [-25]\nAdd light at [650] [-50] height [50] size [150]\nAdd light at [750] [-50] height [50] size [150]\nAdd ground from [950] [-100] to [1000] [0]\nAdd ground from [1050] [-100] to [1100] [50]\nAdd ground from [1150] [0] to [1500] [50]\nAdd ground from [1400] [50] to [1500] [100]\nAdd ground from [1250] [125] to [1350] [150]\nAdd ground from [1400] [200] to [1500] [225]\nAdd ground from [1200] [275] to [1300] [300]\nAdd light at [1250] [300] height [50] size [200]\nAdd ground from [1225] [350] to [1275] [375]\nAdd ground from [800] [350] to [1150] [375]\nAdd light at [1100] [375] height [25] size [100]\nAdd light at [950] [375] height [50] size [150]\nAdd a spike from [920] [375] to [940] [395]\nAdd a spike from [940] [375] to [960] [405]\nAdd a spike from [960] [375] to [980] [395]\nAdd goal at [750] [450] size [50]\n\ndefine Add ground from (x) (y) to (x2) (y2)\nadd (x) to [ground v]\nadd (y) to [ground v]\nadd (x2) to [ground v]\nadd (y2) to [ground v]\n\ndefine physics\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) * (0.9))\nChange X by (round (xv))\nchange [yv v] by (-1)\nif <<key (up arrow v) pressed?> and <(Can Jump?) = [1]>> then\n set [yv v] to [12]\nend\nChange Y by (yv)\nCollisions\nif <<(Y) < [-400]> or <[collisions v] contains [2]?>> then\n Reset\nend\nif <[collisions v] contains [3]?> then\n set [win? v] to [1]\nend\n\ndefine Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [ground v])>\n change [i v] by (-1)\n if <<<(item ((i) + (3)) of [ground v]) > (X)> and <((X) + (Width)) > (item ((i) + (1)) of [ground v])>> and <<(item ((i) + (4)) of [ground v]) > (Y)> and <((Y) + (Height)) > (item ((i) + (2)) of [ground v])>>> then\n add [1] to [collisions v]\n end\n change [i v] by (5)\nend\nset [i v] to [1]\nrepeat until <(i) > (length of [spikes v])>\n change [i v] by (-1)\n if <<<(item ((i) + (3)) of [spikes v]) > (X)> and <((X) + (Width)) > (item ((i) + (1)) of [spikes v])>> and <<(item ((i) + (4)) of [spikes v]) > (Y)> and <((Y) + (Height)) > (item ((i) + (2)) of [spikes v])>>> then\n add [2] to [collisions v]\n end\n change [i v] by (5)\nend\nset [i v] to [1]\nrepeat until <(i) > (length of [goals v])>\n if <<<((item ((i) + (0)) of [goals v]) + (item ((i) + (2)) of [goals v])) > (X)> and <((X) + (Width)) > (item ((i) + (0)) of [goals v])>> and <<((item ((i) + (1)) of [goals v]) + (item ((i) + (2)) of [goals v])) > (Y)> and <((Y) + (Height)) > (item ((i) + (1)) of [goals v])>>> then\n add [3] to [collisions v]\n end\n change [i v] by (3)\nend\n\ndefine Change X by (xv)\nchange [x v] by (xv)\nCollisions\nrepeat until <not <[collisions v] contains [1]?>>\n change [x v] by (() - (([abs v] of (xv) ) / (xv)))\n set [xv v] to [0]\n Collisions\nend\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nchange [y v] by (yv)\nCollisions\nrepeat until <not <[collisions v] contains [1]?>>\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n change [y v] by (() - (([abs v] of (yv) ) / (yv)))\n set [yv v] to [0]\n Collisions\nend\n\ndefine scroll\nif <(Camera Speed) = [0]> then\n change [camera x v] by (round (((X) - (Camera X)) / (4)))\n change [camera y v] by (round (((Y) - (Camera Y)) / (4)))\nelse\n if <(Camera Y) > [399]> then\n change [camera x v] by ((Camera Speed) * (-2))\n set [camera y v] to [400]\n else\n if <(Camera X) < [1300]> then\n change [camera x v] by ((Camera Speed) * (2))\n set [camera y v] to [0]\n else\n set [camera x v] to [1300]\n change [camera y v] by (Camera Speed)\n end\n end\n if <(Camera X) > ((240) + (X))> then\n set [x v] to ((Camera X) - (240))\n Collisions\n if <[collisions v] contains [1]?> then\n Reset\n end\n end\n if <(X) > (((240) + (Camera X)) - (Width))> then\n set [x v] to (((240) + (Camera X)) - (Width))\n Collisions\n if <[collisions v] contains [1]?> then\n Reset\n end\n end\nend\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [0]\nset [width v] to [40]\nset [height v] to [40]\nset [xv v] to [0]\nset [yv v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\n\ndefine Add a spike from (x) (y) to (x2) (y2)\nadd (x) to [spikes v]\nadd (y) to [spikes v]\nadd (x2) to [spikes v]\nadd (y2) to [spikes v]\n\ndefine Draw Spikes\nif <(weird?) = [1]> then\n set pen color to (#ffffff)\nelse\n set pen color to (#000000)\nend\nset pen size to (5)\nset [i v] to [1]\nrepeat until <(i) > (length of [spikes v])>\n Go to (item ((i) + (0)) of [spikes v]) (item ((i) + (1)) of [spikes v])\n pen down\n Go to (item ((i) + (2)) of [spikes v]) (item ((i) + (1)) of [spikes v])\n Go to (((item ((i) + (0)) of [spikes v]) + (item ((i) + (2)) of [spikes v])) / (2)) (item ((i) + (3)) of [spikes v])\n Go to (item ((i) + (0)) of [spikes v]) (item ((i) + (1)) of [spikes v])\n pen up\n change [i v] by (4)\nend\n\ndefine Add light at (x) (y) height (height) size (size)\nadd (x) to [lights v]\nadd (y) to [lights v]\nadd (height) to [lights v]\nadd (size) to [lights v]\n\ndefine Draw Lights\nset [i v] to [1]\nrepeat until <(i) > (length of [lights v])>\n if <(weird?) = [1]> then\n set pen color to (#9c008a)\n else\n set pen color to (#ffae00)\n end\n set pen (transparency v) to (100)\n set pen size to ((item ((i) + (3)) of [lights v]) + (([sin v] of ((timer) * (100)) ) * (5)))\n repeat (10)\n Go to (item ((i) + (0)) of [lights v]) ((item ((i) + (1)) of [lights v]) + (item ((i) + (2)) of [lights v]))\n pen down\n pen up\n change pen size by (((item ((i) + (3)) of [lights v]) + (([sin v] of ((timer) * (50)) ) * (10))) / (-10))\n change pen (transparency v) by (-10)\n end\n if <(weird?) = [1]> then\n set pen color to (#000000)\n else\n set pen color to (#ffffff)\n end\n set pen size to (5)\n Go to (item ((i) + (0)) of [lights v]) ((item ((i) + (1)) of [lights v]) + (5))\n pen down\n Go to (item ((i) + (0)) of [lights v]) ((item ((i) + (1)) of [lights v]) + (item ((i) + (2)) of [lights v]))\n set pen size to (15)\n pen down\n pen up\n change [i v] by (4)\nend\n\nwhen I receive [start v]\nReset\nCreate Level\nset [win? v] to [0]\nset [end animation v] to [0]\nforever\n render\n physics\n scroll\n Collisions\n if <(end animation) > [200]> then\n broadcast (Menu v)\n stop [this script v]\n end\nend\n\ndefine Add goal at (x) (y) size (size)\nadd (x) to [goals v]\nadd (y) to [goals v]\nadd (size) to [goals v]\n\ndefine Draw Goals\nset [i v] to [1]\nrepeat until <(i) > (length of [goals v])>\n if <(weird?) = [1]> then\n set pen color to (#000000)\n else\n set pen color to (#ffffff)\n end\n set pen (transparency v) to (100)\n set pen size to (((item ((i) + (2)) of [goals v]) * (3)) + (([sin v] of ((timer) * (100)) ) * (5)))\n repeat (10)\n Go to ((item ((i) + (0)) of [goals v]) + ((item ((i) + (2)) of [goals v]) / (2))) ((item ((i) + (1)) of [goals v]) + ((item ((i) + (2)) of [goals v]) / (2)))\n pen down\n pen up\n change pen size by ((((item ((i) + (2)) of [goals v]) * (3)) + (([sin v] of ((timer) * (50)) ) * (10))) / (-10))\n change pen (transparency v) by (-10)\n end\n set pen size to (5)\n Draw rect from (item ((i) + (0)) of [goals v]) (item ((i) + (1)) of [goals v]) to ((item ((i) + (0)) of [goals v]) + (item ((i) + (2)) of [goals v])) ((item ((i) + (1)) of [goals v]) + (item ((i) + (2)) of [goals v]))\n Go to ((item ((i) + (0)) of [goals v]) + ((item ((i) + (2)) of [goals v]) / (2))) ((item ((i) + (1)) of [goals v]) + ((item ((i) + (2)) of [goals v]) / (2)))\n set pen size to ((item ((i) + (2)) of [goals v]) * (0.5))\n pen down\n pen up\n change [i v] by (3)\nend\n\n@menu\n\nwhen I receive [menu v]\nerase all\ngenerate\n\nwhen flag clicked\nhide\n\ndefine generate\nswitch costume to (costume1 v)\ngo to x: (0) y: (130)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (-60)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-30)\n if <mouse down?> then\n Set Difficulty (costume [number v])\n broadcast (start v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\ndefine Set Difficulty (#)\nset [weird? v] to [0]\nif <(#) = [1]> then\n set [camera speed v] to [1]\nend\nif <(#) = [2]> then\n set [camera speed v] to [2]\nend\nif <(#) = [3]> then\n set [camera speed v] to [3]\nend\nif <(#) = [4]> then\n set [camera speed v] to [1.5]\n set [weird? v] to [1]\nend\nif <(#) = [5]> then\n set [camera speed v] to [0]\nend\n\nwhen I receive [start v]\ndelete this clone\n\n
Thought I should make a Halloween Platformer, so I made this.\n\nChoose one of 5 modes, then carefully navigate through this dark, spooky, landscape.\n\nThis is very short, and more of a test than a full game.
Water - a Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset size to (55) %\nset [takeoffspeed v] to [15]\nset [runspeed v] to [6.5]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nforever\n Run Controls\n Sim Gravity\n Jump Control\nend\n\ndefine Run Controls\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (RunSpeed)\n if <touching (ground v)?> then\n change x by ((0) - (RunSpeed))\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by ((0) - (RunSpeed))\n if <touching (ground v)?> then\n change x by (RunSpeed)\n end\nend\n\ndefine Sim Gravity\nchange y by (FallSpeed)\nif <touching (ground v)?> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <touching (ground v)?>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\ndefine Jump Control\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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\nwhen flag clicked\ngo to x: (-212) y: (76)\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (2)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [resetplayer v]\ngo to x: (-212) y: (76)\n\nwhen I receive [levelchange v]\ngo to x: (-201) y: (-18)\n\nwhen I receive [leap v]\nset [fallspeed v] to [17]\n\nwhen I receive [game off! v]\nhide\n\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [levelchange v]\nif <(Level) = [2]> then\n switch costume to (costume2 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [4]> then\n switch costume to (costume4 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [3]> then\n switch costume to (costume3 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [5]> then\n switch costume to (costume5 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [6]> then\n switch costume to (costume6 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [7]> then\n switch costume to (costume7 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [9]> then\n switch costume to (costume9 v)\nend\n\nhide\n\nwhen I receive [levelchange v]\nif <(Level) = [8]> then\n switch costume to (costume8 v)\nend\n\n@ThumbNail\n\nwhen flag clicked\nhide\n\nwait (1) seconds\n\nshow\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (ResetPlayer v)\n end\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [2]> then\n switch costume to (costume2 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [3]> then\n switch costume to (costume3 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [4]> then\n switch costume to (costume4 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [5]> then\n switch costume to (costume5 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [6]> then\n switch costume to (costume6 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [7]> then\n switch costume to (costume7 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [8]> then\n switch costume to (costume8 v)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [9]> then\n switch costume to (costume9 v)\nend\n\n@Level Control\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (250) y: (27)\nforever\n if <touching (player v)?> then\n broadcast (LevelChange v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nshow\nforever\n play sound [bensound-elevate v] until done\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\n\n@Background1\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n hide\n clear graphic effects\nend\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\ngo [backward v] (100) layers\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (300)) y: (180)\nset size to (pick random (150) to (320)) %\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 (2.5)\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 [generate clones v]\ndelete this clone\n\nwhen I receive [delete these clones v]\ndelete this clone\n\nwhen I receive [game on! v]\nwait (0.5) seconds\nforever\n hide\n clear graphic effects\n if <(Current Stage) = [Game]> then\n create clone of (_myself_ v)\n wait (pick random (3) to (6)) seconds\n else\n if <not <(Current Stage) = [Game]>> then\n delete this clone\n end\n end\nend\n\nwhen I receive [sprite refresh v]\ndelete this clone\n\nwhen flag clicked\nwait (0.8) seconds\nforever\n hide\n clear graphic effects\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (pick random (7) to (7.5)) seconds\ndelete this clone\n\nwhen I start as a clone\nwait (pick random (1) to (7)) seconds\ndelete this clone\n\n@EndScreen\n\nwhen I receive [levelchange v]\nset [brightness v] effect to (0)\nhide\nif <(Level) = [10]> then\n broadcast (Game Off! v)\n go to x: (0) y: (0)\n show\n forever\n change [pixelate v] effect by (0.1)\n end\nend\n\nwhen flag clicked\nhide\n\n@JumpPad\n\nwhen flag clicked\nhide\nset size to (60) %\nforever\n if <touching (player v)?> then\n broadcast (Leap v)\n end\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [3]> then\n show\n go to x: (-146) y: (-34)\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [4]> then\n hide\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [7]> then\n go to x: (-95) y: (-60)\n show\nend\n\nwhen I receive [levelchange v]\nif <(Level) = [8]> then\n hide\nend\n\nwhen I receive [game off! v]\nhide\n\n@water2\n\nwhen I start as a clone\nset size to (pick random (80) to (100)) %\nset [ghost v] effect to (90)\nswitch costume to (costume1 v)\nshow\nset [color v] effect to (pick random (-3) to (3))\nrepeat (5)\n change y by (-1)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (pick random (-1) to (-3))\nend\nrepeat (1)\n change y by (-2)\nend\ndelete this clone\n\ngo to x: (pick random (-10) to (10)) y: (180)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [xv v] to (pick random (-10) to (10))\n end\nend\n\nwhen I start as a clone\nforever\n repeat (5)\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [yv v] to (pick random (10) to (20))\n end\n if <touching (ground v)?> then\n set [yv v] to (pick random (10) to (20))\n end\n if <touching (spikes v)?> then\n set [yv v] to (pick random (10) to (20))\n end\n repeat (10)\n change [yv v] by (-1)\n change y by (yv)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n go to (random position v)\n create clone of (_myself_ v)\nend\n\n
This platformer was made by @Mapex1000. Love and Favorite or I will steal your chocolate. >:D \n\n \n\nArrow Keys or WASD to move \n \nNew Platformer: https://scratch.mit.edu/projects/340943142\n\nShort :P \n\nOne sprite from @-Imagineer- No Hate. Please post ideas on how to improve this project down below.\n\nThanks for playing!
Keyboard Platformer: Level Pack
@Stage\n\n@level\n\ndefine Add Block (type) key (key) at (x) (y)\nadd (type) to [blocks v]\nadd (key) to [blocks v]\nadd (x) to [blocks v]\nadd (y) to [blocks v]\n\nwhen flag clicked\nhide\nset [level v] to [1]\nLevel (level)\n\ndefine Generate\nset [i v] to [1]\nrepeat until <(i) > (length of [blocks v])>\n set [type v] to (item (i) of [blocks v])\n change [i v] by (1)\n set [key v] to (item (i) of [blocks v])\n change [i v] by (1)\n go to x: (((item (i) of [blocks v]) * (30)) - (240)) y: (((item ((i) + (1)) of [blocks v]) * (30)) - (180))\n create clone of (_myself_ v)\n change [i v] by (2)\nend\n\nwhen I start as a clone\nswitch costume to (join (type) (join [ - ] (key)))\nshow\n\nwhen I receive [tick v]\nif <(key) > [0]> then\n if <touching (player v)?> then\n switch costume to (join ((type) - (1)) (join [ - ] (key)))\n else\n if <<(key) = [1]> and <key (up arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [1]))\n else\n if <<(key) = [2]> and <key (right arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [2]))\n else\n if <<(key) = [3]> and <key (down arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [3]))\n else\n if <<(key) = [4]> and <key (left arrow v) pressed?>> then\n switch costume to (join (type) (join [ - ] [4]))\n else\n switch costume to (join ((type) - (1)) (join [ - ] (key)))\n end\n end\n end\n end\n end\nend\n\ndefine Level (level)\ndelete all of [blocks 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 <(level) = [6]> then\n Level 6\nend\nif <(level) = [7]> then\n Level 7\nend\nif <(level) = [8]> then\n Level 8\nend\nif <(level) = [9]> then\n Level 9\nend\nif <(level) = [10]> then\n Level 10\nend\nif <(level) = [11]> then\n Level 11\nend\nGenerate\n\ndefine Level 1\nAdd Block [1] key [4] at [1] [9]\nAdd Block [1] key [3] at [2] [9]\nAdd Block [1] key [2] at [3] [9]\nAdd Block [1] key [1] at [2] [10]\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [1] at [6] [3]\nAdd Block [1] key [1] at [7] [3]\nAdd Block [1] key [1] at [8] [3]\nAdd Block [1] key [0] at [9] [3]\nAdd Block [3] key [0] at [9] [4]\nAdd Block [1] key [0] at [10] [3]\nAdd Block [1] key [0] at [11] [3]\nAdd Block [7] key [0] at [13] [6]\n\nwhen I receive [next level v]\nbroadcast (Delete Clones v) and wait\nchange [level v] by (1)\nLevel (level)\n\ndefine Level 2\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [5] key [3] at [4] [1]\nAdd Block [1] key [3] at [6] [2]\nAdd Block [1] key [3] at [7] [2]\nAdd Block [1] key [3] at [8] [2]\nAdd Block [1] key [3] at [9] [2]\nAdd Block [1] key [0] at [9] [1]\nAdd Block [1] key [0] at [9] [4]\nAdd Block [1] key [0] at [9] [5]\nAdd Block [1] key [0] at [9] [6]\nAdd Block [3] key [0] at [9] [7]\nAdd Block [3] key [0] at [9] [8]\nAdd Block [1] key [0] at [12] [1]\nAdd Block [1] key [0] at [13] [1]\nAdd Block [1] key [0] at [14] [1]\nAdd Block [7] key [3] at [14] [4]\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen [r v] key pressed\nbroadcast (Delete Clones v) and wait\nLevel (level)\n\ndefine Level 3\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [0] at [5] [1]\nAdd Block [1] key [0] at [6] [1]\nAdd Block [1] key [0] at [7] [1]\nAdd Block [1] key [0] at [8] [1]\nAdd Block [1] key [0] at [9] [1]\nAdd Block [1] key [0] at [10] [1]\nAdd Block [1] key [0] at [11] [1]\nAdd Block [3] key [2] at [4] [2]\nAdd Block [3] key [2] at [4] [3]\nAdd Block [3] key [4] at [4] [4]\nAdd Block [3] key [4] at [4] [5]\nAdd Block [3] key [4] at [4] [6]\nAdd Block [3] key [2] at [4] [7]\nAdd Block [3] key [2] at [4] [8]\nAdd Block [3] key [4] at [8] [2]\nAdd Block [3] key [4] at [8] [3]\nAdd Block [3] key [2] at [8] [4]\nAdd Block [3] key [2] at [8] [5]\nAdd Block [3] key [2] at [8] [6]\nAdd Block [3] key [4] at [8] [7]\nAdd Block [3] key [4] at [8] [8]\nAdd Block [7] key [0] at [13] [1]\nAdd Block [7] key [0] at [14] [1]\nAdd Block [1] key [2] at [10] [2]\nAdd Block [1] key [2] at [10] [3]\nAdd Block [1] key [2] at [10] [4]\nAdd Block [1] key [2] at [10] [5]\nAdd Block [1] key [2] at [10] [6]\nAdd Block [1] key [2] at [10] [7]\nAdd Block [1] key [2] at [10] [8]\nAdd Block [1] key [2] at [11] [2]\nAdd Block [1] key [2] at [11] [3]\nAdd Block [1] key [2] at [11] [4]\nAdd Block [1] key [2] at [11] [5]\nAdd Block [1] key [2] at [11] [6]\nAdd Block [1] key [2] at [11] [7]\nAdd Block [1] key [2] at [11] [8]\n\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [2] at [9] [3]\nAdd Block [1] key [2] at [9] [4]\nAdd Block [1] key [2] at [9] [5]\nAdd Block [1] key [2] at [9] [6]\nAdd Block [1] key [2] at [9] [7]\nAdd Block [1] key [2] at [9] [8]\n\ndefine Level 4\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [1] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [1] key [0] at [5] [7]\nAdd Block [1] key [1] at [6] [4]\nAdd Block [1] key [1] at [7] [4]\nAdd Block [1] key [1] at [8] [4]\nAdd Block [1] key [1] at [9] [4]\nAdd Block [1] key [2] at [10] [4]\nAdd Block [1] key [2] at [10] [5]\nAdd Block [1] key [2] at [10] [6]\nAdd Block [1] key [2] at [10] [7]\nAdd Block [3] key [2] at [10] [8]\nAdd Block [1] key [0] at [8] [1]\nAdd Block [1] key [0] at [9] [1]\nAdd Block [1] key [0] at [10] [1]\nAdd Block [1] key [0] at [11] [1]\nAdd Block [1] key [0] at [10] [2]\nAdd Block [1] key [0] at [10] [3]\nAdd Block [7] key [1] at [13] [1]\nAdd Block [7] key [1] at [14] [1]\n\ndefine Level 5\nAdd Block [1] key [0] at [1] [3]\nAdd Block [1] key [0] at [2] [3]\nAdd Block [1] key [0] at [3] [3]\nAdd Block [1] key [0] at [4] [3]\nAdd Block [3] key [1] at [8] [6]\nAdd Block [3] key [1] at [9] [6]\nAdd Block [1] key [4] at [6] [5]\nAdd Block [1] key [4] at [7] [5]\nAdd Block [1] key [4] at [8] [5]\nAdd Block [1] key [4] at [9] [5]\nAdd Block [1] key [2] at [11] [7]\nAdd Block [1] key [2] at [12] [7]\nAdd Block [1] key [2] at [13] [7]\nAdd Block [1] key [2] at [14] [7]\nAdd Block [7] key [0] at [15] [11]\n\ndefine Level 6\nAdd Block [5] key [0] at [0] [4]\nAdd Block [1] key [0] at [1] [4]\nAdd Block [1] key [0] at [2] [4]\nAdd Block [3] key [0] at [3] [4]\nAdd Block [1] key [0] at [4] [4]\nAdd Block [3] key [0] at [4] [1]\nAdd Block [3] key [0] at [5] [1]\nAdd Block [1] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [3] key [0] at [5] [8]\nAdd Block [5] key [2] at [6] [3]\nAdd Block [5] key [4] at [7] [3]\nAdd Block [1] key [0] at [8] [3]\nAdd Block [1] key [0] at [9] [3]\nAdd Block [7] key [0] at [3] [1]\nAdd Block [7] key [0] at [4] [1]\nAdd Block [1] key [0] at [6] [1]\nAdd Block [1] key [0] at [7] [1]\n\ndefine Level 7\nAdd Block [1] key [0] at [3] [3]\nAdd Block [7] key [0] at [4] [3]\nAdd Block [3] key [0] at [5] [3]\nAdd Block [5] key [1] at [6] [3]\nAdd Block [5] key [1] at [7] [3]\nAdd Block [5] key [1] at [8] [3]\nAdd Block [5] key [1] at [9] [3]\nAdd Block [5] key [1] at [10] [3]\nAdd Block [3] key [0] at [11] [3]\nAdd Block [5] key [1] at [12] [3]\nAdd Block [7] key [0] at [13] [3]\nAdd Block [7] key [0] at [14] [3]\nAdd Block [1] key [0] at [3] [2]\nAdd Block [1] key [0] at [4] [2]\nAdd Block [1] key [0] at [5] [2]\nAdd Block [1] key [0] at [6] [2]\nAdd Block [1] key [0] at [7] [2]\nAdd Block [1] key [0] at [8] [2]\nAdd Block [1] key [0] at [9] [2]\nAdd Block [1] key [0] at [10] [2]\nAdd Block [1] key [0] at [11] [2]\nAdd Block [1] key [0] at [12] [2]\nAdd Block [1] key [2] at [1] [0]\nAdd Block [1] key [2] at [2] [0]\nAdd Block [1] key [2] at [3] [0]\nAdd Block [1] key [2] at [4] [0]\nAdd Block [1] key [2] at [5] [0]\nAdd Block [1] key [2] at [6] [0]\nAdd Block [1] key [2] at [7] [0]\nAdd Block [1] key [2] at [8] [0]\nAdd Block [1] key [2] at [9] [0]\nAdd Block [1] key [2] at [10] [0]\nAdd Block [1] key [2] at [11] [0]\nAdd Block [1] key [2] at [12] [0]\nAdd Block [1] key [2] at [13] [0]\nAdd Block [1] key [2] at [14] [0]\nAdd Block [3] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [3] key [0] at [8] [6]\nAdd Block [3] key [0] at [8] [7]\nAdd Block [3] key [0] at [8] [8]\nAdd Block [3] key [0] at [8] [9]\nAdd Block [3] key [0] at [11] [4]\nAdd Block [3] key [0] at [11] [5]\nAdd Block [3] key [0] at [11] [6]\nAdd Block [3] key [0] at [11] [7]\nAdd Block [3] key [0] at [5] [3]\nAdd Block [5] key [1] at [6] [3]\nAdd Block [5] key [1] at [7] [3]\nAdd Block [5] key [1] at [8] [3]\nAdd Block [5] key [1] at [9] [3]\nAdd Block [5] key [1] at [10] [3]\nAdd Block [3] key [0] at [11] [3]\nAdd Block [5] key [1] at [12] [3]\nAdd Block [1] key [1] at [13] [3]\nAdd Block [1] key [1] at [14] [3]\nAdd Block [3] key [0] at [5] [4]\nAdd Block [3] key [0] at [5] [5]\nAdd Block [3] key [0] at [5] [6]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [3] key [0] at [8] [6]\nAdd Block [3] key [0] at [8] [7]\nAdd Block [3] key [0] at [8] [8]\nAdd Block [3] key [0] at [8] [9]\nAdd Block [3] key [0] at [11] [4]\nAdd Block [3] key [0] at [11] [5]\nAdd Block [3] key [0] at [11] [6]\nAdd Block [3] key [0] at [11] [7]\nAdd Block [1] key [0] at [3] [4]\nAdd Block [1] key [0] at [3] [5]\nAdd Block [1] key [0] at [3] [6]\nAdd Block [1] key [0] at [3] [7]\n\ndefine Level 8\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [3] key [2] at [3] [2]\nAdd Block [3] key [2] at [3] [3]\nAdd Block [3] key [0] at [3] [4]\nAdd Block [3] key [0] at [3] [5]\nAdd Block [3] key [0] at [3] [6]\nAdd Block [1] key [0] at [4] [1]\nAdd Block [5] key [0] at [5] [1]\nAdd Block [1] key [0] at [1] [7]\nAdd Block [1] key [3] at [2] [7]\nAdd Block [1] key [3] at [3] [7]\nAdd Block [1] key [0] at [4] [7]\nAdd Block [3] key [0] at [5] [7]\nAdd Block [5] key [1] at [13] [5]\nAdd Block [1] key [1] at [14] [5]\nAdd Block [7] key [0] at [3] [10]\nAdd Block [1] key [0] at [4] [10]\nAdd Block [3] key [0] at [3] [9]\n\ndefine Level 9\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [1] at [3] [1]\nAdd Block [1] key [2] at [4] [1]\nAdd Block [1] key [3] at [5] [1]\nAdd Block [1] key [4] at [6] [1]\nAdd Block [1] key [3] at [7] [1]\nAdd Block [1] key [2] at [8] [1]\nAdd Block [1] key [2] at [9] [1]\nAdd Block [1] key [1] at [10] [1]\nAdd Block [1] key [3] at [11] [1]\nAdd Block [1] key [4] at [12] [1]\nAdd Block [1] key [4] at [13] [1]\nAdd Block [1] key [1] at [14] [1]\nAdd Block [1] key [2] at [3] [2]\nAdd Block [1] key [3] at [4] [2]\nAdd Block [1] key [4] at [5] [2]\nAdd Block [1] key [3] at [6] [2]\nAdd Block [1] key [3] at [7] [2]\nAdd Block [1] key [1] at [8] [2]\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [1] at [10] [2]\nAdd Block [1] key [3] at [11] [2]\nAdd Block [1] key [3] at [12] [2]\nAdd Block [1] key [1] at [13] [2]\nAdd Block [1] key [4] at [14] [2]\nAdd Block [1] key [2] at [3] [2]\nAdd Block [1] key [3] at [4] [2]\nAdd Block [1] key [4] at [5] [2]\nAdd Block [1] key [3] at [6] [2]\nAdd Block [1] key [3] at [7] [2]\nAdd Block [1] key [1] at [8] [2]\nAdd Block [1] key [2] at [9] [2]\nAdd Block [1] key [1] at [10] [2]\nAdd Block [1] key [3] at [11] [2]\nAdd Block [1] key [3] at [12] [2]\nAdd Block [1] key [1] at [13] [2]\nAdd Block [1] key [4] at [14] [2]\nAdd Block [1] key [3] at [3] [3]\nAdd Block [1] key [2] at [4] [3]\nAdd Block [1] key [4] at [5] [3]\nAdd Block [1] key [1] at [6] [3]\nAdd Block [1] key [3] at [7] [3]\nAdd Block [1] key [2] at [8] [3]\nAdd Block [1] key [4] at [9] [3]\nAdd Block [1] key [4] at [10] [3]\nAdd Block [1] key [1] at [11] [3]\nAdd Block [1] key [2] at [12] [3]\nAdd Block [1] key [4] at [13] [3]\nAdd Block [1] key [3] at [14] [3]\nAdd Block [1] key [2] at [3] [4]\nAdd Block [1] key [4] at [4] [4]\nAdd Block [1] key [1] at [5] [4]\nAdd Block [1] key [2] at [6] [4]\nAdd Block [1] key [2] at [7] [4]\nAdd Block [1] key [3] at [8] [4]\nAdd Block [1] key [1] at [9] [4]\nAdd Block [1] key [3] at [10] [4]\nAdd Block [1] key [4] at [11] [4]\nAdd Block [1] key [2] at [12] [4]\nAdd Block [1] key [2] at [13] [4]\nAdd Block [1] key [1] at [14] [4]\nAdd Block [1] key [3] at [3] [5]\nAdd Block [1] key [4] at [4] [5]\nAdd Block [1] key [1] at [5] [5]\nAdd Block [1] key [2] at [6] [5]\nAdd Block [1] key [4] at [7] [5]\nAdd Block [1] key [1] at [8] [5]\nAdd Block [1] key [3] at [9] [5]\nAdd Block [1] key [2] at [10] [5]\nAdd Block [1] key [1] at [11] [5]\nAdd Block [1] key [1] at [12] [5]\nAdd Block [1] key [4] at [13] [5]\nAdd Block [1] key [3] at [14] [5]\nAdd Block [1] key [4] at [3] [6]\nAdd Block [1] key [1] at [4] [6]\nAdd Block [1] key [2] at [5] [6]\nAdd Block [1] key [3] at [6] [6]\nAdd Block [1] key [1] at [7] [6]\nAdd Block [1] key [2] at [8] [6]\nAdd Block [1] key [2] at [9] [6]\nAdd Block [1] key [3] at [10] [6]\nAdd Block [1] key [4] at [11] [6]\nAdd Block [1] key [4] at [12] [6]\nAdd Block [1] key [1] at [13] [6]\nAdd Block [1] key [2] at [14] [6]\nAdd Block [1] key [1] at [3] [7]\nAdd Block [1] key [2] at [4] [7]\nAdd Block [1] key [3] at [5] [7]\nAdd Block [1] key [1] at [6] [7]\nAdd Block [1] key [3] at [7] [7]\nAdd Block [1] key [4] at [8] [7]\nAdd Block [1] key [2] at [9] [7]\nAdd Block [1] key [3] at [10] [7]\nAdd Block [1] key [4] at [11] [7]\nAdd Block [1] key [1] at [12] [7]\nAdd Block [1] key [2] at [13] [7]\nAdd Block [1] key [4] at [14] [7]\nAdd Block [7] key [2] at [13] [9]\nAdd Block [7] key [4] at [14] [9]\n\ndefine Level 10\nAdd Block [1] key [0] at [1] [1]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [3] at [3] [10]\nAdd Block [1] key [3] at [5] [10]\nAdd Block [1] key [3] at [3] [9]\nAdd Block [1] key [3] at [4] [9]\nAdd Block [1] key [3] at [5] [9]\nAdd Block [1] key [3] at [4] [8]\nAdd Block [1] key [3] at [4] [7]\nAdd Block [1] key [3] at [7] [7]\nAdd Block [1] key [3] at [7] [8]\nAdd Block [1] key [3] at [7] [9]\nAdd Block [1] key [3] at [7] [10]\nAdd Block [1] key [3] at [8] [7]\nAdd Block [1] key [3] at [8] [10]\nAdd Block [1] key [3] at [9] [7]\nAdd Block [1] key [3] at [9] [8]\nAdd Block [1] key [3] at [9] [9]\nAdd Block [1] key [3] at [9] [10]\nAdd Block [1] key [3] at [11] [7]\nAdd Block [1] key [3] at [11] [8]\nAdd Block [1] key [3] at [11] [9]\nAdd Block [1] key [3] at [11] [10]\nAdd Block [1] key [3] at [12] [7]\nAdd Block [1] key [3] at [13] [7]\nAdd Block [1] key [3] at [13] [8]\nAdd Block [1] key [3] at [13] [9]\nAdd Block [1] key [3] at [13] [10]\nAdd Block [1] key [1] at [3] [5]\nAdd Block [1] key [1] at [3] [4]\nAdd Block [1] key [1] at [4] [3]\nAdd Block [1] key [1] at [5] [5]\nAdd Block [1] key [1] at [5] [4]\nAdd Block [1] key [1] at [6] [3]\nAdd Block [1] key [1] at [7] [5]\nAdd Block [1] key [1] at [7] [4]\nAdd Block [1] key [1] at [9] [3]\nAdd Block [1] key [1] at [9] [4]\nAdd Block [1] key [1] at [9] [5]\nAdd Block [1] key [1] at [11] [3]\nAdd Block [1] key [1] at [11] [4]\nAdd Block [1] key [1] at [11] [5]\nAdd Block [1] key [1] at [12] [4]\nAdd Block [1] key [1] at [13] [3]\nAdd Block [1] key [1] at [13] [4]\nAdd Block [1] key [1] at [13] [5]\nAdd Block [7] key [0] at [14] [10]\n\ndefine Level 11\nAdd Block [1] key [0] at [1] [8]\nAdd Block [1] key [0] at [5] [8]\nAdd Block [1] key [0] at [1] [2]\nAdd Block [1] key [0] at [5] [2]\nAdd Block [1] key [0] at [2] [1]\nAdd Block [1] key [0] at [3] [1]\nAdd Block [1] key [0] at [4] [1]\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [codetest v] to [0]\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 Move X (round (xv))\n change [yv v] by (-1)\n set [can jump v] to [0]\n set [codetest v] to [1]\n Move Y (yv)\n if <<(can jump) = [1]> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n if <<<[-178] > (y position)> or <touching color (#ff0000)?>> or <key (r v) pressed?>> 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 (#a200ff)?> then\n set [yv v] to [21]\n end\n if <touching color (#ffe600)?> then\n broadcast (Next Level v) and wait\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n broadcast (Tick v) and wait\nend\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\nhide\n\nwhen flag clicked\nforever\n if <<(can jump) = [1]> and <key (up arrow v) pressed?>> then\n play sound [Jump v] until done\n end\n if <touching color (#a200ff)?> then\n play sound [Jump v] until done\n end\nend\n\nset [codetest v] to [1]\nset [codetest v] to [1]\n\nwhen [s v] key pressed\nbroadcast (Next Level v) and wait\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n play sound [Anaconda v] until done\nend\n\ngo to x: (0) y: (0)\nshow\nset size to (100) %\ngo to [front v] layer\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (FPSCounter)\n set [fpscounter v] to [0]\nend\n\nwhen I receive [tick v]\nchange [fpscounter v] by (1)\n\n
BLOCKY- Platformer
@Stage\n\n@player\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-209) y: (-85)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (levels 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 (levels v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (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 y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (cenário1 v)\nforever\n if <touching (lava v)?> then\n go to x: (-209) y: (-85)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-85)\n end\n if <(x position) > [249]> then\n next backdrop\n go to x: (-209) y: (-85)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-85)\n end\n if <touching (enemy v)?> then\n go to x: (-209) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Monody+-+Loop v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@levels\n\nwhen flag clicked\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\nwhen flag clicked\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@lava\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@enemy\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-67) y: (22)\npoint in direction (90)\nforever\n move (1.5) steps\n if <touching (detector 1 v)?> then\n point in direction (-90)\n end\n if <touching (detector 2 v)?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [cenário2 v]\ngo to x: (172) y: (-112)\n\nwhen backdrop switches to [cenário3 v]\ngo to x: (-124) y: (39)\n\n@detector 1\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [cenário2 v]\nswitch costume to (fantasia2 v)\n\nwhen backdrop switches to [cenário3 v]\nswitch costume to (fantasia3 v)\n\n@detector 2\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [cenário2 v]\nswitch costume to (fantasia2 v)\n\nwhen backdrop switches to [cenário3 v]\nswitch costume to (fantasia3 v)\n\n@BYE\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [cenário4 v]\nshow\nforever\n go to [front v] layer\nend\n\n@thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n change [ghost v] effect by (1000)\nend\n\n@diamond\n\nwhen flag clicked\nshow\ngo to x: (67) y: (46)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [cenário2 v]\nshow\ngo to x: (84) y: (54)\n\nwhen backdrop switches to [cenário3 v]\nshow\ngo to x: (-92) y: (72)\n\nwhen flag clicked\nset [diamonds v] to [0]\nforever\n if <touching (player v)?> then\n hide\n broadcast (d v)\n end\nend\n\n@Ator1\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (fantasia0 v)\nwait (1) seconds\nforever\n go to [back v] layer\nend\n\nwhen I receive [d v]\nnext costume\n\nwhen flag clicked\nshow\n\n
A Single Life - Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (backdrop5 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (backdrop6 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (backdrop7 v)\n end\n if <<(Level) > [1]> and <(Level) < [8]>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nif <<[] = [8]> or <[] = [9]>> then\n if <(Level) = [8]> then\nelse\n switch backdrop to (backdrop1 v)\nend\n\n\n\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nhide variable [chance of epic song v]\nset [chance of epic song v] to (pick random (1) to (15))\nforever\n if <(chance of epic song) = [15]> then\n play sound [The Pelones - Megalovania \(Full Version\) v] until done\n end\nend\n\nif <key (e v) pressed?> then\n show variable [chance of epic song v]\n wait until <not <key (e v) pressed?>>\n hide variable [chance of epic song v]\nend\n\nset [level v] to [12]\n\n@player\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Fricktion: (friction)\nif <(Intro) = [0]> then\n change [y velo v] by (gravity)\n change y by (Y Velo)\nend\nif <(Life) = [1]> then\n if <(Intro) = [0]> then\n if <<<<touching (level v)?> or <touching (moving stuff v)?>> or <touching (ladder level 12 v)?>> or <touching (sack climbable v)?>> then\n repeat until <not <<<<touching (level v)?> or <touching (moving stuff v)?>> or <touching (ladder level 12 v)?>> or <touching (sack climbable v)?>>>\n change y by ((([abs v] of (Y Velo) ) / (Y Velo)) * (-1))\n end\n set [y velo v] to (<<<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(Mobile Arrow) = [Up]>> or <(Mobile Arrow) = [Up and Left]>> or <(Mobile Arrow) = [Up and Right]>> and <(([abs v] of (Y Velo) ) / (Y Velo)) = [-1]>> * (jump height))\n end\n set [x velo v] to (((X Velo) + ((<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Mobile Arrow) = [Left]>> or <(Mobile Arrow) = [Up and Left]>> * ((side movement) * (-1))) + (<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Mobile Arrow) = [Right]>> or <(Mobile Arrow) = [Up and Right]>> * (side movement)))) * (friction))\n change x by (X Velo)\n if <<<<touching (level v)?> or <touching (moving stuff v)?>> or <touching (ladder level 12 v)?>> or <touching (sack climbable v)?>> then\n repeat until <not <<<<touching (level v)?> or <touching (moving stuff v)?>> or <touching (ladder level 12 v)?>> or <touching (sack climbable v)?>>>\n change x by ((([abs v] of (X Velo) ) / (X Velo)) * (-1))\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-193) y: (6)\nswitch costume to (normal v)\nhide\nset [chance of e v] to (pick random (1) to (10))\n\nif <(Y Velo) = [0]> then\n switch costume to (normal v)\nend\nif <not <(Y Velo) = [0]>> then\n switch costume to (costume2 v)\nend\n\nwhen I receive [death v]\nswitch costume to (ow :\( v)\nif <(chance of e) = [10]> then\n play sound [e v] until done\nend\n\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nswitch costume to (normal v)\nshow\nset [life v] to [1]\nforever\n if <(Intro) = [0]> then\n if <(Life) = [1]> then\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(Mobile Arrow) = [Left]>> or <(Mobile Arrow) = [Up and Left]>> then\n point in direction (-90)\n end\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(Mobile Arrow) = [Right]>> or <(Mobile Arrow) = [Up and Right]>> then\n point in direction (90)\n end\n end\n if <<(x position) = [249]> or <(x position) = [263]>> then\n change [level v] by (1)\n go to x: (-193) y: (6)\n end\n if <<(y position) = [-216]> or <(y position) = [-184]>> then\n broadcast (death v)\n hide\n set [life v] to [0]\n end\n if <touching (danger v)?> then\n set [life v] to [0]\n broadcast (death v)\n end\n if <<(Level) = [12]> or <(Level) > [12]>> then\n if <key (i v) pressed?> then\n if <not <(username) = [epicboi17]>> then\n switch costume to (inventory v)\n end\n end\n if <not <key (i v) pressed?>> then\n if <not <(username) = [epicboi17]>> then\n switch costume to (anger v)\n else\n switch costume to (roblox avatar v)\n end\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crawl v)\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (normal v)\nset [x velo v] to [0]\nset [y velo v] to [0]\nforever\n if <not <touching (slow stuff v)?>> then\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed: [3] Fricktion: [0.7]\n end\n if <touching (slow stuff v)?> then\n Platform Gravity: [-1] Jump Height: [10] Side Movement Speed: [1] Fricktion: [0.7]\n end\nend\n\nset [x velo v] to [1]\n\nset [x velo v] to [1]\n\nwhen I receive [begin cave intro v]\nhide\nset volume to (100) %\nforever\n if <not <(skip cave intro) = [1]>> then\n if <(Intro) = [2]> then\n wait (6.9) seconds\n play sound [plot? v] until done\n end\n if <(Intro) = [0]> then\n set volume to (0) %\n end\n end\nend\n\nwhen I receive [begin cave intro v]\ngo to x: (-193) y: (6)\n\nhide\n\nwhen I receive [start cave level v]\nshow\n\nwhen I receive [start cave level v]\nswitch costume to (anger v)\n\nwhen flag clicked\nforever\n if <(chance of epic song) = [15]> then\n if <not <(username) = [epicboi17]>> then\n switch costume to (epic music v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [epicboi17]> then\n switch costume to (roblox avatar v)\n end\n if <not <(username) = [epicboi17]>> then\n if <not <(chance of epic song) = [15]>> then\n if <not <(Level) < [10]>> then\n switch costume to (normal v)\n else\n switch costume to (anger v)\n end\n else\n switch costume to (epic music v)\n end\n end\nend\n\nstop all sounds\n\nset [level v] to [9]\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n broadcast (level 11 think v)\n end\n if <(Level) = [12]> then\n wait (1) seconds\n stop [this script v]\n end\nend\n\nthink [This definitely is plot..]\n\nwhen I receive [level 11 think v]\nthink [This definitely is plot..] for (0.001) seconds\n\nif <<(costume [name v]) = [normal]> or <(costume [name v]) = [roblox avatar]>> then\n\nif <(costume [name v]) = [crawl]> then\n\n\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstart sound [TheFatRat Unity+Megalovania v]\n\nwhen I receive [begin cave intro v]\nhide\nset volume to (100) %\nforever\n if <(skip cave intro) = [1]> then\n set volume to (0) %\n end\nend\n\nif <not <(skip cave intro) = [1]>> then\n if <(Intro) = [2]> then\n wait (6.9) seconds\n play sound [plot? v] until done\n end\n if <(Intro) = [0]> then\n set volume to (0) %\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nset [level v] to [11]\n\nset [level v] to [13]\n\nset [level v] to [10]\n\n@you died\n\nwhen flag clicked\nhide\nset [life v] to [1]\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n if <(Life) = [0]> then\n show\n repeat (50)\n change [ghost v] effect by (-2)\n end\n stop [all v]\n end\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [5]> then\n repeat until <(Level) = [6]>\n change y by (-10)\n if <(y position) = [-343]> then\n go to x: (0) y: (0)\n end\n end\n end\nend\n\nforever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <not <<<(Level) = [5]> or <(Level) = [6]>> or <(Level) = [9]>>> then\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [6]> then\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if then\n set y to (0)\n end\n if then\n set x to (0)\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [9]> then\n repeat until <(Level) = [10]>\n change x by (-7)\n if <(x position) = [-458]> then\n go to x: (0) y: (0)\n end\n end\n end\nend\n\nforever\n set x to (mouse x)\nend\n\n\n\nrepeat until <(Level) = [7]>\n repeat (8)\n change x by (-10)\n end\n wait (0.1) seconds\n repeat (8)\n change x by (10)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(Level) = [10]> or > then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@decoration\n\nwhen flag clicked\nforever\n switch costume to (2 v)\n if <<(Level) = [10]> or <(Level) = [11]>> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n switch costume to (Level)\n if <<<(Level) = [7]> or <(Level) = [3]>> or <(Level) = [11]>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nset [ghost v] effect to (20)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Life) = [0]> then\n go to [back v] layer\n else\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <(Intro) = [0]>> then\n hide\n else\n show\n end\nend\n\n@story wow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [10]> then\n if <(Intro) = [0]> then\n set [intro v] to [2]\n if <not <(Intro) = [0]>> then\n set [intro v] to [2]\n broadcast (begin cave intro v)\n show\n switch costume to (costume4 v)\n wait (3.7) seconds\n switch costume to (costume5 v)\n wait (3.2) seconds\n switch costume to (costume6 v)\n wait (1.09) seconds\n switch costume to (costume7 v)\n wait (3.5) seconds\n broadcast (start cave level v)\n set [intro v] to [0]\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [start intro v]\nset [intro v] to [1]\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (6) seconds\nswitch costume to (costume3 v)\nwait (2.7) seconds\nbroadcast (start v)\nhide\nset [intro v] to [0]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\nwhen I receive [start cave level v]\nhide\n\nwhen I receive [start v]\n\nif <(Level) = [10]> then\n set [intro v] to [2]\n stop [this script v]\nend\n\n@skip intro\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (start v)\n\nwhen I receive [start intro v]\nswitch costume to (skip v)\nset [skip cave intro v] to [0]\nshow\nforever\n if <(Intro) = [1]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n set [intro v] to [0]\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (skip2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (skip v)\n end\n end\n if <(Intro) = [2]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skip cave intro v] to [1]\n broadcast (start cave level v)\n set [intro v] to [0]\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (skip2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (skip v)\n end\n end\nend\n\ngo [forward v] (1) layers\n\nwhen I receive [start cave level v]\nhide\n\n@START\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n broadcast (start intro v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start intro v]\nhide\nstop [other scripts in sprite v]\n\n@device?\n\nwhen flag clicked\nswitch costume to (pc v)\nshow\nset [device: v] to [PC]\nset [ghost v] effect to (50)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n if <(Device:) = [PC]> then\n set [device: v] to [Mobile]\n switch costume to (mobile v)\n wait (0.3) seconds\n end\n end\n if <mouse down?> then\n if <(Device:) = [Mobile]> then\n set [device: v] to [PC]\n switch costume to (pc v)\n wait (0.3) seconds\n end\n end\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen I receive [start intro v]\nhide\nstop [other scripts in sprite v]\n\ngo [forward v] (1) layers\n\nif <(Level) = [0]> then\nend\n\n@mobile left\n\nwhen flag clicked\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [mobile arrow v] to [Left]\n set [touching mobile arrow? v] to [1]\n set [ghost v] effect to (30)\n else\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n set [ghost v] effect to (60)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\nend\n\nif <not <<(Mobile Arrow) = [Up]> or <<(Mobile Arrow) = [Left]> or <(Mobile Arrow) = [Right]>>>> then\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\nend\n\n@mobile right\n\nwhen flag clicked\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [mobile arrow v] to [Right]\n set [touching mobile arrow? v] to [1]\n set [ghost v] effect to (30)\n else\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n set [ghost v] effect to (60)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\nend\n\nif <not <<(Mobile Arrow) = [Up]> or <<(Mobile Arrow) = [Left]> or <(Mobile Arrow) = [Right]>>>> then\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\nwhen I receive [start intro v]\nhide\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n if <(username) = [epicboi17]> then\n if <key (l v) pressed?> then\n show variable [level v]\n else\n hide variable [level v]\n end\n end\nend\n\n@mobile up\n\nwhen flag clicked\nset [touching mobile arrow? v] to [0]\nset [mobile arrow v] to [0]\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [mobile arrow v] to [Up]\n set [touching mobile arrow? v] to [1]\n set [ghost v] effect to (30)\n else\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n set [ghost v] effect to (60)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if then\n end\nend\n\nif then\n show\nelse\n hide\nend\n\nset [mobile arrow v] to [Up]\n\nwhen I receive [start v]\nforever\nend\n\nif <not <<(Mobile Arrow) = [Up]> or <<(Mobile Arrow) = [Left]> or <(Mobile Arrow) = [Right]>>>> then\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\nend\n\ngo [forward v] (1) layers\n\n@slow stuff\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@mobile diagonal r\n\nwhen flag clicked\nset [touching mobile arrow? v] to [0]\nset [mobile arrow v] to [0]\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [mobile arrow v] to [Up and Right]\n set [touching mobile arrow? v] to [1]\n set [ghost v] effect to (30)\n else\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n set [ghost v] effect to (60)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n \nend\n\n\n show\nelse\n hide\nend\n\nset [mobile arrow v] to [Up]\n\nwhen I receive [start v]\nforever\n if then\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n end\nend\n\ngo [forward v] (1) layers\n\n@mobile diagonal l\n\nwhen flag clicked\nset [touching mobile arrow? v] to [0]\nset [mobile arrow v] to [0]\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start v]\nforever\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [mobile arrow v] to [Up and Left]\n set [touching mobile arrow? v] to [1]\n set [ghost v] effect to (30)\n else\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n set [ghost v] effect to (60)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n \nend\n\n\n show\nelse\n hide\nend\n\nset [mobile arrow v] to [Up]\n\nwhen I receive [start v]\nforever\n if then\n set [mobile arrow v] to [0]\n set [touching mobile arrow? v] to [0]\n end\nend\n\ngo [forward v] (1) layers\n\n@mobile inventory\n\nwhen flag clicked\nset [touching mobile arrow? v] to [0]\nset [mobile arrow v] to [0]\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start cave level v]\ngo to x: (-124) y: (-144)\nset [mobile: inventory on/off? v] to [Off]\nforever\n if <not <(Level) < [12]>> then\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n if <(Mobile: Inventory on/off?) = [Off]> then\n set [mobile: inventory on/off? v] to [On]\n wait (0.3) seconds\n end\n end\n if <mouse down?> then\n if <(Mobile: Inventory on/off?) = [On]> then\n set [mobile: inventory on/off? v] to [Off]\n wait (0.3) seconds\n end\n end\n else\n set [ghost v] effect to (60)\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nif then\nend\n\nset [touching mobile arrow? v] to [1]\n\nset [touching mobile arrow? v] to [0]\n\nset [mobile arrow v] to [Up]\n\nset [mobile arrow v] to [0]\nset [touching mobile arrow? v] to [0]\n\nif then\n\n@moving stuff\n\nwhen flag clicked\ngo to x: (111) y: (-73)\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start cave level v]\nshow\nforever\n if <(Level) = [11]> then\n glide (1) secs to x: (-89) y: (-73)\n glide (0.5) secs to x: (-89) y: (47)\n glide (1) secs to x: (-69) y: (47)\n glide (0.2) secs to x: (-89) y: (47)\n glide (1) secs to x: (-89) y: (-73)\n glide (1) secs to x: (111) y: (-73)\n end\nend\n\nrepeat (20)\n change x by (-10)\nend\n\nrepeat (12)\n change y by (10)\nend\n\nrepeat (5)\n change x by (2)\nend\nrepeat (5)\n change x by (2)\nend\n\nrepeat (2)\n change x by (-5)\nend\nrepeat (2)\n change x by (-5)\nend\n\nrepeat (12)\n change y by (-10)\nend\n\nrepeat (20)\n change x by (10)\nend\n\ngo to x: (111) y: (-73)\n\nset [level v] to [12]\n\nbroadcast (start cave level v)\n\n@Ladder (pickup)\n\nwhen flag clicked\nset [ladder v] to [0]\nhide\ngo to x: (195) y: (-114)\n\nwhen I receive [start cave level v]\nforever\n if <(Level) = [12]> then\n show\n if <(Ladder) = [0]> then\n if <touching (player v)?> then\n change [ladder v] by (1)\n wait (0.3) seconds\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <(Level) = [12]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n else\n hide\n end\nend\n\nshow\n\n\n\nhide\n\n\n\n@Ladder (placed)\n\n@Ladder (inventory)\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n if <(Ladder) = [1]> then\n repeat until <not <key (i v) pressed?>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n end\n go to x: (-192) y: (100)\nend\n\nwhen I receive [start cave level v]\nset [mouse-pointer touching inventory ladder? v] to [0]\nforever\n if <(Ladder) = [1]> then\n if <key (i v) pressed?> then\n show\n wait until <not <key (i v) pressed?>>\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n if <(Ladder) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [mouse-pointer touching inventory ladder? v] to [1]\n else\n set [ghost v] effect to (30)\n set [mouse-pointer touching inventory ladder? v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-192) y: (100)\n\nif then\n\nwhen I receive [start cave level v]\nforever\n if <(Ladder) = [1]> then\n if <(Mobile: Inventory on/off?) = [On]> then\n show\n wait until <(Mobile: Inventory on/off?) = [Off]>\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n if <(Ladder) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [mouse-pointer touching inventory ladder? v] to [1]\n else\n set [ghost v] effect to (30)\n set [mouse-pointer touching inventory ladder? v] to [0]\n end\n end\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n if <(Ladder) = [1]> then\n repeat until <(Mobile: Inventory on/off?) = [Off]>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n end\n go to x: (-192) y: (100)\nend\n\n@inventory box (pc)\n\nwhen flag clicked\nhide\ngo to x: (-178) y: (34)\nset [ghost v] effect to (60)\n\nwhen I receive [start cave level v]\nforever\n if <<key (i v) pressed?> or > then\n show\n wait until <not <key (i v) pressed?>>\n hide\n end\nend\n\nwait until \n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n repeat until <not <key (i v) pressed?>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n go to x: (-178) y: (34)\nend\n\nshow\n\nhide\n\nif <<not <key (i v) pressed?>> and <(Mobile: Inventory on/off?) = [Off]>> then\nend\n\nshow\n\nwhen I receive [start cave level v]\nforever\nend\n\nif < or <(Mobile: Inventory on/off?) = [On]>> then\n repeat until < or <(Mobile: Inventory on/off?) = [Off]>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\ngo to x: (-178) y: (34)\n\nbroadcast (begin cave intro v)\n\n@books inventory (pc)\n\nwhen flag clicked\nhide\ngo to x: (-178) y: (34)\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n show\n wait until <not <key (i v) pressed?>>\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n repeat until <not <key (i v) pressed?>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n go to x: (-178) y: (34)\nend\n\nshow\n\nwait until <not <key (i v) pressed?>>\n\nhide\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (30)\n end\n end\nend\n\nshow\nwait until <not <key (i v) pressed?>>\nhide\n\nif then\n\n@hitbox to place ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [start cave level v]\nforever\n if <(Level) = [12]> then\n show\n if <(Ladder) = [1]> then\n if <key (i v) pressed?> then\n if <touching (player v)?> then\n if <(Mouse-pointer touching inventory ladder?) = [1]> then\n if <key (e v) pressed?> then\n broadcast (place ladder v)\n set [ladder v] to [0]\n end\n end\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\n else\n hide\n end\nend\n\n\n\ngo to [back v] layer\n\n@ladder level 12\n\nwhen flag clicked\ngo to x: (-23) y: (-97)\nhide\n\nwhen I receive [place ladder v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@deco ladder lv 12\n\nwhen flag clicked\ngo to x: (-23) y: (-97)\nhide\n\nwhen I receive [place ladder v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@inventory (mobile)\n\nwhen flag clicked\nhide\ngo to x: (-178) y: (34)\nset [ghost v] effect to (60)\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n show\n wait until <(Mobile: Inventory on/off?) = [Off]>\n hide\n end\nend\n\nwait until \n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n repeat until <(Mobile: Inventory on/off?) = [Off]>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n go to x: (-178) y: (34)\nend\n\nshow\n\nhide\n\nif <<not <key (i v) pressed?>> and > then\nend\n\nshow\n\nwhen I receive [start cave level v]\nforever\nend\n\nif < or <(Mobile: Inventory on/off?) = [On]>> then\n repeat until < or <(Mobile: Inventory on/off?) = [Off]>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\ngo to x: (-178) y: (34)\n\n@books (mobile)\n\nwhen flag clicked\nhide\ngo to x: (-178) y: (34)\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n show\n wait until <(Mobile: Inventory on/off?) = [Off]>\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n repeat until <(Mobile: Inventory on/off?) = [Off]>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n go to x: (-178) y: (34)\nend\n\nshow\n\nwait until <not <key (i v) pressed?>>\n\nhide\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (30)\n end\n end\nend\n\nshow\nwait until <not <key (i v) pressed?>>\nhide\n\n\n\n@mobile e thing\n\nwhen flag clicked\nset [touching mobile arrow? v] to [0]\nset [mobile arrow v] to [0]\nset [ghost v] effect to (60)\nhide\n\nwhen I receive [start cave level v]\ngo to x: (124) y: (-144)\nset [place ladder mobile v] to [Off]\nforever\n if <not <(Level) < [12]>> then\n if <(Device:) = [Mobile]> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n if <(Place Ladder Mobile) = [Off]> then\n set [place ladder mobile v] to [On]\n wait (0.3) seconds\n end\n end\n if <mouse down?> then\n if <(Place Ladder Mobile) = [On]> then\n set [place ladder mobile v] to [Off]\n wait (0.3) seconds\n end\n end\n else\n set [ghost v] effect to (60)\n end\n else\n hide\n end\n else\n hide\n end\nend\n\n\n\nset [touching mobile arrow? v] to [1]\n\nset [touching mobile arrow? v] to [0]\n\nset [mobile arrow v] to [Up]\n\nset [mobile arrow v] to [0]\nset [touching mobile arrow? v] to [0]\n\n\n\n@sack\n\nwhen flag clicked\nwait (0) seconds\nset [_sack v] to [0]\nhide\nwait until <(Level) = [13]>\ngo to x: (209) y: (-156)\nshow\nrepeat until <(_sack) = [1]>\n if <touching (player v)?> then\n set [_sack v] to [1]\n end\nend\nhide\n\n@sack inv\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n if <(_sack) = [1]> then\n repeat until <not <key (i v) pressed?>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n end\n go to x: (-192) y: (100)\nend\n\nwhen I receive [start cave level v]\nset [_cursor touching sack v] to [0]\nforever\n if <(_sack) = [1]> then\n if <key (i v) pressed?> then\n show\n wait until <not <key (i v) pressed?>>\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <key (i v) pressed?> then\n if <(_sack) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [_cursor touching sack v] to [1]\n else\n set [ghost v] effect to (30)\n set [_cursor touching sack v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-192) y: (100)\n\n\n\nwhen I receive [start cave level v]\nforever\n if <(_sack) = [1]> then\n if <(Mobile: Inventory on/off?) = [On]> then\n show\n wait until <(Mobile: Inventory on/off?) = [Off]>\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n if <(_sack) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set [_cursor touching sack v] to [1]\n else\n set [ghost v] effect to (30)\n set [_cursor touching sack v] to [0]\n end\n end\n end\nend\n\nwhen I receive [start cave level v]\nforever\n if <(Mobile: Inventory on/off?) = [On]> then\n if <(_sack) = [1]> then\n repeat until <(Mobile: Inventory on/off?) = [Off]>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n go to x: (-192) y: (100)\n end\n end\nend\n\n@sack place hitbox\n\nwhen flag clicked\nhide\ngo to x: (111) y: (-60)\n\nwhen I receive [start cave level v]\nforever\n if <(Level) = [13]> then\n show\n if <(_sack) = [1]> then\n if <key (i v) pressed?> then\n if <touching (player v)?> then\n if <(_cursor touching sack) = [1]> then\n if <key (e v) pressed?> then\n broadcast (place sack v)\n set [ladder v] to [0]\n end\n end\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\n else\n hide\n end\nend\n\n\n\ngo to [back v] layer\n\nset drag mode [draggable v]\n\nset drag mode [not draggable v]\n\nwhen I receive [place sack v]\nhide\n\n@sack climbable\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\ngo to x: (98) y: (-98)\n\nwait (0) seconds\nset [_sack v] to [0]\n\nset drag mode [draggable v]\n\nwhen I receive [place sack v]\nshow\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\n@sack deco\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\ngo to x: (98) y: (-98)\n\nwait (0) seconds\nset [_sack v] to [0]\n\nset drag mode [draggable v]\n\nwhen I receive [place sack v]\nshow\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\ngo to [back v] layer\n\ngo [forward v] (1) layers\n\n
WASD or arrow keys to move. Mobile support! Change the mode from PC to mobile on the bottom right.\n=---------------------------------------------------------------------=\nIt's your typical platformer. Move and avoid danger, go to the right to proceed to the next level. However, you only have 1 shot! If you die, you have to restart!\n\nDon't advertise!\n\n\nI just drew it by mouse in bitmap.
Platformer Script
@Stage\n\nwhen flag clicked\nforever\n play sound [Sneaky Snitch v] until done\nend\n\n@USE DIS\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (20) %\nforever\n Physics\nend\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [xmovement v] by (1.56)\nelse\n if <key (left arrow v) pressed?> then\n change [xmovement v] by (-1.56)\n end\nend\nset [xmovement v] to ((Xmovement) * (0.8))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nrepeat (10)\n if <touching color (#1cff00)?> then\n change y by (1)\n end\nend\nif <touching color (#1cff00)?> then\n change x by ((Xmovement) * (-1))\n change y by (-9)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-9]\n else\n set [xmovement v] to [9]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#1cff00)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#1cff00)?>> then\n set [yv v] to [15]\nend\nif <touching color (#ff0000)?> then\n go to x: (-198) y: (-45)\nend\n\n@DONT USE DIS EITHER\n\nwhen flag clicked\nshow\nshow\ngo to x: (0) y: (0)\nhide\n\n
Heres a Free Platformer Script!\n\nAdvantages-=-=-=-=-=-=-=-=--=-==-=-=-=-=-=-=-=-=-=-\n-Glitch Free\n-Walljump\n-Easy to add to your projects\n-Simple\n-Smooth
Shades - A Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [, ] ((mouse y) + (SCROLLY))))\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\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) > []> or <<(mobile button) = [skip]> or <<<key (s v) pressed?> or <key (r v) pressed?>> or <<key (b v) pressed?> or <<(mobile button) = [back]> or <<(mobile button) = [reset]> or <key (r v) pressed?>>>>>>>\n tick\n broadcast (tick v) and wait\n broadcast (frame v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n if <<key (s v) pressed?> or <(mobile button) = [skip]>> then\n change [level v] by (1)\n wait until <not <<key (s v) pressed?> or <(mobile button) = [skip]>>>\n else\n if <<key (b v) pressed?> or <(mobile button) = [back]>> then\n if <(LEVEL) > [1]> then\n change [level v] by (-1)\n wait until <not <<key (b v) pressed?> or <(mobile button) = [back]>>>\n end\n else\n if <not <<(mobile button) = [reset]> or <key (r v) pressed?>>> then\n game die\n end\n end\n end\n end\nend\n\ndefine game on\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (LEVEL)\n\ndefine tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change player x by [-9]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change player x by [9]\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> 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/bounce\nset [scrollx v] to (x)\nif <(SCROLLX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (8)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n repeat (8)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.1) seconds\n\ndefine test - die/bounce\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (bouncy v)?> then\n set [sy v] to [30]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [frame v]\nchange [frame v] by (1)\n\nwhen flag clicked\nforever\n set [frame v] to [0]\n wait (1) seconds\n set [fps v] to (frame)\nend\n\nwhen flag clicked\nforever\n hide variable [fps v]\n if <key (f v) pressed?> then\n show variable [fps v]\n wait until <not <key (f v) pressed?>>\n wait until <key (f v) pressed?>\n wait until <not <key (f v) pressed?>>\n end\nend\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 -1 v)\n clone at x: [400] y: [0]\n clone at x: [460] y: [0]\n clone at x: [0] y: [310]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 - 1 v)\n clone at x: [300] y: [0]\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 - 1 v)\n clone at x: [360] y: [0]\n clone at x: [480] y: [0]\n clone at x: [460] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5-1 v)\n clone at x: [0] y: [150]\n clone at x: [0] y: [170]\n clone at x: [0] y: [170]\n clone at x: [0] y: [0]\n clone at x: [170] y: [60]\n clone at x: [200] y: [-300]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 - 1 v)\n clone at x: [340] y: [0]\n clone at x: [340] y: [100]\n clone at x: [340] y: [100]\n clone at x: [340] y: [100]\n clone at x: [340] y: [-100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [400] y: [50]\n clone at x: [400] y: [-50]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [0] y: [185]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [0] y: [240]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 10 - 1 v)\n clone at x: [400] y: [200]\n clone at x: [-200] y: [300]\n clone at x: [-450] y: [-100]\n else\n if <(LEVEL) = [11]> then\n switch costume to (level 11 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [400] y: [0]\n else\n if <(LEVEL) = [12]> then\n switch costume to (level 12 - 1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 - 1 v)\n clone at x: [300] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 - 1 v)\n clone at x: [360] y: [0]\n clone at x: [480] y: [0]\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 - 1 v)\n clone at x: [0] y: [150]\n clone at x: [0] y: [170]\n clone at x: [0] y: [170]\n clone at x: [0] y: [0]\n clone at x: [170] y: [60]\n clone at x: [200] y: [-300]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6-1 v)\n clone at x: [340] y: [0]\n clone at x: [340] y: [100]\n clone at x: [340] y: [100]\n clone at x: [340] y: [100]\n clone at x: [340] y: [-100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7-1 v)\n clone at x: [400] y: [0]\n clone at x: [400] y: [50]\n clone at x: [400] y: [-50]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [0] y: [185]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [0] y: [240]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 10 - 1 v)\n clone at x: [400] y: [200]\n clone at x: [-200] y: [300]\n clone at x: [-450] y: [-100]\n else\n if <(LEVEL) = [11]> then\n switch costume to (level 11 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [400] y: [0]\n else\n if <(LEVEL) = [12]> then\n switch costume to (level 12 - 1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nif <touching (player v)?> then\n change [collected v] by (1)\n in game collected\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n clone at x: [-150] y: [50]\n clone at x: [390] y: [150]\n clone at x: [381] y: [19]\n clone at x: [870] y: [0]\n clone at x: [958] y: [64]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n clone at x: [396] y: [72]\n clone at x: [1012] y: [82]\n clone at x: [1010] y: [217]\n clone at x: [660] y: [349]\n clone at x: [853] y: [418]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n clone at x: [252] y: [-35]\n clone at x: [252] y: [44]\n clone at x: [183] y: [104]\n clone at x: [507] y: [-113]\n clone at x: [608] y: [-49]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n clone at x: [344] y: [26]\n clone at x: [478] y: [-86]\n clone at x: [604] y: [-58]\n clone at x: [674] y: [-53]\n clone at x: [814] y: [91]\n else\n if <(LEVEL) = [5]> then\n switch costume to (dot v)\n clone at x: [72] y: [444]\n clone at x: [-203] y: [680]\n clone at x: [191] y: [541]\n clone at x: [284] y: [625]\n clone at x: [291] y: [258]\n else\n if <(LEVEL) = [6]> then\n switch costume to (dot v)\n clone at x: [783] y: [146]\n clone at x: [1118] y: [267]\n clone at x: [1465] y: [342]\n clone at x: [1610] y: [375]\n clone at x: [1702] y: [267]\n else\n if <(LEVEL) = [7]> then\n switch costume to (dot v)\n clone at x: [538] y: [205]\n clone at x: [688] y: [32]\n clone at x: [810] y: [48]\n clone at x: [958] y: [35]\n clone at x: [1207] y: [-17]\n else\n if <(LEVEL) = [8]> then\n switch costume to (dot v)\n clone at x: [384] y: [21]\n clone at x: [479] y: [21]\n clone at x: [446] y: [207]\n clone at x: [336] y: [207]\n clone at x: [558] y: [348]\n else\n if <(LEVEL) = [9]> then\n switch costume to (dot v)\n clone at x: [393] y: [35]\n clone at x: [393] y: [145]\n clone at x: [393] y: [274]\n clone at x: [393] y: [393]\n clone at x: [292] y: [535]\n else\n if <(LEVEL) = [10]> then\n switch costume to (dot v)\n clone at x: [123] y: [97]\n clone at x: [453] y: [260]\n clone at x: [275] y: [429]\n clone at x: [91] y: [495]\n clone at x: [-199] y: [164]\n else\n if <(LEVEL) = [11]> then\n switch costume to (dot v)\n clone at x: [99] y: [6]\n clone at x: [436] y: [92]\n clone at x: [503] y: [5]\n clone at x: [566] y: [92]\n clone at x: [957] y: [69]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\nin game collected\n\ndefine in game collected\nset [in game collected v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n clone at x: [1113] y: [80]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n clone at x: [780] y: [462]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n clone at x: [752] y: [24]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n clone at x: [933] y: [166]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n clone at x: [531] y: [279]\n else\n if <(LEVEL) = [6]> then\n switch costume to (closed v)\n clone at x: [1705] y: [50]\n else\n if <(LEVEL) = [7]> then\n switch costume to (closed v)\n clone at x: [1388] y: [-17]\n else\n if <(LEVEL) = [8]> then\n switch costume to (closed v)\n clone at x: [400] y: [415]\n else\n if <(LEVEL) = [9]> then\n switch costume to (closed v)\n clone at x: [124] y: [522]\n else\n if <(LEVEL) = [10]> then\n switch costume to (closed v)\n clone at x: [-183] y: [-38]\n else\n if <(LEVEL) = [11]> then\n switch costume to (closed v)\n clone at x: [1113] y: [-70]\n else\n set [x v] to [99999999999]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@bouncy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [460] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [460] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 - 1 v)\n clone at x: [300] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 - 1 v)\n clone at x: [360] y: [0]\n clone at x: [480] y: [0]\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 - 1 v)\n clone at x: [0] y: [150]\n clone at x: [0] y: [170]\n clone at x: [0] y: [170]\n clone at x: [0] y: [0]\n clone at x: [170] y: [60]\n clone at x: [200] y: [-300]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6-1 v)\n clone at x: [340] y: [0]\n clone at x: [340] y: [100]\n clone at x: [340] y: [100]\n clone at x: [340] y: [100]\n clone at x: [340] y: [-100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7-1 v)\n clone at x: [400] y: [0]\n clone at x: [400] y: [50]\n clone at x: [400] y: [-50]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [0] y: [185]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 - 1 v)\n clone at x: [400] y: [0]\n clone at x: [0] y: [240]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 10 - 1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@mobile buttons\n\nwhen flag clicked\n\nset [mobile button v] to []\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [clone id v] to [skip]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (costume2 v)\nset [clone id v] to [back]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (costume3 v)\nset [clone id v] to [reset]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(clone id) = [skip]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [mobile button v] to [skip]\n wait until <not <mouse down?>>\n set [mobile button v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\n if <(LEVEL) = [1]> then\n set [color v] effect to (0)\n else\n if <(LEVEL) = [2]> then\n set [color v] effect to (70)\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (30)\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (10)\n else\n if <(LEVEL) = [5]> then\n set [color v] effect to (15)\n else\n if <(LEVEL) = [6]> then\n set [color v] effect to (80)\n else\n if <(LEVEL) = [7]> then\n set [color v] effect to (50)\n else\n if <(LEVEL) = [8]> then\n set [color v] effect to (9)\n else\n if <(LEVEL) = [10]> then\n set [color v] effect to (30)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(clone id) = [back]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [mobile button v] to [back]\n wait until <not <mouse down?>>\n set [mobile button v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\n if <(LEVEL) = [1]> then\n set [color v] effect to (0)\n else\n if <(LEVEL) = [2]> then\n set [color v] effect to (70)\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (30)\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (10)\n else\n if <(LEVEL) = [5]> then\n set [color v] effect to (15)\n else\n if <(LEVEL) = [6]> then\n set [color v] effect to (80)\n else\n if <(LEVEL) = [7]> then\n set [color v] effect to (50)\n else\n if <(LEVEL) = [8]> then\n set [color v] effect to (9)\n else\n if <(LEVEL) = [10]> then\n set [color v] effect to (30)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(clone id) = [reset]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [mobile button v] to [reset]\n wait until <not <mouse down?>>\n set [mobile button v] to [0]\n end\n else\n set [brightness v] effect to (0)\n end\n if <(LEVEL) = [1]> then\n set [color v] effect to (0)\n else\n if <(LEVEL) = [2]> then\n set [color v] effect to (70)\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (30)\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (10)\n else\n if <(LEVEL) = [5]> then\n set [color v] effect to (15)\n else\n if <(LEVEL) = [6]> then\n set [color v] effect to (80)\n else\n if <(LEVEL) = [7]> then\n set [color v] effect to (50)\n else\n if <(LEVEL) = [8]> then\n set [color v] effect to (9)\n else\n if <(LEVEL) = [10]> then\n set [color v] effect to (30)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <not <(LEVEL) = [9]>> then\n set [brightness v] effect to (0)\nend\n\nif then\nend\nset [brightness v] effect to (0)\n\nset [brightness v] effect to (30)\nif <(LEVEL) = [9]> then\nelse\nend\n\n
arrow or WAD keys to move. But remember this is mobile friendly!!!\n\nafter @-canCode- gets 500 followers I will make level 12. So please follow @-canCode-\n\nSorry if the game lags\n\nPC\ns to skip if you have to\nb to go back a level\nr to reset in that level\nf to show/hide fps\n\nMobile\nSorry, I had to take of the Mobile skip, back and reset button because of lag
List Platformer Engine
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-summer v] until done\nend\n\n@main\n\ndefine draw character\nreplace item (round (playerY)) of [level 1 v] with (join (leftSpace) (join [😎] (rightSpace)))\n\nwhen flag clicked\nset [y velocity v] to [0]\nset [playerx v] to [1]\nset [playery v] to [11]\nhide list [level 1 v]\ninit\nfindLineSpace x: (round (playerX)) y: (round (playerY))\nforever\n fillLine\n if <(letter (round (playerX)) of (item ((round (playerY)) - (1)) of [level 1 v])) = [~]> then\n set [y velocity v] to [0]\n change [playery v] by (1)\n else\n change [y velocity v] by (0.1)\n change [playery v] by (y velocity)\n end\n change [in air v] by (1)\n if <(blockOnTopOf) = [∆]> then\n set [playerx v] to [1]\n set [playery v] to [11]\n end\n handle ground\n if <<key (up arrow v) pressed?> and <(in air) < [2]>> then\n set [y velocity v] to [-0.9]\n end\n findLineSpace x: (round (playerX)) y: (round (playerY))\n draw character\n wait (0) seconds\nend\n\ndefine fillLine\nreplace item (round (playerY)) of [level 1 v] with (join (leftSpace) (join (blockOnTopOf) (rightSpace)))\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n if <(playerX) > [1]> then\n if <not <(letter ((round (playerX)) - (1)) of (item (round (playerY)) of [level 1 v])) = [~]>> then\n change [playerx v] by (-0.7)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n if <(playerX) < [58]> then\n if <not <(letter ((round (playerX)) + (2)) of (item (round (playerY)) of [level 1 v])) = [~]>> then\n change [playerx v] by (0.7)\n end\n end\n end\nend\n\ndefine findLineSpace x: (x) y: (y)\nset [blockontopof v] to (letter (x) of (item (y) of [level 1 v]))\nset [leftspace v] to []\nset [characternum v] to [1]\nrepeat ((x) - (1))\n set [character v] to (letter (characterNum) of (item (y) of [level 1 v]))\n set [leftspace v] to (join (leftSpace) (character))\n change [characternum v] by (1)\nend\nset [rightspace v] to []\nset [characternum v] to ((x) + (1))\nrepeat ((length of (item (y) of [level 1 v])) - (x))\n set [character v] to (letter (characterNum) of (item (y) of [level 1 v]))\n set [rightspace v] to (join (rightSpace) (character))\n change [characternum v] by (1)\nend\n\ndefine check if touching ground\nif <<(letter (round (playerX)) of (item (round (playerY)) of [level 1 v])) = [~]> or <(letter ((round (playerX)) + (1)) of (item (round (playerY)) of [level 1 v])) = [~]>> then\n set [touchingground v] to [True]\nelse\n set [touchingground v] to [False]\nend\n\ndefine handle ground\ncheck if touching ground\nrepeat until <(touchingGround) = [False]>\n change [playery v] by (-0.1)\n set [y velocity v] to [0]\n set [in air v] to [0]\n check if touching ground\nend\n\nwhen [r v] key pressed\nfillLine\n\ndefine init\ndelete all of [level 1 v]\nset [i v] to [1]\nrepeat (length of [template v])\n add (item (i) of [template v]) to [level 1 v]\n change [i v] by (1)\nend\n\n@thumb\n\nwhen flag clicked\nhide\nhide list [level 1 v]\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
Use the arrow keys to move the character and jump on platforms.\nAvoid spikes.\nThis isn't a whole game, just a test.\nRemix it with new levels!\nLove and favorite if you enjoy it!
Minecraft -A Platformer- but its just mumbo?
@Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Aria Math \(Minecraft Volume Beta\)3 v] until done\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\n if <[0] < (Xv)> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (sprite2 v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (sprite7 v)?> then\n set [ghost v] effect to (0)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (sprite12 v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nswitch costume to (costume15 v)\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nchange [yv v] by (0.5)\n\nchange [yv v] by (-0.01)\n\nstart sound [recording1 v]\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\ngo to x: (135) y: (120)\nforever\n change x by (-0.6)\n if <(x position) = [-277]> then\n go to x: (180) y: (120)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo to x: (232) y: (140)\nforever\n change x by (-0.5)\n if <(x position) = [-268]> then\n go to x: (232) y: (140)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(touching ground?) = [1]>> then\n wait until <(touching ground?) = [0]>\n play sound [recording1 v] until done\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nforever\n play sound [C418 - Sweden \(Caution & Crisis Remix\) v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite8 v)?> then\n broadcast (next v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite10\n\ndefine Movement\n\nwhen flag clicked\nforever\n go to (sprite8 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nshow\nforever\n if then\n point in direction (-90)\n next costume\n end\n if then\n point in direction (90)\n next costume\n end\n if <touching (sprite2 v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite8 v)?> then\n say [Welcome! Arrow keys to move, try not to touch lava or cacti! Good luck!]\n else\n say []\n end\nend\n\nwhen I receive [next v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Sprite12\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite14\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point towards (sprite8 v)\n if <touching (sprite8 v)?> then\n say [Good job! The chest behind me contains your prize! You deserve it for traveling this far!]\n else\n say []\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@Sprite15\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite8 v)?> then\n broadcast (end end v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
Arrow keys to move, don't touch lave or cactus. \n
Minecraft -A Platformer- The Apocolypse
@Stage\n\nwhen flag clicked\nforever\n set [pitch v] effect to (0)\n play sound [C418 - Aria Math \(Minecraft Volume Beta\)3 v] until done\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\n if <[0] < (Xv)> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (sprite2 v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (sprite7 v)?> then\n set [ghost v] effect to (0)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (sprite12 v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nswitch costume to (costume15 v)\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nchange [yv v] by (0.5)\n\nchange [yv v] by (-0.01)\n\nstart sound [recording1 v]\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\ngo to x: (135) y: (120)\nforever\n change x by (-0.6)\n if <(x position) = [-277]> then\n go to x: (180) y: (120)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo to x: (232) y: (140)\nforever\n change x by (-0.5)\n if <(x position) = [-268]> then\n go to x: (232) y: (140)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(touching ground?) = [1]>> then\n wait until <(touching ground?) = [0]>\n play sound [recording1 v] until done\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nforever\n set [pitch v] effect to (100)\n play sound [C418 - Sweden \(Caution & Crisis Remix\) v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite8 v)?> then\n broadcast (next v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite10\n\ndefine Movement\n\nwhen flag clicked\nforever\n go to (sprite8 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nshow\nforever\n if then\n point in direction (-90)\n next costume\n end\n if <<key (right arrow v) pressed?> and <(text?) = [0]>> then\n point in direction (90)\n next costume\n end\n if <touching (sprite2 v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite8 v)?> then\n say [Welcome! Arrow keys to move, try not to touch lava or cacti! Good luck!]\n else\n say []\n end\nend\n\nwhen I receive [next v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Sprite12\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite14\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point towards (sprite8 v)\n if <touching (sprite8 v)?> then\n say [NOW.... WE FIGHT......]\n else\n say []\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@Sprite15\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite8 v)?> then\n broadcast (end end v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Sprite18\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [text? v] to [1]\nshow\nrepeat (4)\n wait until <key (space v) pressed?>\n next costume\nend\nhide\nset [text? v] to [0]\n\nif <[5] > (Level)> then\n\nforever\n\nwhen I receive [end end v]\nhide\n\n
this remix is kinda bad ngl\n\nArrow keys to move, space to go through text.
rift - platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (start screen v)\n\nwhen I receive [start v]\nset volume to (50) %\nswitch backdrop to (main v)\nforever\n play sound [LFZ - Echoes \[NCS Release\] v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to x: (-212) y: (-45)\nshow\ngo to x: (-212) y: (-45)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n 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 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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n go to x: (-212) y: (-45)\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n go to x: (-212) y: (-45)\n play sound [pop v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (1 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (2 v)\n end\n if <key (3 v) pressed?> then\n switch costume to (3 v)\n end\n if <key (4 v) pressed?> then\n switch costume to (4 v)\n end\nend\n\n@level\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@spikes\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Start\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nwait (1.65) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nbroadcast (start v)\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nhide\n\nshow\n\n@Next Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (2 v)\n\n@clouds\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nhide\nset size to (120) %\n\nwhen I receive [start v]\ngo to x: (-432) y: (-34)\nset [ghost v] effect to (75)\nshow\nwait (0.1) seconds\nglide (12) secs to x: (480) y: (-34)\nwait (0.1) seconds\nrepeat until <(level) = [100]>\n go to x: (-432) y: (-34)\n glide (10) secs to x: (480) y: (-34)\nend\n\n@rift \n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n repeat (28)\n wait (0.2) seconds\n next costume\n end\n wait (9999) seconds\n stop [this script v]\n end\nend\n\nshow\n\nhide\n\nnext costume\n\n
rift - platformer WASD or ARROW KEYS\n\nstory - pirates have invaded your magical land to steal the Rift. Go to the mountain to protect the Rift. be careful though because the pirates set up spikes.\nGood luck hero.\n\nplease scroll down on notes and credits and read everything before you make a comment. thx :)
Halloween Platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Horror Land \(8-BIT\) - Mario Party 2 v] until done\nend\n\n@Pumpkin\n\nwhen I receive [start v]\nshow\ngo to x: (-192) y: (-67)\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 (#b93f4a)?> or <touching color (#8e3038)?>> then\n change y by (1)\n if <<touching color (#b93f4a)?> or <touching color (#8e3038)?>> then\n change y by (1)\n if <<touching color (#b93f4a)?> or <touching color (#8e3038)?>> then\n change y by (1)\n if <<touching color (#b93f4a)?> or <touching color (#8e3038)?>> then\n change y by (1)\n if <<touching color (#b93f4a)?> or <touching color (#8e3038)?>> then\n change y by (1)\n end\n if <<touching color (#b93f4a)?> or <touching color (#8e3038)?>> 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 (#b93f4a)?> or <touching color (#8e3038)?>> 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?> then\n if <<touching color (#b93f4a)?> or <touching color (#8e3038)?>> then\n if <(water) = [0]> then\n set [yv v] to [8]\n end\n end\n end\n if <touching (spider webs v)?> then\n set [yv v] to [13]\n end\n change y by (1)\n if <touching (level_sensor v)?> then\n go to x: (-192) y: (-67)\n broadcast (NextLevel v)\n end\n if <touching color (#484848)?> then\n go to x: (-192) y: (-67)\n end\n if <<touching (spider webs v)?> and <touching color (#d2b0b0)?>> then\n set [xv v] to [13]\n end\n if <<touching (spider webs v)?> and <touching color (#9aa9d2)?>> then\n set [yv v] to [50]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-192) y: (-67)\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [nextlevel v]\nnext costume\nchange [spider web level? v] by (1)\nwait (0.3) seconds\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nset [spider web level? v] to [1]\n\nhide\n\nwhen I receive [start v]\nshow\n\n@Level_sensor\n\nwhen flag clicked\ngo to x: (60) y: (0)\nset [ghost v] effect to (100)\n\n@spider webs\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (Spider web level?)\nend\n\n@saw one\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <<<([costume # v] of [sprite1 v]) = [6]> or <([costume # v] of [sprite1 v]) = [7]>> or <([costume # v] of [sprite1 v]) = [8]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nif <([costume # v] of [sprite1 v]) = [7]> then\nend\n\nwhen flag clicked\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [7]> then\n go to x: (6) y: (93)\n repeat (35)\n change y by (-3)\n end\n repeat (35)\n change y by (3)\n end\n end\n if <([costume # v] of [sprite1 v]) = [6]> then\n go to x: (45) y: (66)\n repeat (30)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [8]> then\n go to x: (135) y: (129)\n repeat (50)\n change y by (-2)\n change x by (-1)\n end\n repeat (50)\n change y by (2)\n change x by (1)\n end\n end\nend\n\nwhen I receive [nextlevel v]\n\n@saw two\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite1 v]) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nif <([costume # v] of [sprite1 v]) = [6]> then\nend\n\nwhen flag clicked\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [6]> then\n go to x: (173) y: (16)\n repeat (41)\n change y by (-3)\n end\n repeat (41)\n change y by (3)\n end\n end\nend\n\n@saw three\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite1 v]) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [9]> then\n go to x: (-180) y: (73)\n repeat (40)\n change x by (2)\n end\n repeat (40)\n change x by (-2)\n end\n end\nend\n\n@saw four\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite1 v]) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nif <([costume # v] of [sprite1 v]) = [6]> then\n\nwhen flag clicked\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [9]> then\n go to x: (0) y: (-16)\n repeat (40)\n change x by (-2)\n end\n repeat (40)\n change x by (2)\n end\n end\nend\n\n@saw five\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite1 v]) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nif <([costume # v] of [sprite1 v]) = [6]> then\n\nwhen flag clicked\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [12]> then\n go to x: (35) y: (59)\n repeat (80)\n change x by (-3)\n end\n repeat (80)\n change x by (3)\n end\n end\nend\n\n@saw six\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite1 v]) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nextlevel v]\nif <([costume # v] of [sprite1 v]) = [6]> then\n\nwhen flag clicked\n\nwhen I receive [nextlevel v]\nforever\n if <([costume # v] of [sprite1 v]) = [13]> then\n go to x: (196) y: (-83)\n repeat (105)\n change x by (-3)\n end\n repeat (105)\n change x by (3)\n end\n end\nend\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\nwhen I receive [start v]\nstop all sounds\nhide\n\n@Sprite3\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 (5.5) seconds\nhide\nbroadcast (start v)\n\n@Sprite4\n\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
Happy Halloween! I hope you enjoy this spooky platformer!\n\nYour goal is to help Marvin the pumpkin get back to his pumpkin patch. You must watch out for sharp objects because they could hurt Marvin.\n\nArrow keys to move left, right jump etc.
Speed 2 ( A Platformer )
@Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<(☁ highsore) > (time)> and <(backdrop [number v]) = [10]>> then\n set [☁ highsore v] to (time)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n show variable [☁ highsore v]\n end\nend\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 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]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#000000)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <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 (#000000)?> or <<touching color (#000000)?> or <touching color (#000000)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#000000)?> or <touching color (#000000)?>>>> 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) > [500]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [10]> then\n stop [this script v]\n end\nend\n\nset [☁ highsore v] to [56]\n\nhide variable [☁ highsore v]\n\n@Sprite2\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
Use arrow keys to move\nother instructions are in the game\nComment your time
A Completely Normal Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop7 v)\nplay sound [monody v] until done\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (0)\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nclear graphic effects\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-175) y: (-105)\npoint in direction (90)\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <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 (#818585)?> then\n go to x: (-175) y: (-105)\n end\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change y by (1)\n if <touching color (#20ff00)?> then\n change x by ((x) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#20ff00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#20ff00)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nrepeat until <(x position) = [198]>\n if <(x position) > [215]> then\n broadcast (next level v)\n go to x: (-175) y: (-105)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-9) y: (-14)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (2) y: (-55)\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [backdrop6 v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@Sprite4\n\nwhen flag clicked\npoint in direction (90)\nshow\nclear graphic effects\nset [ghost v] effect to (0)\nset rotation style [all around v]\nset size to (100) %\ngo to x: (-29) y: (22)\nshow\nwait (1) seconds\nrepeat (10)\n change size by (7)\n turn right (36) degrees\nend\nwait (1) seconds\nrepeat (10)\n change size by (-7)\n turn right (36) degrees\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen backdrop switches to [backdrop6 v]\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-190) y: (136)\nshow\nforever\n play sound [xenogenesis v] until done\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set volume to (0) %\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set volume to (100) %\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\n
Instructions:\nArrow keys to move.\nGet to the end of a level to progress on to the next level.\n10 levels, all possible\nThe last level is the boss level.
Pre-historic (A Platformer)
@Stage\n\n@Dinosaur4\n\nwhen flag clicked\nset rotation style [left-right v]\nclear graphic effects\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nset [deaths v] to [0]\ngo to x: (-218) y: (-1)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (2)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-2)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> 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 (#000000)?> 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)?>> then\n set [y v] to [13]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (-5)\n change [deaths v] by (1)\n end\n if <touching color (#a100ff)?> then\n switch backdrop to (next backdrop v)\n go to x: (-212) y: (-5)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nshow variable [deaths v]\n\nhide variable [deaths v]\nshow\n\n
Hello! This was made for the "Pre-Historic" Design Studio!\n\nMade with 1 script and 2 sprites! Enjoy!\n\nNot many levels because I was lazy .-.
Into The Dark | A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n change [y v] by (-0.5)\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 if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\n if <(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 (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [230]> then\n go to x: (-204) y: (-135)\n broadcast (message1 v)\n end\n if <(y position) < [-175]> then\n go to x: (-204) y: (-135)\n end\n if <touching (kah-nee-fay2 v)?> then\n go to x: (-210) y: (-135)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume1 v)\n change [x v] by (0.75)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume2 v)\n change [x v] by (-0.75)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-204) y: (-135)\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen I receive [message1 v]\ngo to x: (-204) y: (-135)\nchange [level v] by (1)\n\nwhen I receive [message2 v]\ngo to x: (-204) y: (-135)\nset [x v] to [0]\nset [y v] to [0]\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo [forward v] (99) layers\n\nwhen I receive [message1 v]\nnext costume\n\n@Kah-nee-fay2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [message1 v]\nnext costume\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Music\n\nwhen flag clicked\nstart sound [alan-walker-darkside-feat-aura-and-tomine-harket-youtubemp3free v]\nforever\n if <key (m v) pressed?> then\n clear sound effects\n stop all sounds\n end\n if <key (u v) pressed?> then\n start sound [alan-walker-darkside-feat-aura-and-tomine-harket-youtubemp3free v]\n end\nend\n\n@Glow\n\nwhen flag clicked\nset size to (300) %\nshow\nforever\n switch costume to (costume1 v)\n go to (player v)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n show\n wait (3) seconds\n hide\n wait (3) seconds\nend\n\n@Text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (75)\n\nwhen I receive [message1 v]\nnext costume\n\n@Skip and Restart\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n broadcast (message1 v)\n wait (1) seconds\n end\n if <key (r v) pressed?> then\n broadcast (message2 v)\n wait (1) seconds\n end\nend\n\n
THE LIGHT IS SUPPOSED TO BLINK!\n\nWAD or Arrow Keys- Move or Mobile Controls!\nM- Mute U- Unmute\nR- Restart S- Skip\n\nAll levels are 100% possible. \nReport any bugs or glitches.
Glitch - A Platformer (Part 2)
@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n play sound [TheFatRat_-_Xenogenesis_ v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [13]> then\n set [last level? v] to [True]\n end\nend\n\n@Glitch\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Player\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\nchange y by (-1)\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [start v]\nset size to (75) %\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-180) y: (-120)\nset [ghost v] effect to (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (player v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <touching (virus v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [speed y v] to [0]\n go to x: (-180) y: (-120)\n set [ghost v] effect to (0)\n end\n if <touching color (#0068ff)?> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (-90) (-10)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n Walk (90) (10)\n end\n else\n if <touching color (#ff00e3)?> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (-90) (-2)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n Walk (90) (2)\n end\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (-90) (-6)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n Walk (90) (6)\n end\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <touching color (#ff9700)?> then\n set [speed y v] to [20]\n end\n if <(y position) < [-179]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [speed y v] to [0]\n go to x: (-180) y: (-120)\n set [ghost v] effect to (0)\n end\n if <(x position) > [219]> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-120)\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Virus\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Other\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Skip\n\nwhen I receive [start v]\ngo to x: (-210) y: (-157.5)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <(Last Level?) = [False]> then\n if <mouse down?> then\n broadcast (Next Level v)\n wait (0.5) seconds\n end\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Restart\n\nwhen I receive [start v]\ngo to x: (-150) y: (-157.5)\nset [last level? v] to [False]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (Start v)\n wait (0.5) seconds\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nhide variable [last level? v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\n\n
Use WASD or arrows keys to move.\nThe other instructions you should know from Part 1.\n\nPart 1:\nhttps://scratch.mit.edu/projects/339152686/\n\nSorry for releasing it so late, I was just very busy with school :(
Survive- a platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\n play sound [Dance Energetic v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n broadcast (message1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-210) y: (-118)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n platform [12] [-1] [0.7] [2]\n if <touching (death v)?> then\n repeat (5)\n hide\n wait (.1) seconds\n show\n end\n go to x: (-210) y: (-118)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (finish level v)?> then\n change [level v] by (1)\n go to x: (-210) y: (-118)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\ndefine platform (jump hight) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((running speed) * (-1))\nend\nset [xv v] to ((Xv) * (friction))\nchange x by (Xv)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [10]> or <not <touching (level v)?>>>\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 hight) * (1.1))\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\n\nwhen flag clicked\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (.1) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Death\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Finish level\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (220) y: (156)\n end\n if <(Level) = [2]> then\n go to x: (7) y: (149)\n end\n if <(Level) = [3]> then\n go to x: (219) y: (156)\n end\n if <(Level) = [4]> then\n go to x: (213) y: (66)\n end\n if <(Level) = [5]> then\n go to x: (-116) y: (66)\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
This is ded
Jurassic world Platformer
@Stage\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@character\n\nwhen flag clicked\nswitch costume to (owen right v)\nset [x v] to [0]\ngo to x: (-185) y: (-7)\nset [y v] to [0]\nforever\n if <touching color (#fb7722)?> then\n set [x v] to [0]\n go to x: (-185) y: (-7)\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n switch costume to (owen right v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (owen left 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 (#b66f3a)?> then\n change y by (1)\n if <touching color (#b66f3a)?> then\n change y by (1)\n if <touching color (#b66f3a)?> then\n change y by (1)\n if <touching color (#b66f3a)?> then\n change y by (1)\n if <touching color (#b66f3a)?> then\n change y by (1)\n if <touching color (#b66f3a)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#aaaaaa)?> or <touching color (#b66f3a)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#aaaaaa)?> or <touching color (#b66f3a)?>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#0c3356)?> then\n set [y v] to [18]\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nhide variable [level v]\nset [level v] to [0]\nforever\n if <touching (portal v)?> then\n change [level v] by (1)\n go to x: (-185) y: (-7)\n broadcast (nextlevel v)\n end\nend\n\nwhen flag clicked\nset size to (50) %\nforever\n play sound [fallen kingdom v] until done\nend\n\nwhen I receive [danger dino v]\ngo to x: (-185) y: (-7)\n\nwhen backdrop switches to [backdrop7 v]\nglide (1) secs to x: (58) y: (-46)\n\nwhen I receive [escape v]\ngo to x: (28) y: (157)\n\nwhen backdrop switches to [backdrop10 v]\nchange volume by (-30)\n\nwhen backdrop switches to [backdrop11 v]\nchange volume by (-30)\n\nwhen flag clicked\nwait until <touching (boat v)?>\nplay sound [Triumph v] until done\n\n@portal\n\nwhen flag clicked\nshow\nforever\n go to x: (226) y: (-12)\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [dinosaur found! v]\nshow\n\nwhen I receive [nextlevel v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nwait (1) seconds\nshow\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen I receive [escape v]\ngo to x: (226) y: (-12)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nforever\n wait (1) seconds\n show\nend\n\n@Advice\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\n@dinosars\n\nwhen flag clicked\nhide variable [goals v]\nset [goals v] to [0]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (1 v)\ngo to x: (8) y: (-20)\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Dinosaur Found! v)\nchange [goals v] by (1)\n\nwhen I receive [dinosaur found! v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (pteranodon v)\nset size to (60) %\nshow\ngo to x: (-137) y: (87)\nrepeat (2)\n glide (0.5) secs to x: (140) y: (86)\n glide (1) secs to x: (-144) y: (50)\nend\n\nwhen backdrop switches to [backdrop5 v]\nstart sound [Grunt v]\nshow\nswitch costume to (dilophosaurus v)\ngo to x: (68) y: (-77)\nwait (1) seconds\ngo to x: (68) y: (-77)\nforever\n wait until <touching (character v)?>\n broadcast (danger dino v)\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-182) y: (-58)\nwait (1) seconds\nswitch costume to (baryonyx v)\nshow\nrepeat (2)\n go to x: (-182) y: (-58)\n glide (0.2) secs to x: (-65) y: (-58)\n glide (1) secs to x: (-169) y: (-56)\nend\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (carnotaurus v)\nstart sound [carnotaurus v]\nset size to (100) %\ngo to x: (87) y: (-61)\nshow\nrepeat (10)\n wait (0.2) seconds\n go to x: (87) y: (-61)\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nforever\n hide\nend\n\n@Lava 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\nswitch costume to (1 v)\nwait (5) seconds\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 (1) seconds\nswitch costume to (6 v)\n\nwhen backdrop switches to [backdrop8 v]\nforever\n hide\n wait (1) seconds\nend\n\n@escape baryonyx\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nchange [goals v] by (1)\nbroadcast (escape v)\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@water\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nstart sound [Ocean Wave v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n wait until <touching (character v)?>\n start sound [Splash v]\n broadcast (danger dino v)\nend\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume2 v)\n\n@Boat\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (37) y: (16)\nshow\nstart sound [Toy Honk v]\nwait (0.5) seconds\nstart sound [Toy Honk v]\nbroadcast (the end v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the end v]\ngo to [front v] layer\nshow\nwait (10) seconds\nstop [all v]\n\n
You are the character, Owen. You have came to this island to save the dinosaurs.\nArrows keys to move.\nYou can climb trees or hills.\nClick on a dinosaur to save it.\nSave the dinosaurs, Carnivores and herbivores and then run to the ship before its too late!\n
Kawaii sushi platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Gake_no_Ue_no_Ponyo_Music_Box.mp3 v] until done\nend\n\n@Sushi\n\nwhen flag clicked\ngo to x: (-204) y: (-104)\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change 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 (#99ffbb)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#99ffbb)?> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffe9cc)?> or <touching color (#ccffdd)?>> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n repeat (50)\n change [ghost v] effect by (2)\n go to x: (DeathX) y: (DeathY)\n end\n go to x: (-204) y: (-104)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n switch backdrop to (next backdrop v)\n go to x: (-204) y: (-104)\n end\nend\n\n@Thumb\n\nwhen flag clicked\nset x to (0)\nset y to (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n
Curated 11-19-15 by @Flame2957!\nArrow keys to move\nThere are 13 levels now. \nYay! My first game with wall detection!\nThis my second most popular project!\nThis project had over 11000 views, 1500 loves and 1200 faves! Thanks so much!
Minecraft -A Platformer- Nether
@Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Aria Math \(Minecraft Volume Beta\)3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait until <(level) > [10]>\nswitch backdrop to (backdrop3 v)\nwait until <(level) > [13]>\nswitch backdrop to (backdrop4 v)\nwait until <(level) = [16]>\nswitch backdrop to (backdrop5 v)\nwait until <(level) > [16]>\nswitch backdrop to (backdrop3 v)\nwait until <(level) > [17]>\nswitch backdrop to (backdrop2 v)\n\n@player2\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\n if <[0] < (Xv)> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (earth v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (earth v)?> then\n change y by (Yv)\n if <touching (earth v)?> then\n change y by (Yv)\n if <touching (earth v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (earth v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (danger v)?> then\n set [ghost v] effect to (0)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (wtr v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\nturn left (15) degrees\n\n@clouds\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nset [ghost v] effect to (25)\nshow\ngo to x: (232) y: (140)\ncreate clone of (_myself_ v)\nforever\n forever\n change x by (-0.6)\n if <(x position) < [-250]> then\n go to x: (180) y: (120)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo to x: (232) y: (140)\nforever\n change x by (-0.5)\n if <(backdrop [number v]) = [2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <(x position) < [-250]> then\n go to x: (180) y: (120)\n end\n if <<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [4]>> then\n hide\n else\n show\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\n\n@earth\n\nwhen flag clicked\nset [level v] to [18]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) > [19]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@end\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (100)\nforever\n if <touching (player2 v)?> then\n change [level v] by (1)\n broadcast (next v)\n end\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@player1\n\ndefine Movement\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (arm4 v)\nforever\n go to (player2 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nshow\nforever\n if then\n point in direction (-90)\n next costume\n end\n if then\n point in direction (90)\n next costume\n end\n if <touching (earth v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\n@sign\n\nwhen flag clicked\nshow\nforever\n if <touching (player2 v)?> then\n say [Welcome! Arrow keys to move, try not to touch lava, cacti, wither roses, blue fire or hostile mobs! Good luck!]\n else\n say []\n end\nend\n\nwhen I receive [next v]\nhide\n\n@restart\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen I receive [end end v]\nhide\n\n@wtr\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@untouchable\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@villager\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point towards (player2 v)\n if <touching (player2 v)?> then\n say [Good job! The chest behind me contains your prize! You deserve it for traveling this far!]\n else\n say []\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@chest\n\nwhen flag clicked\nhide\nforever\n if <touching (player2 v)?> then\n broadcast (end end v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@ending\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@nnnn\n\nwhen flag clicked\nset [ghost v] effect to (100000)\ngo to [back v] layer\nrepeat (40)\n change [ghost v] effect by (-3)\nend\nwait (3) seconds\nrepeat (40)\n change [ghost v] effect by (3)\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [C418 - Sweden \(Caution & Crisis Remix\) v] until done\nend\n\n
\n THIS IS JUST A REMIX\n\nPlease heart and star! This took 7 days to make.\n\nWHEN DID I MAKE THIS. THIS IS ONE OF MY MOST SUCCESSFUL PROJECTS YET IT'S LIKE THE WORST ONE I'VE MADE. THE CREEPERS AND PIGLINS ARE LITERALLY DIGLETS WUT. LOL
Purple- Scrolling Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Platformer-tick v)\n\nwhen I receive [refresh v]\nbroadcast (Platformer-tick v)\n\n@Sprite1\n\nwhen I receive [run platformer v]\nPlatformer\nbroadcast (Refresh v)\n\ndefine Platformer\nchange x by (Speed)\nif <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (1)\n if <touching color (#8050c7)?> then\n change y by (-12)\n repeat ([abs v] of (Speed) )\n if <touching color (#8050c7)?> then\n change x by ((0) - ((Speed) / ([abs v] of (Speed) )))\n end\n end\n set [speed 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\nend\nchange y by (Jump)\nif <touching color (#8050c7)?> then\n if <(Jump) > [0]> then\n repeat until <not <touching color (#8050c7)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#8050c7)?>>\n change y by (1)\n end\n end\n set [jump v] to [0]\nend\nchange y by (-3)\nif <<key (up arrow v) pressed?> and <touching color (#8050c7)?>> then\n set [jump v] to [12]\nelse\n change [jump v] by (-1)\nend\nchange y by (3)\nif <key (right arrow v) pressed?> then\n if <(Speed) < [11]> then\n change [speed v] by (1)\n end\nelse\n if <key (left arrow v) pressed?> then\n if <(Speed) > [-11]> then\n change [speed v] by (-1)\n end\n else\n if <(Speed) > [0]> then\n change [speed v] by (-1)\n else\n if <(Speed) < [0]> then\n change [speed v] by (1)\n end\n end\n end\nend\nif <<<touching color (#ff0000)?> or <touching color (#ff7f7f)?>> or <(ScreenY) < [-550]>> then\n set [jump v] to [0]\n set [speed v] to [0]\n set [screenx v] to [-200]\n set [screeny v] to [0]\nend\nif <touching color (#c7509f)?> then\n set [jump v] to [0]\n set [speed v] to [0]\n set [screenx v] to [-200]\n set [screeny v] to [0]\n broadcast (Complete v)\nend\nchange [screenx v] by (x position)\nchange [screeny v] by (y position)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [speed v] to [0]\nset [jump v] to [0]\nset [screenx v] to [-200]\nset [screeny v] to [0]\nshow\ngo to x: (0) y: (0)\nset size to (50) %\ngo to [front v] layer\n\nset size to (200) %\n\n@Level\n\nwhen I receive [platformer-tick v]\ngo to x: ((0) - (ScreenX)) y: ((0) - (ScreenY))\nbroadcast (Run platformer v)\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen I receive [complete v]\nnext costume\n\nset size to (200) %\n\n@Bubbles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwait (pick random (0.1) to (0.6)) seconds\n\nwhen I start as a clone\nshow\nset [ghost v] to (pick random (10) to (50))\nset size to (pick random (50) to (120)) %\nset [ghost v] effect to (100)\ngo to [back v] layer\ngo to (random position v)\npoint in direction (pick random (-180) to (-150))\nrepeat (10)\n change [ghost v] effect by ((0) - ((ghost) / (10)))\nend\nrepeat (pick random (10) to (30))\n move (2) steps\n turn right (pick random (0) to (5)) degrees\nend\nrepeat (10)\n move (2) steps\n turn right (pick random (0) to (20)) degrees\n change [ghost v] effect by (10)\n delete this clone\nend\n\n@Words\n\nwhen flag clicked\nhide\n\n
FINALLY! Someone made a good scrolling engine other than @griffpatch !! (no offense if you did, if you comment your version I'll give it a love to make up!)\n∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫\nArrows to move!\nLove and Favorite!\n∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫∫\nI aim to have 25 levels. If this gets on trending or front paged, tell me in the comments and I will release 5-10 more.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAdvertise your platformers here! Only ONE ad per user!
lightning || a mobile platformer
@Stage\n\nwhen I receive [go v]\nwait (1) seconds\nforever\n play sound [Coldplay || Fix You v] until done\nend\n\nwhen I receive [introduction v]\nplay sound [Coldplay || Paradise v] until done\n\n@Intro\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nset [level v] to [0]\nswitch backdrop to (intro backdrop v)\nswitch costume to (giphy-1 v)\nstart sound [Something Just Like This || Short Version v]\nrepeat (199)\n next costume\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nswitch backdrop to (home v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000001)\ngo to x: (0) y: (200)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nglide (1) secs to x: (0) y: (0)\n\n@Introduction\n\nwhen flag clicked\nhide\n\nwhen I receive [introduction v]\nshow\nswitch costume to (costume1 v)\nrepeat (7)\n wait (5) seconds\n broadcast (change v)\n next costume\nend\nwait (5) seconds\nhide\nbroadcast (change v)\nbroadcast (go v)\n\n@Change\n\nwhen flag clicked\nhide\n\nwhen I receive [change v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nhide\n\n@Player\n\nwhen [s v] key pressed\nif <not <(Level) = [15]>> then\n change [level v] by (1)\n broadcast (change v)\n go to x: (-175) y: (-50)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n change [level v] by (1)\n broadcast (change v)\n go to x: (-175) y: (-50)\n switch costume to (costume1 v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-175) y: (-50)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [level v]\ngo to x: (-175) y: (-50)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\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 <<mouse down?> and <(mouse y) > (y position)>>> 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 (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 <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [13]\n end\n end\n if <touching (spikes v)?> then\n broadcast (touched spikes v)\n repeat (10)\n change [ghost v] effect by (1)\n end\n wait (0.25) seconds\n go to x: (-175) y: (-50)\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (bouncy v)?> then\n set [yv v] to [20]\n end\n change y by (1)\nend\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nforever\n go to (player v)\n go [backward v] (1) layers\n if <(Level) < [8]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume2 v)\n end\n if <(Level) > [8]> then\n hide\n stop [this script v]\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [key v]\nhide\n\n@Bouncy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n go to x: (0) y: (-10)\n else\n go to x: (0) y: (0)\n end\nend\n\n@Story\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\nwhen I receive [key v]\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (1.3)\n end\n repeat (10)\n change size by (-1.3)\n end\n repeat (10)\n change size by (-1.3)\n end\n repeat (10)\n change size by (1.3)\n end\nend\n\nwhen I receive [go v]\npoint in direction (90)\nshow\nforever\n repeat (20)\n turn right (-2.5) degrees\n end\n repeat (20)\n turn right (2.5) degrees\n end\n repeat (20)\n turn right (2.5) degrees\n end\n repeat (20)\n turn right (-2.5) degrees\n end\nend\n\nwhen I receive [go v]\nshow\nforever\n if <(Level) = [1]> then\n go to x: (180) y: (-30)\n switch costume to (costume1 v)\n end\n if <(Level) = [2]> then\n go to x: (200) y: (-50)\n end\n if <(Level) = [3]> then\n go to x: (175) y: (100)\n end\n if <(Level) = [4]> then\n go to x: (200) y: (140)\n end\n if <(Level) = [5]> then\n go to x: (-125) y: (100)\n end\n if <(Level) = [6]> then\n go to x: (130) y: (-75)\n end\n if <(Level) = [7]> then\n go to x: (180) y: (135)\n end\n if <(Level) = [8]> then\n go to x: (115) y: (20)\n switch backdrop to (game2 v)\n switch costume to (costume2 v)\n end\n if <(Level) = [9]> then\n go to x: (200) y: (-80)\n switch backdrop to (game3 v)\n end\n if <(Level) = [10]> then\n go to x: (200) y: (-40)\n end\n if <(Level) = [11]> then\n go to x: (200) y: (-85)\n end\n if <(Level) = [12]> then\n go to x: (200) y: (0)\n end\n if <(Level) = [13]> then\n go to x: (180) y: (-85)\n end\n if <(Level) = [14]> then\n go to x: (190) y: (125)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen I receive [go v]\nset [brightness v] effect to (75)\nshow\nforever\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n repeat (10)\n change [brightness v] effect by (5)\n end\nend\n\n@Touched Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [touched spikes v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (0.5) seconds\nhide\n\nwhen I receive [change v]\nhide\n\n@Mini Light\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (180)\ngo to x: (pick random (-200) to (200)) y: (185)\nset size to (pick random (10) to (15)) %\nset [ghost v] effect to (pick random (30) to (50))\ngo to [back v] layer\nrepeat until <(y position) < [-220]>\n change y by (-1.25)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n show\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\n@Home1\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Home]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (120) %\n if <mouse down?> then\n broadcast (introduction v)\n broadcast (change v)\n switch backdrop to (game1 v)\n hide\n end\n else\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Home2\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Home]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (120) %\n go to x: (0) y: (10)\n if <mouse down?> then\n broadcast (go v)\n broadcast (change v)\n switch backdrop to (game1 v)\n hide\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [introduction v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Home3\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Home]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n go to x: (-35) y: (5)\n set size to (120) %\n if <mouse down?> then\n broadcast (instructions v)\n broadcast (change v)\n switch backdrop to (credits and stuff v)\n hide\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [introduction v]\nhide\n\n@Back Home\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Credits and Stuff]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n go to x: (35) y: (20)\n set size to (120) %\n if <mouse down?> then\n broadcast (change v)\n switch backdrop to (home v)\n hide\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n else\n hide\n end\nend\n\n@Family\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [level v] to [0]\nwait until <(Level) = [15]>\nshow\n\nwhen I receive [key v]\nwait (1) seconds\nsay [Yay!!! You found us! We were so worry...] for (5) seconds\nsay [Thank you for completing your mission.] for (5) seconds\nsay [You were very brave.] for (5) seconds\nsay [Love, Favorite and Follow for more...] for (5) seconds\nsay [I hope you liked the game.] for (5) seconds\nsay [Are you still here?] for (5) seconds\nsay [This is the end... for now.] for (5) seconds\nsay [Love, Favorite and Follow for more.] for (5) seconds\n\n@Key\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [level v] to [0]\nwait until <(Level) = [15]>\nshow\nforever\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (key v)\n end\nend\n\n@The End\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [key v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n
==========================================\nᒪIGᕼTᑎIᑎG || ᗩ ᗰOᗷIᒪE ᑭᒪᗩTᖴOᖇᗰEᖇ\n==========================================\n[ play the sequel ]\n[ https://scratch.mit.edu/projects/347297963 ]\n==========================================\n[ use arrow keys or touch to move ]\n[ don't touch ∆ ]\n[ π makes you jump very high ]\n[ get to the portal to pass the level ]\n[ all levels are possible ]\n[ press R to restart a level ]\n[ press S to skip a level ]\n[ find your family, and have fun ]\n==========================================\nOnce upon a time...\nYou had a family.\nYou were the happiest cube on Earth.\nBut then a storm came...\nAnd it blew them away.\nYou were alone. \nYou were lost in the dark.\nYou couldn't see anything.\nThen you were it by a lightning that gave you the power to light up everything around you.\nNow you must find your family!\n==========================================\n#lightning #a #mobile #platformer
Secret ( A Platformer )
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<(☁ highsore) > (time)> and <(backdrop [number v]) = [10]>> then\n set [☁ highsore v] to (time)\n end\nend\n\nhide variable [☁ highsore v]\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n show variable [☁ highsore v]\n end\nend\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 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]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#000000)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <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 (#000000)?> or <<touching color (#000000)?> or <touching color (#000000)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <<touching color (#000000)?> or <touching color (#000000)?>>>> 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) > [400]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\n if <(backdrop [number v]) = [10]> then\n stop [this script v]\n end\nend\n\nset [☁ highsore v] to [50]\n\n@Sprite2\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
Use the arrow keys to move\nYou must find the secrets in every level to pass it\nall levels are possible if you find the secret/secrets.\n\n
Chrome! a platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [win v] to [false]\nswitch backdrop to (backdrop1 v)\nstart sound [afterinfinity-try-again-orchestral-mix-royalty-free-music-Wn1exSUWK4 v]\n\nwhen I receive [start finish v]\nswitch backdrop to (backdrop2 v)\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nwait (1) seconds\nset volume to (100) %\nrepeat until <(win) = [true]>\n play sound [3341-adventure-meme-by-kevin-macleod v] until done\nend\n\n@Intro\n\nwhen flag clicked\nshow\nchange [ghost v] effect by (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (show P v)\n\nwhen I receive [start finish v]\nhide\n\n@Intro2\n\nwhen flag clicked\nhide\ngo to x: (237) y: (-21)\n\nwhen I receive [show p v]\nshow\nglide (0.1) secs to x: (191) y: (-24)\n\nwhen I receive [start finish v]\nhide\n\n@Player\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Sidemovmentspeed: (side movment) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y velocity)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (space v) pressed?> or <<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 (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movment) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movment)))) * (friction))\nchange x by (X velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <<touching (platform v)?> or <touching color (#000000)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (platform v)?> then\n change y by (slope)\n repeat until <not <<touching (platform v)?> or <touching color (#000000)?>>>\n change x by ((([abs v] of (X velocity) ) / (X velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nreset timer\nset size to (100) %\nhide\nset [time v] to [0]\nset [win v] to [0]\nhide variable [time v]\n\nwhen I receive [start finish v]\nswitch costume to (google v)\nshow\ngo to x: (-203) y: (0)\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (97) %\nswitch costume to (glow v)\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <[244] < (x position)> then\n broadcast (switch backdrop v)\n go to x: (-203) y: (0)\n end\nend\n\nwhen I receive [dead v]\ngo to x: (-203) y: (0)\nset size to (100) %\n\nwhen I receive [spike5 v]\nwait (0.1) seconds\nforever\n if <[244] < (x position)> then\n set [time v] to (timer)\n broadcast (i won v)\n go to x: (95) y: (-67)\n show variable [time v]\n set size to (125) %\n stop [all v]\n end\nend\n\nwhen I receive [project page v]\nhide\n\nwhen I receive [start finish v]\nforever\n if <touching (bounce pad v)?> then\n Platform Gravity: [-1] Jump Height: [20] Sidemovmentspeed: [3] Friction: [.7] Slope: [8]\n else\n Platform Gravity: [-1] Jump Height: [15] Sidemovmentspeed: [3] Friction: [.7] Slope: [8]\n end\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (platform1 v)\nhide\n\nwhen I receive [start finish v]\nshow\n\nwhen I receive [switch backdrop v]\nnext costume\nbroadcast (finish v)\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Platform4]> then\n broadcast (spike come v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Platform5]> then\n broadcast (spike2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Platform6]> then\n broadcast (spike3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Platform8]> then\n broadcast (spike4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Platform9]> then\n broadcast (spike5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Platform10]> then\n broadcast (last spike v)\n end\nend\n\nwhen I receive [i won v]\nhide\n\nwhen I receive [project page v]\nhide\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [start finish v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [switch backdrop v]\nnext costume\n\nwhen I receive [i won v]\nhide\n\nwhen I receive [project page v]\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (spike 1 v)\nhide\n\nwhen I receive [spike come v]\ngo to x: (6) y: (-122)\nshow\n\nwhen I receive [spike2 v]\nswitch costume to (spike2 v)\ngo to x: (-35) y: (-118)\ngo to [back v] layer\n\nwhen I receive [spike3 v]\nswitch costume to (spike 1 v)\ngo to x: (57) y: (67)\ngo to [back v] layer\n\nwhen I receive [spike4 v]\nswitch costume to (spike3 v)\ngo to x: (49) y: (-72)\ngo to [back v] layer\n\nwhen I receive [spike5 v]\nswitch costume to (spike4 v)\ngo to x: (59) y: (-73)\ngo to [back v] layer\n\nwhen I receive [last spike v]\nswitch costume to (spike5 v)\ngo to x: (59) y: (-72)\ngo to [back v] layer\n\nwhen I receive [i won v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (dead v)\n end\nend\n\n@bounce pad\n\nwhen flag clicked\nhide\n\nwhen I receive [spike2 v]\nshow\ngo to x: (-108) y: (-101)\n\nwhen I receive [spike4 v]\nhide\n\nwhen I receive [spike5 v]\nshow\n\nwhen I receive [i won v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [i won v]\nshow\n\nwhen I receive [project page v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [spike2 v]\nshow\n\nwhen I receive [spike3 v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\nbroadcast (project page v)\n\n@loader\n\nwhen I receive [show p v]\nwait (0.1) seconds\nshow\nwait (3) seconds\nbroadcast (start finish v)\nreset timer\nhide\n\nwhen flag clicked\nhide\n\n
This is a easy platformer, \nControls:\nWASD and arrow keys,\nspace to jump.\nPlz like fav and follow\n(Ma score is 36.399, anyone can beat it? With turbo mode, it's 20 somethin.)\n\n \n
Mountain Dwarf - Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [4]>\nchange [ghost v] effect by (25)\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [6]>\nclear graphic effects\n\n@Entry\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\ngo [forward v] (2) layers\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@START \n\nwhen flag clicked\nshow\ngo [forward v] (2) layers\n\nwhen this sprite clicked\nset volume to (65) %\nstart sound [Ship Bell v]\nbroadcast (START v)\nwait (3.5) seconds\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (10)\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (400)) ) * (2.5)))\n set size to ((120) + (([cos v] of (((timer) - (1)) * (250)) ) * (5))) %\nend\n\n@BLACK\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (4.25) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\ngo [forward v] (200) layers\nwait until <(Stage) = [8]>\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (4.25) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\ngo to [front v] layer\n\n@The LEVEL ENTRY\n\nwhen flag clicked\nset size to (195) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (400)) ) * (2.5)))\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1.2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [start v]\ngo [forward v] (201) layers\nwait until <(Stage) = [8]>\nswitch costume to (costume2 v)\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1.2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@PLAYER\n\nwhen flag clicked\nswitch costume to (idle v)\ngo to x: (0) y: (0)\nhide\nset [level v] to [0]\nset [stage v] to [0]\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 (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?> 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 (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\nend\nif <(Y Velocity) > [2]> then\n switch costume to (idle v)\nend\nif <(Y Velocity) < [-2]> then\n switch costume to (idle v)\nend\nif <(X Velocity) > [2]> then\n switch costume to (walk right v)\nend\nif <(X Velocity) < [-2]> then\n switch costume to (walk left v)\nend\nif <not <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (s v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>>>>>>> then\n switch costume to (idle v)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (squashed v)\nend\n\nwhen I receive [start v]\nwait (8) seconds\nshow\ngo to [front v] layer\ngo to x: (-68) y: (150)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [12] Side Movement Speed [3] Friction [0.7] Slope: [8]\nend\n\nwhen backdrop switches to [backdrop2 v]\nset [level v] to [1]\nset [stage v] to [1]\n\nwhen flag clicked\nforever\n if <(Stage) = [1]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-180) y: (10)\n end\n end\n if <(Stage) = [2]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-180) y: (165)\n end\n end\n if <(Stage) = [3]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-180) y: (60)\n end\n end\n if <(Stage) = [4]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-180) y: (55)\n end\n end\n if <(Stage) = [5]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-200) y: (90)\n end\n end\n if <(Stage) = [6]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-190) y: (115)\n end\n end\n if <(Stage) = [7]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-190) y: (-45)\n end\n end\n if <(Stage) = [8]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-200) y: (60)\n end\n end\n if <(Stage) = [9]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-83) y: (28)\n end\n end\n if <(Stage) = [10]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-190) y: (45)\n end\n end\n if <(Stage) = [11]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-235) y: (-130)\n end\n end\n if <(Stage) = [12]> then\n if <touching (finish v)?> then\n broadcast (Next level v)\n change [stage v] by (1)\n go to x: (-208) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [1]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-170) y: (-20)\n clear graphic effects\n end\n end\n if <(Stage) = [2]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-170) y: (-20)\n clear graphic effects\n end\n end\n if <(Stage) = [3]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-165) y: (162)\n clear graphic effects\n end\n end\n if <(Stage) = [4]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-197) y: (70)\n clear graphic effects\n end\n end\n if <(Stage) = [5]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-189) y: (10)\n clear graphic effects\n end\n end\n if <(Stage) = [6]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-176) y: (37)\n clear graphic effects\n end\n end\n if <(Stage) = [7]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-190) y: (120)\n clear graphic effects\n end\n end\n if <(Stage) = [8]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-209) y: (-35)\n clear graphic effects\n end\n end\n if <(Stage) = [9]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-200) y: (85)\n clear graphic effects\n end\n end\n if <(Stage) = [9]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-190) y: (90)\n clear graphic effects\n end\n end\n if <(Stage) = [10]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-190) y: (13)\n clear graphic effects\n end\n end\n if <(Stage) = [11]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-190) y: (45)\n clear graphic effects\n end\n end\n if <(Stage) = [12]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-200) y: (-130)\n clear graphic effects\n end\n end\n if <(Stage) = [13]> then\n if <touching (spikes v)?> then\n Death Animation\n go to x: (-208) y: (0)\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nwait until <(Stage) = [8]>\nset [level v] to [2]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (4.25) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\n\nwhen I receive [start v]\nset volume to (120) %\nforever\n play sound [Hall of the Mountain King \(1\) v] until done\n wait (pick random (3) to (5)) seconds\nend\n\ndefine Death Animation\nrepeat (5)\n change [brightness v] effect by (20)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n Death Animation\n end\nend\n\n@LEVEL\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [backdrop2 v]\nwait (2.7) seconds\ngo [forward v] (50) layers\nswitch costume to (1 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait until <(Stage) = [8]>\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (4.25) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\n@Coins\n\nwhen flag clicked\nforever\n if <(Stage) = [1]> then\n go to x: (160) y: (-100)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [2]> then\n go to x: (174) y: (140)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [3]> then\n go to x: (175) y: (51)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [4]> then\n go to x: (-70) y: (57)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [5]> then\n go to x: (100) y: (-140)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [6]> then\n go to x: (120) y: (60)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\n\nforever\n if <(Stage) = [6]> then\n go to x: (120) y: (60)\n go to [front v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [7]> then\n go to x: (205) y: (-84)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (270)) ) * (14)))\n set size to ((20) + (([cos v] of (((timer) - (1)) * (250)) ) * (5))) %\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [8]> then\n go to x: (143) y: (26)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [9]> then\n go to x: (59) y: (-91)\n go to [back v] layer\n show\n forever\n if <touching (player v)?> then\n wait (0.15) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset volume to (10) %\nforever\n if <touching (player v)?> then\n play sound [Collect v] until done\n end\nend\n\n@Finish\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nwait (6) seconds\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <(Stage) = [7]> then\n wait until <touching (player v)?>\n hide\n wait (4) seconds\n show\n end\nend\n\n@Special\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Like and Love\n\nwhen I receive [start v]\nclear graphic effects\nwait (6.5) seconds\ngo [forward v] (130) layers\ngo to x: (0) y: (-150)\nshow\nrepeat (30)\n change y by (((0) - ((y position) * (0.2))) * (1))\n change [ghost v] effect by (-4)\nend\nwait (2) seconds\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (1))\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\nhide\n\n@Без названия - 2019-11-24T155709\n\n
-Neon- (A platformer)
@Stage\n\nwhen flag clicked\nset [graphics v] to [0]\nforever\n change [color v] effect by (1)\n if <(Graphics) = [1]> then\n stop all sounds\n end\nend\n\nwhen I receive [intro done v]\nwait (5) seconds\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (6)) until done\n wait (pick random (0) to (1.0)) seconds\nend\n\nwhen [g v] key pressed\nif <(Graphics) = [1]> then\n set [graphics v] to [0]\nelse\n set [graphics v] to [1]\nend\n\n@Player\n\nforever\n if <(Level) = [14]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n set [moving v] to [0]\n wait (0.5) seconds\nend\n\nchange x by (10)\n\nwhen flag clicked\ngo to x: (-220) y: (-100)\nforever\n if <(y position) < [-160]> then\n go to x: (-220) y: (-100)\n end\n if <key (r v) pressed?> then\n go to x: (-220) y: (-100)\n end\n go to [front v] layer\n if <(Graphics) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [fadein v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (-235) y: (-90)\nset [takeoffspeed v] to [13]\nset [ma variable v] to [2]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nif <(moving) = [1]> then\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n change [color v] effect by (-1)\nend\ndelete this clone\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\nset [moving v] to [0]\nwait (1) seconds\nforever\n set [y v] to (y position)\n change y by (Fallspeed)\n if <touching (ground v)?> then\n change y by ((0) - (Fallspeed))\n set [fallspeed v] to [0]\n else\n change [fallspeed v] by (Gravity)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [moving v] to [1]\n change y by (-1)\n if <touching (ground v)?> then\n set [fallspeed v] to (TakeoffSpeed)\n end\n change y by (1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[50] < (mouse x)> and <mouse down?>>> then\n set [moving v] to [1]\n change [ma variable v] by (1)\n change x by (ma variable)\n if <touching (ground v)?> then\n change y by (1)\n change x by ((0) - ((ma variable) * (0.2)))\n end\n if <touching (ground v)?> then\n change y by (2)\n change x by ((0) - ((ma variable) * (0.2)))\n end\n if <touching (ground v)?> then\n change y by (3)\n change x by ((0) - ((ma variable) * (0.5)))\n end\n if <touching (ground v)?> then\n change y by (4)\n change x by ((0) - ((ma variable) * (0.08)))\n end\n if <touching (ground v)?> then\n change y by (10)\n change x by ((0) - ((ma variable) * (0.01)))\n end\n if <touching (ground v)?> then\n change y by (10)\n change x by ((0) - ((ma variable) * (0.01)))\n end\n if <touching (ground v)?> then\n change y by (-50)\n change x by ((0) - (ma variable))\n show\n end\n end\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 set [moving v] to [1]\n change [ma variable v] by (0.6)\n change x by ((0) - (ma variable))\n if <touching (ground v)?> then\n change y by (1)\n change x by ((ma variable) * (0.2))\n end\n if <touching (ground v)?> then\n change y by (2)\n change x by ((ma variable) * (0.2))\n end\n if <touching (ground v)?> then\n change y by (3)\n change x by ((ma variable) * (0.5))\n end\n if <touching (ground v)?> then\n change y by (4)\n change x by ((ma variable) * (0.08))\n end\n if <touching (ground v)?> then\n change y by (10)\n change x by ((ma variable) * (0.01))\n end\n if <touching (ground v)?> then\n change y by (10)\n change x by ((ma variable) * (0.01))\n if <touching (ground v)?> then\n change y by (-50)\n change x by (ma variable)\n show\n end\n end\n end\n change [ma variable v] by (-0.5)\n if <(ma variable) > [9]> then\n set [ma variable v] to [9]\n end\n if <(ma variable) < [4]> then\n set [ma variable v] to [4]\n end\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) < [31]> then\n if <(x position) > [230]> then\n go to x: (-220) y: (-100)\n broadcast (Next level v)\n change [level v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n change y by (0.01)\n end\nend\n\nwhen flag clicked\n\nforever\n\n@Ground\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\n\nif <(Graphics) = [0]> then\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (-neon- v)\n\nwhen flag clicked\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [play v]\nforever\n set [ghost v] effect to (100)\n hide\nend\n\n@-Neon-\n\nwhen I receive [intro done v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nforever\n set [ghost v] effect to (100)\n hide\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@A platformer by @requin323\n\nwhen I receive [intro done v]\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\n\nbroadcast (Play v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (@requin323 logo v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (2) seconds\nswitch costume to (scratch logo v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nbroadcast (Intro done v)\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n wait until <mouse down?>\n if <(playing) = [0]> then\n hide\n broadcast (Intro done v)\n broadcast (New game v)\n end\nend\n\nwhen flag clicked\nshow\n\n@Play button\n\nwhen I receive [intro done v]\nbroadcast (New game v)\nset size to (250) %\ngo to x: (0) y: (-70)\nwait (2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (fadein v)\nbroadcast (Play v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nforever\n set [ghost v] effect to (100)\n hide\nend\n\n@Mouse trail\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to x: (mouse x) y: (mouse y)\n change [color v] effect by (1)\n if <(Graphics) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n go to x: (mouse x) y: (mouse y)\n turn right (pick random (1) to (10)) degrees\n if <(Graphics) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n go to x: (mouse x) y: (mouse y)\n turn right (pick random (1) to (10)) degrees\n if <(Graphics) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n change [color v] effect by (.5)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n repeat (20)\n turn right (8) degrees\n change [ghost v] effect by (5)\n end\nelse\n repeat (20)\n turn right (-8) degrees\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\n@Graphic effects\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (0.1)) seconds\n if <(Graphics) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\nshow\nset size to (pick random (1) to (100)) %\nrepeat (20)\n change [ghost v] effect by (3.5)\nend\nrepeat (20)\n change [ghost v] effect by (1)\nend\nrepeat (20)\n change [ghost v] effect by (0.4)\nend\nrepeat (20)\n change [ghost v] effect by (0.1)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [fadein v]\nshow\nforever\n switch costume to (Level)\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\nWASD/arrow keys for laptop/desktop, touch where you want to go on mobile [-LAPTOP/DESKTOP ONLY- G to turn graphic and music effects on/off. Doing this reduces lag. I would advise you to turn graphic effects off on levels that are just dots, as the effects make it hard to see the dots. Press G twice to get a new song.]\n30 levels.\n\nThere are places you can get stuck in. If you find yourself in one of these places, just hit 'R' to restart the level.\n
|| The Cave || Platformer ||
@Stage\n\nwhen flag clicked\nswitch backdrop to (black v)\n\nwhen I receive [start game v]\nstop all sounds\nswitch backdrop to (black v)\n\nwhen I receive [backdrop switch v]\nstop all sounds\nswitch backdrop to (blue v)\nforever\n play sound [Main Title. v] until done\nend\n\nwhen I receive [stop all! v]\nswitch backdrop to (red v)\n\nwhen I receive [explode v]\nstop [other scripts in sprite v]\nstop all sounds\nwait (1.2) seconds\nplay sound [Explode v] until done\n\nwhen I receive [boss begin! v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Boss Fight v] until done\nend\n\nwhen I receive [game complete! v]\nswitch backdrop to (black v)\n\nwhen I receive [game complete! v]\nstop [other scripts in sprite v]\nforever\n set volume to (10) %\n play sound [Crab Rave v] until done\nend\n\nwhen I receive [sans v]\nswitch backdrop to (sans v)\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nforever\n set volume to (60) %\n play sound [Undertale Megolovania v] until done\nend\n\nbroadcast (Game Complete! v)\n\nforever\n set volume to (0) %\nend\n\nplay sound [Undertale Megolovania v] until done\n\nwhen [g v] key pressed\nif <(Game On?) = [On]> then\n wait until <key (o v) pressed?>\n wait until <key (t v) pressed?>\n wait until <key (o v) pressed?>\n wait until <key (b v) pressed?>\n wait until <key (o v) pressed?>\n wait until <key (s v) pressed?>\n wait until <key (s v) pressed?>\n wait until <key (n v) pressed?>\n wait until <key (o v) pressed?>\n wait until <key (w v) pressed?>\n set [level v] to [29]\nend\n\nwhen I receive [start game 1 v]\nset volume to (40) %\nswitch backdrop to (start screen v)\nplay sound [Start Screen Music v] until done\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset size to (30) %\nset [ghost v] effect to (0)\nhide\nset volume to (20) %\ngo to x: (-213) y: (-106)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [able to jump left? v] to [0]\nset [able to jump right? v] to [0]\nforever\n if <(Game On?) = [On]> then\n change x by (X)\n change y by (Y)\n else\n set [x v] to [0]\n set [y v] to [0]\n set [able to jump left? v] to [0]\n set [able to jump right? v] to [0]\n end\nend\n\ndefine Jump\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<touching (platforms v)?> or <<(Able to Jump Right?) = [Yes]> or <(Able to Jump Left?) = [Yes]>>> then\n set [y v] to [12]\n end\nend\n\ndefine Gravity\nif <not <touching (platforms v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (-0.8)\n else\n change [y v] by (-1)\n end\nend\n\ndefine Left/Right Move\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.3)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.3)\nend\nif <<(X) > [-0.2]> and <(X) < [0.2]>> then\n set [x v] to [0]\nelse\n set [x v] to ((X) * (0.9))\nend\nif <(X) > [10]> then\n set [x v] to [10]\nend\nif <(X) < [-10]> then\n set [x v] to [-10]\nend\n\ndefine Don't Sink Into the Ground\nif <touching (platforms v)?> then\n if <(Y) < [0]> then\n set [y v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\n if <(Y) = [0]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Game On?) = [On]> then\n Left/Right Move\n end\nend\n\nwhen flag clicked\nforever\n if <(Game On?) = [On]> then\n Gravity\n end\nend\n\nwhen flag clicked\nforever\n if <(Game On?) = [On]> then\n Jump\n end\nend\n\nwhen flag clicked\nforever\n if <(Game On?) = [On]> then\n Don't Sink Into the Ground\n end\nend\n\nwhen flag clicked\nforever\n if <(Game On?) = [On]> then\n Kill\n end\nend\n\ndefine Kill\nif <touching color (#800000)?> then\n set [game on? v] to [Off]\n set [ghost v] effect to (0)\n point in direction (90)\n repeat (9)\n turn right (20) degrees\n end\n repeat (20)\n change y by (-5)\n change [ghost v] effect by (5)\n end\n hide\n wait (0.5) seconds\n go to x: (-213) y: (-106)\n point in direction (90)\n set [ghost v] effect to (0)\n show\n set [game on? v] to [On]\nend\n\ndefine Trampoline\nforever\n if <(Sans) = [0]> then\n if <not <(Boss Fight) = [On]>> then\n if <touching color (#8d00ff)?> then\n set [y v] to [20]\n start sound [Jump v]\n end\n else\n if <touching color (#8d00ff)?> then\n broadcast (Powerup! v)\n end\n end\n else\n if <touching color (#8d00ff)?> then\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game On?) = [On]> then\n Trampoline\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-106)\n\nwhen flag clicked\nset [sans v] to [0]\nforever\n if <(Sans) = [0]> then\n if <touching (flag v)?> then\n wait (0.6) seconds\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-213) y: (-106)\n wait (0.5) seconds\n end\n else\n stop [this script v]\n end\nend\n\nif <(Game On?) = [On]> then\n show\nelse\n hide\nend\n\nwhen I receive [backdrop switch v]\nshow\ngo to [front v] layer\n\nwhen I receive [weak spot v]\ngo to x: (-213) y: (-106)\n\nwhen I receive [stop all! v]\nhide\n\nwhen I receive [back to start v]\ngo to x: (-213) y: (-106)\n\nshow\ngo to [front v] layer\n\nwhen I receive [sans v]\ngo to x: (-213) y: (-106)\nset [game on? v] to [Off]\nwait (2) seconds\nset [game on? v] to [On]\n\nset [game on? v] to [On]\n\nwhen I receive [sans v]\ngo to x: (-213) y: (-106)\ngo to [front v] layer\nshow\n\nwhen I receive [game complete! v]\nhide\n\nwhen I receive [game complete! v]\nhide\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nset [level v] to [29]\n\n@Platforms\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nforever\n if <(Game On?) = [On]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [backdrop switch v]\nshow\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\n\nwhen I receive [sans v]\n\nwhen I receive [game complete! v]\nhide\n\nwhen I receive [sans v]\n\n\nwhen I receive [sans 3 v]\n\nwhen I receive [sans change v]\nswitch costume to (sans 2 v)\n\nwhen I receive [sans change 2 v]\nswitch costume to (sans 3 v)\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nset [sans 2 v] to [1]\nset [sans v] to [1]\nshow\nswitch costume to (sans 1 v)\nforever\n if <(Sans 2) = [2]> then\n switch costume to (sans v)\n wait until <(Sans 2) = [3]>\n switch costume to (sans v)\n wait until <(Sans 2) = [4]>\n switch costume to (sans v)\n wait until <(Sans 2) = [5]>\n switch costume to (sans v)\n end\nend\n\nswitch costume to (sans v)\n\nbroadcast (Game Complete! v)\n\nbroadcast (sans change v)\n\nchange [level v] by (1)\n\n@Flag\n\nwhen flag clicked\nswitch costume to (green flag v)\nset [ghost v] effect to (0)\nforever\n if <(Level) = [1]> then\n go to x: (218) y: (-102)\n end\n if <(Level) = [2]> then\n go to x: (218) y: (-102)\n end\n if <(Level) = [3]> then\n go to x: (214) y: (125)\n end\n if <(Level) = [4]> then\n go to x: (76) y: (-99)\n end\n if <(Level) = [5]> then\n go to x: (183) y: (142)\n end\n if <(Level) = [6]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [7]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [8]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [9]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [10]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [11]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [12]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [13]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [14]> then\n go to x: (154) y: (-101)\n end\n if <(Level) = [15]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [16]> then\n go to x: (210) y: (130)\n end\n if <(Level) = [17]> then\n go to x: (210) y: (130)\n end\n if <(Level) = [18]> then\n go to x: (164) y: (103)\n end\n if <(Level) = [19]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [20]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [21]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [22]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [23]> then\n go to x: (216) y: (90)\n end\n if <(Level) = [24]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [25]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [26]> then\n go to x: (212) y: (143)\n end\n if <(Level) = [27]> then\n go to x: (211) y: (-101)\n end\n if <(Level) = [28]> then\n go to x: (223) y: (-10)\n end\n if <(Level) = [29]> then\n go to x: (160) y: (108)\n show\n end\n if <(Level) = [30]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nforever\n if <(Game On?) = [On]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [game on? v] to [Off]\n broadcast (Next Level v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n if <not <(Level) = [30]>> then\n set [game on? v] to [On]\n end\n end\nend\n\nwait (0.5) seconds\n\nwhen I receive [backdrop switch v]\nshow\n\nwhen I receive [next level v]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nshow\ngo to x: (-6) y: (146)\nwait until <touching (player v)?>\ngo to x: (90) y: (70)\ngo to [back v] layer\nbroadcast (sans change v)\nwait until <touching (player v)?>\ngo to x: (-22) y: (-3)\ngo to [back v] layer\nbroadcast (Sans change 2 v)\nwait until <touching (player v)?>\nhide\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (Game Complete! v) and wait\nstop [this script v]\n\nwhen flag clicked\nforever\n\n@Red/Trampoline\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [backdrop switch v]\nshow\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nbroadcast (If Touching Player... v)\nshow\nswitch costume to (32 v)\nforever\n if <(Sans 2) = [2]> then\n switch costume to (sans v)\n wait until <(Sans 2) = [3]>\n switch costume to (sans v)\n wait until <(Sans 2) = [4]>\n switch costume to (sans v)\n wait until <(Sans 2) = [5]>\n switch costume to (sans v)\n end\nend\n\nwhen I receive [sans change v]\nshow\nswitch costume to (33 v)\n\nwhen I receive [sans change 2 v]\nshow\nswitch costume to (34 v)\n\nswitch costume to (32 v)\n\nwhen I receive [if touching player... v]\nforever\n if <touching (player v)?> then\n change [sans 2 v] by (1)\n hide\n wait (0.5) seconds\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nswitch costume to (costume3 v)\n\n@Sensor Left\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n set [x v] to [4]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n set [able to jump left? v] to [Yes]\n else\n set [able to jump left? v] to [No]\n end\nend\n\nwhen I receive [stop all! v]\nhide\n\n@Sensor Right\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n set [x v] to [-4]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n set [able to jump right? v] to [Yes]\n else\n set [able to jump right? v] to [No]\n end\nend\n\nwhen I receive [stop all! v]\nhide\n\n@Sensor Up\n\nwhen flag clicked\nset size to (30) %\nshow\nset [ghost v] effect to (100)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (platforms v)?> then\n set [y v] to [-3]\n end\nend\n\nwhen I receive [stop all! v]\nhide\n\n@Cutscene 1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\ngo to [front v] layer\nwait (2) seconds\nstart sound [Suspense v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Cutscene 2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\ngo to [front v] layer\nwait (4) seconds\nstart sound [Dun Dun Dunnn v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Cutscene 3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\ngo to [front v] layer\nwait (6) seconds\nstart sound [Clock Ticking v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nset [level v] to [6]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Cutscene 4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\ngo to [front v] layer\nwait (8) seconds\nstart sound [Lose v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [game on? v] to [On]\nbroadcast (Backdrop Switch v)\n\nwhen I receive [backdrop switch v]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Play Button\n\nwhen flag clicked\nshow\nhide\nset [game on? v] to [Off]\nset [ghost v] effect to (0)\ngo to x: (0) y: (-100)\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start Game v)\nhide\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game 1 v]\nshow\nset [game on? v] to [Off]\nset [ghost v] effect to (0)\ngo to x: (0) y: (-100)\n\n@White Hider\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nrepeat (30)\n change [ghost v] effect by (-2.5)\nend\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\n\nwhen I receive [next level v]\nstart sound [High Whoosh v]\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [weak spot v]\nif <(Round) = [5]> then\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [explode v]\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [back to start v]\nset [game on? v] to [Off]\nset [level v] to [29]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nset [game on? v] to [On]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\nrepeat (2)\n change [ghost v] effect by (-50)\nend\n\nwhen I receive [start game 1 v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nset [ghost v] effect to (75)\n\n@Start Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game 1 v]\ngo to x: (0) y: (70)\nshow\n\n@Twonerds Logo\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start game 1 v]\ngo to x: (-213) y: (-153)\nshow\nset size to (60) %\n\n@Boss\n\nwhen flag clicked\nhide\nset [boss fight v] to [Off]\n\nwhen I receive [next level v]\nwait (0.7) seconds\nif <(Level) = [30]> then\n show\n broadcast (Boss Begin! v)\nend\n\nwhen I receive [boss begin! v]\nset [weak spot got? v] to [No]\nset [shot? v] to [No]\nset [round v] to [1]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nset size to (120) %\ngo to x: (100) y: (70)\nset [game on? v] to [Off]\nset [boss fight v] to [On]\nswitch costume to (happy v)\nwait (2.1) seconds\nswitch costume to (text 1 v)\nwait (2) seconds\nswitch costume to (text 2 v)\nwait (2) seconds\nswitch costume to (text 3 v)\nwait (2) seconds\nswitch costume to (text 4 v)\nbroadcast (Shake v)\nwait (4) seconds\nswitch costume to (text 5 v)\nwait (2) seconds\nswitch costume to (text 6 v)\nwait (2) seconds\nswitch costume to (text 7 v)\nwait (2) seconds\nswitch costume to (happy v)\nset [game on? v] to [On]\nbroadcast (Boss Fight Begin! v)\n\nwhen I receive [boss fight begin! v]\nforever\n switch costume to (happy v)\n if <(Shot?) = [No]> then\n broadcast (Boss Shoot v)\n wait (4) seconds\n end\n glide (3) secs to x: (150) y: (70)\n glide (3) secs to x: (100) y: (70)\nend\n\nset [level v] to [29]\n\nwhen I receive [weak spot v]\nif <(Round) = [5]> then\n set [game on? v] to [Off]\n broadcast (Stop All! v)\nelse\n set [game on? v] to [Off]\n switch costume to (ouch! v)\n wait (0.5) seconds\n set [weak spot got? v] to [Yes]\n switch costume to (recovery v)\n stop [other scripts in sprite v]\n wait (2) seconds\n glide (1) secs to x: (100) y: (70)\n set [game on? v] to [On]\n broadcast (Boss Back v)\n set [weak spot got? v] to [No]\nend\n\nwhen I receive [boss back v]\nforever\n switch costume to (happy v)\n if <(Shot?) = [No]> then\n broadcast (Boss Shoot v)\n wait (4) seconds\n end\n glide (3) secs to x: (150) y: (70)\n glide (3) secs to x: (100) y: (70)\nend\n\nwhen I receive [stop all! v]\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (dead v)\nset size to (120) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\npoint in direction (90)\nwait (3) seconds\nbroadcast (Explode v)\nrepeat (40)\n change [brightness v] effect by (2.5)\n change size by (5)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Game Complete! v)\n\nwhen I receive [back to start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sans v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Cannon 1\n\nwhen flag clicked\nset [ghost v] effect to (0)\npoint in direction (90)\nforever\n if <(Boss Fight) = [On]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [cannons down v] to [1]\nforever\n go to (boss v)\nend\n\nwhen I receive [shake v]\npoint in direction (90)\nrepeat (11)\n repeat (5)\n turn right (2) degrees\n end\n repeat (5)\n turn left (2) degrees\n end\nend\n\nwhen I receive [cannon down v]\nif <(Cannons Down) = [1]> then\n point in direction (90)\n go to (boss v)\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n change y by (-5)\n end\n change [cannons down v] by (1)\nend\n\nwhen I receive [boss begin! v]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Cannon 2\n\nwhen flag clicked\nforever\n if <(Boss Fight) = [On]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (boss v)\nend\n\nwhen I receive [shake v]\npoint in direction (90)\nrepeat (11)\n repeat (5)\n turn right (2) degrees\n end\n repeat (5)\n turn left (2) degrees\n end\nend\n\nwhen I receive [cannon down v]\nif <(Cannons Down) = [2]> then\n point in direction (90)\n go to (boss v)\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n change y by (-5)\n end\n change [cannons down v] by (1)\nend\n\nwhen I receive [boss begin! v]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Cannon 3\n\nwhen flag clicked\nforever\n if <(Boss Fight) = [On]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (boss v)\nend\n\nwhen I receive [shake v]\npoint in direction (90)\nrepeat (11)\n repeat (5)\n turn right (2) degrees\n end\n repeat (5)\n turn left (2) degrees\n end\nend\n\nwhen I receive [cannon down v]\nif <(Cannons Down) = [3]> then\n point in direction (90)\n go to (boss v)\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n change y by (-5)\n end\n change [cannons down v] by (1)\nend\n\nwhen I receive [boss begin! v]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Cannon 4\n\nwhen flag clicked\nforever\n if <(Boss Fight) = [On]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (boss v)\nend\n\nwhen I receive [shake v]\npoint in direction (90)\nrepeat (11)\n repeat (5)\n turn right (2) degrees\n end\n repeat (5)\n turn left (2) degrees\n end\nend\n\nwhen I receive [cannon down v]\nif <(Cannons Down) = [4]> then\n point in direction (90)\n go to (boss v)\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n change y by (-5)\n end\n change [cannons down v] by (1)\nend\n\nwhen I receive [boss begin! v]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Weak Spot\n\nwhen flag clicked\nset [powerup got? v] to [No]\nhide\n\nwhen I receive [powerup! v]\nrepeat until <(Powerup Got?) = [No]>\n go to x: ([x position v] of [boss v]) y: (18)\nend\nhide\n\nwhen I receive [powerup! v]\nshow\nswitch costume to (regular v)\n\nwhen I receive [powerup! v]\nwait until <touching (player v)?>\nbroadcast (Cannon Down v)\nhide\nset [shot? v] to [No]\nchange [round v] by (1)\nset [clones v] to [Dead]\nbroadcast (Weak Spot v)\n\nwhen I receive [powerup! v]\nset [powerup got? v] to [Yes]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Cannonball\n\nwhen I start as a clone\nrepeat until <(Clones) = [Dead]>\n move (3) steps\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(Clones) = [Dead]>\n if on edge, bounce\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(Clones) = [Dead]>\n if <touching (platforms v)?> then\n turn left (90) degrees\n end\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(Clones) = [Dead]>\n if <touching (player v)?> then\n change [player health v] by (-1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss shoot v]\nshow\nset [shot? v] to [Yes]\nif <(Round) = [1]> then\n set [clones v] to [Alive]\n point in direction (-50)\n go to x: (66) y: (103)\n create clone of (_myself_ v)\n point in direction (50)\n go to x: (146) y: (102)\n create clone of (_myself_ v)\n point in direction (120)\n go to x: (146) y: (27)\n create clone of (_myself_ v)\n point in direction (-120)\n go to x: (66) y: (27)\n create clone of (_myself_ v)\nend\nif <(Round) = [2]> then\n set [clones v] to [Alive]\n point in direction (50)\n go to x: (146) y: (102)\n create clone of (_myself_ v)\n point in direction (120)\n go to x: (146) y: (27)\n create clone of (_myself_ v)\n point in direction (-120)\n go to x: (66) y: (27)\n create clone of (_myself_ v)\nend\nif <(Round) = [3]> then\n set [clones v] to [Alive]\n point in direction (120)\n go to x: (146) y: (27)\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (0.5) seconds\n point in direction (-120)\n go to x: (66) y: (27)\n create clone of (_myself_ v)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nif <(Round) = [4]> then\n set [clones v] to [Alive]\n point in direction (-120)\n go to x: (66) y: (27)\n repeat (6)\n set [ball direction v] to (pick random (1) to (3))\n if <(Ball Direction) = [1]> then\n point in direction (-105)\n end\n if <(Ball Direction) = [2]> then\n point in direction (-135)\n end\n if <(Ball Direction) = [3]> then\n point in direction (150)\n end\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\nhide\n\nchange [round v] by (1)\n\nset [clones v] to [Dead]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\npoint in direction (0)\nrepeat (10)\n turn right (-1) degrees\n create clone of (_myself_ v)\nend\nrepeat (20)\nend\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [game complete! v]\ngo to x: (0) y: (-408)\nshow\ngo to [front v] layer\nglide (20) secs to x: (0) y: (450)\nbroadcast (End v) and wait\nstop [all v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Player Health\n\nwhen flag clicked\ngo to x: (-204) y: (-150)\nset size to (50) %\ngo to [front v] layer\nhide\nforever\n switch costume to (Player Health)\nend\n\nwhen I receive [boss begin! v]\nshow\ngo to [front v] layer\nset [player health v] to [4]\n\nwhen flag clicked\nforever\n if <<(Player Health) = [0]> or <(Player Health) < [0]>> then\n broadcast (Game Over v)\n stop [all v]\n end\nend\n\nset [player health v] to [4]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Boss Health\n\nwhen flag clicked\ngo to x: (107) y: (-150)\nset [player health v] to [4]\nset size to (50) %\ngo to [front v] layer\nhide\nforever\n switch costume to (((Round) * (-1)) + (5))\nend\n\nwhen I receive [boss begin! v]\ngo to [front v] layer\nshow\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n set size to (50) %\nend\n\nwhen I receive [sans v]\nstop [other scripts in sprite v]\nhide\n\n@Sans Ball\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-239]>\n change x by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [clones v] to [Dead]\n\nchange [round v] by (1)\n\nset [clones v] to [Dead]\n\nwhen I receive [stop all! v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back to start v]\nhide\n\nwhen I receive [sans v]\nhide\n\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Back to Start v)\n end\nend\n\nbroadcast (Sans v)\n\nwhen [l v] key pressed\n\nwhen I receive [sans v]\nforever\n wait (.7) seconds\n wait (pick random (1) to (3)) seconds\n set [clones v] to [0]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (186) y: (-67)\nend\n\nwhen I receive [sans v]\nforever\n wait (.5) seconds\n wait (pick random (1) to (3)) seconds\n set [clones v] to [0]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (186) y: (7)\nend\n\nwhen I receive [sans v]\nforever\n wait (.6) seconds\n wait (pick random (1) to (3)) seconds\n set [clones v] to [0]\n create clone of (_myself_ v)\n point in direction (-90)\n go to x: (186) y: (85)\nend\n\nwhen I receive [game complete! v]\nstop [other scripts in sprite v]\ndelete this clone\n\n\n\nwhen [s v] key pressed\nwait until <key (a v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (s v) pressed?>\nbroadcast (Sans v)\nset [boss fight v] to [On]\nset [sans v] to [0]\n\n@Intro\n\nwhen flag clicked\nbroadcast (Start Game 1 v)\n\nhide\nswitch costume to (doorway 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (doorway 2 v)\ncreate clone of (_myself_ v)\nif <<(current [date v]) = [1]> and <(current [month v]) = [1]>> then\n switch costume to (happy new year v)\n create clone of (_myself_ v)\nend\nif <<(current [date v]) = [14]> and <(current [month v]) = [2]>> then\n switch costume to (valentines v)\n create clone of (_myself_ v)\nend\nif <<(current [date v]) = [17]> and <(current [month v]) = [3]>> then\n switch costume to (st. patricks day v)\n create clone of (_myself_ v)\nend\nif <<(current [date v]) = [4]> and <(current [month v]) = [7]>> then\n switch costume to (4th of july v)\n create clone of (_myself_ v)\nend\nif <<(current [date v]) = [31]> and <(current [month v]) = [10]>> then\n switch costume to (halloween v)\n create clone of (_myself_ v)\nend\nif <<<(current [dayofweek v]) = [4]> and <(current [month v]) = [11]>> and <<(current [date v]) > [21]> and <(current [date v]) < [28]>>> then\n switch costume to (thanksgiving v)\n create clone of (_myself_ v)\nend\nif <<<(current [date v]) > [9]> and <(current [date v]) < [19]>> and <(current [month v]) = [12]>> then\n switch costume to (hannukah v)\n create clone of (_myself_ v)\nend\nif <<(current [date v]) = [25]> and <(current [month v]) = [12]>> then\n switch costume to (christmas v)\n create clone of (_myself_ v)\nend\nif <<<<not <<(current [date v]) = [1]> and <(current [month v]) = [1]>>> and <not <<(current [date v]) = [14]> and <(current [month v]) = [2]>>>> and <<not <<(current [date v]) = [17]> and <(current [month v]) = [3]>>> and <not <<(current [date v]) = [4]> and <(current [month v]) = [7]>>>>> and <<<not <<(current [date v]) = [31]> and <(current [month v]) = [10]>>> and <not <<<(current [dayofweek v]) = [4]> and <(current [month v]) = [11]>> and <<(current [date v]) > [21]> and <(current [date v]) < [28]>>>>> and <<not <<<(current [date v]) > [9]> and <(current [date v]) < [19]>> and <(current [month v]) = [12]>>> and <not <<(current [date v]) = [25]> and <(current [month v]) = [12]>>>>>> then\n switch costume to (logo v)\n create clone of (_myself_ v)\nend\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nstart sound [Intro Sound v]\nset volume to (100) %\nwait (4) seconds\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nif <<(costume [number v]) = [1]> or <<(costume [number v]) > [4]> and <(costume [number v]) < [13]>>> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n set size to (100) %\n repeat (20)\n change size by (25)\n change [ghost v] effect by (-5)\n end\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n repeat (10)\n change y by (2)\n end\n wait (2) seconds\n repeat (10)\n change y by (-2)\n end\n wait (1) seconds\n hide\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n point in direction (80)\n go to [front v] layer\n go to x: (0) y: (0)\n glide (1) secs to x: (-300) y: (0)\n hide\n wait (3) seconds\n show\n glide (1) secs to x: (0) y: (0)\n wait (0.5) seconds\n glide (1) secs to x: (-300) y: (0)\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point in direction (80)\n go to [front v] layer\n go to x: (0) y: (0)\n glide (1) secs to x: (300) y: (0)\n hide\n wait (3) seconds\n show\n glide (1) secs to x: (0) y: (0)\n wait (0.5) seconds\n glide (1) secs to x: (300) y: (0)\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n hide\n wait (1.5) seconds\n change [ghost v] effect by (100)\n show\n set size to (200) %\n point in direction (90)\n go to [front v] layer\n go to x: (-300) y: (-140)\n repeat (12)\n change x by (20)\n change [ghost v] effect by (-12.5)\n end\n repeat (50)\n change x by (2.5)\n end\n repeat (12)\n change x by (20)\n change [ghost v] effect by (12.5)\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\n\nwait (5.5) seconds\nbroadcast (Start Game 1 v)\n\n
• Arrow Keys or W, A, S, D to move. \n• R to reset.\n• R to stop glitches\n• Thank you for viewing! Leave a Love and Favorite!!\n\nNOTE: This is a very generic platformer! Please check out my profile for more non-generic platformers. :)
YELLOW PLATFORMER - MOBILE FRIENDLY!
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (100) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> 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?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 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 end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n end\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (message1 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (sprite3 v)?>> then\n reset\n end\n if <key (s v) pressed?> then\n broadcast (message1 v)\n reset\n wait (.1) seconds\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [message1 v]\nnext costume\nforever\n set [level v] to (costume [number v])\n if <(Level) = [4]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@bounce pad\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (165)\nset size to (pick random (10) to (100)) %\nshow\nset [ghost v] effect to (pick random (40) to (50))\nrepeat until <touching (_edge_ v)?>\n change y by (-5)\n change [ghost v] effect by (.5)\nend\ndelete this clone\n\n@THUMB NAIL\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n
Use arrow keys or WASD or tap to move\nMobile freindly\navoid falling and touching spikes\nbounce on bouncy things\ns to skip\nFEEL FREE TO REMIX AS MANY TIMES AS YOU WANT!
MineCraft Platformer 2 HACKED
@Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_theme_song_t2g_hardstyle_remix - reworked v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen I receive [gameover v]\nswitch backdrop to (backdrop1 v)\n\nchange [pitch v] effect by (-50)\n\nclear sound effects\n\n@Start End screens\n\nbroadcast (gameover v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (2.05)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [back v] layer\ngo to x: (-30) y: (260)\nset size to (100) %\nshow\nglide (1) secs to x: (-30) y: (40)\n\nwhen [9 v] key pressed\nshow\nif <mouse down?> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n switch costume to (thumbnail v)\n go to x: (0) y: (0)\n stop [all v]\nend\n\nwhen flag clicked\nset [holdingitem v] to [Nothing]\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (LaunchMinecraftSign v)\n\nhide\n\nset [holdingitem v] to [Nothing]\nset [level v] to [5]\nbroadcast (Start v)\nwait (0.1) seconds\nbroadcast (RestartLevel v)\nwait (0.1) seconds\nbroadcast (PositionControlCharacter v)\nset [maxyjump v] to [9]\nhide\n\nset size to (100) %\ngo to [front v] layer\nswitch costume to (thumbnail v)\nstop [all v]\n\n@crafting\n\nwhen flag clicked\nhide\nswitch costume to (l1start v)\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n if <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\n end\n if <(costume [number v]) = [6]> then\n HoldingLadder\n end\n if <(costume [number v]) = [11]> then\n set [maxyjump v] to [9]\n broadcast (SpeedUpPotion v)\n next costume\n stop [this script v]\n end\nend\nif <(Level) = [3]> then\n if <(costume [number v]) = [16]> then\n broadcast (MakeSlimeBlock! v)\n next costume\n end\n stop [this script v]\nend\nif <(Level) = [4]> then\n if <(costume [number v]) = [26]> then\n broadcast (MadeSaddle v)\n next costume\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n if <(costume [number v]) = [31]> then\n broadcast (HoldL5Weapon v)\n next costume\n stop [this script v]\n end\n if <(costume [number v]) = [36]> then\n HoldingTNT\n end\n if <(costume [number v]) = [37]> then\n Boom\n end\n stop [this script v]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\ndefine StartLevelWithRightCostume\nif <(Level) = [1]> then\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (l1start v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nnext costume\n\ndefine Boom\nstop [other scripts in sprite v]\nif <(HoldingItem) = [TNT]> then\n stop [other scripts in sprite v]\n if <<<([x position v] of [controlcharacter v]) > [55]> and <([y position v] of [controlcharacter v]) < [-110]>> and <([y position v] of [controlcharacter v]) > [-120]>> then\n switch costume to (l5finished! v)\n set [holdingitem v] to [Nothing]\n broadcast (HideL5Weapon v)\n broadcast (TNT_Explosion v)\n stop [other scripts in sprite v]\n stop [this script v]\n else\n broadcast (TNT_ExplosionPrompt v)\n stop [this script v]\n end\nend\nstop [other scripts in sprite v]\n\ndefine HoldingTNT\nstop [other scripts in sprite v]\nnext costume\nbroadcast (HoldingTNT v)\nset [holdingitem v] to [TNT]\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine HoldingLadder\nif <<<([x position v] of [controlcharacter v]) > [-153]> and <([x position v] of [controlcharacter v]) < [-70]>> and <([y position v] of [controlcharacter v]) > [-100]>> then\n next costume\n broadcast (-L2Ladder v)\nelse\n broadcast (L2Ladderprompt v)\nend\nstop [this script v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nforever\n hide\nend\n\n@PLATFORMS\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n if <(Level) = [5]> then\n switch costume to (platform lift v)\n create clone of (_myself_ v)\n end\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1ladder v)\nshow\n\nwhen I receive [l3 jelly background v]\nswitch costume to (3slimed v)\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [5]> then\n switch costume to (platform lift v)\n create clone of (_myself_ v)\nend\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [releasethewater v]\nswitch costume to (2 flooded v)\n\nwhen I start as a clone\nif <not <(Level) = [5]>> then\n hide\n delete this clone\nend\nshow\ngo to x: (0) y: (-50)\nforever\n wait until <([costume name v] of [lever v]) = [On]>\n glide (3) secs to x: (0) y: (-180)\n wait (2) seconds\n glide (5) secs to x: (0) y: (-50)\n wait (1) seconds\nend\n\nwhen I receive [-l5mined v]\nif <(costume [number v]) = [5]> then\n switch costume to (-l5mined v)\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (1000) y: (1000)\ndelete this clone\n\nset [☁ #bestscore v] to [0]\n\n@minecraft\n\nwhen I receive [instructionspage v]\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (platformer v)\nshow\nglide (1) secs to x: (0) y: (50)\nbroadcast (Bump v)\nwait (0.1) seconds\nbroadcast (ShowEpisode v)\n\nwhen I receive [bump v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [5]\n repeat (11)\n change y by (Bump)\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [bumpleft v]\n\nif <(costume [number v]) = [1]> then\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nelse\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [launchminecraftsign v]\nswitch costume to (minecraft v)\nwait (0.4) seconds\ngo to x: (0) y: (300)\nset size to (80) %\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (50)\ncreate clone of (_myself_ v)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [gameover v]\nhide\n\n@Episode 2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n show\n glide (0.5) secs to x: (0) y: (0)\n glide (0.2) secs to x: (0) y: (50)\n glide (0.2) secs to x: (0) y: (0)\n glide (0.1) secs to x: (0) y: (25)\n glide (0.1) secs to x: (0) y: (0)\nelse\n show\n glide (0.5) secs to x: (0) y: (-100)\n glide (0.2) secs to x: (10) y: (-50)\n glide (0.2) secs to x: (20) y: (-100)\n glide (0.1) secs to x: (25) y: (-75)\n glide (0.1) secs to x: (30) y: (-100)\nend\n\nwhen I receive [showepisode v]\nwait (0.6) seconds\nset size to (100) %\nhide\nclear graphic effects\ngo to x: (-100) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n wait (0.2) seconds\nend\nwait (0.5) seconds\ngo to x: (0) y: (400)\ncreate clone of (_myself_ v)\nwait (1) seconds\nnext costume\ngo to x: (30) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\nif <(costume [number v]) = [9]> then\n repeat (35)\n change size by (-1)\n change y by (1.5)\n end\nend\n\nwhen I receive [dropletters v]\nif <(costume [number v]) = [9]> then\n wait (0.5) seconds\n broadcast (InstructionsPage v)\nelse\n wait ((costume [number v]) * (0.1)) seconds\n glide (0.2) secs to x: (30) y: (-170)\n go to [back v] layer\n repeat (40)\n change y by (-1)\n end\n delete this clone\nend\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [gameover v]\nif <[1] = [1]> then\n delete this clone\nend\nwait (3) seconds\nset size to (170) %\nshow\nclear graphic effects\ngo to x: (-300) y: (130)\nswitch costume to (centre2 v)\nglide (0.9) secs to x: (182) y: (130)\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\nswitch costume to (normal v)\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\nswitch costume to (normal v)\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\n\nwhen I receive [heropointright v]\npoint in direction (90)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nbroadcast (WalkSounds v)\nforever\n if <not <(OldX) = (x position)>> then\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n end\n end\n set [oldx v] to (x position)\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset [holdingitem v] to [Normal]\nwait (0.05) seconds\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [walksounds v]\nforever\n if <not <(OldXFootsteps) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldxfootsteps v] to (x position)\nend\n\nwhen I receive [-l2ladder v]\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [instructionsstickers v]\nswitch costume to (normal v)\nshow\npoint in direction (-90)\ngo to x: (-220) y: (-10)\nrepeat until <(x position) > [235]>\n go to [front v] layer\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n next costume\n end\n change x by (4)\nend\npoint in direction (90)\nbroadcast (HidePickaxe v)\nbroadcast (Sticker2 v)\ngo to x: (-220) y: (-75)\nswitch costume to (horse v)\nrepeat until <(x position) > [235]>\n go to [front v] layer\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n change x by (5)\nend\nhide\n\nbroadcast (InstructionsStickers v)\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [tnt_explosionprompt v]\nsay [Can I blow up the door?] for (4) seconds\n\n@BlueSticker1\n\nwhen I receive [instructionsstickers v]\ngo to x: (-230) y: (0)\nshow\nswitch costume to (sticker1 v)\ngo to [back v] layer\nrepeat until <(x position) > [210]>\n go to (hero v)\nend\nhide\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sticker2\n\nwhen I receive [sticker2 v]\ngo to x: (-230) y: (-50)\ngo to [back v] layer\nrepeat until <(x position) > [222]>\n go to (hero v)\nend\nhide\nbroadcast (ShowPlayButton v)\n\nwhen I receive [instructionsstickers v]\nshow\ngo to x: (-230) y: (-60)\n\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-80)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nrepeat (10)\n go to [front v] layer\n wait (1) seconds\nend\n\nforever\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n if <(☁ #BestScore) > (ReadHighScore)> then\n set [readhighscore v] to (☁ #BestScore)\n end\n switch costume to (10 v)\n switch costume to (letter ((length of (ReadHighScore)) - (Numeral)) of (ReadHighScore))\n wait (1) seconds\n if <(Score) > (ReadHighScore)> then\n set [☁ #bestscore v] to (Score)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nif <(username) = [atomicmagicnumber]> then\n\n@ControlOnGround?\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\n if <touching (jelly v)?> then\n repeat until <not <touching (jelly v)?>>\n set [maxyjump v] to [15]\n go to (controlcharacter v)\n end\n if <not <touching (platforms v)?>> then\n wait (1) seconds\n end\n set [maxyjump v] to [9]\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\n\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (210) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n if <(Level) = [5]> then\n broadcast (HideLevel5Coal v)\n end\n end\n next costume\nend\n\nwhen I receive [levelup v]\ngo to [back v] layer\nset size to (33) %\nshow\nif <(Level) = [2]> then\n go to x: (185) y: (-116)\nend\nif <(Level) = [3]> then\n go to x: (220) y: (25)\nend\nif <(Level) = [4]> then\n go to x: (224) y: (-116)\nend\nif <(Level) = [5]> then\n set size to (25) %\n go to x: (225) y: (-123)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\nsay (timer) for (2) seconds\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@L1 - HINTS\n\nwhen I receive [l2notmining! v]\nstop [other scripts in sprite v]\nshow\ngo to (controlcharacter v)\nchange y by (15)\nsay [Go to soil block first!] for (4) seconds\nhide\n\nwhen I receive [start v]\nL1Hints\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\ngo to [front v] layer\ngo to (controlcharacter v)\nchange y by (15)\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\ngo to [front v] layer\ngo to (controlcharacter v)\nchange y by (15)\nsay [Go higher first!] for (5) seconds\n\nthink []\n\nwhen I receive [levelup v]\nhide\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n L1Hints\nelse\n stop [other scripts in sprite v]\nend\n\ndefine L1Hints\nshow\nreset timer\nwait (20) seconds\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nsay []\nwait (15) seconds\nwait until <(timer) > [5]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nsay []\nwait (15) seconds\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Climb the hill. Press SPACEBAR or click ACTION to make a ladder.]\nend\nsay []\nwait (15) seconds\nrepeat until <([costume # v] of [crafting v]) > [7]>\n think [Climb the ladder... collect the potions... ]\nend\nsay []\nwait (15) seconds\nwait until <([costume # v] of [crafting v]) = [11]>\nrepeat until <([costume # v] of [crafting v]) > [11]>\n think [Press SPACEBAR or click ACTION for a permanent JUMP BOOST!]\nend\nsay []\nwait (15) seconds\nif <([costume # v] of [crafting v]) = [12]> then\n think [Now jump for the portal] for (2) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\ngo to x: (500) y: (500)\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\nshow\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\nshow\n\nwhen I receive [showtrees v]\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-33) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\n go to x: (500) y: (500)\nend\nif <(Level) = [5]> then\n go to x: (-33) y: (-92)\n set [color v] effect to (20)\n create clone of (_myself_ v)\n go to x: (500) y: (500)\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nbroadcast (ShowTrees v)\n\n@SkipLevel\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n@LevelText\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (65) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\ngo to [back v] layer\nif <(Level) = [2]> then\n go to x: (-20) y: (112)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (70)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (162) y: (43)\n switch costume to (5 v)\nend\nset size to (65) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\ngo to x: (128) y: (-67)\n\ngo to x: (-20) y: (-25)\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [15]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\ngo to x: (-237) y: (pick random (0) to (150))\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@Ladders\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\ngo to x: (-106) y: (55)\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nhide\n\n@HOLDING\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [holdingitem v] to [Nothing]\n\nwhen I receive [levelup v]\nPlaceItems\n\nwhen I receive [#crafting v]\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\n\nwhen I receive [restartlevel v]\nPlaceItems\n\ndefine PlaceItems\nif <[1] = [1]> then\n delete this clone\nend\nsay []\nhide\nset [holdingitem v] to [Nothing]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n switch costume to (pickaxe v)\n go to x: (-200) y: (17)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [Pickaxe]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [3]> then\n switch costume to (sword v)\n go to x: (-200) y: (120)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [sWORD]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (sword v)\n go to x: (200) y: (65)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [sWORD]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [start v]\nPlaceItems\n\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [#crafting v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (pickaxe2 v)\n if <<(x position) > [72]> and <<(x position) < [124]> and <<(y position) > [40]> and <(y position) < [50]>>>> then\n broadcast (-L2Mining v)\n else\n if <([costume # v] of [platforms v]) = [2]> then\n broadcast (L2notmining! v)\n end\n end\n wait (0.3) seconds\n switch costume to (pickaxe v)\nend\n\nwhen I receive [instructionsstickers v]\npoint in direction (-90)\nshow\ngo to [front v] layer\nbroadcast (LocalPixaxe v)\nforever\n go to (hero v)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [localpixaxe v]\nforever\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [hidepickaxe v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [madesaddle v]\nset [holdingitem v] to [Saddle]\nswitch costume to (saddle v)\n\nwhen I receive [saddlehorse v]\nhide\n\nwhen I receive [holdl5weapon v]\nswitch costume to (costume1 v)\nshow\nforever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [hidel5weapon v]\nhide\n\nwhen I receive [holdingl5pickaxe v]\nshow\nswitch costume to (pickaxe v)\n\nwhen I receive [holdingtnt v]\nshow\nswitch costume to (tnt v)\nstop [other scripts in sprite v]\ngo to [front v] layer\nforever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\nend\n\nif <(HoldingItem) = [Pickaxe]> then\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nset [numberofxpbonusclones v] to [5]\nset [timerstampforchests v] to (timer)\nif <(Level) = [15]> then\n repeat until <(TimerStampForChests) < [15]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n repeat until <(TimerStampForChests) < [32]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n repeat until <(TimerStampForChests) < [55]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n repeat until <(TimerStampForChests) < [55]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n go to x: (-165) y: (30)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (30) y: (25)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [2]> then\n change x by (64)\n else\n change x by (32)\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-193) y: (-53)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [4]> then\n go to x: (-193) y: (80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [5]> then\n go to x: (-222) y: (-135)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [3]> then\n change x by (95)\n else\n change x by (31.5)\n end\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (1000000000)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\nforever\n broadcast (#ShowLevelTransition v)\nend\n\nset [level v] to [0]\n\n@Potions\n\nwhen I start as a clone\nshow\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nwhen I receive [start v]\nPlacePotions\n\ndefine PlacePotions\nhide\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n switch costume to (leapingpotion v)\n go to x: (-164) y: (28)\n repeat (4)\n create clone of (_myself_ v)\n change x by (64)\n end\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nPlacePotions\n\nwhen I receive [levelup v]\nPlacePotions\n\n@BlagSpeedup\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [speeduppotion v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (jump_boost v)\nstop [other scripts in sprite v]\nrepeat (20)\n go to (random position v)\n create clone of (_myself_ v)\nend\nswitch costume to (jump boost v)\nshow\ngo to x: (0) y: (-240)\ngo to [front v] layer\nglide (1) secs to x: (0) y: (1)\nrepeat (3)\n repeat (10)\n change size by (0.3)\n end\n repeat (10)\n change size by (-0.3)\n end\nend\nglide (1) secs to x: (0) y: (204)\nhide\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\npoint towards (controlcharacter v)\nshow\nmove (10) steps\nrepeat (10)\n move (-1) steps\nend\nglide (1) secs to (controlcharacter v)\nchange [score v] by (500)\nstart sound [Coin v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nhide\n\nwhen I receive [levelup v]\nhide\nif <(Level) = [2]> then\n show\n set [ghost v] effect to (15)\n switch costume to (1 v)\n wait (1) seconds\n repeat until <not <([costume # v] of [platforms v]) = [2]>>\n go to [front v] layer\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (1 again v)\n wait (0.1) seconds\n end\n repeat (17)\n next costume\n wait (0.1) seconds\n end\n forever\n switch costume to (19 - lower v)\n wait (0.1) seconds\n switch costume to (19 - lower2 v)\n wait (0.1) seconds\n end\nend\n\nset [maxxvelocity v] to [4]\n\nwhen flag clicked\nforever\n if <touching (controlcharacter v)?> then\n set [maxxvelocity v] to [1]\n else\n set [maxxvelocity v] to [4]\n end\nend\n\n@-L2Mining\n\nwhen flag clicked\nswitch costume to (nodamage v)\nhide\n\nwhen I receive [-l2mining v]\nif <(costume [number v]) < [5]> then\n show\n next costume\n go to [front v] layer\nend\nif <(costume [number v]) > [4]> then\n broadcast (ReleaseTheWater v)\n hide\nend\n\n@sNEEZING PANDA\n\nwhen I receive [restartlevel v]\npLACEpANDA\n\nwhen I receive [levelup v]\npLACEpANDA\n\nwhen I receive [start v]\npLACEpANDA\n\ndefine pLACEpANDA\nhide\nif <not <(Level) = [3]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (-215) y: (-50)\nshow\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\n@sNEEZING PANDA2\n\nwhen I receive [restartlevel v]\nbroadcast (pLACEpANDA v)\n\nwhen I receive [levelup v]\nbroadcast (pLACEpANDA v)\n\nwhen I receive [start v]\nbroadcast (pLACEpANDA v)\n\nforever\nend\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [placepanda v]\nhide\nif <not <(Level) = [3]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\nwait (4) seconds\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (3)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (-4)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-3.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (10.7)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (3)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\n\ndefine Slime1\nwait (1) seconds\nshow\ngo to x: (-222) y: (-50)\ngo to [front v] layer\nset size to (10) %\n\n@TopZombie\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (TopZombie v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n switch costume to (tinyz51 v)\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n wait (3) seconds\n broadcast (TopZombie v)\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (TopZombie v)\n\nwhen I receive [topzombie v]\nif <(Level) = [3]> then\n show\n go to x: (-230) y: (37)\n forever\n switch costume to (vtinyz12 v)\n repeat (2)\n repeat (9)\n change x by (4)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat (2)\n repeat (9)\n change x by (-4)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (-4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\nend\nif <(Level) = [5]> then\n show\n go to x: (100) y: (-40)\n forever\n switch costume to (vtinyz12 v)\n repeat (2)\n repeat (9)\n change x by (2)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (2)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat (2)\n repeat (9)\n change x by (-2)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (-2)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\nend\n\nhide\nstop [this script v]\n\n@LowerZombie\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (MiddleZombie v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n switch costume to (tinyz51 v)\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (MiddleZombie v)\n\nwhen I receive [middlezombie v]\nswitch costume to (creeper v)\nif <not <(Level) = [3]>> then\n hide\n stop [this script v]\nend\ngo to x: (-120) y: (-44)\nwait (0.1) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (firstz v)\nforever\n repeat (50)\n change x by (0.5)\n wait (0.1) seconds\n if <(costume [number v]) = [30]> then\n switch costume to (firstz v)\n else\n next costume\n end\n end\n repeat (50)\n change x by (-0.5)\n wait (0.1) seconds\n if <(costume [number v]) = [30]> then\n switch costume to (firstz v)\n else\n next costume\n end\n end\nend\n\nnext costume\n\n@jELLY\n\nwhen I receive [makeslimeblock! v]\nswitch costume to (centred v)\nhide\ngo to [front v] layer\nset [clonenumber v] to [1]\nrepeat (3)\n go to (hero v)\n create clone of (_myself_ v)\n change [clonenumber v] by (1)\nend\n\nwhen I start as a clone\nshow\nif <(CloneNumber) = [1]> then\n glide (0.5) secs to x: (57) y: (-159)\nend\nif <(CloneNumber) = [2]> then\n glide (0.5) secs to x: (-5) y: (-78)\nend\nif <(CloneNumber) = [3]> then\n glide (0.5) secs to x: (-69) y: (2)\n broadcast (L3 jelly background v)\nend\n\nwhen I receive [restartlevel v]\nhide\ndelete this clone\n\nwhen I receive [levelup v]\nhide\ndelete this clone\n\ngo to x: (0) y: (-33)\n\n@ControlCharacter\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\nwait until <touching (piston v)?>\nbroadcast (Dismount v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nJump\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (-106) y: (50)\n set [yvelocity v] to [0]\n end\n end\n if <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (-118) y: (-82)\n set [yvelocity v] to [0]\n end\n end\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <(MaxXVelocity) < (XVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\nend\n\nwhen [w v] key pressed\nJump\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-210) y: (-112)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (50)\nset [ghost v] effect to (99)\nset [maxyjump v] to [5]\nset [maxxvelocity v] to [4]\nforever\n point in direction ([direction v] of [hero v])\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [start v]\nshow\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\ndefine Jump\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to (MaxYJump)\nend\nchange y by (1)\n\nwhen I receive [blockedbygates v]\nset x to (101)\nsay [Looks locked.] for (2) seconds\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [blockedbydoor v]\nset [xvelocity v] to [0]\nset x to (150)\n\n@Piston\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPlacePiston\n\nwhen I receive [levelup v]\nPlacePiston\n\nwhen I receive [start v]\nPlacePiston\n\ndefine PlacePiston\nhide\nif <not <(Level) = [4]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (192) y: (-40)\nshow\nrepeat until <not <(Level) = [4]>>\n repeat until <<<touching (controlcharacter v)?> or <touching (horse v)?>> or <(costume [number v]) = [1]>>\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat until <<<not <touching (controlcharacter v)?>> and <not <touching (horse v)?>>> or <(costume [number v]) = [14]>>\n next costume\n wait (0.1) seconds\n end\nend\nhide\n\n@Horse\n\nwhen I receive [restartlevel v]\nbroadcast (PlaceHorse v)\n\nwhen I receive [levelup v]\nbroadcast (PlaceHorse v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n hide\nend\n\nwhen I receive [placehorse v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (-81) y: (92)\nswitch costume to (horse v)\nforever\n point in direction (-90)\n repeat (60)\n change x by (-2)\n Costume\n wait (0.05) seconds\n end\n point in direction (90)\n repeat (60)\n change x by (2)\n Costume\n wait (0.05) seconds\n end\nend\n\ndefine Costume\nif <(costume [number v]) = [8]> then\n switch costume to (horse v)\nelse\n if <(costume [number v]) = [17]> then\n switch costume to (horse2 v)\n else\n next costume\n end\nend\n\nswitch costume to (horse2 v)\n\nwhen flag clicked\nhide\nforever\n if <touching (hero v)?> then\n if <(HoldingItem) = [Saddle]> then\n hide\n broadcast (SaddleHorse v)\n else\n if <(y position) > [0]> then\n say [Saddle up!] for (2) seconds\n else\n say [I'll open it for you!] for (4) seconds\n end\n end\n end\nend\n\nwhen I receive [dismount v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nstop [other scripts in sprite v]\nset [holdingitem v] to [Nothing]\nshow\ngo to x: (166) y: (-31)\nswitch costume to (horse2 v)\npoint in direction (90)\nrepeat (25)\n change x by (1.5)\n Costume\n wait (0.05) seconds\nend\nforever\n point in direction (-90)\n repeat (50)\n change x by (-1.5)\n Costume\n wait (0.05) seconds\n end\n point in direction (90)\n repeat (50)\n change x by (1.5)\n Costume\n wait (0.05) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (120) y: (-133)\nforever\n switch costume to ([costume # v] of [piston v])\n if <touching (controlcharacter v)?> then\n broadcast (BlockedByGates v)\n end\nend\n\n@Cows\n\nwhen flag clicked\nhide\nset [cowstokill v] to [4]\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n set [itemx v] to (x position)\n set [itemy v] to (y position)\n create clone of (leather v)\n stop [other scripts in sprite v]\n hide\n wait (1) seconds\n change [cowstokill v] by (-1)\n if <(CowsToKill) = [0]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\n broadcast (PlaceCow v)\n else\n if <touching (hero v)?> then\n say [Moo] for (2) seconds\n end\n end\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PlaceCow v)\n\nwhen I receive [levelup v]\nbroadcast (PlaceCow v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [placecow v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\nif <<(CowsToKill) = [2]> or <(CowsToKill) = [4]>> then\n go to x: (-240) y: (-38)\nelse\n go to x: (-240) y: (-148)\nend\nswitch costume to (horse v)\npoint in direction (-90)\nrepeat (100)\n change x by (1.5)\n next costume\n wait (0.1) seconds\nend\nforever\n point in direction (90)\n repeat (30)\n change x by (-1.5)\n next costume\n wait (0.1) seconds\n end\n point in direction (-90)\n repeat (30)\n change x by (1.5)\n next costume\n wait (0.1) seconds\n end\nend\n\n@Leather\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nforever\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [placepanda v]\nhide\n\nwhen I start as a clone\ngo to x: (ItemX) y: (ItemY)\nshow\ngo to [front v] layer\nset size to (70) %\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\ndelete this clone\n\n@Cool dancer\n\nwhen I receive [gameover v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (cool dancer v)\nhide\ngo to x: (-119) y: (-10)\nset [dancingstevenum v] to [1]\ncreate clone of (_myself_ v)\ngo to x: (119) y: (-10)\nset [dancingstevenum v] to [2]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-40)\nset [dancingstevenum v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(DancingSteveNum) = [1]> then\n show\n go to x: (-119) y: (300)\n glide (1) secs to x: (-119) y: (15)\nend\nif <(DancingSteveNum) = [2]> then\n go to x: (0) y: (300)\n show\n glide (1) secs to x: (0) y: (-10)\nend\nif <(DancingSteveNum) = [3]> then\n go to x: (119) y: (300)\n show\n glide (1) secs to x: (119) y: (15)\nend\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [activatepiston v]\nif <(x position) = [0]> then\n set y to ((-70) + ((DancerPistonCostumeNumber) * (5)))\nelse\n set y to ((-40) + ((DancerPistonCostumeNumber) * (5)))\nend\n\n@Piston3\n\nwhen I receive [gameover v]\nwait (1) seconds\nhide\nswitch costume to (costume2 v)\ngo to x: (-119) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (119) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-100)\nset [dancerpistoncostumenumber v] to [14]\ncreate clone of (_myself_ v)\nwait (1) seconds\nforever\n repeat until <(DancerPistonCostumeNumber) = [1]>\n change [dancerpistoncostumenumber v] by (-1)\n wait (0) seconds\n broadcast (ActivatePiston v)\n end\n repeat until <(DancerPistonCostumeNumber) = [20]>\n change [dancerpistoncostumenumber v] by (1)\n wait (0) seconds\n broadcast (ActivatePiston v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (piston v)\n\nwhen I receive [activatepiston v]\nif <(DancerPistonCostumeNumber) > [14]> then\n\n@Final talking\n\nwhen I receive [gameover v]\nshow\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nwait (3) seconds\nsay [Victory Dance Time!] for (4) seconds\nwait (3) seconds\nsay [You did it!] for (4) seconds\nwait (2) seconds\nsay (join (username) [ is the GREATEST!]) for (2) seconds\nforever\n wait (2) seconds\n say [How about a love, fav and FOLLOW?] for (5) seconds\n wait (2) seconds\n say (join (username) [ CRUSHED episode 2!]) for (4) seconds\n wait (2) seconds\n say (join [Go on ] (join (username) [ follow me!])) for (4) seconds\n wait (2) seconds\n say [Still there?] for (2) seconds\n wait (2) seconds\n say [Ok...] for (2) seconds\n wait (2) seconds\n say [Free jokes coming up!] for (4) seconds\n wait (2) seconds\n set x to (-100)\n say [How did Steve make the skeleton laugh?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [He tickled its funny bone!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [Where do sheep get their hair done?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [At the Baa-Baa's shop!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [What did the chicken say to the sheep?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [Nice to meet ewe!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [Minecraft is not just a hit, its a...] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [BLOCKBUSTER!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [What did Steve say to his girlfriend?] for (10) seconds\n set x to (90)\n wait (0.5) seconds\n say [I dig you!] for (5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (10) y: (0)\n\nwhen I receive [activatepiston v]\nshow\nset y to ((-30) + ((DancerPistonCostumeNumber) * (5)))\n\n@Lever\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (176) y: (-52)\nswitch costume to (off v)\nforever\n if <touching (controlcharacter v)?> then\n next costume\n wait until <not <touching (controlcharacter v)?>>\n wait (4) seconds\n next costume\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\n@L5Pickaxe\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nPlaceItems\n\nwhen I receive [restartlevel v]\nPlaceItems\n\ndefine PlaceItems\nhide\nwait (0.3) seconds\nif <(Level) = [5]> then\n show\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [Pickaxe]\n broadcast (HoldingL5Pickaxe v)\n hide\nend\n\nwhen I receive [start v]\nPlaceItems\n\nwhen I receive [saddlehorse v]\nhide\n\ngo to x: (200) y: (50)\n\nwhen flag clicked\ngo to x: (-120) y: (136)\nhide\n\n@RedSandstone\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [#crafting v]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nif <(distance to [controlcharacter v]) < [45]> then\n if <(costume [number v]) < [5]> then\n show\n next costume\n end\n if <(costume [number v]) = [5]> then\n broadcast (NextCraftingStage v)\n broadcast (-L5Mined v)\n end\nend\n\nwhen I receive [restartlevel v]\nShowCoal\n\nwhen I receive [levelup v]\nShowCoal\n\ndefine ShowCoal\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nrepeat (10)\n go to x: (-128) y: (23)\n show\n switch costume to (coal block v)\n wait (1) seconds\nend\n\nwhen I receive [start v]\nShowCoal\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [hidelevel5coal v]\nforever\n hide\nend\n\nwait (1) seconds\n\n@Coal\n\nwhen I receive [restartlevel v]\nbroadcast (ShowCoal v)\n\nwhen I receive [levelup v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\nbroadcast (ShowCoal v)\n\nwhen I receive [start v]\nbroadcast (ShowCoal v)\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [showcoal v]\nhide\nif <not <(Level) = [5]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (-96) y: (38)\ncreate clone of (_myself_ v)\ngo to x: (-35) y: (37)\ncreate clone of (_myself_ v)\ngo to x: (26) y: (36)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\n\nbroadcast (gameover v)\n\n@explosion\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [crafting v]) = [37]>\nforever\n go to x: (214) y: (119)\n show\n go to [front v] layer\n next costume\n set size to (20) %\n wait (0.1) seconds\nend\n\nwhen I receive [tnt_explosion v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tnt_balst v]\nstop [other scripts in sprite v]\nstart sound [boom v]\nset size to (100) %\nswitch costume to (first v)\ngo to x: (163) y: (-137)\ngo to [front v] layer\nshow\nrepeat (9)\n wait (0.1) seconds\n next costume\nend\nhide\n\n@Sprite7\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [tnt_explosion v]\nshow\ngo to x: (160) y: (-132)\nstop [other scripts in sprite v]\nsay [3] for (1) seconds\nsay [2] for (1) seconds\nsay [1] for (1) seconds\nbroadcast (TNT_Balst v)\nhide\n\nwhen flag clicked\nhide\n\n@minecraft font\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(SecondLine?) = [No]> then\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (50)\n glide (0.25) secs to x: (x position) y: (0)\n glide (0.1) secs to x: (x position) y: (20)\n glide (0.1) secs to x: (x position) y: (0)\n wait (8) seconds\nelse\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (-50)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (0)\n glide (0.25) secs to x: (x position) y: (-50)\n glide (0.1) secs to x: (x position) y: (-30)\n glide (0.1) secs to x: (x position) y: (-50)\n wait (3) seconds\nend\nglide (0.6) secs to x: (x position) y: (-180)\nglide (0.2) secs to x: (x position) y: (-200)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [dropcongrats v]\nhide\nset [brightness v] effect to (0100)\ngo to [front v] layer\nset [secondline? v] to [No]\nif <(length of (username)) > [2]> then\n set [localusername v] to (username)\nelse\n set [localusername v] to [You]\nend\ngo to x: (0) y: (300)\nif <(length of (LocalUsername)) > [22]> then\n set [usernamelengthused v] to [22]\nelse\n set [usernamelengthused v] to (length of (LocalUsername))\nend\nrepeat (length of (LocalUsername))\n change x by (-11)\nend\nif <not <((length of (LocalUsername)) / (2)) = (round (length of (LocalUsername)))>> then\n change x by (11)\nend\nset [whichlettertoswitchto? v] to [1]\nset size to (130) %\nstart sound [FunWin v]\nrepeat (length of (LocalUsername))\n switch costume to ( v)\n switch costume to (letter (WhichLetterToSwitchTo?) of (LocalUsername))\n create clone of (_myself_ v)\n change x by (22)\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\nif <(Level) = [1]> then\n set [localusername v] to [Can superjump!]\nend\nif <(Level) = [2]> then\n set [localusername v] to [Mined underwater!]\nend\nif <(Level) = [3]> then\n set [localusername v] to [Did a jelly jump!]\nend\nif <(Level) = [4]> then\n set [localusername v] to [Rode a horse!]\nend\nif <(Level) = [5]> then\n set [localusername v] to [Blasted the door!]\nend\ngo to x: (0) y: (300)\nrepeat (length of (LocalUsername))\n change x by (-11)\nend\nif <not <((length of (LocalUsername)) / (2)) = (round (length of (LocalUsername)))>> then\n change x by (11)\nend\nset [whichlettertoswitchto? v] to [1]\nset size to (130) %\nrepeat (length of (LocalUsername))\n switch costume to (_ v)\n switch costume to (letter (WhichLetterToSwitchTo?) of (LocalUsername))\n create clone of (_myself_ v)\n change x by (22)\n wait (0.1) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nwait (1.5) seconds\nbroadcast (DeleteLocalClones v)\n\n
MineCraft Platformer 2 (Episode 2)\n\n➊ Use ARROW keys, WASD keys or touchscreen.\n➋ SPACEBAR or ACTION to chop, hit or craft.\n\nLevel 1 has a tutorial and stores collected items to get you started. TONS of awesome new gameplay!\n\nFirst 100 to love and comment win chance to be added to the credit crew!\nYes, you CAN post a walk-through in the comments! \n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #2 #animation #atomicmagicnumber #episode #mobile\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement.
Mr. Monnee (a platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Showdown v] until done\nend\n\nwhen backdrop switches to [backdrop d1 v]\n\nwhen flag clicked\nclear graphic effects\nshow\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen I receive [pic v]\nswitch costume to (table with businessmen v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nbroadcast (pic v)\n\nwhen flag clicked\nhide\n\n@tha floor\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\nclear graphic effects\nswitch costume to (costume1 v)\npoint in direction (90)\n\npoint in direction (90)\n\nrepeat (2)\n\nwhen I receive [weird v]\nclear graphic effects\nrepeat (30)\n change [fisheye v] effect by (25)\n change [whirl v] effect by (25)\nend\nrepeat (60)\n change [fisheye v] effect by (-30)\n change [whirl v] effect by (-30)\nend\nrepeat (30)\n change [fisheye v] effect by (25)\n change [whirl v] effect by (25)\nend\nset [weird v] to [0]\n\nforever\n\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\n\nforever\n\nwhen I receive [pic v]\nstop [other scripts in sprite v]\nhide\n\n@Tha bad stuff\n\nwhen flag clicked\npoint in direction (90)\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next v]\nnext costume\nif <(backdrop [name v]) = [reg]> then\n go to x: (136) y: (267)\n hide\n wait (1.5) seconds\n show\n glide (0.1) secs to x: (136) y: (-44)\n wait (2) seconds\n glide (1) secs to x: (136) y: (267)\n hide\nelse\n if <(backdrop [name v]) = [?]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n wait (0.5) seconds\n go to x: (0) y: (0)\n point in direction (90)\n repeat (12)\n change [color v] effect by (25)\n turn left (30) degrees\n end\n repeat (6)\n change [color v] effect by (25)\n turn left (30) degrees\n change x by (-10)\n change y by (-20)\n end\n clear graphic effects\n else\n point in direction (90)\n clear graphic effects\n show\n go to x: (0) y: (0)\n end\nend\n\nhide\n\nglide (0.1) secs to x: (136) y: (-44)\nwait (2) seconds\nglide (1) secs to x: (136) y: (267)\nhide\n\ngo to x: (0) y: (0)\n\nwhen I receive [pic v]\nstop [other scripts in sprite v]\nhide\n\n@LIGHTNING MCQUEEN\n\nwhen I receive [yes yes yes v]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (rust-eze v)\ngo to x: (13) y: (58)\nwait (3) seconds\nhide\ndelete this clone\n\nwhen backdrop switches to [?2 v]\nwait (1) seconds\nswitch costume to ( lighting mcqueen here v)\ngo to x: (306) y: (-90)\nshow\nstart sound [Lightning McQueen here! v]\nglide (0.2) secs to x: (-23) y: (-90)\nwait (2.7) seconds\ncreate clone of (_myself_ v)\nwait (3) seconds\nglide (0.2) secs to x: (-295) y: (-90)\nhide\n\n@HEY!!!!\n\nwhen flag clicked\nbroadcast (start v)\nhide\n\ndefine scripts part 1\nif <(CaR?) = [1]> then\n switch costume to (car v)\nelse\n switch costume to (hitbox v)\nend\nif <<(mobile?) = [1]> and <key (right arrow v) pressed?>> then\n if <(CaR?) = [1]> then\n point in direction (90)\n change [xv2 v] by (3)\n else\n point in direction (90)\n change [xv2 v] by (1)\n end\nend\nif <<(mobile?) = [1]> and <key (left arrow v) pressed?>> then\n if <(CaR?) = [1]> then\n point in direction (90)\n change [xv2 v] by (-3)\n else\n point in direction (-90)\n change [xv2 v] by (-1)\n end\nend\nset [xv2 v] to ((Xv2) * (0.9))\nchange x by (Xv2)\n\ndefine scripts part 2\nif <touching (tha floor v)?> then\n change y by (1)\n if <touching (tha floor v)?> then\n change y by (1)\n if <touching (tha floor v)?> then\n change y by (1)\n if <touching (tha floor v)?> then\n change y by (1)\n if <touching (tha floor v)?> then\n change y by (1)\n if <touching (tha floor v)?> then\n change x by ((Xv2) * (-1))\n change y by (-5)\n if <<(mobile?) = [1]> and <key (up arrow v) pressed?>> then\n if <(Xv2) > [0]> then\n set [xv2 v] to [-5]\n else\n set [xv2 v] to [5]\n end\n set [yv3 v] to [10]\n start sound [Kick Drum v]\n else\n set [xv2 v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine scripts part 3\nchange [yv3 v] by (-1)\nchange y by (Yv3)\nif <touching (tha floor v)?> then\n change y by ((Yv3) * (-1))\n set [yv3 v] to [0]\nend\nchange y by (-1)\nif <touching (tha floor v)?> then\n if <<(mobile?) = [1]> and <key (up arrow v) pressed?>> then\n set [yv3 v] to [15]\n if <(cappy) = [2]> then\n start sound [Kick Drum v]\n else\n start sound [Low Whoosh v]\n end\n end\nend\n\ndefine scripts part 4\nchange y by (-9)\nif <(CaR?) = [1]> then\n switch costume to (car v)\nelse\n if <(cappy) = [throw]> then\n change [costume v] by (1)\n if <(costume) < [14]> then\n start sound [Low Whoosh v]\n set [costume v] to [15]\n end\n switch costume to (round (costume))\n if <(round (costume)) = [23]> then\n set [costume v] to [1]\n set [cappy v] to [0]\n end\n else\n if <touching (tha floor v)?> then\n change [costume v] by ([abs v] of ((Xv2) / (8)) )\n if <(costume) > [8]> then\n set [costume v] to [1]\n start sound [Footsteps v]\n end\n if <(round (Xv2)) = [0]> then\n set [costume v] to [1]\n end\n switch costume to (round (costume))\n else\n if <([abs v] of (Yv3) ) < [16]> then\n switch costume to (lincoln \(jump1 v)\n else\n switch costume to (lincoln \(reg v)\n end\n end\n end\nend\nchange y by (10)\n\ndefine full scripts\nscripts part 1\nscripts part 2\nscripts part 3\nscripts part 4\n\nwhen I receive [drown v]\nstop [other scripts in sprite v]\nrepeat (10)\n change y by (Yv3)\nend\nhide\nwait (1) seconds\nbroadcast (spawn v)\n\nwhen I receive [spawn v]\ngo to x: (-216) y: (-53)\nshow\nset [mobile? v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [xv2 v] to [0]\nset [yv3 v] to [0]\nforever\n full scripts\n if <touching (tha bad stuff v)?> then\n if <(backdrop [name v]) = [8]> then\n set [car? v] to [1]\n broadcast (next v)\n else\n broadcast (DIE v)\n end\n end\nend\n\nwhen I receive [message1 v]\nbroadcast (spawn v)\n\nwhen I receive [snap half of humanity out of existence v]\nstop [other scripts in sprite v]\nhide\n\nchange [x v] by ((x position) * (-1))\nchange [y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen I receive [spawn v]\nclear graphic effects\nshow\n\nrepeat (10)\n set [yv v] to [0]\n set [xv v] to [0]\n if <(backdrop [name v]) = [backdrop23]> then\nend\n\nwhen I receive [start v]\nbroadcast (spawn v)\nforever\n if <<(x position) > [235]> or <touching color (#f3ff00)?>> then\n broadcast (next v) and wait\n end\n if <<(y position) < [-175]> or <<[180] < (y position)> and <(Yv) > [50]>>> then\n wait (0) seconds\n hide\n play sound [explosion v] until done\n wait (.2) seconds\n show\n broadcast (spawn v)\n end\nend\n\nswitch backdrop to (next backdrop v)\n\nbroadcast (spawn v)\n\nwhen I receive [die v]\ngo to x: (-216) y: (-53)\n\nwhen flag clicked\nset [car? v] to [0]\n\nset [car? v] to [1]\n\nwhen I receive [next v]\nswitch backdrop to (next backdrop v)\nbroadcast (spawn v)\n\nbroadcast (next v)\n\nwhen backdrop switches to [slime v]\nset [car? v] to [0]\n\nwhen backdrop switches to [? v]\nbroadcast (pic v)\n\nwhen I receive [pic v]\nstop [other scripts in sprite v]\nhide\n\n@art\n\n
click the green flag and make me money\n\nwatch this first https://scratch.mit.edu/projects/265659047/editor/
ASCII platformer!
@Stage\n\n@ASCII Platformer\n\nwhen flag clicked\nshow variable [level v]\nswitch backdrop to (backdrop v)\nset [y vel v] to [0]\nset [level v] to [1]\nCanvas 17 * [8] Level [1]\nforever\n say (canvas)\n if <((pos) mod (17)) = [0]> then\n change [level v] by (1)\n Canvas 17 * [8] Level (Level)\n end\n Replace item (pos) with [░]\n change [pos v] by <<key (right arrow v) pressed?> and <not <(letter ((pos) + (1)) of (canvas)) = [▓]>>>\n change [pos v] by ((0) - <<key (left arrow v) pressed?> and <not <<((pos) mod (17)) = [1]> or <(letter ((pos) - (1)) of (canvas)) = [▓]>>>>)\n if <(letter (pos) of (canvas)) = [█]> then\n Canvas 17 * [8] Level (Level)\n end\n Replace item (pos) with [▒]\nend\n\ndefine Canvas 17 * (rows) Level (level)\nset [canvas v] to []\nrepeat ((rows) - (1))\n set [canvas v] to (join (canvas) [░░░░░░░░░░░░░░░░░])\nend\nset [canvas v] to (join (canvas) [▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓])\ngo to x: (-80) y: ((rows) * (-10))\nReplace item (((rows) * (17)) - (32)) with [▒]\nset [pos v] to (((rows) * (17)) - (32))\nLevel (level)\n\ndefine Replace item (n) with (m)\nset [i v] to [0]\nset [replace v] to []\nset [replace: the sequel v] to []\nrepeat ((n) - (1))\n change [i v] by (1)\n set [replace v] to (join (Replace) (letter (i) of (canvas)))\nend\nchange [i v] by (1)\nrepeat ((length of (canvas)) - (n))\n change [i v] by (1)\n set [replace: the sequel v] to (join (Replace: The Sequel) (letter (i) of (canvas)))\nend\nset [canvas v] to (join (Replace) (join (m) (Replace: The Sequel)))\n\ndefine Jump (height)\nif <<key (up arrow v) pressed?> and <(letter ((pos) + (17)) of (canvas)) = [▓]>> then\n set [y vel v] to (height)\nend\nchange [pos v] by ((-17) * <<[1] < (y vel)> and <<not <(letter ((pos) - (17)) of (canvas)) = [▓]>> and <[0] < ((pos) - (17))>>>)\nchange [y vel v] by (<(y vel) = [0]> - (1))\n\ndefine gravity\nchange [pos v] by (<<(y vel) = [0]> and <not <(letter ((pos) + (17)) of (canvas)) = [▓]>>> * (17))\n\nwhen flag clicked\nforever\n Jump [4]\n gravity\n wait (0.05) seconds\nend\n\ndefine Level (n)\nif <(n) = [1]> then\n\nwhen I receive [end v]\nhide variable [level v]\nstop [other scripts in sprite v]\nif <(timer) < (☁ World record)> then\n set [☁ world record v] to (timer)\nend\nsay (join [Thanks for playing my game! Your finale time was ] (join (join (timer) (join [ seconds. The world record is ] (☁ World record))) [ seconds. More levels are going to be added soon. If you enjoyed, please give this project a heart and/or a star. =D]))\n\nwhen flag clicked\nforever\n play sound [sunset- paradise v] until done\nend\n\nset [☁ world record v] to [50]\n\n
Greetings, Scratcher\n\nThis is a platformer that takes place inside of a speech bubble! If you go into the project's code, you'll find that there are no moving sprites. That's why the graphics aren't brilliant...\n\nMove with the arrow keys.\n\nUpdate log:\n8th of November 2019: Release\n21st of november 2019: Added world record (can you beat it?)
Difficulty - A Platformer #game #games
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset [lvl v] to [0]\ngo to [front v] layer\nRespawn\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [plyrx v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [plyrx v] by (1)\n point in direction (90)\n end\n set [plyrx v] to ((plyrX) * (0.89))\n change x by (plyrX)\n if <<touching (level v)?> or <touching (bounce pad v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (bounce pad v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (bounce pad v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (bounce pad v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (bounce pad v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (bounce pad v)?>> then\n change x by (() - (plyrX))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <(plyrX) > [0]> then\n set [plyrx v] to [5]\n else\n set [plyrx v] to [-5]\n end\n end\n else\n set [plyrx v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [plyry v] to [15.2]\n end\n end\n change y by (1)\n change [plyry v] by (-1)\n set [plyry v] to ((plyrY) * (0.99))\n change y by (plyrY)\n if <touching (level v)?> then\n change y by ((-1) * (plyrY))\n set [plyry v] to [0]\n end\n if <[230] < (x position)> then\n change [lvl v] by (1)\n Respawn\n broadcast (message1 v)\n else\n if <<<<touching (spikes v)?> or <touching (water v)?>> or <key ((join [] [r]) v) pressed?>> or <(y position) < [-180]>> then\n Respawn\n wait (0) seconds\n end\n end\n if <(timer) > [-0.085258]> then\n if <touching (bounce pad v)?> then\n set [plyry v] to [18]\n end\n if <touching (advance v)?> then\n change [plyrx v] by (4)\n end\n end\n if <(lvl) < [10]> then\n set [lvl v] to [10]\n end\nend\n\ndefine Respawn\npoint in direction (90)\ngo to x: (-180) y: (0)\nset [plyrx v] to [0]\nset [plyry v] to [0]\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n Respawn\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to \n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [end of level v]\nforever\n switch costume to (costume [number v])\nend\n\n@Sun\n\nwhen flag clicked\nforever\n turn right ([cos v] of (dir) ) degrees\n change [dir v] by (1)\n point in direction ((dir) - (0))\nend\n\n@Clouds\n\nwhen I start as a clone\nwait (0) seconds\ngo to x: (pick random (200) to (289.5)) y: (pick random (90) to (25))\nshow\nset size to (pick random (35) to (60)) %\nset [ghost v] effect to (pick random (25) to (60))\nrepeat until <(x position) < [-230]>\n change x by ((size) / (-30))\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change x by ((size) / (-50))\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen flag clicked\nhide\nset [cloudx v] to [0]\nif <(CloudX) = [1]> then\n delete this clone\nend\nforever\n if <(CloudX) = [0]> then\n wait (2) seconds\n create clone of (_myself_ v)\n end\n if <[10] > (x position)> then\n repeat (2)\n create clone of (_myself_ v)\n end\n reset timer\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(timer) < [5]>\n delete this clone\n end\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nset [wx v] to [2]\ngo to [back v] layer\nforever\n change x by ([sin v] of (Wx) )\n change [wx v] by (2.5)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Bounce Pad\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Advance\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n
Welcome to Difficulty - A Platformer with only 10 levels.\n\n Instructions:\n\n- Move with WAD or Arrow keys\n\n- Avoid Spikes and Water\n\n- Bounce pads make you jump higher\n\n- Press " R " to Restart\n\n- " S " to Skip\n\n- Yellow arrows give you a speed up\n\n\nFollow me for more games XD\n\n#game #games #myfirstplatformer
Dear Diary ~a platformer~
@Stage\n\nwhen flag clicked\nforever\n if <(username) = [Hex66]> then\n stop [all v]\n end\nend\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nshow\nset rotation style [left-right v]\ngo to x: (-190) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> 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 (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-7)\n if <<<mouse down?> and <((y position) + (30)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n set [y v] to [8]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<mouse down?> and <((y position) + (30)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (ground v)?> then\n set [y v] to [15]\n end\n end\n if <touching color (#81f8ff)?> then\n if <<<mouse down?> and <((y position) + (30)) < (mouse y)>> or <key (up arrow v) pressed?>> then\n change [y v] by (0.3)\n end\n end\n if <touching color (#81f9ff)?> then\n if <<<mouse down?> and <(mouse y) < ((y position) + (30))>> or <key (down arrow v) pressed?>> then\n change [y v] by (-1.3)\n end\n end\n change y by (1)\n change [y v] by (-1)\n set [y v] to ((y) * (1))\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (spikes v)?> or <<touching (bad guy v)?> or <<touching (block v)?> or <touching (block2 v)?>>>> then\n go to x: (-196) y: (-61)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) = [-174]> then\n go to x: (-196) y: (-61)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) = [266]> then\n change [level v] by (1)\n broadcast (switch level v)\n go to x: (-196) y: (-61)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<(y) = [1]> or <(y) < [1]>> then\n switch costume to (down v)\n end\n if <<(y) = [0]> and <<(x) = [0]> or <<(x) < [6]> or <(x) > [-6]>>>> then\n switch costume to (normal v)\n end\n if <<(x) = [-1]> or <(x) < [-1]>> then\n switch costume to (left v)\n end\n if <<(x) = [1]> or <(x) > [1]>> then\n switch costume to (right v)\n end\nend\n\n@ground\n\nwhen I receive [switch level v]\nswitch costume to (level)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@words\n\nwhen flag clicked\nwait (4.8) seconds\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I receive [switch level v]\nswitch costume to (level)\n\n@level\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [switch level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume5 v)\ngo to x: (-12) y: (-128)\npoint in direction (90)\nhide\n\nwhen I receive [switch level v]\nif <(level) = [4]> then\n show\nend\nif <(level) = [5]> then\n show\n switch costume to (costume1 v)\n point in direction (180)\n go to x: (-163) y: (133)\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(level) = [6]> then\n hide\nend\n\nwhen I start as a clone\ngo to x: (126) y: (94)\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: (24) y: (28)\nend\n\n@BAD GUY\n\nwhen flag clicked\nhide\n\nwhen I receive [switch level v]\nif <(level) = [6]> then\n show\n go to x: (77) y: (-88)\n create clone of (_myself_ v)\n forever\n glide (1) secs to x: (217) y: (-90)\n glide (1) secs to x: (77) y: (-88)\n end\nend\nif <(level) = [7]> then\n hide\nend\n\nwhen I start as a clone\ngo to x: (-64) y: (0)\nforever\n glide (1) secs to x: (-222) y: (1)\n glide (1) secs to x: (-64) y: (0)\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo [forward v] (3) layers\n\nwhen I receive [startproject v]\nhide\n\n@block\n\nwhen flag clicked\nhide\n\nwhen I receive [switch level v]\nif <(level) = [7]> then\n show\n create clone of (_myself_ v)\n set size to (100) %\n go to x: (-1) y: (43)\n forever\n glide (.3) secs to x: (-1) y: (-111)\n glide (1) secs to x: (-1) y: (31)\n end\nend\nif <(level) = [8]> then\n hide\nend\n\nwhen I start as a clone\nif <(level) = [8]> then\n hide\nend\ngo to x: (241) y: (43)\nforever\n glide (.3) secs to x: (241) y: (-110)\n glide (1) secs to x: (241) y: (43)\nend\n\n@block2\n\nwhen I receive [switch level v]\nif <(level) = [8]> then\n go to x: (100) y: (5)\n show\n forever\n glide (.5) secs to x: (346) y: (5)\n glide (.5) secs to x: (100) y: (5)\n end\nend\nif <(level) = [9]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nwait (3.1) seconds\nset [shakeyyyy v] to [0]\npoint in direction (90)\nforever\n change [shakeyyyy v] by (20)\n change y by ([cos v] of (shakeyyyy) )\n point in direction (([cos v] of (shakeyyyy) ) * (2))\n turn right (90) degrees\nend\n\ngo to x: (20) y: (170)\nrepeat (8)\n change y by ((() - (y position)) / (6))\nend\n\nwhen I start as a clone\npoint in direction (90)\nif <(CloneID) = [1]> then\n go to x: (-300) y: (0)\n go to [front v] layer\n show\n switch costume to (lefthalf v)\n show\n glide (1.5) secs to x: (0) y: (0)\n broadcast (\[Intro\]Blast v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nif <(CloneID) = [2]> then\n show\n go to x: (300) y: (0)\n switch costume to (righthalf v)\n show\n glide (1.5) secs to x: (0) y: (0)\n broadcast (\[Intro\]Blast v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]blast v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (logo with backing v)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (15)\n change size by (10)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (name v)\nset size to (100) %\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (name v)\nwait (1) seconds\npoint in direction (90)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\nbroadcast (StartProject v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\npoint in direction (90)\nset size to (100) %\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I receive [\[intro\]blast v]\npoint in direction (90)\nforever\n set [turnnnnnn v] to ((turnnnnnn) * (.9))\n turn right (turnnnnnn) degrees\nend\n\n
( Check out my newest artwork! https://scratch.mit.edu/projects/389589965/ )\n\n\n THANKS FOR 16000 VIEWS!! \n \n ~instructions~\n use the arrow keys to move.\n \n ~update log~\n ~11/9/19~ GAME REALISED\n ~11/10/19~ ADDED 2 LEVELS\n ~11/11/19~ ADDED 2 LEVELS
∂ɐɐρ รρǝcɐ — Adventure Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen I receive [message1 v]\nswitch backdrop to (game v)\n\nwhen flag clicked\nforever\n play sound [middle school ft v] until done\nend\n\n@player\n\nwhen flag clicked\nforever\n if <<(y position) < [-180]> or <<touching (danger 1 v)?> or <touching (danger 2 v)?>>> then\n change [dead? v] by (1)\n end\nend\n\nwhen flag clicked\nset [dead? v] to [0]\ngo to x: (-230) y: (0)\nforever\n set size to (150) %\n set rotation style [left-right v]\n if <<key (r v) pressed?> or <(dead?) > [0]>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait (0.3) seconds\n set [ghost v] effect to (0)\n set [dead? v] to [0]\n end\nend\n\nwhen I receive [message1 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\ngo to x: (-230) y: (0)\nset [jump v] to [0]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\nforever\n set y to (round ([y position v] of [hitbox v]))\n move (distance) steps\n point towards (hitbox v)\n set [distance v] to (round ((distance to [hitbox v]) / (3)))\nend\n\n@hitbox\n\ndefine checkGround\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n set [y.vel v] to [0]\n set [jump v] to [1]\n end\nend\n\nwhen I receive [message1 v]\nrepeat (5)\ngo to x: (-230) y: (0)\nset [jump v] to [0]\nset [y.vel v] to [0]\nrepeat (5)\n\nwhen flag clicked\nset [debug v] to [0]\ngo to x: (-230) y: (0)\nset [y.vel v] to [0]\nset [jump v] to [0]\nset rotation style [left-right v]\nforever\n set size to (150) %\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n move (6) steps\n if <<(x position) > [228]> or <touching (level v)?>> then\n move (-6) steps\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n move (6) steps\n if <<(x position) < [-231]> or <touching (level v)?>> then\n move (-6) steps\n end\n end\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n if <(Jump) = [1]> then\n set [y.vel v] to [10]\n set [jump v] to [0]\n end\n end\n if <<key (r v) pressed?> or <(dead?) > [0]>> then\n repeat (5)\n go to x: (-230) y: (0)\n set y to (20)\n set [y.vel v] to [0]\n wait (0.3) seconds\n end\n change y by (y.vel)\n change [y.vel v] by (-0.5)\n checkGround\nend\n\ndefine Debug\nif <<(username) = [npjensen]> and <key (i v) pressed?>> then\n if <(Debug) = [0]> then\n wait until <not <key (i v) pressed?>>\n hide variable [debug v]\n hide variable [dead? v]\n hide variable [distance v]\n hide variable [jump v]\n hide variable [y.vel v]\n set [ghost v] effect to (100)\n change [debug v] by (1)\n else\n wait until <not <key (i v) pressed?>>\n show variable [debug v]\n show variable [dead? v]\n show variable [distance v]\n show variable [jump v]\n show variable [y.vel v]\n set [ghost v] effect to (50)\n set [debug v] to [0]\n end\nend\n\nwhen flag clicked\nResetDebug\nforever\n Debug\nend\n\ndefine ResetDebug\nhide variable [debug v]\nhide variable [dead? v]\nhide variable [distance v]\nhide variable [jump v]\nhide variable [y.vel v]\nset [ghost v] effect to (100)\n\n@portal\n\nwhen flag clicked\ngo to x: (200) y: (-50)\nforever\n point in direction (([sin v] of ((timer) * (100)) ) * (50))\nend\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <touching (player v)?> then\n broadcast (message1 v)\n change [lvl v] by (1)\n wait (0.5) seconds\n end\nend\n\n@background\n\nwhen flag clicked\nforever\n set size to (120) %\n go to x: (() - (([x position v] of [player v]) / (5))) y: (() - (([y position v] of [player v]) / (5)))\nend\n\nwhen I receive [message1 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (start v)\nforever\n set size to (100) %\nend\n\nwhen I receive [message1 v]\nnext costume\n\n@thumbnail + time\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [lvl v]\nhide variable [time v]\nhide variable [☁ wr v]\nset [time v] to [0]\nwait until <([costume name v] of [level v]) = [lvl1]>\nrepeat until <([costume name v] of [level v]) = [lvl7]>\n set [time v] to (timer)\nend\nshow variable [time v]\nshow variable [☁ wr v]\nif <<(☁ WR) > (Time)> and <not <(username) = [npjensen]>>> then\n set [☁ wr v] to (Time)\nend\n\nshow variable [lvl v]\nshow variable [time v]\nshow variable [☁ wr v]\n\nhide variable [lvl v]\nhide variable [time v]\nhide variable [☁ wr v]\n\nset [☁ wr v] to [100000]\n\n
Mario Cube - Scrolling Platformer HACKED
@Stage\n\nwhen flag clicked\nforever\n set [frametime v] to (timer)\n reset timer\nend\n\nwhen [timer v] > ((FrameTime) / (0.033))\nbroadcast (Stop v)\n\nwhen flag clicked\nset [completinglevel v] to [0]\nset volume to (75) %\nforever\n if <(CompletingLevel) = [0]> then\n if <(LevelSelectScreen) = [1]> then\n play sound [Nyan v] until done\n else\n play sound [Super Mario Bros Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n set [click v] to [0]\n if <<mouse down?> and <(Clicked) = [false]>> then\n set [click v] to [1]\n end\n set [clicked v] to <mouse down?>\nend\n\nwhen I receive [stop v]\nif <(username) = [Coltroc]> then\n set [levelscompleted v] to [0]\n set [coins v] to [0]\nend\n\nwhen I receive [levelcomplete v]\nset [completinglevel v] to [1]\nstop all sounds\nplay sound [Level complete v] until done\nbroadcast (LoadLevelSelect v)\nstop all sounds\nset [completinglevel v] to [0]\nif <<((Level) - (1)) = (LevelsCompleted)> and <((LevelsCompleted) + (1)) < (length of [levelselect.x v])>> then\n change [levelscompleted v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nwait (0.1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [stop v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Visualiser\n\ndefine Visuals\nerase all\nif <<<(Editing) = [0]> or <not <(username) = [Coltroc]>>> and <(LevelSelectScreen) = [1]>> then\n DrawLine x: [] y: [] x2: [] y2: [] width: [1000] color: [35] brightness: [100] saturation: [85] transparency: [0]\n DrawLevels\n CalculatePlayerPos\n DrawLevelSelectWorld\n if <((Level) - (LevelSelect.PreviousLevel)) < [0]> then\n DrawCostume x: ((PlayerLevelSelect.x) - (cam.x)) y: (((PlayerLevelSelect.y) + (20)) - (cam.y)) direction: [90] size: [600] costume: [player.l] ghost: [0] brightness: [0] color: [0]\n else\n DrawCostume x: ((PlayerLevelSelect.x) - (cam.x)) y: (((PlayerLevelSelect.y) + (20)) - (cam.y)) direction: [90] size: [600] costume: [player.r] ghost: [0] brightness: [0] color: [0]\n end\n DrawLevelSelectUI\nelse\n DrawBlocks\n DrawObjects\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n set [build.x v] to ((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size))\n set [build.y v] to ((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size))\n DrawCostume x: (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x)) y: (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y)) direction: [90] size: [600] costume: [pointer] ghost: [0] brightness: [0] color: [0]\n if <(Block/Object) = [1]> then\n DrawCostume x: ((20) + (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x))) y: ((20) + (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y))) direction: [90] size: [200] costume: (item (selectedObjectType) of [object.type.costume v]) ghost: [] brightness: [] color: []\n else\n DrawCostume x: ((20) + (((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.x))) y: ((20) + (((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) - (cam.y))) direction: [90] size: [200] costume: (join [block] (selectedBlockPlaceType)) ghost: [] brightness: [] color: []\n end\n end\nend\nDrawLine x: [0] y: [0] x2: [0] y2: [0] width: [1000] color: [0] brightness: [100] saturation: [0] transparency: (FadeTing.Ghost)\nDrawCoins\n\nwhen flag clicked\nset [cam.x v] to [0]\nset [cam.y v] to [0]\nset [block.size v] to [60]\nset [screen.size v] to [8]\nset [world.height v] to [12]\nforever\n Visuals\nend\n\ndefine DrawBlocks\nset [i v] to ((1) + ((([ceiling v] of ((cam.x) / (Block.Size)) ) - (1)) * (World.height)))\nchange [i v] by ([floor v] of ((cam.y) / (Block.Size)) )\nrepeat (((Screen.size) + (1)) * (((World.height) + (2)) / (2)))\n if <not <(i) > (length of [blocks.type v])>> then\n if <([ceiling v] of ((cam.y) / (Block.Size)) ) > [5]> then\n if <((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) = [1]> then\n change [i v] by (5)\n end\n else\n if <((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) > ((6) + ([ceiling v] of ((cam.y) / (Block.Size)) ))> then\n change [i v] by (5)\n end\n end\n set [x v] to (([floor v] of (((i) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i) - (([floor v] of (((i) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n DrawCostume x: (((x) * (Block.Size)) - (cam.x)) y: (((y) * (Block.Size)) - (cam.y)) direction: [90] size: [600] costume: (join [block] (item (i) of [blocks.type v])) ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine DrawCostume x: (x) y: (y) direction: (direction) size: (size) costume: (costume) ghost: (ghost) brightness: (brightness) color: (color)\nset size to (100) %\nswitch costume to (poscheck v)\ngo to x: ([floor v] of (x) ) y: ([floor v] of (y) )\nswitch costume to (costume)\nif <<<(x position) = ([floor v] of (x) )> and <(y position) = ([floor v] of (y) )>> and <not <(costume [name v]) = [PosCheck]>>> then\n set size to (size) %\n set [ghost v] effect to (ghost)\n set [brightness v] effect to (brightness)\n set [color v] effect to (color)\n point in direction (direction)\n stamp\nend\n\ndefine DrawObjects\nset [i v] to [1]\nrepeat (length of [object.type v])\n if <<([abs v] of ((item (i) of [object.x v]) - (cam.x)) ) < [480]> and <([abs v] of ((item (i) of [object.y v]) - (cam.y)) ) < [360]>> then\n DrawCostume x: ((item (i) of [object.x v]) - (cam.x)) y: ((item (i) of [object.y v]) - (cam.y)) direction: [90] size: [600] costume: (item (i) of [objects.costume v]) ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine new block\ndelete all of [levels.blocks.type v]\nrepeat (20)\n repeat ((Screen.size) * (20))\n add [2] to [levels.blocks.type v]\n add [1] to [levels.blocks.type v]\n repeat (10)\n add [0] to [levels.blocks.type v]\n end\n end\nend\n\ndefine DrawLevels\nset [i v] to [1]\nrepeat ((length of [levelselect.x v]) - (1))\n if <(i) > (LevelsCompleted)> then\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [40] color: [12] brightness: [25] saturation: [75] transparency: [0]\n else\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [40] color: [12] brightness: [75] saturation: [75] transparency: [0]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat ((length of [levelselect.x v]) - (1))\n if <(i) > (LevelsCompleted)> then\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [30] color: [12] brightness: [50] saturation: [50] transparency: [0]\n else\n DrawLine x: ((item ((i) + (1)) of [levelselect.x v]) - (cam.x)) y: ((item ((i) + (1)) of [levelselect.y v]) - (cam.y)) x2: ((item (i) of [levelselect.x v]) - (cam.x)) y2: ((item (i) of [levelselect.y v]) - (cam.y)) width: [30] color: [12] brightness: [100] saturation: [50] transparency: [0]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [levelselect.x v])\n if <(i) > ((LevelsCompleted) + (1))> then\n DrawCostume x: ((item (i) of [levelselect.x v]) - (cam.x)) y: ((item (i) of [levelselect.y v]) - (cam.y)) direction: [90] size: [600] costume: [LevelSelect] ghost: [0] brightness: [-75] color: []\n else\n DrawCostume x: ((item (i) of [levelselect.x v]) - (cam.x)) y: ((item (i) of [levelselect.y v]) - (cam.y)) direction: [90] size: [600] costume: [LevelSelect] ghost: [0] brightness: [0] color: [0]\n end\n change [i v] by (1)\nend\n\ndefine DrawLine x: (x) y: (y) x2: (x2) y2: (y2) width: (width) color: (color) brightness: (brightness) saturation: (saturation) transparency: (transparency)\nswitch costume to (poscheck v)\nset size to (200000) %\nset pen size to (width)\nset pen (color v) to (color)\nset pen (brightness v) to (brightness)\nset pen (saturation v) to (saturation)\nset pen (transparency v) to (100)\ngo to x: (x) y: (y)\npen down\nset pen (transparency v) to (transparency)\nif <(y2) = []> then\n go to x: (x2) y: (y)\nelse\n go to x: (x2) y: (y2)\nend\npen up\n\nwhen flag clicked\nset [levelselect.previouslevel v] to [1]\nset [levelselectscreen v] to [1]\nset [levelselect.timer v] to [1]\nset [level v] to [1]\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (25)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\nwhen I receive [levelselect.changelevel v]\nrepeat until <(LevelSelect.Timer) > [1]>\n change [levelselect.timer v] by (FrameTime)\n if <(LevelSelect.Timer) > [1]> then\n set [levelselect.timer v] to [1]\n end\nend\nset [levelselect.timer v] to [1]\n\ndefine DrawLevelSelectUI\nDrawLine x: [-200] y: [-135] x2: [200] y2: [] width: [60] color: [0] brightness: [0] saturation: [0] transparency: [15]\nDrawCostume x: [-120] y: [-135] direction: [90] size: [125] costume: [Level] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: [112] y: [-135] direction: [90] size: [125] costume: [Play] ghost: [0] brightness: [0] color: [0]\nif <<([abs v] of ((x position) - (mouse x)) ) < [100]> and <[25] > ([abs v] of ((y position) - (mouse y)) )>> then\n DrawCostume x: [112] y: [-135] direction: [90] size: [125] costume: [Play] ghost: [0] brightness: [-35] color: [0]\n if <(Click) = [1]> then\n broadcast (StartLevel v)\n end\nend\nDrawCostume x: [-70] y: [-135] direction: [90] size: [125] costume: (join [number] (Level)) ghost: [0] brightness: [0] color: [0]\nif <<(Level) > [1]> and <(LevelSelect.Timer) = [1]>> then\n DrawCostume x: [-190] y: [-133] direction: [-90] size: [400] costume: [arrow] ghost: [0] brightness: [0] color: [0]\n if <(distance to [mouse-pointer v]) < [20]> then\n DrawCostume x: [-190] y: [-133] direction: [-90] size: [400] costume: [arrow] ghost: [0] brightness: [-35] color: [0]\n if <(Click) = [1]> then\n set [levelselect.previouslevel v] to (Level)\n change [level v] by (-1)\n set [levelselect.timer v] to [0]\n broadcast (LevelSelect.ChangeLevel v)\n end\n end\nend\nif <<((LevelsCompleted) + (1)) > (Level)> and <(LevelSelect.Timer) = [1]>> then\n DrawCostume x: [-50] y: [-133] direction: [90] size: [400] costume: [arrow] ghost: [0] brightness: [0] color: [0]\n if <(distance to [mouse-pointer v]) < [30]> then\n DrawCostume x: [-50] y: [-133] direction: [90] size: [400] costume: [arrow] ghost: [0] brightness: [-35] color: [0]\n if <(Click) = [1]> then\n set [levelselect.previouslevel v] to (Level)\n change [level v] by (1)\n set [levelselect.timer v] to [0]\n broadcast (LevelSelect.ChangeLevel v)\n end\n end\nend\n\ndefine CalculatePlayerPos\nset [playerlevelselect.x v] to ((item (LevelSelect.PreviousLevel) of [levelselect.x v]) + (((item (Level) of [levelselect.x v]) - (item (LevelSelect.PreviousLevel) of [levelselect.x v])) * (LevelSelect.Timer)))\nset [playerlevelselect.y v] to ((item (LevelSelect.PreviousLevel) of [levelselect.y v]) + (((item (Level) of [levelselect.y v]) - (item (LevelSelect.PreviousLevel) of [levelselect.y v])) * (LevelSelect.Timer)))\nUpdateCamPos x: (PlayerLevelSelect.x) y: (PlayerLevelSelect.y) time: [5]\n\ndefine UpdateCamPos x: (x) y: (y) time: (time)\nchange [cam.x v] by (((x) - (cam.x)) / (time))\nchange [cam.y v] by (((y) - (cam.y)) / (time))\nif <(cam.x) < [0]> then\n set [cam.x v] to [0]\nend\nif <(cam.y) < [0]> then\n set [cam.y v] to [0]\nend\nif <[9120] < (cam.x)> then\n set [cam.x v] to [9120]\nend\nif <[0] < (cam.y)> then\n set [cam.y v] to [0]\nend\n\nwhen I receive [startlevel v]\nset [fadeting.ghost v] to [100]\nrepeat until <(FadeTing.Ghost) < [1]>\n change [fadeting.ghost v] by (-10)\n set [cam.x v] to (PlayerLevelSelect.x)\n set [cam.y v] to (PlayerLevelSelect.y)\n if <(FadeTing.Ghost) < [0]> then\n set [fadeting.ghost v] to [0]\n end\nend\nset [levelselectscreen v] to [0]\nstop all sounds\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (10)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\nwhen I receive [loadlevelselect v]\nset [fadeting.ghost v] to [100]\nrepeat until <(FadeTing.Ghost) < [1]>\n change [fadeting.ghost v] by (-10)\n if <(FadeTing.Ghost) < [0]> then\n set [fadeting.ghost v] to [0]\n end\nend\nset [levelselectscreen v] to [1]\nstop all sounds\nset [cam.y v] to [0]\nset [cam.x v] to (item (Level) of [levelselect.x v])\nset [fadeting.ghost v] to [0]\nrepeat until <[99] < (FadeTing.Ghost)>\n change [fadeting.ghost v] by (25)\n if <[100] < (FadeTing.Ghost)> then\n set [fadeting.ghost v] to [100]\n end\nend\n\ndefine DrawCoins\nchange [coins v] by (0)\nset [coins.ui v] to (coins)\nrepeat ((8) - (length of (coins)))\n set [coins.ui v] to (join [0] (Coins.UI))\nend\nDrawLine x: [110] y: [155] x2: [220] y2: [] width: [35] color: [] brightness: [] saturation: [] transparency: [20]\nDrawNumber size: [100] number: (Coins.UI) x: [110] y: [155]\n\ndefine DrawNumber size: (size) number: (number) x: (x) y: (y)\nset [i2 v] to [1]\nrepeat (length of (number))\n DrawCostume x: ((x) + (((i2) - (1)) * ((15) * ((size) / (100))))) y: (y) direction: [90] size: (size) costume: (join [number] (letter (i2) of (number))) ghost: [0] brightness: [100] color: [0]\n change [i2 v] by (1)\nend\n\ndefine DrawLevelSelectWorld\nDrawCostume x: ((-150) - (cam.x)) y: [50] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-150) - (cam.x)) y: [45] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-45) - (cam.x)) y: [85] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-100) - (cam.x)) y: [-70] direction: [90] size: [600] costume: [rock] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((-110) - (cam.x)) y: [-80] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((75) - (cam.x)) y: [40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((200) - (cam.x)) y: [-40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((250) - (cam.x)) y: [-80] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [0] color: [0]\nDrawCostume x: ((350) - (cam.x)) y: [40] direction: [90] size: [600] costume: [tree] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((350) - (cam.x)) y: [40] direction: [90] size: [600] costume: [grass] ghost: [0] brightness: [] color: [0]\nDrawCostume x: ((485) - (cam.x)) y: [-70] direction: [90] size: [600] costume: [castle] ghost: [0] brightness: [] color: [0]\n\n@Objects\n\nwhen flag clicked\nset [editing v] to [0]\n\ndefine CreateObject x: (x) y: (y) type: (type) costume: (costume) direction: (direction)\nadd (type) to [object.type v]\nadd (x) to [object.x v]\nadd [0] to [object.xv v]\nadd (y) to [object.y v]\nadd [0] to [object.yv v]\nadd (costume) to [objects.costume v]\nadd (direction) to [object.direction v]\nif <(type) = [5]> then\n replace item (length of [object.xv v]) of [object.xv v] with (pick random (-5) to (5.0))\n replace item (length of [object.yv v]) of [object.yv v] with (pick random (5) to (15.0))\nend\n\ndefine Delete id: (id)\ndelete (id) of [object.type v]\ndelete (id) of [object.x v]\ndelete (id) of [object.xv v]\ndelete (id) of [object.y v]\ndelete (id) of [object.yv v]\ndelete (id) of [objects.costume v]\ndelete (id) of [object.direction v]\n\ndefine DeleteAll\nrepeat (length of [object.type v])\n Delete id: [1]\nend\n\ndefine ObjectVelocityUpdate\nset [i4 v] to [1]\nrepeat (length of [object.type v])\n if <<not <(item (i4) of [object.type v]) = [1]>> and <not <(item (i4) of [object.type v]) = [5]>>> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (item (i4) of [object.xv v]))\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (item (i4) of [object.yv v]))\n if <(item (i4) of [object.type v]) = [2]> then\n if <<(item (i4) of [object.xv v]) = [0]> or <(item (i4) of [object.yv v]) = [0]>> then\n replace item (i4) of [object.xv v] with (pick random (-5) to (5.0))\n replace item (i4) of [object.yv v] with (pick random (5) to (15.0))\n end\n replace item (i4) of [object.yv v] with ((item (i4) of [object.yv v]) + (-1))\n if <(item (i4) of [object.y v]) < [-220]> then\n Delete id: (i4)\n end\n end\n end\n if <(item (i4) of [object.type v]) = [5]> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (item (i4) of [object.xv v]))\n CheckBlockCollision x: (item (i4) of [object.x v]) y: (item (i4) of [object.y v]) width: [8] heigth: [10] type: [5] id: (i4)\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (i4) of [object.x v] with ((item (i4) of [object.x v]) + (() - (item (i4) of [object.xv v])))\n replace item (i4) of [object.xv v] with [0.0]\n end\n replace item (i4) of [object.yv v] with ((item (i4) of [object.yv v]) + (-1))\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (item (i4) of [object.yv v]))\n CheckBlockCollision x: (item (i4) of [object.x v]) y: (item (i4) of [object.y v]) width: [8] heigth: [10] type: [5] id: (i4)\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (i4) of [object.y v] with ((item (i4) of [object.y v]) + (() - (item (i4) of [object.yv v])))\n if <(item (i4) of [object.yv v]) < [0]> then\n replace item (i4) of [object.xv v] with [0.0]\n end\n replace item (i4) of [object.yv v] with [0.0]\n end\n if <[collidingblocks v] contains [2]?> then\n Delete id: (i4)\n end\n if <(item (i4) of [object.y v]) < [-220]> then\n Delete id: (i4)\n end\n if <<(Editing) = [0]> and <<([abs v] of ((item (i4) of [object.x v]) - (item (player.i) of [object.x v])) ) < ((20) * (3))> and <([abs v] of ((item (player.i) of [object.y v]) - (item (i4) of [object.y v])) ) < ((20) * (3))>>> then\n broadcast (Coin v)\n change [coins v] by (1)\n Delete id: (i4)\n end\n end\n change [i4 v] by (1)\nend\n\ndefine PlayerUpdate\nif <(CompletingLevel) = [0]> then\n set [player.i v] to (item # of [1] in [object.type v])\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) + (5))\n replace item (player.i) of [objects.costume v] with [player.r]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) + (-5))\n replace item (player.i) of [objects.costume v] with [player.l]\n end\n UpdateCamPos x: ((item (player.i) of [object.x v]) + (0)) y: ((item (player.i) of [object.y v]) + (0)) time: [4]\n replace item (player.i) of [object.xv v] with ((item (player.i) of [object.xv v]) * (0.9))\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (item (player.i) of [object.xv v]))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (1))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (5))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (() - (item (player.i) of [object.xv v])))\n replace item (player.i) of [object.xv v] with [0]\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (-5))\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (-1))\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1.25))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n if <(item (player.i) of [object.yv v]) > [0]> then\n replace item (player.i) of [object.yv v] with [-3]\n if <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>> then\n broadcast (BreakBrick v)\n end\n repeat (2)\n if <[collidingblocks v] contains [3]?> then\n repeat (2)\n set [i3 v] to (item (item # of [3] in [collidingblocks v]) of [collidingblocks.id v])\n set [x v] to (([floor v] of (((i3) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i3) - (([floor v] of (((i3) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n CreateObject x: (((x) * (Block.Size)) + (pick random (-20) to (20))) y: (((y) * (Block.Size)) + (pick random (-20) to (20))) type: [2] costume: [block4.Particle] direction: [90]\n end\n repeat (1)\n CreateObject x: ((x) * (Block.Size)) y: ((y) * (Block.Size)) type: [5] costume: [coin] direction: [90]\n end\n set [i3 v] to (item # of [3] in [collidingblocks v])\n replace item (item (i3) of [collidingblocks.id v]) of [blocks.type v] with [-1]\n delete (i3) of [collidingblocks v]\n delete (i3) of [collidingblocks.id v]\n end\n end\n repeat (2)\n if <[collidingblocks v] contains [4]?> then\n repeat (2)\n set [i3 v] to (item (item # of [4] in [collidingblocks v]) of [collidingblocks.id v])\n set [x v] to (([floor v] of (((i3) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i3) - (([floor v] of (((i3) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n CreateObject x: (((x) * (Block.Size)) + (pick random (-20) to (20))) y: (((y) * (Block.Size)) + (pick random (-20) to (20))) type: [2] costume: [block5.Particle] direction: [90]\n end\n repeat (pick random (0) to (0))\n CreateObject x: ((x) * (Block.Size)) y: ((y) * (Block.Size)) type: [5] costume: [coin] direction: [90]\n end\n set [i3 v] to (item # of [4] in [collidingblocks v])\n replace item (item (i3) of [collidingblocks.id v]) of [blocks.type v] with [-2]\n delete (i3) of [collidingblocks v]\n delete (i3) of [collidingblocks.id v]\n end\n end\n else\n replace item (player.i) of [object.yv v] with [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n replace item (player.i) of [object.yv v] with [35]\n broadcast (Jump v)\n end\n end\n end\n delete all of [collidingblocks v]\n delete all of [collidingblocks.id v]\nend\n\ndefine UpdateCamPos x: (x) y: (y) time: (time)\nchange [cam.x v] by (((x) - (cam.x)) / (time))\nchange [cam.y v] by (((y) - (cam.y)) / (time))\nif <(cam.x) < [0]> then\n set [cam.x v] to [0]\nend\nif <(cam.y) < [0]> then\n set [cam.y v] to [0]\nend\nif <[9120] < (cam.x)> then\n set [cam.x v] to [9120]\nend\nif <[360] < (cam.y)> then\n set [cam.y v] to [360]\nend\n\ndefine CheckBlockCollision x: (x) y: (y) width: (width) heigth: (heigth) type: (type) id: (id)\ndelete all of [collidingblocks v]\ndelete all of [collidingblocks.id v]\nset [hitbox.heigth v] to (([ceiling v] of (((heigth) * (3)) / (Block.Size)) ) + (2))\nset [hitbox.width v] to (([ceiling v] of (((width) * (3)) / (Block.Size)) ) + (2))\nset [i2 v] to ((1) + (((([ceiling v] of ((x) / (Block.Size)) ) - ([floor v] of ((hitbox.width) / (2)) )) + (3)) * (World.height)))\nif <((hitbox.heigth) + (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))) < ((2) + ([floor v] of ((hitbox.heigth) / (2)) ))> then\nelse\n if <((((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )) + (1)) = [11]> then\n change [i2 v] by (((0) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))\n else\n change [i2 v] by (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) ))\n end\nend\nrepeat ((hitbox.width) * (hitbox.heigth))\n set [y v] to ((i2) - (([floor v] of (((i2) - (1)) / (World.height)) ) * (World.height)))\n if <((((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )) + (1)) > ((World.height) - (hitbox.heigth))> then\n if <(y) = [1]> then\n change [i2 v] by ((World.height) - (hitbox.heigth))\n end\n else\n if <(y) > ((hitbox.heigth) + (((1) + ([floor v] of ((hitbox.heigth) / (2)) )) + ([floor v] of ((y) / (Block.Size)) )))> then\n change [i2 v] by ((World.height) - (hitbox.heigth))\n end\n end\n set [x v] to (([floor v] of (((i2) - (1)) / (World.height)) ) - (((Screen.size) / (2)) - (0.5)))\n set [y v] to (((i2) - (([floor v] of (((i2) - (1)) / (World.height)) ) * (World.height))) - ((((Screen.size) * (0.75)) / (2)) + (0.5)))\n set [dx v] to ([abs v] of ((x) - ((x) * (Block.Size))) )\n set [dy v] to ([abs v] of ((y) - ((y) * (Block.Size))) )\n if <<(dx) < (((Block.Size) + ((width) * (3))) / (2))> and <(dy) < (((Block.Size) + ((heigth) * (3))) / (2))>> then\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [6]> then\n if <(type) = [1]> then\n if <<((y) - ((y) * (Block.Size))) > [30]> and <[0] > (item (player.i) of [object.yv v])>> then\n add [1] to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n else\n if <<((y) - ((y) * (Block.Size))) > [30]> and <[0] > (item (id) of [object.yv v])>> then\n add [1] to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n end\n else\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [5]> then\n if <<<(dx) < ((((Block.Size) - (20)) + ((width) * (3))) / (2))> and <(dy) < ((((Block.Size) - (20)) + ((heigth) * (3))) / (2))>> and <(type) = [1]>> then\n replace item (i2) of [blocks.type v] with [-3]\n change [coins v] by (1)\n broadcast (Coin v)\n end\n else\n if <(item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) = [2]> then\n if <<(dx) < (((Block.Size) + ((width) * (3))) / (2))> and <(dy) < ((((Block.Size) - (4)) + ((heigth) * (3))) / (2))>> then\n add (item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n else\n add (item (item (i2) of [blocks.type v]) of [block.type.hitboxtype v]) to [collidingblocks v]\n add (i2) to [collidingblocks.id v]\n end\n end\n end\n end\n change [i2 v] by (1)\nend\nif <(CompletingLevel) = [0]> then\n if <(x) < ((-240) + (((width) * (3)) / (2)))> then\n add [1] to [collidingblocks v]\n end\n if <(type) = [1]> then\n if <<[collidingblocks v] contains [2]?> or <(y) < [-200]>> then\n end\n if <<(x) > ((item (item # of [3] in [object.type v]) of [object.x v]) - (30))> and <(item # of [3] in [object.type v]) > [0]>> then\n stop [other scripts in sprite v]\n broadcast (LevelComplete v)\n end\n end\nend\n\nDelete id: (item # of [1] in [object.type v])\nbroadcast (Death v)\n\nwhen I receive [restartplayer v]\nLoadLevel (Level)\nDelete id: (item # of [1] in [object.type v])\nCreateObject x: [0] y: [0] type: [1] costume: [player.r] direction: [90]\nrepeat until <(item # of [1] in [object.type v]) = [0]>\n PlayerUpdate\nend\n\ndefine LoadLevel (level)\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [blocks.type v] with (item (i) of [levels.blocks.type v])\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (((Screen.size) * (World.height)) * (20))\n if <(item (i) of [blocks.type v]) = [-1]> then\n replace item (i) of [blocks.type v] with [4]\n end\n if <(item (i) of [blocks.type v]) = [-2]> then\n replace item (i) of [blocks.type v] with [5]\n end\n if <(item (1) of [blocks.type v]) = [-3]> then\n replace item (i) of [blocks.type v] with [9]\n end\n change [i v] by (1)\nend\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nDeleteAll\nrepeat (((Screen.size) * (World.height)) * (20))\n if <(item (i) of [level.object.type v]) > [2]> then\n CreateObject x: (item (i) of [level.object.x v]) y: (item (i) of [level.object.y v]) type: (item (i) of [level.object.type v]) costume: (item (item (i) of [level.object.type v]) of [object.type.costume v]) direction: (item (i) of [level.object.direction v])\n end\n change [i v] by (1)\nend\nset [i v] to [1]\n\nwhen I receive [death v]\nLoadLevel (Level)\nrepeat until <<(round ((cam.x) / (20))) = [0]> and <(round ((cam.y) / (20))) = [0]>>\n UpdateCamPos x: [0] y: [0] time: [8]\nend\nbroadcast (RestartPlayer v)\n\ndefine SaveLevel (level)\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item (i) of [levels.blocks.type v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [blocks.type v])\n change [i v] by (1)\nend\nset [i v] to ((1) + ((((Screen.size) * (World.height)) * (20)) * ((level) - (1))))\nrepeat (((Screen.size) * (World.height)) * (20))\n replace item (i) of [level.object.type v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.type v])\n replace item (i) of [level.object.direction v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.direction v])\n replace item (i) of [level.object.x v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.x v])\n replace item (i) of [level.object.y v] with (item ((i) - ((((Screen.size) * (World.height)) * (20)) * ((level) - (1)))) of [object.y v])\n change [i v] by (1)\nend\n\nwhen [space v] key pressed\nif <(username) = [Sabo3]> then\n if <(Editing) = [1]> then\n ask [Save level? y/n] and wait\n if <(answer) = [y]> then\n set [editing v] to [0]\n SaveLevel (Level)\n end\n else\n ask [Edit level? y/n] and wait\n if <(answer) = [y]> then\n ask [Which level? 1-20] and wait\n if <<(answer) > [0]> and <(answer) < [21]>> then\n set [level v] to (answer)\n set [editing v] to [1]\n DeleteAll\n LoadLevel (Level)\n end\n end\n end\nend\n\nwhen I receive [startlevel v]\nDeleteAll\nbroadcast (RestartPlayer v)\n\nwhen I receive [loadlevelselect v]\nstop [other scripts in sprite v]\n\nwhen I receive [createobject v]\nif <(selectedObjectType) = [2]> then\n Delete id: (length of [object.type v])\nelse\n CreateObject x: (Build.x) y: (Build.y) type: (selectedObjectType) costume: (item (selectedObjectType) of [object.type.costume v]) direction: [90]\nend\n\nwhen I receive [startlevel v]\nforever\n ObjectVelocityUpdate\n if <<(Editing) = [1]> and <(username) = [Sabo3]>> then\n if <key (right arrow v) pressed?> then\n UpdateCamPos x: ((cam.x) + (10)) y: (cam.y) time: [1]\n end\n if <key (left arrow v) pressed?> then\n UpdateCamPos x: ((cam.x) + (-10)) y: (cam.y) time: [1]\n end\n if <key (up arrow v) pressed?> then\n UpdateCamPos x: (cam.x) y: ((cam.y) + (10)) time: [1]\n end\n if <key (down arrow v) pressed?> then\n UpdateCamPos x: (cam.x) y: ((cam.y) + (-10)) time: [1]\n end\n end\nend\n\nwhen I receive [levelcomplete v]\nwait until <(CompletingLevel) = [1]>\nrepeat until <[collidingblocks v] contains [1]?>\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1))\n if <(item (player.i) of [object.yv v]) < [-3]> then\n replace item (player.i) of [object.yv v] with [-3]\n end\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n replace item (player.i) of [object.yv v] with [0]\n end\n UpdateCamPos x: (item (item # of [3] in [object.type v]) of [object.x v]) y: (item (player.i) of [object.y v]) time: [5]\nend\nwait (1) seconds\nrepeat until <(CompletingLevel) = [0]>\n replace item (player.i) of [object.x v] with ((item (player.i) of [object.x v]) + (5))\n replace item (player.i) of [object.yv v] with ((item (player.i) of [object.yv v]) + (-1))\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (item (player.i) of [object.yv v]))\n CheckBlockCollision x: (item (player.i) of [object.x v]) y: (item (player.i) of [object.y v]) width: [16] heigth: [16] type: [1] id: []\n if <<[collidingblocks v] contains [1]?> or <<[collidingblocks v] contains [3]?> or <[collidingblocks v] contains [4]?>>> then\n replace item (player.i) of [object.y v] with ((item (player.i) of [object.y v]) + (() - (item (player.i) of [object.yv v])))\n replace item (player.i) of [object.yv v] with [0]\n end\nend\n\nwhen [c v] key pressed\nchange [coins v] by (1)\nchange [coins.ui v] by (1)\n\n@Blocks\n\nwhen flag clicked\nforever\n hide variable [selectedblockplacetype v]\n hide variable [selectedobjecttype v]\n hide variable [block/object v]\n if <<(Editing) = [1]> and <(username) = [Coltroc]>> then\n set [selectedblock.id v] to (((((([floor v] of (((mouse y) + (cam.y)) / (Block.Size)) ) + (0.5)) * (Block.Size)) / (Block.Size)) + (3.5)) + (((((([floor v] of (((mouse x) + (cam.x)) / (Block.Size)) ) + (0.5)) * (Block.Size)) / (Block.Size)) + (3.5)) * (World.height)))\n set [selectedblock.id v] to (selectedBlock.Id)\n if <(Block/Object) = [0]> then\n if <mouse down?> then\n replace item (selectedBlock.Id) of [blocks.type v] with (selectedBlockPlaceType)\n end\n else\n if <(Click) = [1]> then\n broadcast (CreateObject v)\n end\n end\n show variable [selectedblockplacetype v]\n show variable [selectedobjecttype v]\n show variable [block/object v]\n end\nend\n\n@Sounds\n\nwhen I receive [coin v]\nstart sound [coin v]\n\nwhen I receive [death v]\nstart sound [Hurt v]\n\nwhen I receive [jump v]\nstart sound [Jump v]\n\nwhen I receive [breakbrick v]\nstart sound [Break Brick v]\n\n
WASD or Arrow keys to move.\nJump over obstacles and gaps, Break blocks and earn coins.\nCurrently there are 4 levels\n\nWarning: This game might lagg.
Never Stop Dreaming II: a platformer (sequel)
@Stage\n\nwhen flag clicked\nstart sound [HYPERDRIVE - Epic Powerful Futuristic Music Mix Epic Sci-Fi Hybrid Music v]\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [start dream ii v]\nwait (3) seconds\nforever\n play sound [Destroid - Annihilate v] until done\nend\n\nwhen I receive [start dream ii for real v]\nforever\n if <(Level) = [21]> then\n stop [other scripts in sprite v]\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (start dream III v)\n stop [this script v]\n end\nend\n\nwhen I receive [start dream iii v]\nwait (3) seconds\nforever\n play sound [DJ Striden - Level Three \[Melodic Electro\] \(1\) v] until done\nend\n\nwhen I receive [start dream iii for real v]\nforever\n if <(Level) = [31]> then\n stop [other scripts in sprite v]\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (start endgame v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [activate binary effect v] to [0]\nhide\nforever\n create clone of (_myself_ v)\n if <(activate binary effect) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nset rotation style [don't rotate v]\ngo to x: (pick random (-300) to (200)) y: (200)\nset size to (pick random (40) to (200)) %\nshow\npoint in direction (165)\nset [ghost v] effect to ((size) / (3))\nswitch costume to (pick random (1) to (10))\nrepeat (7)\n move ((size) / (8)) steps\n switch costume to (pick random (1) to (10))\nend\nrepeat until <touching (_edge_ v)?>\n move ((size) / (8)) steps\n switch costume to (pick random (1) to (10))\nend\ndelete this clone\n\nrepeat (5)\n move ((size) / (8)) steps\n switch costume to (pick random (1) to (10))\nend\n\nwhen I receive [start dream i v]\nwait (2) seconds\nset [activate binary effect v] to [1]\n\nbroadcast (start dream III v)\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [start dream i v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (5.2) seconds\nbroadcast (start dream I for real v)\nhide\n\nwhen I receive [start dream ii v]\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3.5) seconds\nbroadcast (start dream II for real v)\nhide\n\nwhen I receive [start dream iii v]\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3.5) seconds\nbroadcast (start dream III for real v)\nhide\n\nwhen I receive [start endgame v]\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (5)\n next costume\n wait (0.03) seconds\nend\nwait (1) seconds\nbroadcast (chancellor of dreams v)\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (10) %\nrepeat (5)\n change size by (18)\n go to [front v] layer\nend\nrepeat (25)\n change size by (0.6)\nend\nrepeat (4)\n change size by (0.6)\n next costume\nend\nrepeat (10)\n change size by (0.6)\nend\nrepeat (4)\n change size by (0.6)\n next costume\nend\nrepeat (15)\n change size by (0.6)\nend\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (0.6)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nset [color v] effect to (125)\ngo to x: (0) y: (100)\nhide\nset size to (100) %\n\nwhen I receive [start dream i v]\nwait (2) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (3) seconds\nshow\nforever\n point in direction ((([sin v] of (rfvdcsx) ) * (3)) + (90))\n change y by (([sin v] of (rfvdcsx) ) * (2))\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\nend\n\n@Sprite6\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (5) seconds\nshow\nswitch costume to (costume1 v)\nwait (0.05) seconds\nrepeat (2)\n next costume\n wait (0.05) seconds\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n stop all sounds\n start sound [Crank v]\n stop [other scripts in sprite v]\n set size to (100) %\n wait (1) seconds\n broadcast (Start Dream I v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait (5.15) seconds\nforever\n if <touching (mouse-pointer v)?> then\n repeat (3)\n change size by (4)\n end\n repeat (4)\n change size by (3)\n end\n repeat (2)\n change size by (2)\n end\n repeat (1)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (3)\n change size by (-4)\n end\n repeat (4)\n change size by (-3)\n end\n repeat (2)\n change size by (-2)\n end\n repeat (1)\n change size by (-1)\n end\n end\nend\n\nwhen I receive [start dream i v]\nwait (2) seconds\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen I receive [start dream i v]\nwait (2) seconds\nforever\n play sound [734702_Calm-Craggy-Area-1f1n1ty-R v] until done\nend\n\nwhen I receive [start dream i for real v]\nwait (1) seconds\nforever\n if <(Level) = [11]> then\n stop [other scripts in sprite v]\n stop all sounds\n broadcast (start dream II v)\n stop [this script v]\n end\nend\n\n@Sprite7\n\nwhen I receive [start dream i v]\nset [ghost v] effect to (0)\nswitch costume to (costume5 v)\ngo to [front v] layer\nwait (3.5) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (10) %\nshow\nrepeat (5)\n change size by (18)\nend\nrepeat (40)\n change size by (0.6)\nend\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (0.6)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nwait (3) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (10) %\nshow\nrepeat (5)\n change size by (18)\nend\nrepeat (40)\n change size by (0.6)\nend\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (0.6)\nend\nhide\n\nwhen I receive [start dream iii v]\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\ngo to [front v] layer\nwait (3) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (10) %\nshow\nrepeat (5)\n change size by (18)\nend\nrepeat (40)\n change size by (0.6)\nend\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (0.6)\nend\nhide\n\n@BG1\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start dream i for real v]\ngo to [back v] layer\nset [brightness v] effect to (-10)\ngo to x: (10) y: (0)\nshow\n\nwhen I receive [start dream ii v]\nwait (3) seconds\nhide\n\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\nchange x by (-1.5)\n\n@GROUND1\n\nwhen I receive [start dream i for real v]\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start dream ii v]\nwait (3) seconds\nhide\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n play sound [bubbles v] until done\n end\nend\n\nwhen I receive [start dream i for real v]\nwait (0.2) seconds\nforever\n if <touching color (#dd5db0)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [7]\n start sound [quick dash v]\n wait until <not <touching color (#dd5db0)?>>\n end\n end\nend\n\nwhen I receive [start dream i for real v]\nwait (0.2) seconds\nforever\n if <touching color (#26ff00)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(x vel) > [0]> or <(x vel) = [0]>> then\n set [x vel v] to [19]\n start sound [quick dash v]\n end\n if <(x vel) < [0]> then\n set [x vel v] to [-19]\n start sound [quick dash v]\n end\n wait until <not <touching color (#26ff00)?>>\n end\n end\nend\n\nbroadcast (start dream II v)\n\nwhen I receive [start dream i for real v]\nwait (0.3) seconds\nforever\n if <touching color (#ff0000)?> then\n broadcast (oof v)\n start sound [med-rifle v]\n go to x: (-210) y: (-80)\n set [y vel v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (-80)\n change [level v] by (1)\n set [y vel v] to [0]\n set [x vel v] to [0]\n end\nend\n\nwhen I receive [start dream i for real v]\nset volume to (100) %\nset size to (100) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [x vel v] by (0.43)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [x vel v] by (-0.43)\n end\n set [x vel v] to ((x vel) * (0.93))\n change x by (x vel)\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 ((x vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-0.4)\n change y by (y vel)\n if <touching color (#000000)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [7]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#ff8200)?> then\n start sound [quick dash v]\n set [y vel v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream i for real v]\nrepeat (5)\n go to x: (-202) y: (-80)\nend\nshow\n\nwhen I receive [start dream i for real v]\nforever\n if <(Level) = [11]> then\n hide\n start sound [Laser Sound Effect-2 v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start dream i for real v]\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (-80)\n set [y vel v] to [0]\n set [x vel v] to [0]\n end\nend\n\n@Sprite9\n\nwhen I receive [start dream i v]\nwait (2.5) seconds\nset rotation style [left-right v]\nrepeat until <(Level) = [11]>\n create clone of (_myself_ v)\n set [fish variatoion v] to [0]\n wait (0.6) seconds\n create clone of (_myself_ v)\n set [fish variatoion v] to [1]\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\ngo [forward v] (5) layers\nset [brightness v] effect to (-10)\nshow\nset size to (pick random (30) to (90)) %\nif <(fish variatoion) = [0]> then\n point in direction (90)\n go to x: (-250) y: (pick random (-100) to (170))\n repeat (30)\n move ((size) / (30)) steps\n end\n repeat until <(x position) > [230]>\n move ((size) / (30)) steps\n if <(Level) = [11]> then\n delete this clone\n end\n end\n repeat (12)\n move ((size) / (30)) steps\n end\n delete this clone\nend\nif <(fish variatoion) = [1]> then\n point in direction (-90)\n go to x: (250) y: (pick random (-100) to (170))\n repeat (30)\n move ((size) / (30)) steps\n end\n repeat until <(x position) < [-230]>\n move ((size) / (30)) steps\n if <(Level) = [11]> then\n delete this clone\n end\n end\n repeat (12)\n move ((size) / (30)) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen I receive [start dream ii v]\nforever\n if <touching color (#dd5db0)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [quick dash v]\n wait until <not <touching color (#dd5db0)?>>\n end\n end\nend\n\nwhen I receive [start dream ii for real v]\nwait (0.2) seconds\nforever\n if <touching color (#26ff00)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(x vel) > [0]> or <(x vel) = [0]>> then\n set [x vel v] to [18]\n start sound [quick dash v]\n end\n if <(x vel) < [0]> then\n set [x vel v] to [-18]\n start sound [quick dash v]\n end\n wait until <not <touching color (#26ff00)?>>\n end\n end\nend\n\nwhen I receive [start dream ii for real v]\nforever\n if <<<<touching color (#ff0000)?> or <touching (sprite12 v)?>> or <touching (sprite15 v)?>> or <touching (sprite13 v)?>> then\n broadcast (oof v)\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (-80)\n change [level v] by (1)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\nend\n\nwhen I receive [start dream ii for real v]\ngo to [front v] layer\nset volume to (100) %\nset size to (100) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [x vel v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [x vel v] by (-0.9)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 ((x vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n if <touching color (#ff9400)?> then\n start sound [quick dash v]\n set [y vel v] to [20]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii for real v]\nrepeat (5)\n go to x: (-202) y: (-80)\nend\nshow\n\nwhen I receive [start dream ii for real v]\nforever\n if <(Level) = [21]> then\n hide\n start sound [Laser Sound Effect-2 v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start dream ii for real v]\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (-80)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\nend\n\nwhen I receive [oof v]\nstart sound [med-rifle v]\ngo to x: (-210) y: (-80)\nset [y vel v] to [0]\n\n@BG2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start dream ii for real v]\nset [brightness v] effect to (-7)\nshow\n\nwhen I receive [start dream iii v]\nwait (3) seconds\nhide\n\n@GROUND2\n\nwhen I receive [start dream ii for real v]\nset [level v] to [11]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start dream ii v]\nforever\n if <(Level) = [20]> then\n broadcast (begin boss battle 1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [start dream iii v]\nwait (3) seconds\nhide\n\n@Sprite11\n\nwhen I receive [start dream ii v]\nwait (2.5) seconds\nrepeat until <(Level) = [21]>\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nset [brightness v] effect to (pick random (-20) to (5))\nset [color v] effect to (pick random (-10) to (0))\nset size to (pick random (25) to (120)) %\nset [ghost v] effect to (-15)\nshow\npoint in direction (pick random (-30) to (30))\ngo to x: (pick random (-200) to (200)) y: (-150)\nrepeat (2)\n move ((size) / (5)) steps\nend\nrepeat until <<(y position) > [180]> or <touching (_edge_ v)?>>\n move ((size) / (5)) steps\n if <(Level) = [21]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\n@Sprite12\n\ndefine first attack\nstart sound [Sound Effects Laser Samples3 v]\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nnext costume\nwait (0.05) seconds\nturn right (12) degrees\nrepeat (6)\n turn left (2) degrees\n next costume\n wait (0.05) seconds\nend\nswitch costume to (costume1 v)\n\ndefine second attack\nswitch costume to (costume14 v)\nwait (0.05) seconds\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nwait (0.1) seconds\nnext costume\nbroadcast (launch nuclear orbs v)\nstart sound [Sound Effects Laser Samples2 v]\nwait (0.1) seconds\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nswitch costume to (costume19 v)\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\nend\nswitch costume to (costume1 v)\n\nwhen I receive [begin boss battle 1 v]\nforever\n set [head_direction v] to (direction)\nend\n\nwhen I receive [begin boss battle 1 v]\ngo to x: (150) y: (-20)\nshow\nwait (0.05) seconds\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [begin boss battle 1 v]\nset [boss life v] to [1]\nset [prev_direction v] to [90]\nswitch costume to (costume1 v)\ngo to [front v] layer\npoint in direction (prev_direction)\nset [brightness v] effect to (0)\nset [attack_factor v] to [1]\nshow\nforever\n wait (pick random (0.1) to (0.3)) seconds\n point towards (sprite10 v)\n turn left (180) degrees\n set [attack_factor v] to (direction)\n point in direction (prev_direction)\n start sound [Minecraft - ALL Mob Sounds \(3 v]\n repeat until <([abs v] of ((attack_factor) - (direction)) ) < [2]>\n turn right (((attack_factor) - (direction)) / (8)) degrees\n end\n set [prev_direction v] to (direction)\n wait (pick random (0.3) to (0.5)) seconds\n if <(pick random (1) to (2)) = [1]> then\n first attack\n else\n if <(pick random (1) to (2)) = [1]> then\n second attack\n else\n third attack\n end\n end\nend\n\nwhen I receive [boss death i v]\nset [boss life v] to [0]\nstart sound [Minecraft - ALL Mob Sounds \(1 v]\nswitch costume to (costume23 v)\nstop [other scripts in sprite v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\nwait (0.5) seconds\nhide\nstop [other scripts in sprite v]\n\ndefine third attack\nbroadcast (third attack v)\nwait (0.02) seconds\nrepeat (10)\n change y by (-2)\nend\nrepeat (5)\n change y by (-1)\nend\nrepeat (3)\n change y by (-0.5)\nend\nwait (2) seconds\nrepeat (10)\n change y by (2)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (3)\n change y by (0.5)\nend\n\nwhen I receive [boss hit i v]\nset [brightness v] effect to (40)\nrepeat (20)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [start dream iii v]\nif <(boss life) = [1]> then\n broadcast (boss death I v)\nend\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (170) y: (-20)\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [begin boss battle 1 v]\ngo to [front v] layer\nshow\n\nwhen I receive [boss death i v]\nrepeat (25)\n change [brightness v] effect by (4)\nend\nwait (0.5) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [third attack v]\nrepeat (10)\n change y by (-2)\nend\nrepeat (5)\n change y by (-1)\nend\nrepeat (3)\n change y by (-0.5)\nend\nwait (2) seconds\nrepeat (10)\n change y by (2)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (3)\n change y by (0.5)\nend\n\nwhen I receive [boss hit i v]\nset [brightness v] effect to (40)\nrepeat (20)\n change [brightness v] effect by (-2)\nend\n\n@Sprite14\n\nwhen I receive [launch nuclear orbs v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to (sprite12 v)\nchange x by (50)\nchange y by (-50)\nshow\npoint in direction ((pick random ((head_direction) + (5)) to ((head_direction) - (-5))) - (180))\nset size to (20) %\nrepeat (8)\n move (15) steps\n change size by (10)\nend\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n if <(distance to [sprite10 v]) < [50]> then\n broadcast (oof v)\n end\nend\nrepeat (12)\n move (15) steps\nend\ndelete this clone\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [third attack v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-180) y: (-80)\nwait (0.5) seconds\nshow\nif <(pick random (1) to (2)) = [1]> then\n set x to (-180)\nelse\n set x to (-65)\nend\nrepeat (10)\n change y by (4)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nwait (0.3) seconds\nstart sound [Sound Effects Laser Samples4 v]\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nwait (0.3) seconds\nrepeat (10)\n change y by (-4)\nend\nrepeat (5)\n change y by (-3)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nhide\n\n@weak points\n\nwhen flag clicked\nhide\n\nwhen I receive [begin boss battle 1 v]\nshow\nset [first boss hp v] to [5]\ngo to x: (-85) y: (90)\nforever\n repeat until <touching (sprite10 v)?>\n turn right (3) degrees\n end\n if <(first boss HP) = [1]> then\n start sound [Laser Sound Effect-2 v]\n hide\n set [first boss hp v] to [0]\n broadcast (boss death I v)\n stop [this script v]\n end\n if <(first boss HP) = [2]> then\n start sound [Laser Sound Effect-2 v]\n broadcast (boss hit I v)\n change [first boss hp v] by (-1)\n go to x: (-186) y: (23)\n end\n if <(first boss HP) = [3]> then\n start sound [Laser Sound Effect-2 v]\n broadcast (boss hit I v)\n change [first boss hp v] by (-1)\n go to x: (-82) y: (-39)\n end\n if <(first boss HP) = [4]> then\n start sound [Laser Sound Effect-2 v]\n broadcast (boss hit I v)\n change [first boss hp v] by (-1)\n go to x: (-188) y: (147)\n end\n if <(first boss HP) = [5]> then\n start sound [Laser Sound Effect-2 v]\n broadcast (boss hit I v)\n change [first boss hp v] by (-1)\n go to x: (-189) y: (-93)\n end\nend\n\nwhen I receive [oof v]\nrepeat (2)\n set [first boss hp v] to [5]\n go to x: (-85) y: (90)\nend\n\nwhen I receive [start dream iii v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [begin boss battle 1 v]\nshow\nforever\n switch costume to ((first boss HP) + (1))\nend\n\nwhen I receive [boss death i v]\nwait (1.5) seconds\nhide\nstop [other scripts in sprite v]\n\n@BG3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start dream iii for real v]\nset [brightness v] effect to (-15)\nshow\n\nwhen I receive [start dream iii v]\nwait (3) seconds\nhide\n\ngo to [front v] layer\n\nbroadcast (start dream III v)\n\nwhen I receive [start dream iii for real v]\nforever\n change [brightness v] effect by (20)\n repeat (10)\n change [brightness v] effect by (-2)\n end\n wait (0.096) seconds\nend\n\nwhen I receive [start endgame v]\nwait (3) seconds\nhide\n\n@GROUND3\n\nwhen I receive [start dream iii for real v]\nset [level v] to [21]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start dream iii v]\nwait (3) seconds\nhide\n\nwhen I receive [start endgame v]\nwait (3) seconds\nhide\n\n@Sprite17\n\nwhen I receive [start dream iii for real v]\nforever\n if <touching color (#dd5db0)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n start sound [quick dash v]\n wait until <not <touching color (#dd5db0)?>>\n end\n end\nend\n\nwhen I receive [start dream iii for real v]\nwait (0.2) seconds\nforever\n if <touching color (#26ff00)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(x vel) > [0]> or <(x vel) = [0]>> then\n set [x vel v] to [18]\n start sound [quick dash v]\n end\n if <(x vel) < [0]> then\n set [x vel v] to [-18]\n start sound [quick dash v]\n end\n wait until <not <touching color (#26ff00)?>>\n end\n end\nend\n\nwhen I receive [start dream iii for real v]\nforever\n if <<<touching color (#ff0000)?> or <touching (sprite19 v)?>> or <touching (sprite20 v)?>> then\n broadcast (oof v)\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (-80)\n change [level v] by (1)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\nend\n\nwhen I receive [start dream iii for real v]\ngo to [front v] layer\nset volume to (100) %\nset size to (100) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [x vel v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [x vel v] by (-0.8)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 ((x vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n if <touching color (#ff9400)?> then\n start sound [quick dash v]\n set [y vel v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream iii for real v]\nrepeat (5)\n go to x: (-202) y: (-80)\nend\nshow\n\nwhen I receive [start dream ii for real v]\nforever\n if <(Level) = [31]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start dream iii for real v]\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (-80)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\nend\n\nwhen I receive [oof v]\nstart sound [med-rifle v]\ngo to x: (-210) y: (-80)\nset [y vel v] to [0]\n\n@Sprite18\n\nwhen I receive [start dream iii v]\nwait (2.5) seconds\nset rotation style [left-right v]\nrepeat until <(Level) = [31]>\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nswitch costume to (pick random (1) to (2))\ngo to [back v] layer\ngo [forward v] (5) layers\nset [brightness v] effect to (-10)\nset size to (pick random (50) to (100)) %\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n set x to (-240)\nelse\n point in direction (-90)\n set x to (240)\nend\nif <(pick random (1) to (2)) = [1]> then\n set y to (pick random (-100) to (-80))\nelse\n if <(pick random (1) to (2)) = [1]> then\n set y to (pick random (120) to (140))\n else\n set y to (pick random (60) to (80))\n end\nend\nshow\nrepeat (30)\n move ((size) / (10)) steps\nend\nrepeat until <touching (_edge_ v)?>\n move ((size) / (10)) steps\nend\nrepeat (2)\n move ((size) / (10)) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite19\n\nwhen I receive [start dream iii for real v]\nwait (1) seconds\nset [gear_spacing v] to [0]\nwait until <(Level) = [23]>\nchange [gear_spacing v] by (1)\ncreate clone of (_myself_ v)\nwait (0.03) seconds\nchange [gear_spacing v] by (1)\ncreate clone of (_myself_ v)\nwait until <(Level) = [28]>\nchange [gear_spacing v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(gear_spacing) = [1]> then\n go to x: (0) y: (-125)\nelse\n go to x: (-120) y: (-110)\nend\nshow\nset size to (70) %\ngo to [front v] layer\ngo [backward v] (20) layers\nrepeat until <not <(Level) = [23]>>\n turn left (15) degrees\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@Sprite20\n\nwhen I receive [start dream iii for real v]\nwait (1) seconds\nwait until <(Level) = [28]>\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-65) y: (-137)\nshow\nset size to (90) %\ngo to [front v] layer\ngo [backward v] (20) layers\nrepeat until <not <(Level) = [28]>>\n turn left (15) degrees\nend\ndelete this clone\n\n@Sprite22\n\nwhen I receive [chancellor of dreams v]\ngo to x: (0) y: (55)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (5)\n change y by (0.7)\n end\n repeat (3)\n change y by (0.3)\n end\n repeat (3)\n change y by (-0.3)\n end\n repeat (5)\n change y by (-0.7)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (-1)\n end\n repeat (5)\n change y by (-0.7)\n end\n repeat (3)\n change y by (-0.3)\n end\n repeat (3)\n change y by (0.3)\n end\n repeat (5)\n change y by (0.7)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen I receive [chancellor of dreams v]\nshow\nswitch costume to (costume2 v)\nwait (1) seconds\nforever\n wait (pick random (0.5) to (3)) seconds\n repeat (pick random (1) to (5))\n switch costume to (pick random (1) to (6))\n wait (0.02) seconds\n end\n switch costume to (costume2 v)\nend\n\nwhen I receive [chancellor of dreams v]\nwait (58) seconds\nhide\n\n@Sprite23\n\nwait (0.5) seconds\nset [key sound v] to [0]\nrepeat (15)\n set [key sound v] to (pick random (1) to (7))\n start sound (key sound)\n wait (0.05) seconds\nend\n\nwait (1) seconds\nNext line\nerase all\nType [woke the land up with it.]\nhide\nwait (1) seconds\nerase all\n\nwait (5) seconds\n\ndefine Type (x)\nset x to (-200)\nset [letter v] to (letter (1) of (x))\nswitch costume to (letter (1) of (x))\nset [# v] to [1]\nrepeat (length of (x))\n start sound [C2 Elec Piano v]\n stamp\n change x by (15)\n change [# v] by (1)\n switch costume to (letter (#) of (x))\nend\n\ndefine Next line\nchange y by (-40)\n\nwhen flag clicked\nerase all\n\nwait (1) seconds\n\ndefine next line small\nchange y by (-20)\n\ndefine type (x) small\nset x to (-230)\nset [letter v] to (letter (1) of (x))\nswitch costume to (letter (1) of (x))\nset [# v] to [1]\nrepeat (length of (x))\n stamp\n change x by (10)\n change [# v] by (1)\n switch costume to (letter (#) of (x))\nend\n\nerase all\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nType [yo whats up]\n\nset [key sound v] to [0]\nrepeat (15)\n set [key sound v] to (pick random (1) to (7))\n start sound (key sound)\n wait (0.05) seconds\nend\nwait (0.5) seconds\nwait (0.5) seconds\nset [key sound v] to [0]\nrepeat (15)\n set [key sound v] to (pick random (1) to (7))\n start sound (key sound)\n wait (0.05) seconds\nend\n\nset [key sound v] to [0]\nrepeat (15)\n set [key sound v] to (pick random (1) to (7))\n start sound (key sound)\n wait (0.05) seconds\nend\nwait (0.5) seconds\nwait (0.5) seconds\nset [key sound v] to [0]\nrepeat (15)\n set [key sound v] to (pick random (1) to (7))\n start sound (key sound)\n wait (0.05) seconds\nend\n\nset [key sound v] to [0]\nrepeat (15)\n set [key sound v] to (pick random (1) to (7))\n start sound (key sound)\n wait (0.05) seconds\nend\n\nhide\nwait (5) seconds\nset [key sound v] to [0]\ngo to x: (145) y: (140)\nset [# v] to [0]\nset [letter v] to [0]\nshow\nerase all\nset size to (150) %\nType [go find that gem.]\nhide\n\nhide\nset [key sound v] to [0]\ngo to x: (145) y: (0)\nset [# v] to [0]\nset [letter v] to [0]\nshow\nerase all\nset size to (150) %\nType [you found the gem...]\nNext line\nwait (1) seconds\nType [now bring it back.]\nhide\nbroadcast (end screen v)\n\nwhen I receive [chancellor of dreams v]\nset y to (-80)\nset [brightness v] effect to (-30)\nset [color v] effect to (30)\nwait (1) seconds\nType [so you finally made it.]\nwait (1.5) seconds\nerase all\nType [you've managed to pass every]\nNext line\nType [single dream i've created]\nNext line\nType [for you.]\nwait (1) seconds\nerase all\nset y to (-80)\nType [most impressive. very few ]\nNext line\nType [have gotten this far.]\nwait (1) seconds\nerase all\nwait (1) seconds\nset y to (-80)\nType [forgive me, i have not]\nNext line\nType [yet introduced myself.]\nwait (0.5) seconds\nerase all\nwait (1) seconds\nset y to (-80)\nType [i am the chancellor of]\nNext line\nType [dreams]\nwait (1) seconds\nerase all\nset y to (-80)\nType [and i am the god of this]\nNext line\nType [virtual world]\nwait (0.5) seconds\nerase all\nwait (1) seconds\nset y to (-80)\nType [i'll just get right to the ]\nNext line\nType [point]\nwait (1) seconds\nerase all\nset y to (-80)\nType [you have completed your]\nNext line\nType [cycle through the dream world]\nwait (1) seconds\nerase all\nset y to (-80)\nType [thus, it would be time for]\nNext line\nType [you to enter the real ]\nNext line\nType [world again.]\nwait (1) seconds\nerase all\nwait (1) seconds\nset y to (-80)\nType [unfortunately, i cannot do]\nNext line\nType [that for you]\nwait (1) seconds\nerase all\nset y to (-80)\nType [i have run several]\nNext line\nType [calculations and predictions]\nwait (1) seconds\nerase all\nset y to (-80)\nType [and i know for a fact]\nNext line\nType [that you will resist.]\nwait (1) seconds\nerase all\nset y to (-80)\nType [i understand. this is]\nNext line\nType [your home.]\nwait (1) seconds\nerase all\nset y to (-80)\nType [you are the champion of]\nNext line\nType [this world]\nwait (1) seconds\nerase all\nset y to (-80)\nType [you can overrule everything]\nNext line\nType [else in this world]\nwait (1) seconds\nerase all\nset y to (-80)\nType [including me.]\nwait (1) seconds\nerase all\nset y to (-80)\nType [thus, i will be terminating]\nNext line\nType [your life force, never to be]\nNext line\nType [seen again]\nwait (1) seconds\nerase all\nset y to (-80)\nType [i'm sorry it had to be this]\nNext line\nType [way]\nwait (1) seconds\nerase all\nset y to (-80)\nType [but do not try to resist.]\nNext line\nType [it will only make it more]\nNext line\nType [difficult for both of us.]\nwait (1) seconds\nerase all\nset y to (-80)\nType [after all, what is a champion]\nNext line\nType [to a god?]\nwait (1) seconds\nerase all\nwait (2) seconds\nset y to (-80)\nType [goodbye, player.]\nwait (1) seconds\nerase all\nhide\nwait (2) seconds\nbroadcast (begin final boss battle v)\n\n@sprite24\n\nwhen I receive [begin final boss battle v]\nwait (1) seconds\nset [brightness v] effect to (100)\nshow\nrepeat (35)\n change [brightness v] effect by (-3)\nend\nwait (0.6) seconds\nrepeat (15)\n change [brightness v] effect by (40)\n repeat (20)\n change [brightness v] effect by (-2)\n end\n wait (0.7) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [begin final boss battle v]\nplay sound [631160_Domyeah---Final-Boss v] until done\nforever\n play sound [631160_Domyeah---Final-Boss2 v] until done\nend\n\nwhen I receive [final boss death v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [end the game v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nwait (1) seconds\nnext costume\nset [brightness v] effect to (0)\nplay sound [781445_Ugly-Fuel-OFF-VOCAL v] until done\n\n@Sprite25\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [begin final boss battle v]\nwait (7) seconds\nshow\nset [brightness v] effect to (100)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [end the game v]\nhide\n\n@Sprite26\n\nwhen I receive [begin final boss battle v]\nwait (15) seconds\nset [x vel v] to [0]\nset [y vel v] to [0]\nrepeat until <(final boss HP) = [0]>\n if <<<<touching color (#ff0000)?> or <touching (_edge_ v)?>> or <touching (sprite30 v)?>> or <touching (sprite31 v)?>> then\n broadcast (oof v)\n end\nend\n\nwhen I receive [begin final boss battle v]\ngo to [front v] layer\nset volume to (100) %\nset size to (100) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [x vel v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [x vel v] by (-0.9)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 ((x vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n if <touching color (#ff9400)?> then\n start sound [quick dash v]\n set [y vel v] to [20]\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\nstart sound [med-rifle v]\ngo to x: (0) y: (-29)\nset [y vel v] to [0]\n\nwhen I receive [begin final boss battle v]\nwait (12) seconds\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (0) y: (-29)\nshow\n\nwhen I receive [end the game v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite27\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nhide\n\nwhen I receive [begin final boss battle v]\nwait (22.1) seconds\ngo [forward v] (1) layers\ngo to x: (0) y: (-180)\nshow\nrepeat (13)\n change y by (10)\nend\nrepeat (9)\n change y by (5)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (6)\n change y by (1)\nend\nwait (0.1) seconds\nrepeat (5)\n change y by (-2)\nend\nrepeat (3)\n change y by (-1)\nend\nrepeat (2)\n change y by (-0.5)\nend\nbroadcast (battle begins! v)\n\nwhen I receive [battle begins! v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n Final boss first attack\n else\n if <(pick random (1) to (2)) = [1]> then\n final boss second attack\n else\n final boss third attack\n end\n end\n wait (pick random (0.2) to (0.6)) seconds\nend\n\ndefine Final boss first attack\nbroadcast (final boss first attack v)\nset [final boss attack v] to [1]\nwait (1.2) seconds\nrepeat (4)\n change y by (-10)\nend\nrepeat (8)\n change y by (3)\nend\nrepeat (5)\n change y by (2)\nend\nrepeat (6)\n change y by (1)\nend\nwait (2) seconds\n\ndefine final boss second attack\nbroadcast (down v)\nrepeat (10)\n change y by (-2)\nend\nrepeat (5)\n change y by (-1)\nend\nrepeat (6)\n change y by (-0.5)\nend\nwait (0.5) seconds\nset [final boss attack v] to [2]\nbroadcast (final boss second attack v)\nwait (4) seconds\nrepeat (10)\n change y by (2)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (6)\n change y by (0.5)\nend\n\ndefine final boss third attack\nrepeat (2)\n repeat (2)\n change y by (-10)\n end\n repeat (8)\n change y by (1.5)\n end\n repeat (6)\n change y by (1)\n end\n repeat (4)\n change y by (0.5)\n end\nend\nset [final boss attack v] to [3]\nwait (0.5) seconds\nbroadcast (pulse v)\nwait (2.5) seconds\n\nwhen I receive [final boss hit! v]\nchange [brightness v] effect by (30)\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [final boss death v]\nstop [other scripts in sprite v]\nrepeat (60)\n change [brightness v] effect by (2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait (4) seconds\nbroadcast (end the game v)\n\n@Sprite28\n\nwhen I receive [begin final boss battle v]\nwait (22) seconds\ngo to x: (0) y: (-110)\nshow\nrepeat (12)\n change y by (6)\nend\nrepeat (7)\n change y by (4)\nend\nrepeat (4)\n change y by (2)\nend\nrepeat (5)\n change y by (1)\nend\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nhide\n\nwhen I receive [final boss first attack v]\nwait (1.2) seconds\nrepeat (4)\n change y by (-5)\nend\nrepeat (8)\n change y by (1.5)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (6)\n change y by (0.5)\nend\n\nwhen I receive [down v]\nrepeat (10)\n change y by (-1)\nend\nrepeat (5)\n change y by (-0.5)\nend\nrepeat (6)\n change y by (-0.3)\nend\nwait (0.5) seconds\nwait (4) seconds\nrepeat (10)\n change y by (1)\nend\nrepeat (5)\n change y by (0.5)\nend\nrepeat (6)\n change y by (0.3)\nend\n\nwhen I receive [final boss hit! v]\nchange [brightness v] effect by (30)\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [final boss death v]\nstop [other scripts in sprite v]\nrepeat (60)\n change [brightness v] effect by (2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Sprite29\n\nwhen flag clicked\nhide\n\nwhen I receive [begin final boss battle v]\nset [final boss hp v] to [10]\nwait (15) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (180)\nshow\nrepeat (10)\n change y by (-2)\nend\nrepeat (5)\n change y by (-1)\nend\nrepeat (3)\n change y by (-0.5)\nend\nrepeat (10)\n next costume\n wait (0.03) seconds\nend\nforever\n switch costume to ((final boss HP) + (1))\nend\n\nwhen I receive [begin final boss battle v]\nwait (1) seconds\nforever\n if <(final boss HP) = [0]> then\n stop all sounds\n broadcast (final boss death v)\n wait (0.03) seconds\n play sound [Minecraft - ALL Mob Sounds \(1 v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [end the game v]\nhide\n\n@Sprite30\n\nwhen I receive [final boss first attack v]\nshow\nswitch costume to (costume2 v)\nset size to (110) %\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n set x to (-425)\n if <(pick random (1) to (2)) = [1]> then\n set y to (-91)\n else\n set y to (-16)\n end\nelse\n point in direction (-90)\n set x to (425)\n if <(pick random (1) to (2)) = [1]> then\n set y to (-91)\n else\n set y to (-16)\n end\nend\nrepeat (8)\n move (4) steps\nend\nrepeat (5)\n move (3) steps\nend\nrepeat (4)\n move (2) steps\nend\nrepeat (3)\n move (1) steps\nend\nwait (0.5) seconds\nrepeat (4)\n next costume\n wait (0.04) seconds\nend\nswitch costume to (costume2 v)\nwait (0.4) seconds\nrepeat (3)\n move (-1) steps\nend\nrepeat (4)\n move (-2) steps\nend\nrepeat (5)\n move (-3) steps\nend\nrepeat (8)\n move (-4) steps\nend\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [final boss second attack v]\nshow\nswitch costume to (costume1 v)\nset y to (-100)\nif <(pick random (1) to (2)) = [2]> then\n point in direction (90)\n set x to (-100)\nelse\n point in direction (-90)\n set x to (100)\nend\nrepeat (10)\n change y by (6)\nend\nrepeat (7)\n change y by (5)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (6)\n change y by (1)\nend\nwait (1) seconds\nrepeat (4)\n next costume\n change y by (-3)\n wait (0.04) seconds\nend\nbroadcast (pulse v)\nwait (0.6) seconds\nrepeat (6)\n change y by (-1)\nend\nrepeat (5)\n change y by (-3)\nend\nrepeat (8)\n change y by (-5)\nend\nrepeat (15)\n change y by (-6)\nend\nhide\n\nwhen I receive [battle begins! v]\n\n@Sprite31\n\nwhen I receive [pulse v]\nif <(final boss attack) = [2]> then\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (0)\n go to (sprite30 v)\n change y by (-80)\n set size to (100) %\n repeat (45)\n change [ghost v] effect by (2)\n change size by (4)\n end\n hide\nelse\n repeat (4)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (pick random (-240) to (150)) y: (190)\nset size to (pick random (45) to (65)) %\npoint in direction (pick random (-175) to (180))\nshow\nrepeat (10)\n change x by (2)\n change y by (-10)\n turn right (3) degrees\nend\nrepeat until <<(y position) < [-175]> or <(x position) > [235]>>\n change x by (2)\n change y by (-10)\n turn right (3) degrees\nend\ndelete this clone\n\n@sprite32\n\ndefine position target\nset [target placement factor v] to (pick random (1) to (7))\nif <(target placement factor) = [1]> then\n go to x: (-71) y: (-82)\nend\nif <(target placement factor) = [2]> then\n go to x: (69) y: (-83)\nend\nif <(target placement factor) = [3]> then\n go to x: (-140) y: (-28)\nend\nif <(target placement factor) = [4]> then\n go to x: (1) y: (-29)\nend\nif <(target placement factor) = [5]> then\n go to x: (133) y: (-31)\nend\nif <(target placement factor) = [6]> then\n go to x: (-67) y: (32)\nend\nif <(target placement factor) = [7]> then\n go to x: (73) y: (31)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\nset [final boss hp v] to [10]\n\nwhen I receive [battle begins! v]\nshow\nset [final boss hp v] to [10]\ngo to x: (-85) y: (90)\nrepeat until <(final boss HP) = [0]>\n set size to (100) %\n set [ghost v] effect to (0)\n position target\n show\n repeat until <touching (sprite26 v)?>\n turn right (3) degrees\n end\n change [final boss hp v] by (-1)\n start sound [Laser Sound Effect-2 v]\n broadcast (final boss hit! v)\n repeat (25)\n change size by (2)\n change [ghost v] effect by (4)\n end\n hide\n wait (1.5) seconds\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\n\n
Coding Wars: A Platformer Series: The Trailer
@Stage\n\n@Background 1\n\nwhen flag clicked\nshow\ngo to x: (-53) y: (37)\n\nwhen I receive [hack v]\nhide\nwait (1) seconds\nbroadcast (Hack Message One v)\n\nwhen I receive [news flash v]\nshow\n\nwhen I receive [1 v]\nplay sound [recording1 v] until done\nplay sound [recording1 v] until done\nplay sound [recording1 v] until done\nstart sound [recording1 v]\n\n@Text \n\nwhen I receive [news flash v]\nswitch costume to (text 3 v)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (text 4 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (text 5 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (text 6 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (text 7 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (End v)\n\nwhen I receive [1 v]\nshow\nswitch costume to (text 1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (text 2 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Hack v)\nhide\n\n@Scratch Laboratory\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\nend\nsay (text) for (1) seconds\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [hack v]\nshow\nwait (1) seconds\nScroll [How's the job going John??]\nwait (1) seconds\nScroll [Pretty good...]\nScroll [WHAT!!!!!!?????!!!!!]\nbroadcast (Malfunction v)\n\nwhen I receive [malfunction part 2 v]\nScroll [WHATS GOING ON JOHN??!!??]\nwait (1) seconds\nScroll [WE'VE BEEN HACKED!!! THE COMPUTERS MALFUNCTIONING!!]\nwait (1) seconds\nScroll [WHAT CAN WE DO TO STOP IT!!!!]\nwait (1) seconds\nScroll [I don't think you can!!!!!!!!!!!!]\nbroadcast (Flash v)\nhide\n\n@Flashing Red Light\n\nwhen flag clicked\nhide\nset [ghost v] effect to (75)\ngo to x: (0) y: (0)\n\nwhen I receive [malfunction v]\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nbroadcast (Malfunction Part 2 v)\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.3) seconds\nshow\nplay sound [recording1 v] until done\nhide\nwait (.6) seconds\nplay sound [recording2 v] until done\n\n@Flash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [flash v]\nshow\nwait (3) seconds\nbroadcast (Scene Change v)\nhide\n\n@Scratch Laboratory Gone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [scene change v]\nshow\nwait (2) seconds\nbroadcast (News Flash v)\n\nwhen I receive [news flash v]\nhide\nplay sound [recording1 v] until done\nstop [all v]\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\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Thumbnail 2.0\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nshow\n\n@Sprite1\n\ndefine Start type (a)\nif <(a) = [1]> then\n go to x: (-300) y: (0)\n repeat (30)\n change x by (((4) - (x position)) / (8))\n end\nelse\n if <(a) = [2]> then\n go to x: (300) y: (0)\n repeat (30)\n change x by (((-4) - (x position)) / (8))\n end\n else\n if <(a) = [3]> then\n go to x: (0) y: (240)\n repeat (30)\n change y by (((-3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [5]> then\n go to x: (0) y: (0)\n set size to (0) %\n Glide size to (102) [no]\n end\n end\n end\n end\n end\nend\n\ndefine Glide size to (b) (fade?)\nif <(fade?) = [yes]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\nelse\n if <(fade?) = [yus]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n else\n repeat (30)\n change size by (((b) - (size)) / (8))\n end\n end\nend\n\ndefine Glide to X: (x) Y: (y)\nrepeat (25)\n change x by (((x) - (x position)) / (8))\n change y by (((y) - (y position)) / (8))\nend\n\nwhen flag clicked\ngo to [front v] layer\nstart sound [sound2 v]\nSet up (331)\nStart type (letter (1) of (Code))\nwait (1) seconds\nMake clone detailed (153)\nGlide type: (letter (2) of (Code))\nwait (1) seconds\nExit type (letter (3) of (Code))\nhide\nwait (1) seconds\nbroadcast (1 v)\n\nwhen I start as a clone\nif <(letter (1) of (X)) = [1]> then\n switch costume to (words v)\n Start type (letter (2) of (X))\n wait (0) seconds\n Exit type (letter (3) of (X))\n delete this clone\nend\n\ndefine Make clone detailed (z)\nset [x v] to (z)\ncreate clone of (_myself_ v)\n\ndefine Exit type (d)\nif <(d) = [1]> then\n Glide size to (0) [yes]\nelse\n if <(d) = [2]> then\n set [y v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n change [y v] by (-1.5)\n end\n set [y v] to (() - ((Y) * (0.85)))\n repeat until <(y position) < [-180]>\n change y by (Y)\n change [y v] by (-1.5)\n end\n else\n Glide size to (0) [yus]\n end\nend\n\ndefine Glide type: (c)\nif <(c) = [1]> then\n Glide to X: (-100) Y: (0)\nelse\n if <(c) = [2]> then\n Glide to X: (100) Y: (0)\n else\n if <(c) = [3]> then\n Glide to X: (0) Y: (100)\n else\n if <(c) = [4]> then\n Glide to X: (0) Y: (-100)\n end\n end\n end\nend\n\ndefine Set up (code)\npoint in direction (90)\nset [code v] to (code)\nswitch costume to (logo v)\nset size to (60) %\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [1 v]\nhide\n\n
Press the green flag and watch! Make sure that you have your volume on! Love and fave for the first episode (platformer).\nCheck this new game out!\nhttps://scratch.mit.edu/projects/353785322/
Paper World ✨ A Platformer (entry)
@Stage\n\nwhen flag clicked\nforever\n set [ghost v] effect to (15)\nend\n\nwhen I receive [start v]\nforever\n play sound [Mondo v] until done\n wait (.05) seconds\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset rotation style [left-right v]\npoint in direction (90)\nset [y vel. v] to [0]\nset [x vel. v] to [0]\nset [stage v] to [1]\nset size to (120) %\nshow\nclear graphic effects\nforever\n Platform Physics jump height: [11] move speed: [1.75] fricton: [0.75]\n tick\nend\n\ndefine Platform Physics jump height: (y) move speed: (speed) fricton: (friction)\ngo to [front v] layer\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [x vel. v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n change [x vel. v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x vel. v] to ((x vel.) * (friction))\nchange x by (x vel.)\nif <touching (stage v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (stage v)?>> or <(slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (stage v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (x vel.) ) )\n if <touching (stage v)?> then\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n end\n set [x vel. v] to [0]\n end\nend\nif <touching (bouncepads v)?> then\n broadcast (bounce v)\n set [y vel. v] to ((y) * (1.5))\nend\nchange y by (y vel.)\nif <touching (stage v)?> then\n repeat ([ceiling v] of ([abs v] of (y vel.) ) )\n if <touching (stage 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]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y vel. v] to (y)\n else\n set [y vel. v] to [0]\n end\nelse\n change [y vel. v] by (-1)\nend\nswitch costume to (idle v)\nif <<<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <mouse down?>> or <key (a v) pressed?>> or <key (d v) pressed?>> then\n switch costume to (walk)\nend\nif <(y vel.) > [0]> then\n switch costume to (jump v)\nend\nif <[-1] > (y vel.)> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\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 (0.06) seconds\nend\n\ndefine tick\nif <touching (flag v)?> then\n broadcast (refresh boucepads v)\n broadcast (transist v)\n change [stage v] by (1)\n go to x: (-220) y: (-140)\nend\nif <<(y position) < [-170]> or <touching (spikes v)?>> then\n create clone of (_myself_ v)\n go to x: (-220) y: (-140)\n reset timer\n set [x vel. v] to [0]\n set [y vel. v] to [0]\nend\nif <key (p v) pressed?> then\n broadcast (refresh boucepads v)\n broadcast (transist v)\n go to x: (-220) y: (-140)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(Stage) = [22]>\nwait (2) seconds\nrepeat (100)\n wait (.05) seconds\n change [ghost v] effect by (1)\n wait (.05) seconds\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (-100)\n\n@Stage\n\nwhen flag clicked\nhide\nset [stage v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [start v]\nshow\n\n@Flag\n\nwhen flag clicked\nforever\n next costume\n wait (.2) seconds\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n go to [front v] layer\n if <(Stage) = [1]> then\n go to x: (216) y: (-143)\n end\n if <(Stage) = [2]> then\n go to x: (216) y: (-143)\n end\n if <(Stage) = [3]> then\n go to x: (216) y: (-143)\n end\n if <(Stage) = [4]> then\n go to x: (216) y: (-143)\n end\n if <(Stage) = [5]> then\n go to x: (216) y: (-143)\n end\n if <(Stage) = [6]> then\n go to x: (216) y: (-143)\n end\n if <(Stage) = [7]> then\n go to x: (215) y: (-44)\n end\n if <(Stage) = [8]> then\n go to x: (-211) y: (67)\n end\n if <(Stage) = [9]> then\n go to x: (-49) y: (74)\n end\n if <(Stage) = [10]> then\n go to x: (179) y: (-144)\n end\n if <(Stage) = [11]> then\n go to x: (210) y: (-144)\n end\n if <(Stage) = [12]> then\n go to x: (-148) y: (65)\n end\n if <(Stage) = [13]> then\n go to x: (-2) y: (-42)\n end\n if <(Stage) = [14]> then\n go to x: (230) y: (-87)\n end\n if <(Stage) = [15]> then\n go to x: (-208) y: (113)\n end\n if <(Stage) = [16]> then\n go to x: (-216) y: (31)\n end\n if <(Stage) = [17]> then\n go to x: (-17) y: (-19)\n end\n if <(Stage) = [18]> then\n go to x: (218) y: (-6)\n end\n if <(Stage) = [19]> then\n go to x: (178) y: (-145)\n end\n if <(Stage) = [20]> then\n go to x: (-115) y: (-145)\n end\n if <(Stage) = [21]> then\n go to x: (1) y: (-13)\n end\n if <(Stage) = [22]> then\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen I receive [boss v]\nhide\n\nwhen I receive [boss defeated v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@SPIKES\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\nset [stage v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n switch costume to (Stage)\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [distance v] to [0]\nset size to (60) %\nset [ghost v] effect to (100)\nshow\nswitch costume to (projectile v)\ngo to (boss v)\nset x to (pick random (-225) to (225))\npoint towards (player v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<<touching (stage v)?> or <touching (player v)?>> or <(distance) > [100]>>\n point towards (player v)\n move (3) steps\n change [distance v] by (1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(Stage) = [22]>\nswitch costume to (projectile v)\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nset [distance v] to [0]\nset size to (60) %\nset [ghost v] effect to (100)\nshow\nswitch costume to (projectile v)\ngo to (boss v)\nset x to (pick random (-225) to (225))\npoint towards (player v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<<touching (stage v)?> or <touching (player v)?>> or <(distance) > [100]>>\n point towards (player v)\n move (3) steps\n change [distance v] by (1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Bouncepads\n\nwhen flag clicked\nset [stage v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n wait until <(Stage) = [5]>\n clone at x: [-84] y: [-150]\n wait until <(Stage) = [6]>\n clone at x: [-97] y: [-149]\n wait until <(Stage) = [9]>\n clone at x: [-1] y: [-151]\n wait until <(Stage) = [11]>\n clone at x: [-86] y: [-151]\n wait until <(Stage) = [12]>\n clone at x: [-135] y: [-157]\n clone at x: [-9] y: [-95]\n clone at x: [120] y: [-39]\n clone at x: [9] y: [76]\n wait until <(Stage) = [13]>\n clone at x: [-102] y: [-157]\n clone at x: [-102] y: [-27]\n wait until <(Stage) = [17]>\n clone at x: [30] y: [-151]\n wait until <(Stage) = [18]>\n clone at x: [-15] y: [-151]\n clone at x: [91] y: [-151]\n clone at x: [-105] y: [-151]\n wait until <(Stage) = [19]>\n clone at x: [-6] y: [-152]\n clone at x: [-52] y: [-19]\n clone at x: [11] y: [75]\n wait until <(Stage) = [21]>\n clone at x: [73] y: [-159]\n clone at x: [-73] y: [-161]\nend\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (2 v)\nshow\nforever\n if <touching (player v)?> then\n repeat (8)\n next costume\n end\n end\nend\n\nwhen I receive [refresh boucepads v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [mouse v] to (join (mouse x) (join [,] (mouse y)))\nend\n\nbroadcast (refresh boucepads v)\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n wait until <(Stage) = [2]>\n show\n wait until <(Stage) = [8]>\n go to x: (302) y: (76)\n wait until <(Stage) = [10]>\n hide\n wait until <(Stage) = [11]>\n show\n wait until <(Stage) = [13]>\n hide\n wait until <(Stage) = [17]>\n show\n wait until <(Stage) = [18]>\n switch costume to (costume2 v)\n wait until <(Stage) = [19]>\n switch costume to (costume1 v)\n hide\n wait until <(Stage) = [20]>\n go to x: (0) y: (0)\n show\n switch costume to (costume3 v)\n wait until <(Stage) = [21]>\n hide\n wait until <(Stage) = [22]>\n wait (5) seconds\n switch costume to (end v)\n show\nend\n\n@TB\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (.1)\ngo to [front v] layer\nset [brightness v] effect to (1)\nshow\n\n@boss\n\nwhen flag clicked\nclear graphic effects\nset size to (120) %\nswitch costume to (1 v)\nhide\nwait until <(Stage) = [21]>\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (-200) y: (103)\nshow\nbroadcast (boss v)\nwait (2) seconds\nrepeat (4)\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\nend\nwait (1) seconds\nrepeat (10)\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\nend\nset [pitch v] effect to (0)\nset volume to (200) %\nreset timer\nrepeat (15)\n create clone of (spikes v)\n switch costume to (3 v)\n wait (1) seconds\n create clone of (spikes v)\n switch costume to (4 v)\n wait (1) seconds\nend\nswitch costume to (5 v)\nwait (1) seconds\nrepeat (100)\n switch costume to (5 v)\n wait (0.05) seconds\n change [ghost v] effect by (1)\n switch costume to (6 v)\n wait (0.05) seconds\n change [ghost v] effect by (1)\nend\nset volume to (100) %\nhide\nbroadcast (BOSS DEFEATED v)\n\n@Sprite1\n\ndefine transist\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (0.05) seconds\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [transist v]\ntransist\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set size to (100) %\nend\n\nwhen I receive [thumbnail v]\nshow\n\nwhen I receive [thumbnail v]\nforever\n if <key (space v) pressed?> then\n broadcast (start v)\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (0) %\nhide\n\nwhen I receive [name v]\nwait (4) seconds\nbroadcast (size swipe v)\nwait (1) seconds\nhide\n\nwhen I receive [logo v]\npoint in direction (90)\nshow\nrepeat (20)\n set [rotate/move v] to (((ROTATE/MOVE) * (0.7)) + (((100) - (size)) / (1.5)))\n change size by (ROTATE/MOVE)\nend\nrepeat (50)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\npoint in direction (90)\nrepeat (5)\n change size by (-10)\nend\nrepeat (20)\n set [rotate/move v] to (((ROTATE/MOVE) * (0.7)) + (((100) - (size)) / (1.5)))\n change size by (ROTATE/MOVE)\nend\nbroadcast (name v)\nrepeat (400)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@font\n\ndefine dialogue (text)\nbroadcast (clear v)\nif <(Info selected?) = [2]> then\n go to x: (0) y: (0)\n print (item (Funkepedia Selected) of [funkemon names v])\nend\ngo to x: (-75) y: (-100)\nset [autonewline v] to [1]\nprint slow (text)\nif <<(Dialogue Box?) = [2]> or <(Dialogue Box?) = [4]>> then\n if <(battle?) = [1]> then\n go to x: (-170) y: (-24)\n print [Yes]\n go to x: (-170) y: (-56)\n print [No]\n else\n go to x: (150) y: (-24)\n print [Yes]\n go to x: (150) y: (-56)\n print [No]\n end\n set [dialogue box? v] to ((Dialogue Box?) + (1))\n set [decision type v] to [2]\n set [selected option v] to [1]\n wait until <not <<key (z v) pressed?> or <key (x v) pressed?>>>\n repeat until <<key (z v) pressed?> or <key (x v) pressed?>>\n if <key (up arrow v) pressed?> then\n set [selected option v] to [1]\n wait until <not <key (up arrow v) pressed?>>\n end\n if <key (down arrow v) pressed?> then\n set [selected option v] to [0]\n wait until <not <key (down arrow v) pressed?>>\n end\n end\n if <key (x v) pressed?> then\n set [selected option v] to [0]\n end\n set [decision type v] to [0]\nelse\n wait (6) seconds\nend\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine print (text)\nset [letter v] to [0]\nrepeat (length of (text))\n change [letter v] by (1)\nend\nset [length of next word v] to [0]\nline check (text)\nswitch costume to (null v)\nswitch costume to (letter (letter) of (text))\nif <(costume [number v]) = [1]> then\n switch costume to (join (letter (letter) of (text)) [2])\n if <(costume [number v]) = [19]> then\n switch costume to (null v)\n end\nend\nif <<((x position) + ((length of next word) * (16))) > [220]> and <(autonewline) = [1]>> then\n change y by (-32)\n set x to (-212)\nend\nif <(letter (letter) of (text)) = [;]> then\n change y by (-32)\n set x to (-212)\nelse\n if <not <(letter (letter) of (text)) = [ ]>> then\n create clone of (_myself_ v)\n end\n change x by (16)\nend\n\ndefine print slow (text)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nset [color v] effect to (125)\nset [letter v] to [0]\nset [line v] to [1]\nset [fast text? v] to [0]\nrepeat until <(letter) > ((length of (text)) - (1))>\n print letter (text)\n if <<(fast text?) = [1]> and <(letter) < (length of (text))>> then\n print letter (text)\n end\nend\n\ndefine line check (text)\nrepeat until <<(letter ((letter) + (length of next word)) of (text)) = [ ]> or <((letter) + (length of next word)) > (length of (text))>>\n change [length of next word v] by (1)\nend\n\nwhen I start as a clone\nshow\nif <[2] < (line)> then\n set [line v] to [2]\nend\nset [x v] to (x position)\nset [y v] to (y position)\nforever\n go to x: ((x) + (Rumble X)) y: ((y) + (Rumble Y))\nend\n\nwhen I receive [newline v]\nchange [y v] by (32)\nchange y by (32)\nchange [line v] by (-1)\nif <(line) < [1]> then\n delete this clone\nend\n\ndefine print letter (text)\nchange [letter v] by (1)\nset [length of next word v] to [0]\nline check (text)\nswitch costume to (null v)\nswitch costume to (letter (letter) of (text))\nif <(costume [number v]) = [1]> then\n switch costume to (join (letter (letter) of (text)) [2])\n if <(costume [number v]) = [19]> then\n switch costume to (null v)\n end\nend\nif <<((x position) + ((length of next word) * (16))) > [220]> and <(autonewline) = [1]>> then\n change y by (-32)\n set x to (-212)\n change [line v] by (1)\n if <(line) > [2]> then\n change y by (32)\n wait until <key (z v) pressed?>\n set [fast text? v] to [0]\n broadcast (newline v)\n end\nend\nif <(letter (letter) of (text)) = [;]> then\n change y by (-32)\n set x to (-212)\nelse\n if <not <(letter (letter) of (text)) = [ ]>> then\n create clone of (_myself_ v)\n end\n if <<(line) > [2]> and <(x position) = [-212]>> then\n change y by (-32)\n change [line v] by (0)\n end\n change x by (16)\nend\nif <(fast text?) = [2]> then\n set [fast text? v] to [1]\nend\nif <<key (x v) pressed?> and <(fast text?) = [0]>> then\n set [fast text? v] to [2]\nend\n\nwhen I receive [letter v]\ndialogue [SourBoylemon]\ndialogue []\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to ( name v)\nhide\n\nwhen I receive [name v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-70)\n\nwhen I receive [size swipe v]\nhide\n\n@Intro\n\nforever\n if <<key (space v) pressed?> and <(backdrop [number v]) = [3]>> then\nend\n\nwhen I start as a clone\nset size to (0) %\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nif <(cid) = [1]> then\n switch costume to (costume6 v)\n go to [front v] layer\n repeat until <(round (size)) = [69]>\n change size by (((69) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\nif <(cid) = [2]> then\n switch costume to (costume7 v)\n go to [front v] layer\n repeat until <(round (size)) = [69]>\n change size by (((69) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\nif <(cid) = [3]> then\n switch costume to (costume8 v)\n go to [front v] layer\n repeat until <(round (size)) = [69]>\n change size by (((69) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\nif <(cid) = [4]> then\n switch costume to (costume9 v)\n go to [front v] layer\n repeat until <(round (size)) = [69]>\n change size by (((69) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (end v)\nend\nif <(cid) = [5]> then\n switch costume to (costume10 v)\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\nwait (1) seconds\n\nwhen I receive [size swipe v]\nset [brightness v] effect to (0)\nhide\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [cid v] to [1]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [cid v] to [2]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cid v] to [5]\nwait (5) seconds\nbroadcast (thumbnail v)\nerase all\nwait (2) seconds\n\n@PEN\n\nwhen flag clicked\nstart sound [Multex - Gravity v]\ngo to [front v] layer\ngo to x: (-220) y: (-180)\nerase all\npen up\npen down\nset pen size to (150)\nset pen color to (#e61616)\nrepeat (10)\n change y by (55)\nend\npen up\ngo to x: (-130) y: (180)\npen down\nset pen size to (150)\nset pen color to (#ff9a2f)\nrepeat (10)\n change y by (-55)\nend\npen up\ngo to x: (-40) y: (-180)\npen down\nset pen size to (150)\nset pen color to (#ff0000)\nrepeat (10)\n change y by (55)\nend\npen up\ngo to x: (50) y: (180)\npen down\nset pen size to (150)\nset pen color to (#c12a00)\nrepeat (10)\n change y by (-55)\nend\npen up\ngo to x: (140) y: (-180)\npen down\nset pen size to (150)\nset pen color to (#ff9b2f)\nrepeat (10)\n change y by (55)\nend\npen up\ngo to x: (230) y: (180)\npen down\nset pen size to (150)\nset pen color to (#b50000)\nrepeat (10)\n change y by (-55)\nend\nbroadcast (Logo v)\n\npen up\ngo to x: (20) y: (-180)\npen down\nset pen size to (100)\nset pen color to (#ffce00)\nrepeat (10)\n change y by (55)\nend\npen up\ngo to x: (60) y: (180)\npen down\nset pen size to (100)\nset pen color to (#ffea60)\nrepeat (10)\n change y by (-55)\nend\npen up\ngo to x: (100) y: (-180)\npen down\nset pen size to (100)\nset pen color to (#ffce00)\nrepeat (10)\n change y by (55)\nend\npen up\ngo to x: (140) y: (180)\npen down\nset pen size to (50)\nset pen color to (#ffea60)\nrepeat (10)\n change y by (-55)\nend\npen up\ngo to x: (180) y: (-180)\npen down\nset pen size to (50)\nset pen color to (#ffd000)\nrepeat (10)\n change y by (55)\nend\npen up\ngo to x: (220) y: (180)\npen down\nset pen size to (50)\nset pen color to (#ffea60)\nrepeat (10)\n change y by (-55)\nend\n\n
Use arrow keys or WAD. If on mobile, drag your finger. If on computer and you want a challenge, drag your mouse. May have to press green flag twice.\n===========================\nDo you have the skill to beat the boss? Kool\n===========================\n-My second platformer. Want to see more? Check out my other platformers.\n-Music released!!!\n===========================\nUPDATE Mar 24: Added intro\n Added reset button. Press "p" to \n reset level.\n When you press stop sign, it shows \n the title screen.\n==========================\nLet's try to get this to #Trending!!!
Kawaii sushi platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Gake_no_Ue_no_Ponyo_Music_Box.mp3 v] until done\nend\n\n@Sushi\n\nwhen flag clicked\ngo to x: (-204) y: (-104)\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change 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 (#99ffbb)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#99ffbb)?> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffe9cc)?> or <touching color (#ccffdd)?>> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n repeat (50)\n change [ghost v] effect by (2)\n go to x: (DeathX) y: (DeathY)\n end\n go to x: (-204) y: (-104)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n switch backdrop to (next backdrop v)\n go to x: (-204) y: (-104)\n end\nend\n\n@Thumb\n\nwhen flag clicked\nset x to (0)\nset y to (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n
MineCraft Platformer 2 remix
@Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_theme_song_t2g_hardstyle_remix - reworked v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen I receive [gameover v]\nswitch backdrop to (backdrop1 v)\n\nchange [pitch v] effect by (-50)\n\nclear sound effects\n\n@Start End screens\n\nbroadcast (gameover v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (2.05)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [back v] layer\ngo to x: (-30) y: (260)\nset size to (100) %\nshow\nglide (1) secs to x: (-30) y: (40)\n\nwhen [9 v] key pressed\nshow\nif <mouse down?> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n switch costume to (thumbnail v)\n go to x: (0) y: (0)\n stop [all v]\nend\n\nwhen flag clicked\nset [holdingitem v] to [Nothing]\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (LaunchMinecraftSign v)\n\nhide\n\nset [holdingitem v] to [Nothing]\nset [level v] to [5]\nbroadcast (Start v)\nwait (0.1) seconds\nbroadcast (RestartLevel v)\nwait (0.1) seconds\nbroadcast (PositionControlCharacter v)\nset [maxyjump v] to [9]\nhide\n\nset size to (100) %\ngo to [front v] layer\nswitch costume to (thumbnail v)\nstop [all v]\n\n@crafting\n\nwhen flag clicked\nhide\nswitch costume to (l1start v)\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n if <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\n end\n if <(costume [number v]) = [6]> then\n HoldingLadder\n end\n if <(costume [number v]) = [11]> then\n set [maxyjump v] to [9]\n broadcast (SpeedUpPotion v)\n next costume\n stop [this script v]\n end\nend\nif <(Level) = [3]> then\n if <(costume [number v]) = [16]> then\n broadcast (MakeSlimeBlock! v)\n next costume\n end\n stop [this script v]\nend\nif <(Level) = [4]> then\n if <(costume [number v]) = [26]> then\n broadcast (MadeSaddle v)\n next costume\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n if <(costume [number v]) = [31]> then\n broadcast (HoldL5Weapon v)\n next costume\n stop [this script v]\n end\n if <(costume [number v]) = [36]> then\n HoldingTNT\n end\n if <(costume [number v]) = [37]> then\n Boom\n end\n stop [this script v]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\ndefine StartLevelWithRightCostume\nif <(Level) = [1]> then\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (l1start v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nnext costume\n\ndefine Boom\nstop [other scripts in sprite v]\nif <(HoldingItem) = [TNT]> then\n stop [other scripts in sprite v]\n if <<<([x position v] of [controlcharacter v]) > [55]> and <([y position v] of [controlcharacter v]) < [-110]>> and <([y position v] of [controlcharacter v]) > [-120]>> then\n switch costume to (l5finished! v)\n set [holdingitem v] to [Nothing]\n broadcast (HideL5Weapon v)\n broadcast (TNT_Explosion v)\n stop [other scripts in sprite v]\n stop [this script v]\n else\n broadcast (TNT_ExplosionPrompt v)\n stop [this script v]\n end\nend\nstop [other scripts in sprite v]\n\ndefine HoldingTNT\nstop [other scripts in sprite v]\nnext costume\nbroadcast (HoldingTNT v)\nset [holdingitem v] to [TNT]\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine HoldingLadder\nif <<<([x position v] of [controlcharacter v]) > [-153]> and <([x position v] of [controlcharacter v]) < [-70]>> and <([y position v] of [controlcharacter v]) > [-100]>> then\n next costume\n broadcast (-L2Ladder v)\nelse\n broadcast (L2Ladderprompt v)\nend\nstop [this script v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nforever\n hide\nend\n\n@PLATFORMS\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n if <(Level) = [5]> then\n switch costume to (platform lift v)\n create clone of (_myself_ v)\n end\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1ladder v)\nshow\n\nwhen I receive [l3 jelly background v]\nswitch costume to (3slimed v)\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [5]> then\n switch costume to (platform lift v)\n create clone of (_myself_ v)\nend\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [releasethewater v]\nswitch costume to (2 flooded v)\n\nwhen I start as a clone\nif <not <(Level) = [5]>> then\n hide\n delete this clone\nend\nshow\ngo to x: (0) y: (-50)\nforever\n wait until <([costume name v] of [lever v]) = [On]>\n glide (3) secs to x: (0) y: (-180)\n wait (2) seconds\n glide (5) secs to x: (0) y: (-50)\n wait (1) seconds\nend\n\nwhen I receive [-l5mined v]\nif <(costume [number v]) = [5]> then\n switch costume to (-l5mined v)\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (1000) y: (1000)\ndelete this clone\n\nset [☁ #bestscore v] to [0]\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (1 v)\n\n@minecraft\n\nwhen I receive [instructionspage v]\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (platformer v)\nshow\nglide (1) secs to x: (0) y: (50)\nbroadcast (Bump v)\nwait (0.1) seconds\nbroadcast (ShowEpisode v)\n\nwhen I receive [bump v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [5]\n repeat (11)\n change y by (Bump)\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [bumpleft v]\n\nif <(costume [number v]) = [1]> then\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nelse\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [launchminecraftsign v]\nswitch costume to (minecraft v)\nwait (0.4) seconds\ngo to x: (0) y: (300)\nset size to (80) %\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (50)\ncreate clone of (_myself_ v)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [gameover v]\nhide\n\n@Episode 2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n show\n glide (0.5) secs to x: (0) y: (0)\n glide (0.2) secs to x: (0) y: (50)\n glide (0.2) secs to x: (0) y: (0)\n glide (0.1) secs to x: (0) y: (25)\n glide (0.1) secs to x: (0) y: (0)\nelse\n show\n glide (0.5) secs to x: (0) y: (-100)\n glide (0.2) secs to x: (10) y: (-50)\n glide (0.2) secs to x: (20) y: (-100)\n glide (0.1) secs to x: (25) y: (-75)\n glide (0.1) secs to x: (30) y: (-100)\nend\n\nwhen I receive [showepisode v]\nwait (0.6) seconds\nset size to (100) %\nhide\nclear graphic effects\ngo to x: (-100) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n wait (0.2) seconds\nend\nwait (0.5) seconds\ngo to x: (0) y: (400)\ncreate clone of (_myself_ v)\nwait (1) seconds\nnext costume\ngo to x: (30) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\nif <(costume [number v]) = [9]> then\n repeat (35)\n change size by (-1)\n change y by (1.5)\n end\nend\n\nwhen I receive [dropletters v]\nif <(costume [number v]) = [9]> then\n wait (0.5) seconds\n broadcast (InstructionsPage v)\nelse\n wait ((costume [number v]) * (0.1)) seconds\n glide (0.2) secs to x: (30) y: (-170)\n go to [back v] layer\n repeat (40)\n change y by (-1)\n end\n delete this clone\nend\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [gameover v]\nif <[1] = [1]> then\n delete this clone\nend\nwait (3) seconds\nset size to (170) %\nshow\nclear graphic effects\ngo to x: (-300) y: (130)\nswitch costume to (centre2 v)\nglide (0.9) secs to x: (182) y: (130)\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\nswitch costume to (normal v)\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\nswitch costume to (normal v)\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\n\nwhen I receive [heropointright v]\npoint in direction (90)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nbroadcast (WalkSounds v)\nforever\n if <not <(OldX) = (x position)>> then\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n end\n end\n set [oldx v] to (x position)\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset [holdingitem v] to [Normal]\nwait (0.05) seconds\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [walksounds v]\nforever\n if <not <(OldXFootsteps) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldxfootsteps v] to (x position)\nend\n\nwhen I receive [-l2ladder v]\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [instructionsstickers v]\nswitch costume to (normal v)\nshow\npoint in direction (-90)\ngo to x: (-220) y: (-10)\nrepeat until <(x position) > [235]>\n go to [front v] layer\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n next costume\n end\n change x by (4)\nend\npoint in direction (90)\nbroadcast (HidePickaxe v)\nbroadcast (Sticker2 v)\ngo to x: (-220) y: (-75)\nswitch costume to (horse v)\nrepeat until <(x position) > [235]>\n go to [front v] layer\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n change x by (5)\nend\nhide\n\nbroadcast (InstructionsStickers v)\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [tnt_explosionprompt v]\nsay [Can I blow up the door?] for (4) seconds\n\n@BlueSticker1\n\nwhen I receive [instructionsstickers v]\ngo to x: (-230) y: (0)\nshow\nswitch costume to (sticker1 v)\ngo to [back v] layer\nrepeat until <(x position) > [210]>\n go to (hero v)\nend\nhide\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sticker2\n\nwhen I receive [sticker2 v]\ngo to x: (-230) y: (-50)\ngo to [back v] layer\nrepeat until <(x position) > [222]>\n go to (hero v)\nend\nhide\nbroadcast (ShowPlayButton v)\n\nwhen I receive [instructionsstickers v]\nshow\ngo to x: (-230) y: (-60)\n\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-80)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nrepeat (10)\n go to [front v] layer\n wait (1) seconds\nend\n\nforever\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n if <(☁ #BestScore) > (ReadHighScore)> then\n set [readhighscore v] to (☁ #BestScore)\n end\n switch costume to (10 v)\n switch costume to (letter ((length of (ReadHighScore)) - (Numeral)) of (ReadHighScore))\n wait (1) seconds\n if <(Score) > (ReadHighScore)> then\n set [☁ #bestscore v] to (Score)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nif <(username) = [atomicmagicnumber]> then\n\n@ControlOnGround?\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\n if <touching (jelly v)?> then\n repeat until <not <touching (jelly v)?>>\n set [maxyjump v] to [15]\n go to (controlcharacter v)\n end\n if <not <touching (platforms v)?>> then\n wait (1) seconds\n end\n set [maxyjump v] to [9]\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\n\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (210) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n if <(Level) = [5]> then\n broadcast (HideLevel5Coal v)\n end\n end\n next costume\nend\n\nwhen I receive [levelup v]\ngo to [back v] layer\nset size to (33) %\nshow\nif <(Level) = [2]> then\n go to x: (185) y: (-116)\nend\nif <(Level) = [3]> then\n go to x: (220) y: (25)\nend\nif <(Level) = [4]> then\n go to x: (224) y: (-116)\nend\nif <(Level) = [5]> then\n set size to (25) %\n go to x: (225) y: (-123)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\nsay (timer) for (2) seconds\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@L1 - HINTS\n\nwhen I receive [l2notmining! v]\nstop [other scripts in sprite v]\nshow\ngo to (controlcharacter v)\nchange y by (15)\nsay [Go to brown block first!] for (4) seconds\nhide\n\nwhen I receive [start v]\nL1Hints\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\ngo to [front v] layer\ngo to (controlcharacter v)\nchange y by (15)\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\ngo to [front v] layer\ngo to (controlcharacter v)\nchange y by (15)\nsay [Go higher first!] for (5) seconds\n\nthink []\n\nwhen I receive [levelup v]\nhide\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n L1Hints\nelse\n stop [other scripts in sprite v]\nend\n\ndefine L1Hints\nshow\nreset timer\nwait (20) seconds\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nsay []\nwait (15) seconds\nwait until <(timer) > [5]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nsay []\nwait (15) seconds\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Climb the hill. Press SPACEBAR or click ACTION to make a ladder.]\nend\nsay []\nwait (15) seconds\nrepeat until <([costume # v] of [crafting v]) > [7]>\n think [Climb the ladder... collect the potions... ]\nend\nsay []\nwait (15) seconds\nwait until <([costume # v] of [crafting v]) = [11]>\nrepeat until <([costume # v] of [crafting v]) > [11]>\n think [Press SPACEBAR or click ACTION for a permanent JUMP BOOST!]\nend\nsay []\nwait (15) seconds\nif <([costume # v] of [crafting v]) = [12]> then\n think [Now jump for the portal] for (2) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nShowTrees\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\ngo to x: (500) y: (500)\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nrepeat (3)\n show\n switch costume to (tree v)\n wait (0.1) seconds\nend\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\nshow\n\nwhen I receive [start v]\nShowTrees\n\nwhen I receive [restartlevel v]\nif <(Level) = [5]> then\n ShowTrees\nend\n\ndefine ShowTrees\nswitch costume to (tree v)\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-33) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\n go to x: (500) y: (500)\nend\nif <(Level) = [5]> then\n go to x: (-33) y: (-92)\n set [color v] effect to (20)\n create clone of (_myself_ v)\n go to x: (500) y: (500)\nend\n\n@SkipLevel\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n@LevelText\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (65) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\ngo to [back v] layer\nif <(Level) = [2]> then\n go to x: (-20) y: (112)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (70)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (162) y: (43)\n switch costume to (5 v)\nend\nset size to (65) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\ngo to x: (128) y: (-67)\n\ngo to x: (-20) y: (-25)\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [15]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\ngo to x: (-237) y: (pick random (0) to (150))\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@Ladders\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\ngo to x: (-106) y: (55)\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nhide\n\n@HOLDING\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [holdingitem v] to [Nothing]\n\nwhen I receive [levelup v]\nPlaceItems\n\nwhen I receive [#crafting v]\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\n\nwhen I receive [restartlevel v]\nPlaceItems\n\ndefine PlaceItems\nif <[1] = [1]> then\n delete this clone\nend\nsay []\nhide\nset [holdingitem v] to [Nothing]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n switch costume to (pickaxe v)\n go to x: (-200) y: (17)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [Pickaxe]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [3]> then\n switch costume to (sword v)\n go to x: (-200) y: (120)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [sWORD]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (sword v)\n go to x: (200) y: (65)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [sWORD]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [start v]\nPlaceItems\n\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [#crafting v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (pickaxe2 v)\n if <<(x position) > [72]> and <<(x position) < [124]> and <<(y position) > [40]> and <(y position) < [50]>>>> then\n broadcast (-L2Mining v)\n else\n if <([costume # v] of [platforms v]) = [2]> then\n broadcast (L2notmining! v)\n end\n end\n wait (0.3) seconds\n switch costume to (pickaxe v)\nend\n\nwhen I receive [instructionsstickers v]\npoint in direction (-90)\nshow\ngo to [front v] layer\nbroadcast (LocalPixaxe v)\nforever\n go to (hero v)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [localpixaxe v]\nforever\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [hidepickaxe v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [madesaddle v]\nset [holdingitem v] to [Saddle]\nswitch costume to (saddle v)\n\nwhen I receive [saddlehorse v]\nhide\n\nwhen I receive [holdl5weapon v]\nswitch costume to (costume1 v)\nshow\nforever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [hidel5weapon v]\nhide\n\nwhen I receive [holdingl5pickaxe v]\nshow\nswitch costume to (pickaxe v)\n\nwhen I receive [holdingtnt v]\nshow\nswitch costume to (tnt v)\nstop [other scripts in sprite v]\ngo to [front v] layer\nforever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\nend\n\nif <(HoldingItem) = [Pickaxe]> then\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nset [numberofxpbonusclones v] to [5]\nset [timerstampforchests v] to (timer)\nif <(Level) = [15]> then\n repeat until <(TimerStampForChests) < [15]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n repeat until <(TimerStampForChests) < [32]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n repeat until <(TimerStampForChests) < [55]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n repeat until <(TimerStampForChests) < [55]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n go to x: (-165) y: (30)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (30) y: (25)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [2]> then\n change x by (64)\n else\n change x by (32)\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-193) y: (-53)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [4]> then\n go to x: (-193) y: (80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [5]> then\n go to x: (-222) y: (-135)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [3]> then\n change x by (95)\n else\n change x by (31.5)\n end\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (10) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nwait (3) seconds\nwait (3) seconds\n\nset [level v] to [0]\n\n@Potions\n\nwhen I start as a clone\nshow\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nwhen I receive [start v]\nPlacePotions\n\ndefine PlacePotions\nhide\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n switch costume to (leapingpotion v)\n go to x: (-164) y: (28)\n repeat (4)\n create clone of (_myself_ v)\n change x by (64)\n end\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nPlacePotions\n\nwhen I receive [levelup v]\nPlacePotions\n\n@BlagSpeedup\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [speeduppotion v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (jump_boost v)\nstop [other scripts in sprite v]\nrepeat (20)\n go to (random position v)\n create clone of (_myself_ v)\nend\nswitch costume to (jump boost v)\nshow\ngo to x: (0) y: (-240)\ngo to [front v] layer\nglide (1) secs to x: (0) y: (1)\nrepeat (3)\n repeat (10)\n change size by (0.3)\n end\n repeat (10)\n change size by (-0.3)\n end\nend\nglide (1) secs to x: (0) y: (204)\nhide\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\npoint towards (controlcharacter v)\nshow\nmove (10) steps\nrepeat (10)\n move (-1) steps\nend\nglide (1) secs to (controlcharacter v)\nchange [score v] by (500)\nstart sound [Coin v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nhide\n\nwhen I receive [levelup v]\nhide\nif <(Level) = [2]> then\n show\n set [ghost v] effect to (15)\n switch costume to (1 v)\n wait (1) seconds\n repeat until <not <([costume # v] of [platforms v]) = [2]>>\n go to [front v] layer\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (1 again v)\n wait (0.1) seconds\n end\n repeat (17)\n next costume\n wait (0.1) seconds\n end\n forever\n switch costume to (19 - lower v)\n wait (0.1) seconds\n switch costume to (19 - lower2 v)\n wait (0.1) seconds\n end\nend\n\nset [maxxvelocity v] to [4]\n\nwhen flag clicked\nforever\n if <touching (controlcharacter v)?> then\n set [maxxvelocity v] to [1]\n else\n set [maxxvelocity v] to [4]\n end\nend\n\n@-L2Mining\n\nwhen flag clicked\nswitch costume to (nodamage v)\nhide\n\nwhen I receive [-l2mining v]\nif <(costume [number v]) < [5]> then\n show\n next costume\n go to [front v] layer\nend\nif <(costume [number v]) > [4]> then\n broadcast (ReleaseTheWater v)\n hide\nend\n\n@sNEEZING PANDA\n\nwhen I receive [restartlevel v]\npLACEpANDA\n\nwhen I receive [levelup v]\npLACEpANDA\n\nwhen I receive [start v]\npLACEpANDA\n\ndefine pLACEpANDA\nhide\nif <not <(Level) = [3]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (-215) y: (-50)\nshow\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\n@sNEEZING PANDA2\n\nwhen I receive [restartlevel v]\nbroadcast (pLACEpANDA v)\n\nwhen I receive [levelup v]\nbroadcast (pLACEpANDA v)\n\nwhen I receive [start v]\nbroadcast (pLACEpANDA v)\n\nforever\nend\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [placepanda v]\nhide\nif <not <(Level) = [3]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\nwait (4) seconds\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (3)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (-4)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-3.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (10.7)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (3)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\n\ndefine Slime1\nwait (1) seconds\nshow\ngo to x: (-222) y: (-50)\ngo to [front v] layer\nset size to (10) %\n\n@TopZombie\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (TopZombie v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n switch costume to (tinyz51 v)\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n wait (3) seconds\n broadcast (TopZombie v)\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (TopZombie v)\n\nwhen I receive [topzombie v]\nif <(Level) = [3]> then\n show\n go to x: (-230) y: (37)\n forever\n switch costume to (vtinyz12 v)\n repeat (2)\n repeat (9)\n change x by (4)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat (2)\n repeat (9)\n change x by (-4)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (-4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\nend\nif <(Level) = [5]> then\n show\n go to x: (100) y: (-40)\n forever\n switch costume to (vtinyz12 v)\n repeat (2)\n repeat (9)\n change x by (2)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (2)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat (2)\n repeat (9)\n change x by (-2)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (-2)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\nend\n\nhide\nstop [this script v]\n\n@LowerZombie\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (MiddleZombie v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n switch costume to (tinyz51 v)\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (MiddleZombie v)\n\nwhen I receive [middlezombie v]\nswitch costume to (creeper v)\nif <not <(Level) = [3]>> then\n hide\n stop [this script v]\nend\ngo to x: (-120) y: (-44)\nwait (0.1) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (firstz v)\nforever\n repeat (50)\n change x by (0.5)\n wait (0.1) seconds\n if <(costume [number v]) = [30]> then\n switch costume to (firstz v)\n else\n next costume\n end\n end\n repeat (50)\n change x by (-0.5)\n wait (0.1) seconds\n if <(costume [number v]) = [30]> then\n switch costume to (firstz v)\n else\n next costume\n end\n end\nend\n\nnext costume\n\n@jELLY\n\nwhen I receive [makeslimeblock! v]\nswitch costume to (centred v)\nhide\ngo to [front v] layer\nset [clonenumber v] to [1]\nrepeat (3)\n go to (hero v)\n create clone of (_myself_ v)\n change [clonenumber v] by (1)\nend\n\nwhen I start as a clone\nshow\nif <(CloneNumber) = [1]> then\n glide (0.5) secs to x: (57) y: (-159)\nend\nif <(CloneNumber) = [2]> then\n glide (0.5) secs to x: (-5) y: (-78)\nend\nif <(CloneNumber) = [3]> then\n glide (0.5) secs to x: (-69) y: (2)\n broadcast (L3 jelly background v)\nend\n\nwhen I receive [restartlevel v]\nhide\ndelete this clone\n\nwhen I receive [levelup v]\nhide\ndelete this clone\n\ngo to x: (0) y: (-33)\n\n@ControlCharacter\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\nwait until <touching (piston v)?>\nbroadcast (Dismount v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nJump\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (-106) y: (50)\n set [yvelocity v] to [0]\n end\n end\n if <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (-118) y: (-82)\n set [yvelocity v] to [0]\n end\n end\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <(MaxXVelocity) < (XVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\nend\n\nwhen [w v] key pressed\nJump\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-210) y: (-112)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (50)\nset [ghost v] effect to (99)\nset [maxyjump v] to [5]\nset [maxxvelocity v] to [4]\nforever\n point in direction ([direction v] of [hero v])\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [start v]\nshow\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\ndefine Jump\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to (MaxYJump)\nend\nchange y by (1)\n\nwhen I receive [blockedbygates v]\nset x to (101)\nsay [Looks locked.] for (2) seconds\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [blockedbydoor v]\nset [xvelocity v] to [0]\nset x to (150)\n\n@Piston\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPlacePiston\n\nwhen I receive [levelup v]\nPlacePiston\n\nwhen I receive [start v]\nPlacePiston\n\ndefine PlacePiston\nhide\nif <not <(Level) = [4]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (192) y: (-40)\nshow\nrepeat until <not <(Level) = [4]>>\n repeat until <<<touching (controlcharacter v)?> or <touching (horse v)?>> or <(costume [number v]) = [1]>>\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat until <<<not <touching (controlcharacter v)?>> and <not <touching (horse v)?>>> or <(costume [number v]) = [14]>>\n next costume\n wait (0.1) seconds\n end\nend\nhide\n\n@Horse\n\nwhen I receive [restartlevel v]\nbroadcast (PlaceHorse v)\n\nwhen I receive [levelup v]\nbroadcast (PlaceHorse v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n hide\nend\n\nwhen I receive [placehorse v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (-81) y: (92)\nswitch costume to (horse v)\nforever\n point in direction (-90)\n repeat (60)\n change x by (-2)\n Costume\n wait (0.05) seconds\n end\n point in direction (90)\n repeat (60)\n change x by (2)\n Costume\n wait (0.05) seconds\n end\nend\n\ndefine Costume\nif <(costume [number v]) = [8]> then\n switch costume to (horse v)\nelse\n if <(costume [number v]) = [17]> then\n switch costume to (horse2 v)\n else\n next costume\n end\nend\n\nswitch costume to (horse2 v)\n\nwhen flag clicked\nhide\nforever\n if <touching (hero v)?> then\n if <(HoldingItem) = [Saddle]> then\n hide\n broadcast (SaddleHorse v)\n else\n if <(y position) > [0]> then\n say [Saddle up!] for (2) seconds\n else\n say [I'll open it for you!] for (4) seconds\n end\n end\n end\nend\n\nwhen I receive [dismount v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nstop [other scripts in sprite v]\nset [holdingitem v] to [Nothing]\nshow\ngo to x: (166) y: (-31)\nswitch costume to (horse2 v)\npoint in direction (90)\nrepeat (25)\n change x by (1.5)\n Costume\n wait (0.05) seconds\nend\nforever\n point in direction (-90)\n repeat (50)\n change x by (-1.5)\n Costume\n wait (0.05) seconds\n end\n point in direction (90)\n repeat (50)\n change x by (1.5)\n Costume\n wait (0.05) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (120) y: (-133)\nforever\n switch costume to ([costume # v] of [piston v])\n if <touching (controlcharacter v)?> then\n broadcast (BlockedByGates v)\n end\nend\n\n@Cows\n\nwhen flag clicked\nhide\nset [cowstokill v] to [4]\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n set [itemx v] to (x position)\n set [itemy v] to (y position)\n create clone of (leather v)\n stop [other scripts in sprite v]\n hide\n wait (1) seconds\n change [cowstokill v] by (-1)\n if <(CowsToKill) = [0]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\n broadcast (PlaceCow v)\n else\n if <touching (hero v)?> then\n say [Moo] for (2) seconds\n end\n end\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PlaceCow v)\n\nwhen I receive [levelup v]\nbroadcast (PlaceCow v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [placecow v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\nif <<(CowsToKill) = [2]> or <(CowsToKill) = [4]>> then\n go to x: (-240) y: (-38)\nelse\n go to x: (-240) y: (-148)\nend\nswitch costume to (horse v)\npoint in direction (-90)\nrepeat (100)\n change x by (1.5)\n next costume\n wait (0.1) seconds\nend\nforever\n point in direction (90)\n repeat (30)\n change x by (-1.5)\n next costume\n wait (0.1) seconds\n end\n point in direction (-90)\n repeat (30)\n change x by (1.5)\n next costume\n wait (0.1) seconds\n end\nend\n\n@Leather\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nforever\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [placepanda v]\nhide\n\nwhen I start as a clone\ngo to x: (ItemX) y: (ItemY)\nshow\ngo to [front v] layer\nset size to (70) %\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\ndelete this clone\n\n@Cool dancer\n\nwhen I receive [gameover v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (cool dancer v)\nhide\ngo to x: (-119) y: (-10)\nset [dancingstevenum v] to [1]\ncreate clone of (_myself_ v)\ngo to x: (119) y: (-10)\nset [dancingstevenum v] to [2]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-40)\nset [dancingstevenum v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(DancingSteveNum) = [1]> then\n show\n go to x: (-119) y: (300)\n glide (1) secs to x: (-119) y: (15)\nend\nif <(DancingSteveNum) = [2]> then\n go to x: (0) y: (300)\n show\n glide (1) secs to x: (0) y: (-10)\nend\nif <(DancingSteveNum) = [3]> then\n go to x: (119) y: (300)\n show\n glide (1) secs to x: (119) y: (15)\nend\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [activatepiston v]\nif <(x position) = [0]> then\n set y to ((-70) + ((DancerPistonCostumeNumber) * (5)))\nelse\n set y to ((-40) + ((DancerPistonCostumeNumber) * (5)))\nend\n\n@Piston3\n\nwhen I receive [gameover v]\nwait (1) seconds\nhide\nswitch costume to (costume2 v)\ngo to x: (-119) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (119) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-100)\nset [dancerpistoncostumenumber v] to [14]\ncreate clone of (_myself_ v)\nwait (1) seconds\nforever\n repeat until <(DancerPistonCostumeNumber) = [1]>\n change [dancerpistoncostumenumber v] by (-1)\n wait (0) seconds\n broadcast (ActivatePiston v)\n end\n repeat until <(DancerPistonCostumeNumber) = [20]>\n change [dancerpistoncostumenumber v] by (1)\n wait (0) seconds\n broadcast (ActivatePiston v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (piston v)\n\nwhen I receive [activatepiston v]\nif <(DancerPistonCostumeNumber) > [14]> then\n\n@Final talking\n\nwhen I receive [gameover v]\nshow\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nwait (3) seconds\nsay [Victory Dance Time!] for (4) seconds\nwait (3) seconds\nsay [You did it!] for (4) seconds\nwait (2) seconds\nsay (join (username) [ is the GREATEST!]) for (2) seconds\nforever\n wait (2) seconds\n say [How about a love, fav and FOLLOW?] for (5) seconds\n wait (2) seconds\n say (join (username) [ CRUSHED episode 2!]) for (4) seconds\n wait (2) seconds\n say (join [Go on ] (join (username) [ follow me!])) for (4) seconds\n wait (2) seconds\n say [Still there?] for (2) seconds\n wait (2) seconds\n say [Ok...] for (2) seconds\n wait (2) seconds\n say [Free jokes coming up!] for (4) seconds\n wait (2) seconds\n set x to (-100)\n say [How did Steve make the skeleton laugh?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [He tickled its funny bone!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [Where do sheep get their hair done?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [At the Baa-Baa's shop!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [What did the chicken say to the sheep?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [Nice to meet ewe!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [Minecraft is not just a hit, its a...] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [BLOCKBUSTER!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [What did Steve say to his girlfriend?] for (10) seconds\n set x to (90)\n wait (0.5) seconds\n say [I dig you!] for (5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (10) y: (0)\n\nwhen I receive [activatepiston v]\nshow\nset y to ((-30) + ((DancerPistonCostumeNumber) * (5)))\n\n@Lever\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (176) y: (-52)\nswitch costume to (off v)\nforever\n if <touching (controlcharacter v)?> then\n next costume\n wait until <not <touching (controlcharacter v)?>>\n wait (4) seconds\n next costume\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\n@L5Pickaxe\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nPlaceItems\n\nwhen I receive [restartlevel v]\nPlaceItems\n\ndefine PlaceItems\nhide\nwait (0.3) seconds\nif <(Level) = [5]> then\n show\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [Pickaxe]\n broadcast (HoldingL5Pickaxe v)\n hide\nend\n\nwhen I receive [start v]\nPlaceItems\n\nwhen I receive [saddlehorse v]\nhide\n\ngo to x: (200) y: (50)\n\nwhen flag clicked\ngo to x: (-120) y: (136)\nhide\n\n@RedSandstone\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [#crafting v]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nif <(distance to [controlcharacter v]) < [45]> then\n if <(costume [number v]) < [5]> then\n show\n next costume\n end\n if <(costume [number v]) = [5]> then\n broadcast (NextCraftingStage v)\n broadcast (-L5Mined v)\n end\nend\n\nwhen I receive [restartlevel v]\nShowCoal\n\nwhen I receive [levelup v]\nShowCoal\n\ndefine ShowCoal\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nrepeat (10)\n go to x: (-128) y: (23)\n show\n switch costume to (coal block v)\n wait (1) seconds\nend\n\nwhen I receive [start v]\nShowCoal\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [hidelevel5coal v]\nforever\n hide\nend\n\nwait (1) seconds\n\n@Coal\n\nwhen I receive [restartlevel v]\nbroadcast (ShowCoal v)\n\nwhen I receive [levelup v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\nbroadcast (ShowCoal v)\n\nwhen I receive [start v]\nbroadcast (ShowCoal v)\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [showcoal v]\nhide\nif <not <(Level) = [5]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (-96) y: (38)\ncreate clone of (_myself_ v)\ngo to x: (-35) y: (37)\ncreate clone of (_myself_ v)\ngo to x: (26) y: (36)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\n\nbroadcast (gameover v)\n\n@Sprite5\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nforever\n if <touching (controlcharacter v)?> then\n broadcast (blockedByDoor v)\n end\nend\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nshow\ngo to [back v] layer\ngo to x: (33) y: (-17)\nforever\n if <touching (controlcharacter v)?> then\n think [Locked!] for (2) seconds\n end\nend\n\nwhen I receive [tnt_balst v]\nwait (0.2) seconds\nhide\n\n@explosion\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [crafting v]) = [37]>\nforever\n go to x: (214) y: (119)\n show\n go to [front v] layer\n next costume\n set size to (20) %\n wait (0.1) seconds\nend\n\nwhen I receive [tnt_explosion v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tnt_balst v]\nstop [other scripts in sprite v]\nstart sound [boom v]\nset size to (100) %\nswitch costume to (first v)\ngo to x: (163) y: (-137)\ngo to [front v] layer\nshow\nrepeat (9)\n wait (0.1) seconds\n next costume\nend\nhide\n\n@Sprite7\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [tnt_explosion v]\nshow\ngo to x: (160) y: (-132)\nstop [other scripts in sprite v]\nsay [3] for (1) seconds\nsay [2] for (1) seconds\nsay [1] for (1) seconds\nbroadcast (TNT_Balst v)\nhide\n\nwhen flag clicked\nhide\n\n@minecraft font\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(SecondLine?) = [No]> then\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (50)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (20)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (0)\n wait (8) seconds\nelse\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (-50)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (-50)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (-30)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (-50)\n wait (3) seconds\nend\nshow\ngo to [front v] layer\nglide (0.6) secs to x: (x position) y: (-180)\nshow\ngo to [front v] layer\nglide (0.2) secs to x: (x position) y: (-200)\ndelete this clone\n\nwhen flag clicked\nset size to (120) %\nhide\n\nwhen I receive [dropcongrats v]\nhide\nset [brightness v] effect to (0100)\ngo to [front v] layer\nset [secondline? v] to [No]\nif <(length of (username)) > [2]> then\n set [localusername v] to (username)\nelse\n set [localusername v] to [You]\nend\ngo to x: (0) y: (300)\nif <(length of (LocalUsername)) > [22]> then\n set [usernamelengthused v] to [22]\nelse\n set [usernamelengthused v] to (length of (LocalUsername))\nend\nrepeat (length of (LocalUsername))\n change x by (-11)\nend\nif <not <((length of (LocalUsername)) / (2)) = (round (length of (LocalUsername)))>> then\n change x by (11)\nend\nset [whichlettertoswitchto? v] to [1]\nset size to (130) %\nstart sound [FunWin v]\nrepeat (length of (LocalUsername))\n switch costume to ( v)\n switch costume to (letter (WhichLetterToSwitchTo?) of (LocalUsername))\n create clone of (_myself_ v)\n change x by (22)\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\nif <(Level) = [1]> then\n set [localusername v] to [Can superjump!]\nend\nif <(Level) = [2]> then\n set [localusername v] to [Mined underwater!]\nend\nif <(Level) = [3]> then\n set [localusername v] to [Did a jelly jump!]\nend\nif <(Level) = [4]> then\n set [localusername v] to [Rode a horse!]\nend\nif <(Level) = [5]> then\n set [localusername v] to [Blasted the door!]\nend\ngo to x: (0) y: (300)\nrepeat (length of (LocalUsername))\n change x by (-11)\nend\nif <not <((length of (LocalUsername)) / (2)) = (round (length of (LocalUsername)))>> then\n change x by (11)\nend\nset [whichlettertoswitchto? v] to [1]\nset size to (130) %\nrepeat (length of (LocalUsername))\n switch costume to (_ v)\n switch costume to (letter (WhichLetterToSwitchTo?) of (LocalUsername))\n create clone of (_myself_ v)\n change x by (22)\n wait (0.1) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nwait (1.5) seconds\nbroadcast (DeleteLocalClones v)\n\nshow\ngo to [front v] layer\n\n
MineCraft Platformer 2 (Episode 2)\n\n➊ Use ARROW keys, WASD keys or touchscreen.\n➋ SPACEBAR or ACTION to chop, hit or craft.\n\nLevel 1 has a tutorial and keeps items to get you going. TONS of awesome new gameplay!\n\nFirst 100 to love and comment win chance to be added to the credit crew!\nYes, you CAN post a walk-through in the comments! \n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #2 #animation #atomicmagicnumber #episode #mobile\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement.
Stop or Go - A Platformer!
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start game v]\nswitch backdrop to (1 v)\n\nwhen I receive [credits go v]\nswitch backdrop to (credits v)\n\nwhen I receive [credits end v]\nswitch backdrop to (intro v)\n\nwhen I receive [secret level v]\nswitch backdrop to (secret level v)\n\nwhen I receive [you win v]\nswitch backdrop to (you win! v)\n\nwhen I receive [back to the game v]\nswitch backdrop to (8 v)\n\nwhen I receive [mobile or computer? v]\nswitch backdrop to (m or c? v)\n\n@Platformer\n\nwhen flag clicked\nhide variable [death count v]\nhide\nforever\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [is moving? v] to [1]\n switch costume to (go v)\n else\n set [is moving? v] to [0]\n switch costume to (stop v)\n end\nend\n\nwhen I receive [start game v]\nset [death count v] to [0]\nshow variable [death count v]\nshow\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (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 end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> then\n change y by (1)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> then\n change y by (1)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> then\n change y by (1)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> then\n change y by (1)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> then\n change y by (1)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> 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 (#ff00bf)?> or <touching color (#d1caca)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ff00bf)?> or <touching color (#d1caca)?>> 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 [you died v]\nchange [death count v] by (1)\ngo to x: (-200) y: (0)\n\nwhen I receive [start game v]\ngo to [front v] layer\nforever\n if <<<touching color (#a30000)?> or <touching (move v)?>> and <(is moving?) = [0]>> then\n broadcast (You Died v)\n end\n if <<<touching color (#002072)?> or <touching (don't move v)?>> and <(is moving?) = [1]>> then\n broadcast (You Died v)\n end\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\n if <key (r v) pressed?> then\n broadcast (Restart v)\n end\n if <touching color (#ffff00)?> then\n broadcast (Secret Level v)\n end\n if <touching (finish line v)?> then\n broadcast (You Win v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\n\nwhen I receive [secret level v]\nhide\n\nwhen I receive [you win v]\nbroadcast (Restart v)\nshow\n\nwhen I receive [back to the game v]\nshow\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-200) y: (0)\n\nwhen I receive [move x -10 v]\nchange x by (-10)\n\nwhen I receive [move x 10 v]\nchange x by (10)\n\nwhen I receive [move y 10 v]\nchange y by (10)\n\n@Next Level\n\nwhen flag clicked\nshow\ngo to x: (237) y: (38)\nforever\n go to [back v] layer\nend\n\nwhen I receive [credits go v]\nhide\n\nwhen I receive [credits end v]\nshow\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [back to the game v]\nshow\n\nwhen I receive [secret level v]\nhide\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [you win v]\nhide\n\n@Intro\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nshow\nwait (0.5) seconds\nrepeat (12)\n next costume\n wait (0.04) seconds\nend\nwait (1.2) seconds\nhide\nbroadcast (Home Screen v)\n\n@Not Moving?\n\n@Start \n\nwhen I receive [home screen v]\nset [brightness v] effect to (0)\nset size to (95) %\nshow\nforever\n if <<(backdrop [name v]) = [Intro]> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (Start Game v)\n hide\n end\n else\n set [brightness v] effect to (0)\n set size to (95) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [credits end v]\nset [brightness v] effect to (0)\nset size to (95) %\nshow\nforever\n if <<(backdrop [name v]) = [Intro]> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n broadcast (Start Game v)\n hide\n end\n else\n set [brightness v] effect to (0)\n set size to (95) %\n end\nend\n\nwhen I receive [credits go v]\nhide\n\n@Sprite3\n\nwhen I receive [home screen v]\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nset size to (95) %\nshow\nforever\n if <<touching (mouse-pointer v)?> and <(backdrop [name v]) = [Intro]>> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (Credits go v)\n hide\n end\n else\n set [brightness v] effect to (0)\n set size to (95) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [credits end v]\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nset size to (95) %\nshow\nforever\n if <<touching (mouse-pointer v)?> and <(backdrop [name v]) = [Intro]>> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (Credits go v)\n hide\n end\n else\n set [brightness v] effect to (0)\n set size to (95) %\n end\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [mobile or computer? v]\nhide\n\n@Credits\n\nwhen flag clicked\ngo to x: (20) y: (-400)\nhide\n\nwhen I receive [credits end v]\nhide\n\nwhen I receive [credits go v]\ngo to x: (20) y: (-400)\nshow\nwait (.5) seconds\nglide (4) secs to x: (20) y: (300)\nbroadcast (Credits end v)\n\n@cookie\n\nwhen flag clicked\ngo to x: (4) y: (-5)\nhide\n\nwhen I receive [secret level v]\nshow\nforever\n if <<key (z v) pressed?> and <(backdrop [name v]) = [Secret Level]>> then\n broadcast (Back to the game v)\n end\nend\n\nwhen I receive [you win v]\nhide\n\nwhen I receive [back to the game v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [next level v]\nhide\nforever\n if <(backdrop [name v]) = [8]> then\n show\n repeat until <(backdrop [name v]) = [9]>\n glide (1) secs to x: (32) y: (-137)\n glide (1) secs to x: (36) y: (28)\n end\n else\n hide\n end\nend\n\nwhen I receive [back to the game v]\nrepeat until <(backdrop [name v]) = [9]>\n glide (1) secs to x: (32) y: (-137)\n glide (1) secs to x: (36) y: (28)\nend\nhide\n\nwhen I receive [back to the game v]\nhide\nforever\n if <(backdrop [name v]) = [8]> then\n show\n repeat until <(backdrop [name v]) = [9]>\n glide (1) secs to x: (32) y: (-137)\n glide (1) secs to x: (36) y: (28)\n end\n else\n hide\n end\nend\n\n@Thing\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next level v]\nforever\n if <(backdrop [name v]) = [9]> then\n repeat until <(backdrop [name v]) = [10]>\n if <(backdrop [name v]) = [10]> then\n hide\n else\n show\n wait (2) seconds\n if <(backdrop [name v]) = [10]> then\n hide\n else\n hide\n wait (2) seconds\n end\n end\n end\n else\n hide\n end\n if <(backdrop [name v]) = [10]> then\n hide\n end\nend\n\nif <(backdrop [name v]) = [10]> then\nend\n\n@Red Arrow\n\nwhen flag clicked\ngo to x: (125) y: (-84)\nhide\nwait until <(backdrop [name v]) = [11]>\nrepeat until <(backdrop [name v]) = [12]>\n go to x: (125) y: (pick random (0) to (-85))\n show\n glide (.7) secs to x: (-250) y: (y position)\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [11]>\nrepeat until <(backdrop [name v]) = [12]>\n go to x: (pick random (-200) to (210)) y: (122)\n show\n glide (.6) secs to x: (x position) y: (-80)\n hide\nend\n\n@Finish Line\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [12]>\nshow\n\nwhen I receive [you win v]\nhide\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Scott_Joplin_-_04_-_The_Entertainer_1902_piano_roll v] until done\n play sound [bensound-funnysong v] until done\n play sound [bensound-adventure v] until done\nend\n\n@gugu9\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Welcome to Stop or Go! Arrows or w a d to move, but there are also some special rules:\n-You can only pass dark red if you are moving\n-You can only pass dark blue if you aren't moving\n\nFull screen is recommended\n\nDeath count is in the lower left corner, so be sure to comment how many deaths you got!\n\nThis is a challenging platformer, but I assure you that all levels are possible.\n\nPlease do not remix this without changing anything!\n\n
Infinite Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop v)\nforever\n play sound [Alan Walker - Fade.mp3 v] until done\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nshow\ngo to x: (-177) y: (12)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> 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 (#7fd891)?> then\n change y by (1)\n end\n if <touching color (#7fd891)?> then\n change y by (1)\n end\n if <touching color (#7fd891)?> then\n change y by (1)\n end\n if <touching color (#7fd891)?> then\n change y by (1)\n end\n if <touching color (#7fd891)?> 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 (#7fd891)?> 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 (#7fd891)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (generate v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n go to x: (-217) y: (-20)\n broadcast (generate v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#bf5dff)?> then\n set [y v] to [20]\n end\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-179)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (70) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@trees\n\nwhen flag clicked\nhide\nbroadcast (generate v)\n\nwhen I receive [generate v]\nrepeat (pick random (0) to (4))\n set size to (pick random (50) to (150)) %\n go to x: (pick random (-182) to (270)) y: (-39)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\nwhen I receive [generate v]\ndelete this clone\n\n@ground\n\n@rocks\n\nwhen flag clicked\nhide\n\nwhen I receive [generate v]\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\nwhen I receive [generate v]\nrepeat (pick random (0) to (2))\n set size to (pick random (50) to (100)) %\n go to x: (pick random (-182) to (270)) y: (-60)\n create clone of (_myself_ v)\nend\n\n@spikes\n\nwhen I receive [generate v]\nrepeat (pick random (0) to (7))\n go to x: (pick random (-94) to (270)) y: (-73)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [generate v]\nrepeat (3)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@platforms\n\nwhen I receive [generate v]\nrepeat (pick random (0) to (2))\n go to x: (pick random (-94) to (270)) y: (pick random (-40) to (38))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [generate v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@platforms2\n\nwhen I receive [generate v]\nrepeat (pick random (0) to (2))\n switch costume to (pick random (1) to (4))\n go to x: (pick random (-36) to (270)) y: (-18)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [generate v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@bounce\n\nwhen I receive [generate v]\nrepeat (pick random (0) to (2))\n go to x: (pick random (-72) to (261)) y: (-94)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [generate v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<color (#daa3ff) is touching (#7fd891)?> or <color (#daa3ff) is touching (#ff0000)?>> then\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Arrow keys to move. Avoid red. Bounce on purple, and press s to skip the level!\n\nSometimes a level is impossible, but I did my best to try to eliminate that.
Goodbye Will_Wam (A Platformer)
@Stage\n\n\n\n\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (costume5 v)\n wait (0.00000000000001) seconds\nend\n\nwhen [s v] key pressed\nask [SKIP LEVEL?] and wait\nif <<(answer) = [Yes]> or <(answer) > [y]>> then\n go to x: (0) y: (0)\n next backdrop\nend\n\nwhen [s v] key pressed\nask [SKIP LEVEL?] and wait\nif <<(answer) = [YES]> or <(answer) > [yes]>> then\n go to x: (0) y: (0)\n next backdrop\nend\n\nwhen this sprite clicked\nhide\n\nwhen flag clicked\nshow\nswitch backdrop to (title screen v)\n\nhide\n\nwhen this sprite clicked\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nswitch backdrop to (title screentitle screen2 v)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nplay sound [Meow v] until done\n\nwhen flag clicked\nforever\n play sound [James Arthur - Impossible v] until done\nend\n\n@will\n\nwhen flag clicked\ngo to x: (-500) y: (1000)\nswitch costume to (will2 v)\ngo to x: (-500) y: (500)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (will v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (will2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009a30)?> or <touching color (#672a00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a30)?> or <touching color (#672a00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a30)?> or <touching color (#672a00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009a30)?> or <touching color (#672a00)?>>> 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 [my variable 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 (#009a30)?> or <touching color (#672a00)?>>> 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 (#009a30)?> or <touching color (#672a00)?>>>> 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) > [293]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#25ff00)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nhide\n\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-212) y: (-67)\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n go to x: (-213) y: (-67)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-219) y: (-67)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (will v)?> then\n switch backdrop to (level 2 v)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nshow\n\ngo to x: (36) y: (28)\n\nforever\n if <touching (will v)?> then\nend\n\n
FULL SCREEN IS RECOMENDED \n\nArrow keys to move. You can wall jump. If you touch red you will die! S to skip. R to restart. L to win a million $. M to win a thousand $. \n\nIf you complete the whole game without skipping and give a heart I will follow you. Say #NOHACKER in comments to prove.\n\nTIME TO MAKE : 7 hours 32 minutes clocked time!\n
Physics Platformer + Editor
@Stage\n\nwhen flag clicked\nerase all\nbroadcast (menu v)\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [menu v]\nset [music v] to [2]\nerase all\nset [brightness v] effect to (10)\nswitch backdrop to (backdrop2 v)\nrepeat (10)\n change [brightness v] effect by (-1)\nend\n\nwhen I receive [editor v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [music v] to [2]\nforever\n play sound (Music) until done\nend\n\nwhen flag clicked\nset [music v] to [2]\nforever\n set volume to (100) %\n set [current soundtrack v] to (Music)\n wait until <not <(Music) = (Current Soundtrack)>>\n repeat (10)\n change volume by (-10)\n end\n stop all sounds\n repeat (10)\n change volume by (10)\n end\nend\n\nwhen I receive [get load code v]\nask [Enter a Save Code \(leave blank to cancel\):] and wait\nset [save code v] to (answer)\n\nswitch backdrop to (thumbnail v)\n\n@pen\n\nwhen flag clicked\nhide\n\ndefine Generate Level\nset [ending goal v] to [1700]\ndelete all of [level v]\nAdd Block [1] from [-100] [-100] to [100] [-50] w/ friction [0.9] and w/ bounce [0]\nAdd Block [1] from [100] [-100] to [200] [0] w/ friction [0.9] and w/ bounce [0]\nAdd Block [4] from [205] [-100] to [345] [-50] w/ friction [0.5] and w/ bounce [0]\nAdd Block [1] from [350] [-100] to [450] [0] w/ friction [0.9] and w/ bounce [0]\nAdd Block [5] from [455] [-25] to [795] [0] w/ friction [0.95] and w/ bounce [0]\nAdd Block [1] from [800] [-100] to [900] [25] w/ friction [0.9] and w/ bounce [0]\nAdd Block [1] from [900] [-100] to [1000] [75] w/ friction [0.9] and w/ bounce [0]\nAdd Block [1] from [1000] [-100] to [1150] [0] w/ friction [0.9] and w/ bounce [0]\nAdd Block [1] from [1225] [-50] to [1400] [0] w/ friction [0.9] and w/ bounce [0]\nAdd Block [6] from [1155] [-25] to [1220] [0] w/ friction [1.5] and w/ bounce [0]\nAdd Block [1] from [1405] [40] to [1445] [50] w/ friction [0.9] and w/ bounce [0]\nAdd Block [3] from [1405] [-50] to [1445] [35] w/ friction [0.9] and w/ bounce [1]\nAdd Block [1] from [1475] [0] to [1700] [50] w/ friction [0.9] and w/ bounce [0]\nAdd Block [2] from [1575] [55] to [1600] [75] w/ friction [0.9] and w/ bounce [0]\n\ndefine Add Block (type) from (x) (y) to (x2) (y2) w/ friction (friction) and w/ bounce (bounce)\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]\nadd (friction) to [level v]\nadd (bounce) to [level v]\n\ndefine Reset\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [ground v] to [0]\nset camera\n\ndefine render\nerase all\nset pen size to (((Thickness) * (Zoom)) * ((Grid) * (2)))\ngrid\nset pen size to ((Thickness) * (Zoom))\nset pen color to (#000000)\nDraw Rect from ((X) + (Thickness)) ((Y) + (Thickness)) to ((X) + ((Width) - (Thickness))) ((Y) + ((Height) - (Thickness)))\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n Get Color (item (i) of [level v])\n Draw Rect from (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) to (item ((i) + (3)) of [level v]) (item ((i) + (4)) of [level v])\n change [i v] by (7)\nend\n\ndefine Draw Rect from (x) (y) to (x2) (y2)\npen up\nGo to (x) (y)\npen down\nGo to (x) (y2)\nGo to (x2) (y2)\nGo to (x2) (y)\nGo to (x) (y)\npen up\n\ndefine Go to (x) (y)\ngo to x: (((x) - (Camera X)) * (Zoom)) y: (((y) - (Camera Y)) * (Zoom))\n\ndefine Get Color (color)\nif <(color) = [1]> then\n set pen color to (#0ac300)\nend\nif <(color) = [2]> then\n set pen color to (#ef0000)\nend\nif <(color) = [3]> then\n set pen color to (#b100c3)\nend\nif <(color) = [4]> then\n set pen color to (#b75a21)\nend\nif <(color) = [5]> then\n set pen color to (#25ddff)\nend\nif <(color) = [6]> then\n set pen color to (#ffd725)\nend\n\ndefine physics\nif <(ground) = [1]> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (() - (Speed))\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (Speed)\n end\n set [xv v] to ((xv) * (Friction))\nend\nset [xv v] to ((xv) * (Air Resistance))\nchange x by (round (xv))\nif <(ground) = [0]> then\n change [yv v] by (Gravity)\nend\nif <(ground) = [1]> then\n if <key (up arrow v) pressed?> then\n set [yv v] to (Jump Height)\n end\nend\nset [yv v] to ((yv) * (Air Resistance))\nchange y by (round (yv))\n\ndefine move camera\nchange [camera x v] by (round ((((X) + ((Width) / (2))) - (Camera X)) / (4)))\nchange [camera y v] by (round ((((Y) + ((Height) / (2))) - (Camera Y)) / (10)))\nif <(Camera X) < ((-240) + ((240) / (Zoom)))> then\n set [camera x v] to ((-240) + ((240) / (Zoom)))\nend\nif <((Ending Goal) - ((240) / (Zoom))) < (Camera X)> then\n set [camera x v] to ((Ending Goal) - ((240) / (Zoom)))\nend\nif <(Camera Y) < ((-180) + ((180) / (Zoom)))> then\n set [camera y v] to ((-180) + ((180) / (Zoom)))\nend\n\ndefine change x by (xv)\nchange [x v] by (xv)\nCollisions\nrepeat until <(length of [collisions v]) = [0]>\n if <[collisions v] contains [2]?> then\n Reset\n end\n set [xv v] to ([floor v] of ((xv) * (() - (Bounce))) )\n change [x v] by (() - (([abs v] of (xv) ) / (xv)))\n Collisions\nend\n\ndefine Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <<<((X) + (Width)) > (item ((i) + (1)) of [level v])> and <(item ((i) + (3)) of [level v]) > (X)>> and <<((Y) + (Height)) > (item ((i) + (2)) of [level v])> and <(item ((i) + (4)) of [level v]) > (Y)>>> then\n add (item (i) of [level v]) to [collisions v]\n set [friction v] to (item ((i) + (5)) of [level v])\n set [bounce v] to (item ((i) + (6)) of [level v])\n end\n change [i v] by (7)\nend\n\ndefine change y by (yv)\nchange [y v] by (yv)\nset [ground v] to [0]\nCollisions\nset [i v] to [1]\nrepeat until <(length of [collisions v]) = [0]>\n if <(yv) < [0]> then\n set [ground v] to [1]\n end\n if <(([abs v] of (Gravity) ) * (2)) < ([abs v] of (yv) )> then\n set [yv v] to ([floor v] of ((yv) * (() - (Bounce))) )\n end\n if <[collisions v] contains [2]?> then\n Reset\n end\n change [y v] by (() - (([abs v] of (yv) ) / (yv)))\n Collisions\n change [i v] by (1)\nend\n\ndefine grid\npen up\nset pen color to (#e8e8e8)\nset [i v] to [-960]\nrepeat ((26) / (Zoom))\n go to x: ((i) - ((((Camera X) * (Grid)) mod (48)) * (Zoom))) y: ((-240) - ((((Camera Y) * (Grid)) mod (48)) * (Zoom)))\n pen down\n go to x: ((x position) + (720)) y: ((y position) + (720))\n pen up\n go to x: ((x position) + (0)) y: ((y position) + (-720))\n pen down\n go to x: ((x position) + (-720)) y: ((y position) + (720))\n pen up\n change [i v] by ((48) * (Zoom))\nend\n\nset [zoom v] to [2]\n\ndefine death/win\nif <((Y) + (Height)) < [-180]> then\n Reset\nend\nif <(Ending Goal) < (X)> then\n if <(Editor Selected?) = [0]> then\n stop [other scripts in sprite v]\n Win Animation\n broadcast (menu v)\n stop [this script v]\n else\n Win Animation\n Reset\n end\nend\n\ndefine set camera\nchange [camera x v] by (round ((((X) + ((Width) / (2))) - (Camera X)) / (1)))\nchange [camera y v] by (round ((((Y) + ((Height) / (2))) - (Camera Y)) / (1)))\nif <(Camera X) < ((-240) + ((240) / (Zoom)))> then\n set [camera x v] to ((-240) + ((240) / (Zoom)))\nend\nif <((Ending Goal) - ((240) / (Zoom))) < (Camera X)> then\n set [camera x v] to ((Ending Goal) - ((240) / (Zoom)))\nend\nif <(Camera Y) < ((-180) + ((180) / (Zoom)))> then\n set [camera y v] to ((-180) + ((180) / (Zoom)))\nend\n\ndefine Win Animation\nchange [x v] by (20)\nrender\nset pen color to (#f3f3f3)\nset pen size to (6)\nset [xv v] to [5]\ngo to x: (-245) y: (-180)\nrepeat until <(x position) > [240]>\n change x by (xv)\n set y to (-180)\n pen down\n set y to (180)\n pen up\n change [xv v] by (1)\n set pen size to ((xv) + (1))\nend\nwait (0.5) seconds\nset pen color to (#ffffff)\nset pen size to (6)\nset [xv v] to [5]\ngo to x: (-245) y: (-180)\nrepeat until <(x position) > [240]>\n change x by (xv)\n set y to (-180)\n pen down\n set y to (180)\n pen up\n change [xv v] by (1)\n set pen size to ((xv) + (1))\nend\nwait (0.5) seconds\n\nWin Animation\n\nerase all\n\nwhen I receive [menu v]\nset [playing? v] to [0]\n\nwhen I receive [game v]\nset [editor selected? v] to [0]\nswitch costume to (costume1 v)\nset size to (1000) %\nswitch costume to (costume2 v)\nhide\nGenerate Level\nFull Reset\nReset\nset [playing? v] to [1]\nforever\n if <(Playing?) = [1]> then\n render\n physics\n move camera\n death/win\n else\n stop [this script v]\n end\nend\n\nwhen I receive [editor v]\nset [editor selected? v] to [1]\nswitch costume to (costume1 v)\nset size to (1000) %\nswitch costume to (costume2 v)\nhide\nGenerate Editor Level\nFull Reset\nReset\nset [block # v] to [0]\nset [playing? v] to [0]\nforever\n if <(Playing?) = [1]> then\n Collision /w refresh\n if <(length of [collisions v]) > [0]> then\n set [playing? v] to [0]\n else\n physics\n move camera\n death/win\n render\n end\n else\n Editor controls\n render\n render editor\n end\nend\n\ndefine Generate Editor Level\nset [ending goal v] to [720]\ndelete all of [level v]\nAdd Block [1] from [-100] [-100] to [100] [-50] w/ friction [0.9] and w/ bounce [0]\n\ndefine Editor controls\nEditor Camera\nif <<mouse down?> and <<<[-165] < (mouse x)> and <(mouse x) < [160]>> and <not <<[-115] > (mouse y)> and <(Menu #) > [0]>>>>> then\n if <(mouse down?) = [0]> then\n if <(Selected Block) > [0]> then\n if <(Selected Block) = [1]> then\n Add Block [1] from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25)) w/ friction [0.9] and w/ bounce [0]\n end\n if <(Selected Block) = [2]> then\n Add Block [2] from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25)) w/ friction [0.9] and w/ bounce [0]\n end\n if <(Selected Block) = [3]> then\n Add Block [3] from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25)) w/ friction [0.9] and w/ bounce [1]\n end\n if <(Selected Block) = [4]> then\n Add Block [4] from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25)) w/ friction [0.5] and w/ bounce [0]\n end\n if <(Selected Block) = [5]> then\n Add Block [5] from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25)) w/ friction [0.95] and w/ bounce [0]\n end\n if <(Selected Block) = [6]> then\n Add Block [6] from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25)) w/ friction [1.5] and w/ bounce [0]\n end\n Collisions\n if <(length of [collisions v]) > [0]> then\n repeat (7)\n delete (length of [level v]) of [level v]\n end\n else\n set [block # v] to ((length of [level v]) - (6))\n set [selected block v] to [0]\n end\n else\n set [block # v] to [0]\n set [menu # v] to [0]\n Click Blocks\n end\n set [mouse down? v] to [1]\n else\n if <(Block #) > [0]> then\n replace item ((Block #) + (3)) of [level v] with ((round ((((mouse x) / (Zoom)) + (Camera X)) + ((item ((Block #) + (3)) of [level v]) - (item ((Block #) + (1)) of [level v])))) - (round (Click x)))\n replace item ((Block #) + (4)) of [level v] with ((round ((((mouse y) / (Zoom)) + (Camera Y)) + ((item ((Block #) + (4)) of [level v]) - (item ((Block #) + (2)) of [level v])))) - (round (Click y)))\n replace item ((Block #) + (1)) of [level v] with ((round (((mouse x) / (Zoom)) + (Camera X))) - (round (Click x)))\n replace item ((Block #) + (2)) of [level v] with ((round (((mouse y) / (Zoom)) + (Camera Y))) - (round (Click y)))\n else\n if <<(mouse x) > ((((Ending Goal) - (Camera X)) * (Zoom)) - (15))> and <((((Ending Goal) - (Camera X)) * (Zoom)) - (-15)) > (mouse x)>> then\n set [ending goal v] to (((mouse x) / (Zoom)) + (Camera X))\n if <(Ending Goal) < [120]> then\n set [ending goal v] to [120]\n end\n end\n end\n end\nelse\n set [mouse down? v] to [0]\nend\nif <(Block #) > [0]> then\n set [menu # v] to ((item (Block #) of [level v]) + (3))\n if <mouse down?> then\n broadcast (Setup Menu B v)\n end\nend\n\ndefine render editor\nGo to (Ending Goal) [0]\nset y to (-180)\nif <<(mouse x) > ((((Ending Goal) - (Camera X)) * (Zoom)) - (15))> and <((((Ending Goal) - (Camera X)) * (Zoom)) - (-15)) > (mouse x)>> then\n set pen color to (#b5b5b5)\nelse\n set pen color to (#808080)\nend\nset pen size to (20)\npen down\nset y to (180)\npen up\nif <(Selected Block) > [0]> then\n set pen size to ((Thickness) * (Zoom))\n Get Color (Selected Block)\n set pen (transparency v) to (75)\n Draw Rect from (((mouse x) / (Zoom)) + (Camera X)) (((mouse y) / (Zoom)) + (Camera Y)) to ((((mouse x) / (Zoom)) + (Camera X)) + (50)) ((((mouse y) / (Zoom)) + (Camera Y)) + (25))\n set [block # v] to [0]\nend\nif <(Block #) > [0]> then\n set pen size to (1)\n set pen color to (#000000)\n set pen (transparency v) to (50)\n Draw Rect from (item ((Block #) + (1)) of [level v]) (item ((Block #) + (2)) of [level v]) to (item ((Block #) + (3)) of [level v]) (item ((Block #) + (4)) of [level v])\nend\n\ndefine Editor Camera\nif <key (left arrow v) pressed?> then\n change [camera x v] by (-8)\nend\nif <key (right arrow v) pressed?> then\n change [camera x v] by (8)\nend\nif <key (down arrow v) pressed?> then\n change [camera y v] by (-8)\nend\nif <key (up arrow v) pressed?> then\n change [camera y v] by (8)\nend\nif <(Camera X) < ((-240) + ((240) / (Zoom)))> then\n set [camera x v] to ((-240) + ((240) / (Zoom)))\nend\nif <(Camera Y) < ((-180) + ((180) / (Zoom)))> then\n set [camera y v] to ((-180) + ((180) / (Zoom)))\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\n\nwhen I receive [back to edit v]\nset [block # v] to [0]\nset [menu # v] to [0]\nReset\n\ndefine Full Reset\nset [thickness v] to [4]\nset [zoom v] to [1]\nset [jump height v] to [15]\nset [air resistance v] to [0.95]\nset [speed v] to [2]\nset [gravity v] to [-1]\nset [height v] to [40]\nset [width v] to [40]\nset [grid v] to [0.5]\nset [music v] to [1]\n\ndefine Click Blocks\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n if <<(((mouse x) / (Zoom)) + (Camera X)) > ((item ((i) + (1)) of [level v]) - ((Thickness) / (2)))> and <(((mouse x) / (Zoom)) + (Camera X)) < ((item ((i) + (3)) of [level v]) + ((Thickness) / (2)))>> then\n if <<(((mouse y) / (Zoom)) + (Camera Y)) > ((item ((i) + (2)) of [level v]) - ((Thickness) / (2)))> and <(((mouse y) / (Zoom)) + (Camera Y)) < ((item ((i) + (4)) of [level v]) + ((Thickness) / (2)))>> then\n set [block # v] to (i)\n set [click x v] to ((((mouse x) / (Zoom)) + (Camera X)) - (item ((i) + (1)) of [level v]))\n set [click y v] to ((((mouse y) / (Zoom)) + (Camera Y)) - (item ((i) + (2)) of [level v]))\n end\n end\n change [i v] by (7)\nend\n\ndefine Collision /w refresh\nCollisions\n\n@editor\n\nwhen flag clicked\nhide\nhide Menu B\nshow list [save v]\n\nwhen I receive [editor v]\nGenerate Clones\n\nwhen I start as a clone\nset [selected block v] to [0]\nset [menu # v] to [0]\nif <(costume [number v]) < [8]> then\n go to x: (30) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change x by (-3)\n change [ghost v] effect by (-10)\n end\nelse\n if <(costume [number v]) < [16]> then\n go to x: (-30) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change x by (3)\n change [ghost v] effect by (-10)\n end\n else\n go to x: (0) y: (0)\n end\nend\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [8]>> then\n forever\n if <(Playing?) = [1]> then\n hide\n else\n show\n go to [back v] layer\n end\n end\nelse\n if <(costume [number v]) < [8]> then\n forever\n if <(Playing?) = [1]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [fisheye v] effect to (-50)\n if <mouse down?> then\n set [selected block v] to ((costume [number v]) - (1))\n end\n else\n set [fisheye v] effect to (0)\n end\n end\n end\n else\n if <(costume [number v]) < [16]> then\n forever\n if <(Playing?) = [1]> then\n hide\n else\n show\n if <<touching (mouse-pointer v)?> or <<(costume [number v]) < [12]> and <(Menu #) = ((costume [number v]) - (8))>>> then\n set [brightness v] effect to (25)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) < [12]> then\n set [block # v] to [0]\n set [menu # v] to ((costume [number v]) - (8))\n Setup Menu B\n else\n if <(costume [number v]) = [12]> then\n set [playing? v] to [1]\n else\n if <(costume [number v]) = [13]> then\n Save\n else\n if <(costume [number v]) = [14]> then\n Load\n else\n broadcast (menu v)\n end\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n else\n if <(costume [number v]) = [16]> then\n forever\n if <(Playing?) = [0]> then\n hide\n else\n show\n if <<touching (mouse-pointer v)?> or <(Menu #) = ((costume [number v]) - (8))>> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n set [playing? v] to [0]\n broadcast (Back to edit v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n else\n set [old menu v] to [0]\n set [old block # v] to [0]\n forever\n if <(Playing?) = [1]> then\n hide Menu B\n else\n if <(Menu #) > [0]> then\n if <not <<(old menu) = (Menu #)> and <(old block #) = (Block #)>>> then\n Setup Menu B\n set [old block # v] to (Block #)\n set [old menu v] to (Menu #)\n end\n hide Menu B\n show\n switch costume to ((16) + (Menu #))\n if <(Menu #) > [4]> then\n switch costume to (block menu v)\n end\n if <(Menu #) = [1]> then\n if <(More) = [0]> then\n show variable [jump height v]\n show variable [speed v]\n show variable [more v]\n else\n show variable [height v]\n show variable [width v]\n show variable [more v]\n end\n end\n if <(Menu #) = [2]> then\n if <(More) = [0]> then\n show variable [thickness v]\n show variable [grid v]\n show variable [more v]\n else\n show variable [zoom v]\n show variable [music v]\n show variable [more v]\n end\n end\n if <(Menu #) = [3]> then\n show variable [air resistance v]\n show variable [gravity v]\n show variable [ending goal v]\n end\n if <<(Menu #) > [3]> and <(Block #) > [0]>> then\n show variable [pos v]\n show variable [width: v]\n show variable [height: v]\n replace item ((Block #) + (3)) of [level v] with ((item ((Block #) + (1)) of [level v]) + (Width:))\n replace item ((Block #) + (4)) of [level v] with ((item ((Block #) + (2)) of [level v]) + (Height:))\n if <<(mouse x) > [195]> and <(mouse y) < [-145]>> then\n next costume\n if <mouse down?> then\n Delete Block #\n set [block # v] to [0]\n set [menu # v] to [0]\n end\n end\n if <(Menu #) = [4]> then\n show variable [friction \(1\): v]\n replace item ((Block #) + (5)) of [level v] with (Friction \(1\):)\n end\n if <(Menu #) = [5]> then\n show variable [friction \(1\): v]\n replace item ((Block #) + (5)) of [level v] with (Friction \(1\):)\n end\n if <(Menu #) = [6]> then\n show variable [bounce: v]\n replace item ((Block #) + (6)) of [level v] with (Bounce:)\n end\n if <(Menu #) = [7]> then\n show variable [friction \(2\): v]\n replace item ((Block #) + (5)) of [level v] with (Friction \(2\):)\n end\n if <(Menu #) = [8]> then\n show variable [friction \(3\): v]\n replace item ((Block #) + (5)) of [level v] with (Friction \(3\):)\n end\n if <(Menu #) = [9]> then\n show variable [friction \(4\): v]\n replace item ((Block #) + (5)) of [level v] with (Friction \(4\):)\n end\n end\n else\n hide Menu B\n end\n end\n end\n end\n end\n end\nend\n\ndefine Generate Clones\nswitch costume to (menu r v)\nrepeat (17)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [menu v]\ndelete this clone\n\ndefine hide Menu B\nhide\nhide variable [more v]\nhide variable [jump height v]\nhide variable [speed v]\nhide variable [height v]\nhide variable [width v]\nhide variable [thickness v]\nhide variable [grid v]\nhide variable [zoom v]\nhide variable [music v]\nhide variable [air resistance v]\nhide variable [gravity v]\nhide variable [ending goal v]\nhide variable [friction \(1\): v]\nhide variable [friction \(2\): v]\nhide variable [friction \(3\): v]\nhide variable [friction \(4\): v]\nhide variable [bounce: v]\nhide variable [width: v]\nhide variable [height: v]\nhide variable [pos v]\n\ndefine Setup Menu B\nset [more v] to [0]\nif <(Block #) > [0]> then\n set [friction \(1\): v] to (item ((Block #) + (5)) of [level v])\n set [friction \(2\): v] to (item ((Block #) + (5)) of [level v])\n set [friction \(3\): v] to (item ((Block #) + (5)) of [level v])\n set [friction \(4\): v] to (item ((Block #) + (5)) of [level v])\n set [bounce: v] to (item ((Block #) + (6)) of [level v])\n set [width: v] to ((item ((Block #) + (3)) of [level v]) - (item ((Block #) + (1)) of [level v]))\n set [height: v] to ((item ((Block #) + (4)) of [level v]) - (item ((Block #) + (2)) of [level v]))\n set [pos v] to (join [\(] (join (item ((Block #) + (1)) of [level v]) (join [, ] (join (item ((Block #) + (2)) of [level v]) [\)]))))\nend\n\nwhen I receive [setup menu b v]\nSetup Menu B\n\ndefine Delete Block #\nrepeat (7)\n delete (old block #) of [level v]\nend\n\ndefine Save\nset [save code v] to []\nAdd (Jump Height) to save code\nAdd (Speed) to save code\nAdd (Width) to save code\nAdd (Height) to save code\nAdd (Grid) to save code\nAdd (Thickness) to save code\nAdd (Zoom) to save code\nAdd (Music) to save code\nAdd (Gravity) to save code\nAdd (Air Resistance) to save code\nAdd (Ending Goal) to save code\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n set [j v] to [1]\n repeat until <(j) > (length of (item (i) of [level v]))>\n if <[numbers v] contains (letter (j) of (item (i) of [level v]))?> then\n set [save code v] to (join (Save Code) (item (item # of (letter (j) of (item (i) of [level v])) in [numbers v]) of [letters v]))\n else\n set [save code v] to (join (Save Code) (letter (j) of (item (i) of [level v])))\n end\n change [j v] by (1)\n end\n set [save code v] to (join (Save Code) [\])\n change [i v] by (1)\nend\ndelete all of [save v]\nadd [Triple Click at press ctr+c to Copy your Save Code] to [save v]\nadd (Save Code) to [save v]\nadd [Press Space To Close] to [save v]\nhide list [save v]\n\ndefine Load\nbroadcast (Get Load Code v) and wait\nif <not <(Save Code) = []>> then\n Decode (Save Code)\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [playing? v] to [1]\nend\n\nwhen [space v] key pressed\nshow list [save v]\n\ndefine Decode (code)\ndelete all of [level v]\nset [k v] to [1]\nset [save code v] to []\nset [j v] to [1]\nrepeat (11)\n repeat until <(letter (k) of (code)) = [\]>\n set [save code v] to (join (Save Code) (letter (k) of (code)))\n change [k v] by (1)\n end\n Set variable (j) to (Save Code)\n set [save code v] to []\n change [j v] by (1)\n change [k v] by (1)\nend\nset [save code v] to []\nrepeat until <(k) > (length of (code))>\n if <(letter (k) of (code)) = [\]> then\n add (Save Code) to [level v]\n set [save code v] to []\n else\n if <[letters v] contains (letter (k) of (code))?> then\n set [save code v] to (join (Save Code) (item (item # of (letter (k) of (code)) in [letters v]) of [numbers v]))\n else\n set [save code v] to (join (Save Code) (letter (k) of (code)))\n end\n change [j v] by (1)\n end\n change [k v] by (1)\nend\n\nwhen I receive [menu v]\nhide\nhide Menu B\nshow list [save v]\n\ndefine Add (variable) to save code\nset [save code v] to (join (Save Code) (join (variable) [\]))\n\ndefine Set variable (num) to (var)\nif <(num) = [1]> then\n set [jump height v] to (var)\nend\nif <(num) = [2]> then\n set [speed v] to (var)\nend\nif <(num) = [3]> then\n set [width v] to (var)\nend\nif <(num) = [4]> then\n set [height v] to (var)\nend\nif <(num) = [5]> then\n set [grid v] to (var)\nend\nif <(num) = [6]> then\n set [thickness v] to (var)\nend\nif <(num) = [7]> then\n set [zoom v] to (var)\nend\nif <(num) = [8]> then\n set [music v] to (var)\nend\nif <(num) = [9]> then\n set [gravity v] to (var)\nend\nif <(num) = [10]> then\n set [air resistance v] to (var)\nend\nif <(num) = [11]> then\n set [ending goal v] to (var)\nend\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (edit v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\ngo to x: (-380) y: (0)\nrepeat (20)\n change x by ((x position) / (-5))\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nif <(costume [number v]) > [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n if <(costume [number v]) = [2]> then\n broadcast (Game v)\n else\n wait until <not <mouse down?>>\n broadcast (Editor v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [game v]\ndelete this clone\n\nwhen I receive [editor v]\ndelete this clone\n\n
This is not a normal platformer. This platformer has real physics. You can't move around when you're in the air, only on the ground.\n\n !! Please try the editor, it gives you full customization over music, background, physics, style, and so much more !!\n\nArrow Keys to move and to scroll in the editor.\n\nThe best levels people make will be added to the game.\n\nGreen is ground\nBrown is Mud\nBlue is Ice\nYellow is an accelerator\nPurple is a bounce pad\nRed is lava\n\nShare your levels here:\nhttps://scratch.mit.edu/discuss/topic/376811/\n\nMusic from Megaman 7
flipped A platformer
@Stage\n\n@player\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (7)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n end\n change x by (speed X)\n if <touching (ground 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) * (0.8))\n end\n change y by (speed Y)\n if <touching (ground 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 [13]\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]\nshow\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nset size to (50) %\ngo to x: (-210) y: (-80)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [time v] to [0]\nset [deaths v] to [0]\n\nwhen I receive [start v]\nforever\n if <touching (boost block v)?> then\n set [speed x v] to [25]\n set [speed y v] to [3]\n set [lock v] to [1]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (bounce blocks v)?> then\n set [speed y v] to [20]\n set [lock v] to [1]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (down block v)?> then\n set [speed y v] to [-25]\n set [lock v] to [1]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x position) = [240]> then\n go to x: (-210) y: (-80)\n broadcast (level complete v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (danger v)?> then\n change [ghost v] effect by (75)\n wait (0.15) seconds\n change [deaths v] by (1)\n go to x: (-210) y: (-80)\n set [ghost v] effect to (0)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\n@ground\n\nwhen I receive [level complete v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(costume [number v]) = [12]>\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start timer v]\nrepeat until <(costume [number v]) = [12]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [start v]\nforever\n play sound [089 SAVE the World v] until done\nend\n\n@danger\n\nwhen I receive [level complete v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\n@bounce blocks\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [level complete v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@boost block\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [level complete v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@down block\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [level complete v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@Spinvisable block\n\nwhen I receive [level complete v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide variable [deaths v]\nhide variable [time v]\nshow\nwait (3) seconds\nbroadcast (start v)\nbroadcast (start timer v)\nhide\nshow variable [deaths v]\nshow variable [time v]\n\n
Directions:\n\nUse arrow keys to move\n\nDon't hit the black \nto change your skin press space
The Potato Fox (platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Potato Fox\n\nwhen flag clicked\nset [level v] to [0]\n\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nset [spawn x v] to [-200]\nset [spawn y v] to [-100]\nSet Up Level\nbroadcast (Reset v) and wait\nforever\n switch costume to (hitbox v)\n point in direction (90)\n change [pvx v] by ((0) - ((PVX) * (0.2)))\n if <key (right arrow v) pressed?> then\n change [pvx v] by (1)\n set [direction v] to [90]\n end\n if <key (left arrow v) pressed?> then\n change [pvx v] by (-1)\n set [direction v] to [-90]\n end\n change y by (-1)\n if <<touching (moving platform v)?> and <(In Platform) = [1]>> then\n change x by ((PVX) + (Move Speed))\n else\n change x by (PVX)\n end\n change y by (1)\n Detect Slope Then Wall [8]\n change [pvy v] by (-1)\n change [jump key v] by (1)\n change y by (PVY)\n if <touching (moving platform v)?> then\n if <(Platform C) = [true]> then\n set [in platform v] to [2]\n else\n if <(PVY) < [0]> then\n set [in platform v] to [1]\n end\n end\n else\n set [in platform v] to [2]\n end\n if <<touching color (#000000)?> or <(In Platform) = [1]>> then\n change y by ((PVY) * (-1))\n if <(PVY) < [0]> then\n set [jump key v] to [0]\n end\n set [pvy v] to [0]\n end\n set [platform c v] to <touching (moving platform v)?>\n if <<key (up arrow v) pressed?> and <(Jump Key) < [3]>> then\n set [pvy v] to [10]\n set [jump key v] to [3]\n end\n if <<(y position) = [-191]> or <<touching (enemy v)?> or <touching ( smash v)?>>> then\n broadcast (Black v) and wait\n Set Up Level\n broadcast (Reset v) and wait\n wait (.01) seconds\n broadcast (Out v) and wait\n end\n if <(x position) > [234]> then\n broadcast (Black v) and wait\n Set Up Level\n change [level v] by (1)\n broadcast (Reset v) and wait\n broadcast (Next Level v) and wait\n wait (.01) seconds\n broadcast (Out v) and wait\n end\n point in direction (Direction)\n switch costume to (potato fox v)\n if <(LEVEL) = [20]> then\n \n end\n broadcast (Tick v)\nend\n\ndefine Set Up Level\nset rotation style [left-right v]\ngo to x: (-200) y: (-120)\nset [pvx v] to [0]\nset [pvy v] to [0]\n\ndefine Detect Slope Then Wall (slope max)\nset [slope step v] to [0]\nrepeat until <<(Slope Step) = (slope max)> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope step v] by (1)\nend\nif <(Slope Step) = (slope max)> then\n change y by (-8)\n change y by (-1)\n if <<touching (moving platform v)?> and <(In Platform) = [1]>> then\n change x by (((PVX) + (Move Speed)) * (-1))\n else\n change x by ((PVX) * (-1))\n end\n change y by (1)\n set [pvx v] to [0]\nend\n\nwhen I receive [jump v]\nset [pvy v] to [20]\n\nwhen [s v] key pressed\nif <not <(LEVEL) = [0]>> then\n broadcast (Black v) and wait\n Set Up Level\n change [level v] by (1)\n broadcast (Reset v) and wait\n broadcast (Next Level v) and wait\n wait (.01) seconds\n broadcast (Out v) and wait\nend\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play game v]\nswitch costume to (level 1 v)\n\n@Black out\n\nwhen I receive [black v]\ngo to [front v] layer\nshow\n\nwhen I receive [out v]\ngo to [front v] layer\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\n\n@Enemy\n\nwhen I receive [reset v]\nset rotation style [left-right v]\nbroadcast (Delete E v)\nif <(LEVEL) = [4]> then\n go to x: (122) y: (-80)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [16]\n set [border end v] to [211]\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [5]> then\n go to x: (34) y: (-100)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-50]\n set [border end v] to [226]\n create clone of (_myself_ v)\n go to x: (163) y: (-90)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-50]\n set [border end v] to [226]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [7]> then\n go to x: (43) y: (60)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [23]\n set [border end v] to [84]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [8]> then\n go to x: (-70) y: (-145)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n go to x: (-60) y: (-145)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n go to x: (99) y: (-143)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n go to x: (150) y: (-143)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [9]> then\n go to x: (182) y: (-147)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [10]> then\n go to x: (112) y: (10)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [98]\n set [border end v] to [300]\n create clone of (_myself_ v)\n go to x: (10) y: (-86)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-999]\n set [border end v] to [20]\n create clone of (_myself_ v)\n go to x: (-133) y: (-40)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-163]\n set [border end v] to [300]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [13]> then\n go to x: (66) y: (-120)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [15]\n set [border end v] to [121]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [14]> then\n go to x: (-7) y: (-150)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-65]\n set [border end v] to [66]\n create clone of (_myself_ v)\n go to x: (7) y: (-150)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-65]\n set [border end v] to [66]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [15]> then\n go to x: (100) y: (-127)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [73]\n set [border end v] to [173]\n create clone of (_myself_ v)\n go to x: (150) y: (-127)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [73]\n set [border end v] to [173]\n create clone of (_myself_ v)\n go to x: (170) y: (-127)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [73]\n set [border end v] to [173]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [16]> then\n go to x: (-41) y: (23)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [18]> then\n go to x: (156) y: (-154)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n go to x: (-46) y: (-147)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [20]> then\n go to x: (-10) y: (36)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n go to x: (95) y: (23)\n set [evx v] to [0]\n set [evy v] to [0]\n set [border start v] to [-300]\n set [border end v] to [300]\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I start as a clone\nshow\nforever\n set [way v] to (pick random (0) to (1))\n set [repeat v] to (pick random (5) to (10))\n switch costume to (hitbox v)\n point in direction (90)\n set [evx v] to ((EVX) * (.0))\n if <(pick random (0) to (1)) = [1]> then\n repeat (Repeat)\n point in direction (90)\n switch costume to (hitbox v)\n set [evx v] to ((EVX) * (.0))\n if <(Way) = [0]> then\n change [evx v] by (1)\n set [direction v] to [90]\n else\n change [evx v] by (-1)\n set [direction v] to [-90]\n end\n change x by (EVX)\n if <<touching (levels v)?> or <<(x position) < (Border Start)> or <(x position) > (Border End)>>> then\n change x by ((EVX) * (-1))\n set [evx v] to [0]\n end\n change [evy v] by (-1)\n change y by (EVY)\n if <touching (levels v)?> then\n change y by ((EVY) * (-1))\n set [evy v] to [0]\n end\n switch costume to (enemy v)\n point in direction (Direction)\n end\n end\n change [evy v] by (-1)\n change y by (EVY)\n if <touching (levels v)?> then\n change y by ((EVY) * (-1))\n set [evy v] to [0]\n end\n if <touching (mushroom v)?> then\n point in direction (Direction)\n switch costume to (enemy v)\nend\n\nwhen I receive [delete e v]\ndelete this clone\n\n\n if <(() * (30)) = [50]> then\n if <([x position v] of [potato fox v]) < (x position)> then\n if <(x position) < ([x position v] of [potato fox v])> then\n end\nend\n\nwhen I receive [e j v]\nset [evy v] to [15]\n\n@Moving Platform\n\nwhen I receive [reset v]\nbroadcast (Moving v) and wait\nhide\nif <(LEVEL) = [6]> then\n go to x: (144) y: (-150)\n set [start x v] to (x position)\n set [start y v] to (y position)\n set [x v] to [-74]\n set [y v] to [-150]\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [10]> then\n go to x: (106) y: (85)\n set [start x v] to (x position)\n set [start y v] to (y position)\n set [x v] to [-20]\n set [y v] to [-150]\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [19]> then\n go to x: (64) y: (-122)\n set [start x v] to (x position)\n set [start y v] to (y position)\n set [x v] to [-83]\n set [y v] to [-150]\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [moving v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n set [move speed v] to [3]\n repeat until <(x position) > (Start X)>\n change x by (Move Speed)\n end\n set [move speed v] to [0]\n wait (1) seconds\n set [move speed v] to [-3]\n repeat until <(x position) < (X)>\n change x by (Move Speed)\n end\n set [move speed v] to [0]\n wait (1) seconds\nend\n\nglide (3) secs to x: (-74) y: (Start Y)\n\nglide (3) secs to x: (Start X) y: (Y)\n\n@Mushroom\n\nwhen I receive [mush v]\ndelete this clone\n\nwhen I receive [reset v]\nhide\nbroadcast (Mush v)\nif <(LEVEL) = [7]> then\n go to x: (-43) y: (-86)\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [9]> then\n go to x: (-46) y: (-102)\n create clone of (_myself_ v)\n go to x: (127) y: (-171)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [10]> then\n go to x: (-211) y: (-56)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [15]> then\n go to x: (-136) y: (-131)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [16]> then\n go to x: (-145) y: (-40)\n create clone of (_myself_ v)\n go to x: (-21) y: (-130)\n create clone of (_myself_ v)\n go to x: (129) y: (-144)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [18]> then\n go to x: (110) y: (-111)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [20]> then\n go to x: (-113) y: (-129)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (potato fox v)?> then\n broadcast (jump v)\n switch costume to (mush 2 v)\n wait (.1) seconds\n switch costume to (mush 1 v)\n end\n if <touching (enemy v)?> then\n broadcast (E j v)\n switch costume to (mush 2 v)\n wait (.1) seconds\n switch costume to (mush 1 v)\n end\nend\n\nbroadcast (Mush v) and wait\n\n@Start Game\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [id v] to [1]\nswitch costume to (02 v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [id v] to [2]\nswitch costume to (03 v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [id v] to [3]\nswitch costume to (04 v)\ngo to x: (166) y: (-148)\ncreate clone of (_myself_ v)\nset [id v] to [4]\nswitch costume to (loader v)\ngo to x: (-110) y: (-148)\ncreate clone of (_myself_ v)\nset [id v] to [5]\nswitch costume to (01 v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(ID) = [1]> then\n go to x: ((mouse x) / (50)) y: ((mouse y) / (50))\n else\n if <(ID) = [2]> then\n go to x: ((mouse x) / (70)) y: ((mouse y) / (70))\n else\n if <(ID) = [3]> then\n go to x: (((mouse x) / (50)) + (160)) y: (((mouse y) / (50)) + (-135))\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n if <mouse down?> then\n broadcast (Play Game v) and wait\n end\n else\n set size to (100) %\n end\n else\n if <(ID) = [5]> then\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\n else\n go to x: (((mouse x) / (20)) + (-90)) y: (((mouse y) / (20)) + (-140))\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\n\n@ Smash\n\nwhen I receive [reset v]\nbroadcast (Smash v) and wait\nhide\nif <(LEVEL) = [12]> then\n go to x: (-16) y: (-11)\n create clone of (_myself_ v)\nelse\n if <(LEVEL) = [13]> then\n go to x: (-55) y: (-5)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [14]> then\n go to x: (70) y: (-5)\n create clone of (_myself_ v)\n go to x: (206) y: (-5)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [17]> then\n go to x: (101) y: (-32)\n create clone of (_myself_ v)\n go to x: (-120) y: (-103)\n create clone of (_myself_ v)\n go to x: (-73) y: (-80)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [18]> then\n go to x: (7) y: (42)\n create clone of (_myself_ v)\n else\n if <(LEVEL) = [19]> then\n go to x: (150) y: (-1)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [smash v]\ndelete this clone\n\nwhen I start as a clone\nshow\nset [sy v] to [0]\nforever\n if <not <(SY) < [-8]>> then\n change [sy v] by (-1)\n end\n change y by (SY)\n if <touching (levels v)?> then\n change y by ((SY) * (-1))\n set [sy v] to [15]\n end\nend\n\ngo to x: (206) y: (-5)\ncreate clone of (_myself_ v)\n\n@End Screen\n\nwhen I receive [reset v]\nif <(LEVEL) = [20]> then\n switch costume to (end screen v)\n show\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nstop [all v]\n\nwhen flag clicked\nhide\n\n\n\nbroadcast (End v) and wait\n\nif <(LEVEL) = [20]> then\nend\n\n
The Potato Fox\nby skidsteerloader\n\nInstructions\n⊳arrow keys to move⊲\n⊳avoid smashers, wolves and gaps⊲\n⊳get to the other side of the screen to go to the next level⊲\n⊳if you go on mushrooms you will bounce⊲\n\n⊳get through all 20 levels to win the game and if you are stuck press S⊲\n\nENJOY\n\ngame created by skidsteerloader\nif you take any code or sprites please give proper credit\n❤️ ⭐\nFox blockshade: https://scratch.mit.edu/projects/354399938/\n\n#game #fox #potato #fun #platformer #the #enjoy
Minecraft -A Platformer- End
@Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Aria Math \(Minecraft Volume Beta\)3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait until <(level) = [10]>\nswitch backdrop to (backdrop6 v)\nwait until <(level) > [10]>\nswitch backdrop to (backdrop3 v)\nwait until <(level) > [17]>\nswitch backdrop to (backdrop4 v)\nwait until <(level) > [18]>\nswitch backdrop to (backdrop2 v)\n\nwait until <(level) = [16]>\nswitch backdrop to (backdrop5 v)\nwait until <(level) > [16]>\nswitch backdrop to (backdrop3 v)\n\n@player2\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <touching (earth v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\n if <[0] < (Xv)> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (earth v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (earth v)?> then\n change y by (Yv)\n if <touching (earth v)?> then\n change y by (Yv)\n if <touching (earth v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (earth v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (danger v)?> then\n set [ghost v] effect to (34)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (wtr v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\n@clouds\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nset [ghost v] effect to (25)\nshow\ngo to x: (232) y: (140)\ncreate clone of (_myself_ v)\nforever\n forever\n change x by (-0.6)\n if <(x position) < [-250]> then\n go to x: (180) y: (120)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo to x: (232) y: (140)\nforever\n change x by (-0.5)\n if <(backdrop [number v]) = [3]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <(x position) < [-250]> then\n go to x: (180) y: (120)\n end\n if <<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [4]>> then\n hide\n else\n show\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (2 v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [2]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (25)\n end\nend\n\n@earth\n\nwhen flag clicked\nset [level v] to [18]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) > [19]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@end\n\nwhen flag clicked\nset [level v] to [1]\nset [ghost v] effect to (100)\nforever\n if <touching (player2 v)?> then\n change [level v] by (1)\n broadcast (next v)\n end\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@player1\n\ndefine Movement\n\nwhen flag clicked\nset size to (300) %\npoint in direction (90)\nswitch costume to (arm4 v)\nforever\n go to (player2 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nshow\nforever\n if then\n point in direction (-90)\n next costume\n end\n if then\n point in direction (90)\n next costume\n end\n if <touching (earth v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\n@sign\n\nwhen flag clicked\nshow\nforever\n if <touching (player2 v)?> then\n say [Welcome! Arrow keys to move, try not to touch lava, cacti ,hostile mobs or falling out of the world in the end! Good luck!]\n else\n say []\n end\nend\n\nwhen I receive [next v]\nhide\n\n@restart\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen I receive [end end v]\nhide\n\n@wtr\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@untouchable\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@villager\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point towards (player2 v)\n if <touching (player2 v)?> then\n say [Good job! The chest behind me contains your prize! You deserve it for traveling this far!]\n else\n say []\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@chest\n\nwhen flag clicked\nhide\nforever\n if <touching (player2 v)?> then\n broadcast (end end v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@ending\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Warning\n\nwhen flag clicked\nset [ghost v] effect to (100000)\ngo to [back v] layer\nrepeat (40)\n change [ghost v] effect by (-3)\nend\nwait (3) seconds\nrepeat (40)\n change [ghost v] effect by (3)\nend\n\n@music\n\nwhen flag clicked\nforever\n play sound [C418 - Sweden \(Caution & Crisis Remix\) v] until done\nend\n\n
\n THIS IS JUST A REMIX\n\nPlease heart and star! This took a lot of time to make.
-D.A.R.K-
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\nforever\nend\n\nplay sound [instance5635 v] until done\n\n@Intro\n\nwhen flag clicked\nrepeat until <(intro) = [1]>\n play sound [drip drop v] until done\nend\n\nforever\nend\n\nwhen flag clicked\nhide\nbroadcast (Intro_End v)\n\nset volume to (100) %\ngo to x: (0) y: (0)\nset [v v] to [3]\nset [intro v] to [0]\nswitch backdrop to (intro_white v)\nswitch costume to (nothing v)\nset size to (2400) %\nswitch costume to (e v)\nshow\nwait (1) seconds\nrepeat (10)\n switch costume to (nothing v)\n change size by (((120) - (size)) / (6))\n switch costume to (e v)\nend\nrepeat (40)\n switch costume to (nothing v)\n change size by (((120) - (size)) / (6))\n switch costume to (easyscratcher v)\nend\nset [var v] to [0]\nrepeat until <(x position) < [-700]>\n change x by (((var) * (v)) * (-1))\n change [var v] by (1)\nend\nrepeat until <(var) = [0]>\n change x by (((var) * (v)) * (-1))\n change [var v] by ((1) * (-1))\nend\ngo to x: (0) y: (0)\nswitch costume to (her v)\nswitch backdrop to (intro_game v)\nset size to (121) %\nrepeat (10)\n change volume by (-10)\n wait (0.05) seconds\nend\nchange [intro v] by (1)\nstop all sounds\n\nset volume to (100) %\nrepeat (40)\n switch costume to (nothing v)\n change size by ((((120) - (size)) / (6)) * (-1))\n switch costume to (her v)\nend\nrepeat (7)\n switch costume to (nothing v)\n change size by ((((120) - (size)) / (6)) * (-1))\n switch costume to (e2 v)\nend\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Aufkommen\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (plattform v)?> then\n change y by (1)\n if <touching (plattform v)?> then\n change y by (1)\n if <touching (plattform v)?> then\n change x by ((Xv) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\nend\n\ndefine Bewegung\nchange [yv v] by (-0.5)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (0.7)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-0.7)\nend\nchange y by (-1)\nif <touching (plattform v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\nend\nchange y by (1)\n\nwhen I receive [set spawn v]\nset [spawn x v] to (x position)\nset [spawn y v] to (y position)\n\nwhen flag clicked\nset [level # v] to [1]\nforever\n if <(x position) > [237]> then\n go to x: (-200) y: (-87)\n change [level # v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <<(y position) < [-177]> or <key (r v) pressed?>>\n go to x: (-200) y: (-87)\nend\n\nwhen I receive [intro_end v]\nbroadcast (start v)\nforever\nend\n\ndefine Verschönerungen\nchange y by (Yv)\nif <touching (plattform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (-87)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n Bewegung\n Aufkommen\n Verschönerungen\nend\n\n@plattform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level #)\nend\n\n@player_white\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go [backward v] (1) layers\n go to (player v)\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n
Scratch 3.0 made some levels impossible. Sorry.
Sky brush: a Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Cat v] until done\nend\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching 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))\n if <<<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nswitch costume to (costume1 v)\n\nwhen I receive [green flag clicked v]\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-241) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-241) y: (100)\n set [speed y v] to [0]\n erase all\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n go to x: (-241) y: (100)\n set [speed y v] to [0]\n erase all\n broadcast (Next level v)\n end\n if <touching (saws v)?> then\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-241) y: (100)\n set [speed y v] to [0]\n erase all\n end\n Set Costume\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Green Flag clicked v)\n\n@Pen ground\n\nwhen flag clicked\nset pen size to (16)\nerase all\nset pen color to (#000000)\nforever\n pen up\n if <(Button pressed?) = [1]> then\n Paint \n end\nend\n\ndefine Paint \ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (9))\npen down\n\n@Buttons\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (20)\nset size to (75) %\ngo to x: (171) y: (-50)\nswitch costume to (paint v)\ncreate clone of (_myself_ v)\nset [button pressed? v] to [0]\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n switch costume to (paint \(selected\) v)\n set [button pressed? v] to [1]\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n switch costume to (paint v)\n set [button pressed? v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (clear v)\ngo to x: (171) y: (-100)\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n erase all\n switch costume to (clear \(selected\) v)\n wait (0.1) seconds\n switch costume to (clear v)\nend\n\n@Level ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Saws\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n broadcast (Delete clones v)\nelse\n if <(Level) = [2]> then\n broadcast (Delete clones v)\n else\n if <(Level) = [3]> then\n go to x: (-156) y: (43)\n create clone of (_myself_ v)\n go to x: (-8) y: (-50)\n create clone of (_myself_ v)\n go to x: (184) y: (45)\n create clone of (_myself_ v)\n else\n if <(Level) = [4]> then\n broadcast (Delete clones v)\n else\n if <(Level) = [5]> then\n broadcast (Loading v)\n Create tunnel with a length of [10] and a gap of [140]\n else\n if <(Level) = [6]> then\n broadcast (Delete clones v)\n go to x: (152) y: (76)\n create clone of (_myself_ v)\n go to x: (151) y: (-102)\n create clone of (_myself_ v)\n else\n broadcast (Delete clones v)\n end\n end\n end\n end\n end\nend\n\ndefine Create tunnel with a length of (length) and a gap of (gap size)\ngo to x: (-121) y: (237)\nrepeat (length)\n repeat (3)\n create clone of (_myself_ v)\n change y by (-40)\n end\n change y by ((0) - (gap size))\n repeat (3)\n create clone of (_myself_ v)\n change y by (-40)\n end\n go to x: ((x position) + (40)) y: (237)\nend\nbroadcast (Not loading v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Loading...\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen I receive [loading v]\nshow\n\nwhen I receive [not loading v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
★~~~~~~~~~Welcome to Skybrush!~~~~~~~~~~★\n★Wasd and mobile controls, and the rest of the instructions are in the project.\n#61 on trending! Pretty low, but hey! At least I’m there!
Platform, the Platformer
@Stage\n\n@Platform\n\nwhen I receive [platform v]\nif <<not <touching (him. v)?>> and <not <touching (new new new new new map v)?>>> then\n if <not <[1] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)>> then\n if <[0] = (Platform type)> then\n set size to (100) %\n end\n if <[1] = (Platform type)> then\n set size to (75) %\n end\n if <[2] = (Platform type)> then\n set size to (150) %\n end\n if <(Cannon type) > [0]> then\n show\n go to (character v)\n change y by (10)\n switch costume to (0 v)\n end\n repeat until <<<<touching (new new new new new map v)?> or <<touching (buttons and all that fun stuff v)?> or <touching (him. v)?>>> and <not <key (space v) pressed?>>> or <touching (_edge_ v)?>>\n if <<(Cannon type) = [1]> or <(Cannon type) = [2]>> then\n if <(y) < [1]> then\n set [x v] to ((x) * (0.9))\n end\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n if <(Cannon type) = [3]> then\n change x by (x)\n change y by (y)\n end\n if <(Cannon type) = [4]> then\n if <key (up arrow v) pressed?> then\n change [y v] by (1)\n end\n if <key (down arrow v) pressed?> then\n change [y v] by (-1)\n end\n change x by (x)\n change y by (y)\n end\n end\n end\n switch costume to (1 v)\n if <touching (him. v)?> then\n hide\n change [health v] by (-1)\n end\n if <touching (him. v)?> then\n hide\n end\n if <[1] = (Blue platform?)> then\n switch costume to (2 v)\n end\n if <[2] = (Blue platform?)> then\n switch costume to (3 v)\n end\n if <touching (character v)?> then\n hide\n end\n set [8 canon? v] to [0]\nelse\n hide\nend\n\n\n repeat until <touching (map v)?>\n set size to (100) %\n if <(y) < [1]> then\n set [x v] to ((x) * (.9))\n end\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [area down v]\nhide\n\nwhen I receive [area up v]\nhide\n\nwhen I receive [area left v]\nhide\n\nwhen I receive [area right v]\nhide\n\nwhen flag clicked\nset [blue platform? v] to [0]\nhide\n\nwhen [e v] key pressed\nhide\n\nchange [y v] by (-1)\n\nif <(y) < [1]> then\n set [x v] to ((x) * (0.9))\nend\nchange [y v] by (-1)\nchange x by (x)\nchange y by (y)\n\n\n repeat until <<touching (map v)?> and <not <key (space v) pressed?>>>\n if <(y) < [1]> then\n set [x v] to ((x) * (0.9))\n end\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n switch costume to (1 v)\nend\n\nif <(y) < [1]> then\n set [x v] to ((x) * (0.9))\nend\nchange [y v] by (-1)\nchange x by (x)\nchange y by (y)\n\nif <(y) < [1]> then\n\nset [x v] to ((x) * (0.9))\n\nchange [y v] by (-1)\n\nwhen [q v] key pressed\nhide\n\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [death v]\nhide\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [0]\nset [stop all v] to [0]\n\nwhen flag clicked\nif <touching (him. v)?> then\n hide\nend\n\n@Character\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n set [frames v] to [0]\n set [timer v] to [0]\n repeat until <(timer) = [1]>\n change [frames v] by (1)\n end\n set [fps v] to (frames)\nend\n\nwhen flag clicked\ndelete all of [controls v]\nadd [w] to [controls v]\nadd [a] to [controls v]\nadd [s] to [controls v]\nadd [d] to [controls v]\nadd [up arrow] to [controls v]\nadd [down arrow] to [controls v]\nshow\nforever\n if <<key (1 v) pressed?> and <[0] < (Cannon's type)>> then\n set [cannon type v] to [1]\n end\n if <<key (2 v) pressed?> and <[1] < (Cannon's type)>> then\n set [cannon type v] to [2]\n end\n if <<key (3 v) pressed?> and <[2] < (Cannon's type)>> then\n set [cannon type v] to [3]\n end\n if <<key (5 v) pressed?> and <[3] < (Cannon's type)>> then\n set [platform type v] to [1]\n end\n if <<key (6 v) pressed?> and <[4] < (Cannon's type)>> then\n set [platform type v] to [2]\n end\n if <<key (7 v) pressed?> and <[5] < (Cannon's type)>> then\n if <(Blue platform?) = [1]> then\n set [blue platform? v] to [0]\n else\n if <not <(Blue platform?) = [1]>> then\n set [blue platform? v] to [1]\n end\n end\n wait until <not <key (7 v) pressed?>>\n end\n if <<key (8 v) pressed?> and <[6] < (Cannon's type)>> then\n set [cannon type v] to [4]\n end\n if <key (4 v) pressed?> then\n set [platform type v] to [0]\n end\n if <<key (9 v) pressed?> and <[7] < (Cannon's type)>> then\n if <(Blue platform?) = [2]> then\n set [blue platform? v] to [0]\n else\n if <not <(Blue platform?) = [2]>> then\n set [blue platform? v] to [2]\n end\n end\n wait until <not <key (9 v) pressed?>>\n end\n if <key (space v) pressed?> then\n if <[1] = (Cannon type)> then\n switch costume to (forward1 v)\n if <key ((item (5) of [controls v]) v) pressed?> then\n switch costume to (up1 v)\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n switch costume to (down1 v)\n end\n end\n end\n if <key (space v) pressed?> then\n if <[90] = (direction)> then\n replace item (1) of [for the cannon v] with [90]\n end\n if <[-90] = (direction)> then\n replace item (1) of [for the cannon v] with [-90]\n end\n if <key ((item (5) of [controls v]) v) pressed?> then\n replace item (2) of [for the cannon v] with [45]\n else\n if <key ((item (6) of [controls v]) v) pressed?> then\n replace item (2) of [for the cannon v] with [-45]\n else\n replace item (2) of [for the cannon v] with [0]\n end\n end\n end\n if <(encode) = [1]> then\n set [platform type v] to [0]\n set [cannon type v] to [2]\n set [blue platform? v] to [2]\n end\n if <(encode) = [3]> then\n set [platform type v] to [2]\n set [cannon type v] to [1]\n set [blue platform? v] to [0]\n end\n if <(encode) = [4]> then\n set [platform type v] to [0]\n set [cannon type v] to [0]\n set [blue platform? v] to [0]\n end\n if <key (space v) pressed?> then\n if <[1] = (Cannon type)> then\n if <[90] = (direction)> then\n set [x v] to [20 ]\n set [y v] to [0]\n if <[3] = (costume [number v])> then\n set [y v] to [15]\n end\n if <[4] = (costume [number v])> then\n set [y v] to [-15]\n end\n set [speed v] to [20]\n broadcast (Platform v)\n end\n if <[-90] = (direction)> then\n set [x v] to [-20]\n set [y v] to [0]\n if <[3] = (costume [number v])> then\n set [y v] to [15]\n end\n if <[4] = (costume [number v])> then\n set [y v] to [-15]\n end\n set [speed v] to [20]\n broadcast (Platform v)\n end\n end\n end\n if <key (space v) pressed?> then\n if <[2] = (Cannon type)> then\n switch costume to (forward2 v)\n if <key ((item (5) of [controls v]) v) pressed?> then\n switch costume to (up2 v)\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n switch costume to (down2 v)\n end\n end\n if <[2] = (Cannon type)> then\n if <[90] = (direction)> then\n set [x v] to [20]\n set [y v] to [0]\n if <[6] = (costume [number v])> then\n set [y v] to [20]\n end\n if <[7] = (costume [number v])> then\n set [y v] to [-20]\n end\n set [speed v] to [20]\n broadcast (Platform v)\n end\n if <[-90] = (direction)> then\n set [x v] to [-20]\n set [y v] to [0]\n if <[6] = (costume [number v])> then\n set [y v] to [20]\n end\n if <[7] = (costume [number v])> then\n set [y v] to [-20]\n end\n set [speed v] to [20]\n broadcast (Platform v)\n end\n end\n if <key (space v) pressed?> then\n if <[3] = (Cannon type)> then\n switch costume to (forward3 v)\n if <key ((item (5) of [controls v]) v) pressed?> then\n switch costume to (up3 v)\n end\n if <key ((item (6) of [controls v]) v) pressed?> then\n switch costume to (down3 v)\n end\n end\n end\n if <[3] = (Cannon type)> then\n if <[8] = (costume [number v])> then\n set [y v] to [0]\n if <[90] = (direction)> then\n set [x v] to [15]\n end\n if <[-90] = (direction)> then\n set [x v] to [-15]\n end\n end\n if <[9] = (costume [number v])> then\n set [x v] to [0]\n set [y v] to [20]\n end\n if <[10] = (costume [number v])> then\n set [x v] to [0]\n set [y v] to [-20]\n end\n end\n broadcast (Platform v)\n set [speed v] to [20]\n end\n switch costume to (Cannon type)\n if <key (space v) pressed?> then\n if <[4] = (Cannon type)> then\n if <[90] = (direction)> then\n set [x v] to [5]\n end\n if <[-90] = (direction)> then\n set [x v] to [-5]\n end\n set [8 canon? v] to [1]\n set [y v] to [0]\n end\n end\nend\n\ngo to [front v] layer\n\nif <not <[1] = (8 canon?)>> then\n\nwhen flag clicked\nforever\n if <[0] = (dialogue showing)> then\n broadcast (I moved v)\n switch costume to (costume5 v)\n if <key ((item (4) of [controls v]) v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key ((item (2) of [controls v]) v) pressed?> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change y by ((gravity) * (1))\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by ((gravity) * (-5))\n if <key ((item (1) of [controls v]) 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) * (gravity))\n if <touching color (#000000)?> then\n change y by (((Yv) * (-1)) * (gravity))\n set [yv v] to [0]\n end\n change y by ((-1) * (gravity))\n if <touching color (#000000)?> then\n if <key ((item (1) of [controls v]) v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by ((1) * (gravity))\n if <touching color (#2700ff)?> then\n set [yv v] to [20]\n end\n if <touching color (#00ff12)?> then\n set [yv v] to [15]\n end\n if <touching color (#c000ff)?> then\n set [yv v] to [-15]\n end\n switch costume to (Cannon type)\n if <key (q v) pressed?> then\n if <(encode) = [0]> then\n hide\n wait until <key (r v) pressed?>\n show\n go to x: (SpawnX) y: (SpawnY)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <[0] < (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (g v)\n end\n end\n if <(dialogue showing) = [1]> then\n if <[0] < (y position)> then\n set [dialogue showing v] to [2]\n end\n if <(y position) < [0]> then\n set [dialogue showing v] to [3]\n end\n end\nend\n\nchange y by (-1)\n\nchange y by (1)\n\nset [yv v] to ((-1.5) * (Yv))\n\nswitch costume to (costume5 v)\n\nswitch costume to (costume1 v)\n\nglide (1) secs to x: (-185) y: (-155)\n\nwhen flag clicked\nset [player health v] to [5]\nforever\n if <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]> then\n set [cannon type v] to [3]\n end\n if <touching (_edge_ v)?> then\n set [gravity v] to [1]\n if <(y position) > [160]> then\n if <not <<(AreaX) = [3]> and <<(AreaY) = [2]> or <(AreaY) = [3]>>>> then\n change [areay v] by (1)\n broadcast (Area Up v)\n glide (.9) secs to x: (x position) y: (-150)\n set [xv v] to [0]\n set [yv v] to [10]\n else\n if <[1] = (encode)> then\n set [encode v] to [2]\n end\n broadcast (Final test one v)\n go to x: (0) y: (0)\n hide\n end\n else\n if <[-220] > (x position)> then\n change [areax v] by (-1)\n broadcast (Area Left v)\n glide (1) secs to x: (185) y: (y position)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <(x position) > [220]> then\n if <[5] = (encode)> then\n broadcast (End Game v)\n glide (1) secs to x: (0) y: (100)\n stop [other scripts in sprite v]\n wait until <[0] = (dialogue showing)>\n hide\n else\n if <[3] = (encode)> then\n broadcast (Final test one v)\n go to x: (0) y: (0)\n hide\n else\n change [areax v] by (1)\n broadcast (Area Right v)\n glide (1) secs to x: (-185) y: (y position)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n else\n if <[-150] > (y position)> then\n if <[4] = (encode)> then\n broadcast (Final test one v)\n go to x: (0) y: (0)\n hide\n else\n change [areay v] by (-1)\n broadcast (Area Down v)\n glide (.8) secs to x: (x position) y: (150)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n end\n end\n end\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n end\n if <touching color (#ff0000)?> then\n if <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n set [gravity v] to [1]\n go to x: (SpawnX) y: (SpawnY)\n set [xv v] to [0]\n set [yv v] to [0]\n if <[2] = (Direction)> then\n set [yv v] to ((10) * (gravity))\n end\n broadcast (Death v)\n else\n change [player health v] by (-1)\n if <[0] = (Player health)> then\n stop [all v]\n end\n wait until <not <touching color (#ff0000)?>>\n end\n end\nend\n\nset rotation style [left-right v]\n\nbroadcast (Area Left v)\n\n\n\n\n\nchange [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] by (-2)\n\nswitch costume to (costume1 v)\n\nif <key (space v) pressed?> then\nif <key (space v) pressed?> then\n\nset [y v] to [0]\nif <[6] = (costume [number v])> then\n set [y v] to [20]\nend\nif <[7] = (costume [number v])> then\n set [y v] to [-20]\nend\nset [speed v] to [20]\nbroadcast (Platform v)\n\nif <[10] = (costume [number v])> then\n set [y v] to [-20]\nend\nset [speed v] to [20]\nbroadcast (Platform v)\n\nset [y v] to [20]\n\nwhen flag clicked\nwait until <<(AreaX) = [-1]> and <(AreaY) = [0]>>\nchange [color v] effect by (50)\nwait until <(text) = [1]>\nstop [other scripts in sprite v]\n\nchange [color v] effect by (50)\n\nbroadcast (Death v)\n\nbroadcast (New Area v)\n\nwhen I receive [new area v]\nwait (1) seconds\nadd (round (SpawnX)) to [spawn x v]\nadd (round (SpawnY)) to [spawn y v]\n\n\n\nchange y by (1)\nif <touching color (#000000)?> then\n if <key (w v) pressed?> then\n set [yv v] to [-10]\n end\nend\nchange y by (-1)\nif <touching color (#2700ff)?> then\n set [yv v] to [20]\nend\nif <touching color (#c000ff)?> then\n set [yv v] to [-15]\nend\n\nif <touching color (#000000)?> then\n if <key (w v) pressed?> then\n set [yv v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f7ff00)?> then\n set [gravity v] to ((-1) * (gravity))\n wait (1) seconds\n end\nend\n\nwait until \n\n\n\nwhen flag clicked\nset [areax v] to [0]\nset [areay v] to [0]\nif <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n hide\nend\nforever\n if <<[-1] = (AreaX)> and <[0] = (AreaY)>> then\n broadcast (This is it v)\n if <[0] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n set [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [1]\n end\n stop [this script v]\n end\nend\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [0]\n\nset [areax v] to [0]\nset [areay v] to [0]\n\nadd (save data) to [copy and paste. press c to close v]\n\ndefine Areas explored\nset [# v] to [0]\nrepeat (length of [areas explored v])\n change [# v] by (1)\n set [save data v] to (join (join (save data) (item (#) of [areas explored v])) [;])\nend\nset [save data v] to (join (save data) [.])\n\ndefine Areas hit\nset [# v] to [0]\nrepeat (length of [areas hit v])\n change [# v] by (1)\n set [save data v] to (join (join (save data) (item (#) of [areas hit v])) [;])\nend\nset [save data v] to (join (save data) [.])\n\ndefine Spawn X/Y\nset [# v] to [0]\nrepeat (length of [spawn x v])\n change [# v] by (1)\n set [save data v] to (join (join (save data) (item (#) of [spawn x v])) [;])\nend\nset [save data v] to (join (save data) [.])\nset [# v] to [0]\nrepeat (length of [spawn y v])\n change [# v] by (1)\n set [save data v] to (join (join (save data) (item (#) of [spawn y v])) [;])\nend\nset [save data v] to (join (save data) [.])\n\nset [save data v] to []\n\ndefine Remake Areas explored\ndelete all of [areas explored v]\nset [# v] to [0]\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [areas explored v]\n add (load data) to [test list v]\nend\ndelete (length of [areas explored v]) of [areas explored v]\ndelete (length of [test list v]) of [test list v]\n\nset [# v] to [1]\n\nset [# v] to [1]\n\ndefine Remake Areas Hit\ndelete all of [areas hit v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [areas hit v])> then\n set [load data v] to [1]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [areas hit v]\n add (load data) to [test list v]\nend\ndelete (length of [areas hit v]) of [areas hit v]\ndelete (length of [test list v]) of [test list v]\n\nchange [# v] by (-1)\n\ndefine Remake Spawn X/Y\ndelete all of [spawn x v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [spawn x v])> then\n set [load data v] to [-]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [spawn x v]\n add (load data) to [test list v]\nend\ndelete (length of [spawn x v]) of [spawn x v]\ndelete (length of [test list v]) of [test list v]\ndelete all of [spawn y v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [spawn y v])> then\n set [load data v] to [-]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [spawn y v]\n add (load data) to [test list v]\nend\ndelete (length of [spawn y v]) of [spawn y v]\ndelete (length of [test list v]) of [test list v]\n\ndefine Everything else\nchange [# v] by (1)\nset [cannon type v] to (letter (#) of (item (1) of [copy and paste. press c to close v]))\nadd (letter (#) of (item (1) of [copy and paste. press c to close v])) to [test list v]\nchange [# v] by (2)\nset [cannon's type v] to (letter (#) of (item (1) of [copy and paste. press c to close v]))\nadd (letter (#) of (item (1) of [copy and paste. press c to close v])) to [test list v]\nchange [# v] by (2)\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to (letter (#) of (item (1) of [copy and paste. press c to close v]))\nadd (letter (#) of (item (1) of [copy and paste. press c to close v])) to [test list v]\nset [# v] to (length of (item (1) of [copy and paste. press c to close v]))\nchange [# v] by (-1)\nset [load data v] to []\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (-1)\nend\nset [## v] to (length of (load data))\nset [load data 2 v] to []\nrepeat until <[1] = (##)>\n set [load data 2 v] to (join (load data 2) (letter (#) of [apple]))\n change [## v] by (-1)\nend\nset x to (load data 2)\nchange [# v] by (-2)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (-1)\nend\nset [## v] to (length of (load data))\nset [load data 2 v] to []\nrepeat until <[1] = (##)>\n set [load data 2 v] to (join (load data 2) (letter (#) of [apple]))\n change [## v] by (-1)\nend\nset y to (load data 2)\n\ndelete all of [areas explored v]\n\nset [areax v] to [2]\nset [areay v] to [-2]\n\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\ndelete (length of [areas explored v]) of [areas explored v]\n\nchange [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] by (-1)\n\nset [load data 2 v] to []\nset [load data v] to []\nrepeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\nadd (load data) to [areas explored v]\n\nchange [# v] by (1)\n\nbroadcast (Hide Loadin v)\n\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\nend\n\nset x to (-140)\n\nwait (1) seconds\n\nchange [# v] by (-1)\n\nchange [# v] by (-1)\nchange [# v] by (1)\nset [load data 2 v] to []\nset [load data v] to []\n\ndefine Remake Area X/Y\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (-1)\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [spawn y v])> then\n set [load data v] to [-]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\nend\nset [areax v] to (load data)\nadd (load data) to [test list v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (-1)\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [spawn y v])> then\n set [load data v] to [-]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\nend\nset [areay v] to (load data)\nadd (load data) to [test list v]\n\nset [load data v] to []\nset [# v] to [1]\nrepeat until <(length of [test list v]) = (#)>\n set [load data v] to (join (join (load data) (item (#) of [test list v])) [;])\n change [# v] by (1)\nend\nadd (load data) to [test list v]\n\nwait (5) seconds\n\ndelete all of [test list v]\n\nset [## v] to (length of (load data))\nset [load data 2 v] to []\n\nwhen I receive [game start v]\ndelete all of [copy and paste. press c to close v]\nset [platform type v] to [0]\nset [speed v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [cannon's type v] to [0]\n\nwhen I receive [game start v]\nset [gravity v] to [1]\nset [cannon type v] to [0]\nset [areax v] to [0]\nset [areay v] to [0]\ngo to x: (-185) y: (-150)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [game start v]\nshow\ndelete all of [spawn x v]\ndelete all of [spawn y v]\nadd [-185] to [spawn x v]\nadd [-150] to [spawn y v]\nset [spawny v] to [-150]\n\nwhen I receive [save game v]\nsave\n\ndelete all of [areas hit v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [areas hit v])> then\n set [load data v] to [1]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [areas hit v]\n add (load data) to [test list v]\nend\ndelete (length of [areas hit v]) of [areas hit v]\ndelete (length of [test list v]) of [test list v]\n\nwhen I receive [game loaded v]\nshow\nset x to (X)\nset y to (Y)\n\nwhen flag clicked\nshow list [copy and paste. press c to close v]\nforever\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n if <[w] = (item (1) of [controls v])> then\n delete all of [controls v]\n add [up arrow] to [controls v]\n add [left arrow] to [controls v]\n add [-] to [controls v]\n add [right arrow] to [controls v]\n add [w] to [controls v]\n add [s] to [controls v]\n else\n delete all of [controls v]\n add [w] to [controls v]\n add [a] to [controls v]\n add [s] to [controls v]\n add [d] to [controls v]\n add [up arrow] to [controls v]\n add [down arrow] to [controls v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n wait until <not <key (l v) pressed?>>\n broadcast (Save Game v)\n end\nend\n\ndefine save\nsay [Saving]\ndelete all of [copy and paste. press c to close v]\nset [save data v] to []\nAreas explored\nAreas hit\nSpawn X/Y\nset [save data v] to (join (save data) (join (round (x position)) [.]))\nset [save data v] to (join (save data) (join (round (y position)) [.]))\nset [save data v] to (join (save data) (join (AreaX) [.]))\nset [save data v] to (join (save data) (join (AreaY) [.]))\nset [save data v] to (join (save data) (join (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) [.]))\nset [save data v] to (join (save data) (join (Cannon type) [.]))\nset [save data v] to (join (save data) (join (Cannon's type) [.]))\nset [save data v] to (join (save data) (join (Teleporter?) [.]))\nadd (save data) to [copy and paste. press c to close v]\nhide list [copy and paste. press c to close v]\nsay [Copy and paste \(double tap list to get full code\). Press C to close.]\nwait until <key (c v) pressed?>\nshow list [copy and paste. press c to close v]\nsay []\n\nEncode String (save data)\n\nset [areax v] to (letter (#) of (item (1) of [copy and paste. press c to close v]))\nchange [# v] by (2)\nset [areay v] to (letter (#) of (item (1) of [copy and paste. press c to close v]))\n\nwhen I receive [final test one v]\nif <(encode) = [4]> then\n wait until <(encode) = [5]>\n show\n go to x: (-200) y: (-150)\n set [spawnx v] to [-200]\n set [spawny v] to [-150]\n set [direction v] to [0]\nend\nif <(encode) = [3]> then\n wait until <(encode) = [4]>\n show\n go to x: (-200) y: (-150)\n set [spawnx v] to [-200]\n set [spawny v] to [-150]\n set [direction v] to [0]\nend\nif <(encode) = [0]> then\n wait until <(encode) = [1]>\n show\n go to x: (-200) y: (-150)\n set [spawnx v] to [-200]\n set [spawny v] to [-150]\n set [direction v] to [0]\nend\nif <(encode) = [2]> then\n wait until <(encode) = [3]>\n show\n go to x: (-200) y: (-150)\n set [spawnx v] to [-200]\n set [spawny v] to [-150]\n set [direction v] to [0]\nend\n\ndefine Encode String (txt)\n\nset [encode v] to [2]\n\ngo to x: (0) y: (0)\n\nwhen I receive [game over. v]\nstop [other scripts in sprite v]\nhide\n\n@buttons and all that fun stuff\n\ndefine delete (your item)\nif <[temporary areas hit v] contains (your item)?> then\n set [item v] to [0]\n repeat until <(item) = (length of [temporary areas hit v])>\n change [item v] by (1)\n if <(item (item) of [temporary areas hit v]) = (your item)> then\n delete (item) of [temporary areas hit v]\n change [item v] by (-1)\n end\n end\nend\n\nwhen flag clicked\ndelete all of [temporary areas hit v]\ndelete all of [areas hit v]\nhide\nforever\n if <(Map Open?) = [0]> then\n if <<(AreaX) = [1]> and <(AreaY) = [1]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (90)\n Show at [197] [0] In [1] [1]\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [1]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (-90)\n Show at [-200] [32] In [-2] [1]\n else\n if <<(AreaX) = [0]> and <(AreaY) = [2]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (180)\n Show at [10] [-136] In [0] [2]\n else\n if <<(AreaX) = [1]> and <(AreaY) = [4]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (-90)\n Show at [-197] [32] In [1] [4]\n else\n if <<(AreaX) = [2]> and <(AreaY) = [3]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (-90)\n Show at [-35] [140] In [2] [3]\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [1]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (90)\n Show at [197] [-135] In [-3] [1]\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [2]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (-90)\n Show at [-197] [135] In [-3] [2]\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [3]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (-90)\n Show at [-197] [135] In [-3] [3]\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [3]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (90)\n Show at [197] [135] In [-2] [3]\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [3]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (180)\n Show at [0] [70] In [-1] [3]\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [4]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (90)\n Show at [197] [0] In [-1] [4]\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [4]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (-90)\n Show at [-197] [-135] In [-3] [4]\n else\n if <<(AreaX) = [2]> and <(AreaY) = [2]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (180)\n Show at [0] [150] In [2] [2]\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [2]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (90)\n Show at [197] [-30] In [-4] [2]\n end\n if <<(AreaX) = [-4]> and <(AreaY) = [1]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (-90)\n Show at [-197] [-60] In [-4] [1]\n end\n if <<(AreaX) = [-4]> and <(AreaY) = [0]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (0)\n Show at [-195] [80] In [-4] [0]\n end\n if <<(AreaX) = [-3]> and <(AreaY) = [0]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (180)\n Show at [0] [-135] In [-3] [0]\n end\n if <<(AreaX) = [-1]> and <(AreaY) = [-3]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (-90)\n Show at [120] [-135] In [-1] [-3]\n end\n if <<(AreaX) = [2]> and <(AreaY) = [-1]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (90)\n Show at [200] [140] In [2] [-1]\n end\n if <<(AreaX) = [2]> and <(AreaY) = [-2]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (0)\n Show at [-177] [140] In [2] [-2]\n end\n if <<(AreaX) = [2]> and <(AreaY) = [-3]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (90)\n Show at [200] [140] In [2] [-3]\n end\n if <<(AreaX) = [2]> and <(AreaY) = [-4]>> then\n set [type v] to [1]\n wait (1) seconds\n point in direction (-90)\n Show at [-200] [45] In [2] [-4]\n end\n if <<(AreaX) = [3]> and <(AreaY) = [-4]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (90)\n Show at [76] [45] In [3] [-4]\n end\n if <<(AreaX) = [4]> and <(AreaY) = [-4]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (30)\n Show at [75] [65] In (AreaX) (AreaY)\n end\n if <<(AreaX) = [4]> and <(AreaY) = [-3]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (180)\n Show at [-95] [0] In (AreaX) (AreaY)\n end\n if <<(AreaX) = [4]> and <(AreaY) = [0]>> then\n set [type v] to [2]\n wait (1) seconds\n point in direction (-90)\n Show at [-200] [0] In (AreaX) (AreaY)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (x position) y: (y position)\nif <not <<(AreaX) = [1]> and <(AreaY) = [1]>>> then\n hide\nelse\n if <<touching (character v)?> or <touching (platform v)?>> then\n switch costume to (hit button1 v)\n add [1,1] to [areas hit v]\n end\nend\n\ndefine Show at (x position) (y position) In (area x) (area y)\ngo to x: (x position) y: (y position)\nshow\nif <<[areas hit v] contains (join (AreaX) (join [,] (AreaY)))?> or <[temporary areas hit v] contains (join (AreaX) (join [,] (AreaY)))?>> then\n switch costume to (join [Hit Button] (type))\n wait until <not <<(AreaX) = (area x)> and <(AreaY) = (area y)>>>\n hide\nelse\n switch costume to (join [Button] (type))\n wait until <<<touching (character v)?> or <touching (platform v)?>> or <not <<(AreaX) = (area x)> and <(AreaY) = (area y)>>>>\n if <not <<(AreaX) = (area x)> and <(AreaY) = (area y)>>> then\n hide\n else\n if <<touching (character v)?> or <touching (platform v)?>> then\n switch costume to (join [Hit Button] (type))\n if <(type) = [1]> then\n add (join (area x) (join [,] (area y))) to [areas hit v]\n end\n if <(type) = [2]> then\n add (join (area x) (join [,] (area y))) to [temporary areas hit v]\n end\n end\n end\n wait until <not <<(AreaX) = (area x)> and <(AreaY) = (area y)>>>\n hide\nend\n\nwhen I receive [death v]\nif <<(AreaX) = [0]> and <(AreaY) = [2]>> then\n if <[temporary areas hit v] contains [0,2]?> then\n delete (join (AreaX) (join [,] (AreaY)))\n end\n Show at [10] [-136] In [0] [2]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [1]> and <(AreaY) = [4]>> then\n if <[temporary areas hit v] contains [1,4]?> then\n delete (join (AreaX) (join [,] (AreaY)))\n end\n Show at [-197] [32] In [1] [4]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [2]> and <(AreaY) = [3]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [-35] [140] In [2] [3]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [2]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [-197] [135] In [-3] [2]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [3]>> then\n delete [-2,3]\n Show at [197] [135] In [-2] [3]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [3]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [0] [70] In [-1] [3]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [4]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [197] [0] In [-1] [4]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [2]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [197] [-30] In [-4] [2]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [1]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [-197] [-60] In [-4] [1]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [0]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [-195] [80] In [-4] [0]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [-1]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [120] [-135] In [-1] [-3]\n switch costume to (join [Button] (type))\nend\nif <<(AreaX) = [3]> and <(AreaY) = [-4]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [76] [45] In [3] [-4]\n switch costume to (button2 v)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [-4]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n switch costume to (button2 v)\n Show at [75] [65] In (AreaX) (AreaY)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [-3]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n switch costume to (button2 v)\n Show at [-95] [0] In (AreaX) (AreaY)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [0]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n switch costume to (button2 v)\n Show at [-200] [0] In (AreaX) (AreaY)\nend\n\nif <<(AreaX) = [0]> and <(AreaY) = [3]>> then\n if <[areas hit v] contains [0,3]?> then\n delete (join (AreaX) (join [,] (AreaY)))\n end\n Show at [-98] [69] In [0] [3]\n switch costume to (join [Button] (type))\nend\n\nhide list [list v]\n\nwait (1) seconds\n\nset rotation style [all around v]\n\nShow at [-197] [32] In [0] [2]\n\nShow at [-197] [32] In [0] [2]\n\nwhen [q v] key pressed\nhide\n\nShow at [-197] [135] In [-3] [2]\n\nif <<(AreaX) = [-3]> and <(AreaY) = [1]>> then\n delete (join (AreaX) (join [,] (AreaY)))\n Show at [197] [-135] In [-3] [1]\n switch costume to (join [Button] (type))\nend\n\nset [type v] to [2]\nwait (1) seconds\npoint in direction (0)\n\nShow at [-197] [-60] In [-3] [0]\n\nswitch costume to (join [Button] (type))\n\nShow at [120] [-135] In [-1] [-3]\n\nShow at [76] [45] In [3] [-4]\n\nwhen I receive [area right v]\nAdd temporary to permanent\n\nwhen I receive [area left v]\nAdd temporary to permanent\n\nwhen I receive [area down v]\nAdd temporary to permanent\n\nwhen I receive [area up v]\nAdd temporary to permanent\n\ndefine Add temporary to permanent\nif <not <<[3] = (Direction)> and <<[-1,3] = (join (AreaX) (join [,] (AreaY)))> or <[-1,4] = (join (AreaX) (join [,] (AreaY)))>>>> then\n if <[0] < (length of [temporary areas hit v])> then\n add (item (1) of [temporary areas hit v]) to [areas hit v]\n delete all of [temporary areas hit v]\n end\nend\n\nwhen I receive [area right v]\nhide\n\nwhen I receive [area up v]\nhide\n\nwhen I receive [area left v]\nhide\n\nwhen I receive [area down v]\nhide\n\ndelete (10) of [areas hit v]\n\ndelete (10) of [areas hit v]\n\nwhen flag clicked\nforever\n if <[areas hit v] contains [-1,4]?> then\n delete (item # of [-1,4] in [areas hit v]) of [areas hit v]\n end\nend\n\n@Computer\n\nwhen flag clicked\nset [encode v] to [0]\ngo to x: (-100) y: (-156)\nshow\nforever\n if <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n switch costume to (costume1 v)\n set [text v] to [0]\n if <touching (character v)?> then\n switch costume to (costume2 v)\n if <key (x v) pressed?> then\n set [dialogue showing v] to [1]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n set [dialogue showing v] to [0]\n wait until <not <key (x v) pressed?>>\n end\n end\n if <[2] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (costume3 v)\n if <touching (character v)?> then\n set [text v] to [-1]\n switch costume to (costume4 v)\n if <key (x v) pressed?> then\n set [dialogue showing v] to [1]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n set [dialogue showing v] to [0]\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n if <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n hide\n end\n if <key (q v) pressed?> then\n hide\n wait until <key (r v) pressed?>\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [area right v]\nhide\nwait (1) seconds\nSwitch\n\ndefine Switch\npoint in direction (90)\nshow\nif <<(AreaX) = [0]> and <(AreaY) = [0]>> then\n go to x: (-100) y: (-156)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [0]>> then\n go to x: (-100) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [1]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [1]>> then\n go to x: (-178) y: (-56)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [1]>> then\n go to x: (205) y: (49)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [2]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [1]>> then\n go to x: (110) y: (-156)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [2]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [2]>> then\n go to x: (-100) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [2]>> then\n go to x: (-100) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [3]>> then\n go to x: (100) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [4]>> then\n go to x: (-110) y: (-156)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [4]>> then\n go to x: (-200) y: (90)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [4]>> then\n go to x: (-170) y: (-111)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [3]>> then\n go to x: (200) y: (-156)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [2]>> then\n go to x: (-150) y: (-156)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [0]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [0]>> then\n go to x: (-150) y: (9)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [1]>> then\n go to x: (-132) y: (-156)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [2]>> then\n go to x: (132) y: (-156)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [3]>> then\n go to x: (132) y: (-156)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [3]>> then\n go to x: (-185) y: (89)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [3]>> then\n go to x: (-185) y: (29)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [4]>> then\n go to x: (130) y: (-141)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [4]>> then\n go to x: (130) y: (-156)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [4]>> then\n go to x: (130) y: (-156)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [4]>> then\n go to x: (130) y: (129)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [3]>> then\n go to x: (-150) y: (89)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [2]>> then\n go to x: (150) y: (89)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [0]>> then\n go to x: (-180) y: (130)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [1]>> then\n go to x: (0) y: (124)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [-1]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [-2]>> then\n go to x: (0) y: (-71)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [-3]>> then\n go to x: (0) y: (24)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [-3]>> then\n go to x: (0) y: (24)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [-4]>> then\n go to x: (0) y: (24)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [-4]>> then\n go to x: (100) y: (24)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [-2]>> then\n go to x: (47) y: (-156)\nend\nif <<(AreaX) = [-4]> and <(AreaY) = [-1]>> then\n go to x: (-10) y: (-156)\nend\nif <<(AreaX) = [-3]> and <(AreaY) = [-1]>> then\n go to x: (0) y: (99)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [-1]>> then\n go to x: (-180) y: (-156)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [-2]>> then\n go to x: (0) y: (-146)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [-2]>> then\n point in direction (-90)\n go to x: (182) y: (161)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [-3]>> then\n point in direction (-90)\n go to x: (0) y: (161)\nend\nif <<(AreaX) = [-2]> and <(AreaY) = [-4]>> then\n point in direction (-90)\n go to x: (-180) y: (161)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [-4]>> then\n point in direction (-90)\n go to x: (180) y: (161)\nend\nif <<(AreaX) = [-1]> and <(AreaY) = [-3]>> then\n point in direction (-90)\n go to x: (180) y: (161)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [-3]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [-4]>> then\n go to x: (0) y: (129)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [-4]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [-2]>> then\n go to x: (150) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [-2]>> then\n go to x: (150) y: (-156)\nend\nif <<(AreaX) = [0]> and <(AreaY) = [-1]>> then\n go to x: (-127) y: (-156)\nend\nif <<(AreaX) = [1]> and <(AreaY) = [-1]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [-1]>> then\n go to x: (-180) y: (-156)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [-2]>> then\n go to x: (200) y: (89)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [-3]>> then\n go to x: (-180) y: (89)\nend\nif <<(AreaX) = [2]> and <(AreaY) = [-4]>> then\n go to x: (200) y: (99)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [-4]>> then\n go to x: (-180) y: (-156)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [-4]>> then\n go to x: (-180) y: (-156)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [-3]>> then\n go to x: (140) y: (-156)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [-3]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [-2]>> then\n go to x: (140) y: (-156)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [-2]>> then\n go to x: (-216) y: (0)\n point in direction (180)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [-1]>> then\n go to x: (-200) y: (161)\n point in direction (-90)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [-1]>> then\n go to x: (-200) y: (129)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [0]>> then\n go to x: (150) y: (90)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [0]>> then\n go to x: (0) y: (-156)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [1]>> then\n go to x: (-130) y: (-156)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [1]>> then\n go to x: (-130) y: (-156)\nend\nif <<(AreaX) = [4]> and <(AreaY) = [2]>> then\n go to x: (-130) y: (-156)\nend\nif <<(AreaX) = [3]> and <(AreaY) = [2]>> then\n go to x: (-130) y: (-156)\nend\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [0]\n\nwhen I receive [area down v]\nhide\nwait (1) seconds\nSwitch\n\nwhen I receive [area up v]\nhide\nwait (1) seconds\nSwitch\n\nwhen I receive [area left v]\nhide\nwait (1) seconds\nSwitch\n\nwhen I receive [game loaded v]\nSwitch\n\nwhen [r v] key pressed\nSwitch\n\nwhen I receive [final test one v]\ngo to x: (-100) y: (-10)\nwait until <(encode) = [1]>\nhide\n\nwhen I receive [advice \(1\) v]\ngo to x: (-100) y: (120)\ngo to [front v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [exit how to play v]\nif <[1] = (Game begun?)> then\n go to x: (-100) y: (-10)\nend\n\nwhen I receive [final test one v]\ngo to x: (-100) y: (-10)\nwait until <(encode) = [3]>\nhide\n\nwhen I receive [end game v]\nshow\ngo to x: (0) y: (20)\nwait until <[0] = (dialogue showing)>\nhide\n\nswitch costume to (costume1 v)\nif <touching (character v)?> then\n switch costume to (costume2 v)\n if <key (x v) pressed?> then\n set [dialogue showing v] to [1]\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n set [dialogue showing v] to [0]\n wait until <not <key (x v) pressed?>>\n end\nend\n\nset [text v] to [0]\n\n@Text Box\n\nwhen flag clicked\nset [dialogue showing v] to [0]\nforever\n hide\n if <[0] < (dialogue showing)> then\n show\n if <[2] = (dialogue showing)> then\n go to x: (36) y: (-108)\n end\n if <[3] = (dialogue showing)> then\n go to x: (36) y: (28)\n end\n end\nend\n\n@Text\n\nhide\n\nwhen I receive [this is it v]\nwait (1) seconds\nshow\ngo to x: (30) y: (35)\nif <[1] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝1 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝2 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝3 v)\n wait (5) seconds\n set [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [2]\n stop [all v]\nelse\n if <[2] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝4 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝6 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝8 v)\n wait (1) seconds\n set [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [4]\n stop [all v]\n else\n if <[4] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝5 v)\n wait (10) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝7 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝9 v)\n wait (1) seconds\n set [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [3]\n stop [all v]\n else\n if <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n set [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [2]\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝1 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝2 v)\n wait (5) seconds\n switch costume to (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝3 v)\n wait (5) seconds\n stop [all v]\n end\n end\n end\nend\n\nwait (5) seconds\n\nwhen I receive [boss v]\nhide\nstop [other scripts in sprite v]\nshow\nswitch costume to (final 1 v)\nrepeat (11)\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n next costume\nend\nwait (5) seconds\nhide\nbroadcast (Boss fight start v)\n\nwhen flag clicked\nhide\nif <[1] = (Stop all)> then\n stop [all v]\nend\n\nwhen I receive [game over. v]\nhide\nstop [other scripts in sprite v]\nshow\nswitch costume to (game over1 v)\nrepeat (10)\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n next costume\nend\nset [stop all v] to [1]\nstop [all v]\n\nset [stop all v] to [0]\n\n@Dave\n\ndefine Type (information) Starting at (x1) (y1) Ending at (x2) (y2) Spacing: (s)\nbroadcast (delete this clone v)\ngo to x: (x1) y: (y1)\nset [typing: # v] to [0]\nshow\nrepeat (length of (information))\n if <(x2) < (x position)> then\n go to x: (x1) y: ((y position) - (20))\n end\n change [typing: # v] by (1)\n Detect case of (letter (Typing: #) of (information))\n if <not <[space] = (case)>> then\n create clone of (_myself_ v)\n change [clones v] by (1)\n end\n if <not <<(costume [name v]) = [lt]> or <<(costume [name v]) = [it]> or <(costume [name v]) = [I]>>>> then\n change x by (s)\n else\n change x by ((s) - (7))\n end\nend\nhide\n\nwhen flag clicked\nhide\nforever\n broadcast (delete this clone v)\n if <[0] < (dialogue showing)> then\n go to [front v] layer\n wait until <[1] < (dialogue showing)>\n Find type\n wait until <(dialogue showing) = [0]>\n end\nend\n\ndefine Detect case of (character)\nif <not <(length of (character)) = [1]>> then\n set [case v] to [error!]\n stop [this script v]\nend\nswitch costume to (null v)\nswitch costume to (character)\nif <(costume [number v]) = [1]> then\n switch costume to (join (character) [t])\nend\nif <[53] < (costume [number v])> then\n set [case v] to [other]\n switch costume to (character)\n stop [this script v]\nend\nif <[1] = (costume [number v])> then\n set [case v] to [space]\n stop [this script v]\nend\nif <((costume [number v]) mod (2)) = [0]> then\n set [case v] to [upper]\nelse\n set [case v] to [lowercase]\nend\n\nwhen flag clicked\nset [clones v] to [0]\ndelete this clone\n\nwhen I receive [delete this clone v]\nset [clones v] to [0]\ndelete this clone\n\ndefine Find type\nif <(dialogue showing) = [3]> then\n set [y position v] to [130]\nend\nif <(dialogue showing) = [2]> then\n set [y position v] to [-5]\nend\nif <<(Cannon type) = [0]> and <not <<<(AreaX) = [0]> and <(AreaY) = [0]>> or <<<(AreaX) = [1]> and <(AreaY) = [0]>> or <<(AreaX) = [2]> and <(AreaY) = [0]>>>>>> then\n Type [ERROR] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nelse\n if <<(AreaX) = [0]> and <(AreaY) = [0]>> then\n if <[8] = (Cannon's type)> then\n if <(Teleporter?) = [0]> then\n Type [Cheater.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Hey, you can go into that secret place now! Wonder what it says...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n else\n if <[7] = (Cannon's type)> then\n if <(Teleporter?) = [0]> then\n Type [Wait a minute... pretty sure it's impossible for you to be here right now...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Almost done with your testing and you came back here? I'm touched.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n else\n if <[6] = (Cannon's type)> then\n if <(Teleporter?) = [0]> then\n Type [I don't know how you made it through all of those chambers to get back here, but I respect it.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Hey there. Do you have any idea what's going on here?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n else\n if <[5] = (Cannon's type)> then\n if <(Teleporter?) = [0]> then\n Type [Pretty determined to see what I have to say, huh?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Shoot. You can go anywhere now. I have a lot of dialogue writing to do.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n else\n if <[4] = (Cannon's type)> then\n Type [Hey, you came all the way back here. Neat. I'd grab the next cannon, though...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [0]> then\n Type [Welcome to this AI testing center. The following testswill measure: DEXTERITY AND AGILITY. Proceed to your right using the WASD keys embedded in your system. Good luck.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Press SPACE to activate thesimulated cannon. Use it to reach the chamber above this. Press D \(or A\) and W at the time to wall jump.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Nope, you're definitely not supposed to be down here. Nothing new to see, y'know?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Nothing is going to change, no matter how much you come back.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [8]> then\n Type [Ooh, I wonder what's up there.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [I appreciate the commitment,but it's still not possible.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [You still shouldn't be able to get high enough.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [5]> then\n Type [It's not possible to make itup there, even with that.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [4]> then\n Type [You're never going to make it up there, you know.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [0]> then\n Type [Your controls have been calibrated. Please continue to your right.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Continue to your left.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [I don't think that you'll beable to get up there with what you have now.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Seriously. Getting up there isn't possible,] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [8]> then\n Type [THERE'S A SECRET ROOM TO THE LEFT OF THE BEGINNING CHAMBER. GO.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [After all this time, you came back here. Why?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [This place... I remember this place. Weird looking at it from this perspective.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [5]> then\n Type [This place is pretty nice, huh? Remember it?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [4]> then\n Type [I feel like I should be typingor something, not sitting here and watching as an AI.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [0]> then\n Type [Please grab the simulated testing cannon to continue.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Return to the beginning chamber, then follow the instructions there.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Hello there.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Here again?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [8]> then\n Type [Remember when there were rooms that weren't deadly? That was fun.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [How's it going? Hope you'renot bored or anything.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [How many chambers have you explored now? \[Chambers explored\]? Neat!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [5]> then\n Type [Yo I have literally nothing to say to you here! Hey Hey!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [4]> then\n Type [Heh, all my old messages arestill stored here. I guess you can't see them though.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Proceed to the chamber to your right. You are not prepared for the chambers on your left.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Right, you can't answer me.I forgot.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [You know, it's odd. I could have sworn I just heard some noise downstairs. Haven't had anyone here foryears.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [8]> then\n Type [Hey look! You could get to the part under this!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [Wonder if you'll be able to get down there, eventually...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Use the cannon to press thebutton on the other side. Use the ARROW KEYS to anglethe cannon. Do not touch red, or you will be put at the beginning of this chamber.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [So,you have already passed through the language testing, right? I have a question for you: What is it like being an AI?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [While on the subject of things you can do, you can press 'L' to save the data you have right now. No ideawhy that's an option. I betthey added it a while ago and forgot to take it out.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [8]> then\n Type [You used to only have one cannon option. How weak.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [Wow, you really care about what I have to say, huh?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Congratulations, you have finished the first phase of testing! Please grab the second simulated cannon andmake your way back to the left chambers.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Use 1 and 2 to switch between the cannons.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [You've made it back here, huh? Nice job. Did you knowthat you can press Q to open a mini-map--and R to close it. I'm so helpful. Keep in mind that this will reset the level.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [8]> then\n Type [Weird how the lava presses against the bottom of the chamber. That's not supposed to be allowed...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [Something about this room feels off...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Please follow the prior room's instructions and proceed to the right.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Use the cannon to jump overthe... do you know how hardit is to talk like that? You're an AI, you shouldn'tcare. ...you don't care, right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [These dexterity tests take a long time. Hope you're settled in for the long run.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [8]> then\n Type [You know, I think it's cool how you're revisiting past chambers. I'll make stuff for everywhere you go.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [Ah, this chamber. Brings back memories of when I wasn't a robot.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Please follow the prior room's instructions and proceed to the right.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Just line up a shot and shoot the button. Easy. I know you can't answer, but I can't help but wonder: what's it like to not have a body? To not be corporeal?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Never mind. You're an AI. What am I saying? It's just odd--watching your movements, I could have sworn you were... no, it's nothing.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [8]> then\n Type [This was the first place I didn't tell you the answer to. I wasn't supposed to dothat--these are meant to purely measure your dexterity and response time.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [I hope you're only checking what this message is. If yougot up here using only the first cannon I would be concerned.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [I guess I'll just have to wait until you finish this. Oh yeah--to beat this one, use the... actually, you know what? Figure it out. It's not that difficult.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Coming up here again? There's nothing up here foryou to find...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [8]> then\n Type [You know, for how hard theytried to make this a foolproof system, they didn't actually do much.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Seriously, did you get up here using only the first cannon? That shouldn't be possible...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [I just looked up your files and... wow. Is this your last test already? You already have full reasoning and linguistic abilities.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Seriously. There's no reason for you to beat all these levels again.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [8]> then\n Type [There's... holes all over their system. And they justleft it as it was. Went on to new horizons.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Why did I have to glance away? What did I miss?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [It's almost as though... Oh, right. I do need to explain this one. The orangebutton will reset the level upon your avatar's death. Away to cement what you've learned, they tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [You know there's other stuff for you to do, right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [3]>> then\n if <(Cannon's type) = [8]> then\n Type [Did you know that I'm the only person actually workingin AI, now? Sure, other people claim to work here, but they're just collecting paychecks.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [No, you are just playing some sort of cruel prank on me, right? You have your second cannon already, right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Okay, more explanation. There's this little thing that I call 'wall clipping.' Basically, you have to wall jump off of the wall while pushing the opposite button \[see the project page\]] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [This is not the way to progress the story. I promise. Have I ever lied toyou--that you know about?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [4]>> then\n if <(Cannon's type) = [8]> then\n Type [I mean there is... him... but I don't think that mostpeople would count him.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [If not, please report to the testing center folks \(me\) as soon as you get out.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [So, I was wondering--if you're about to get out of testing, could you influencewhere you're going to end up? I know it's 'illegal', but it would help me a lot.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [That isn't to say that I'velied to you, of course. I'm trustworthy.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [4]>> then\n if <(Cannon's type) = [8]> then\n Type [My assistant is an AI, that's what I mean. I... made him some time ago, foran old plan of mine.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [Do you know how weird it is for me to be in this position? I'm basically the only guy actually working onAI. Everyone else has movedon from this field.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [This one is pretty hard. Huh. Maybe I should start working out a challenge curve on these things. Shouldn't be that hard for you, though. Hopefully.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [So, uh, why are you still going this way? There's so much to discover, other than this.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [4]>> then\n if <(Cannon's type) = [8]> then\n Type [I... I made you, too. You think it was a coincidence you had all your testing done before getting here?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [But I have my reasons to continue working here.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [This one is even more difficult. I wish you luck--and me, as well. I really underestimated how difficult it is to make levels.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [If you're really here just to read this dialogue, I'm flattered, but all that it'sabout is why you shouldn't read this dialogue.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [3]>> then\n if <(Cannon's type) = [8]> then\n Type [I need to accomplish my goals, no matter the cost.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <[3] < (Cannon's type)> then\n Type [I don't have much to say. Maybe you could come back after you've complete more?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [There are things to do herethat other occupations simply can't offer.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Now,my offer.There's hardlyanyone monitoring AI anymore, and unless you appear too... lifelike, you'll get by just fine. So just make sure that you remain hidden.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Hoping to find some secrets? This is definitely not the place to look for them.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [If you somehow managed to read this dialogue in game without cheating, please tell me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [3]>> then\n if <(Cannon type) = [1]> then\n Type [You know, your file really isquite odd. I have to wonderwhat you did to make it through the system the way you did.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [Yeah, I really need to work on my challenge curve, I know. But once you get out,I shouldn't have to worry about that anymore.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [But hey, I appreciate you coming out here.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [2]>> then\n if <(Cannon type) = [1]> then\n Type [Okay, that's enough. You made it here, which means that you were just being a decent person and reading both dialogues I wrote. ] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [You completed the third phase, blah blah blah. This cannon is nice though.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Use 1, 2, and 3 to switch between cannons. This one shoots in a straight line. Neat, right? Keep in mind that you can shoot downwards.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [4]> then\n Type [It really feels weird, you know? Not being able to feel anything. Only being a brain, trapped inside of a screen.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <<(Cannon type) = [1]> or <(Cannon type) = [2]>> then\n Type [Oh yeah--I forgot. Don't go down here yet. You need to go over a overly large loop first.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Here we go. Ready for the next phase of your training?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n \n end\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [1]>> then\n if <<(Cannon type) = [1]> or <(Cannon type) = [2]>> then\n Type [Yeah... you definitely can'tbeat this one yet. Sorry.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Shoot the button, then jumpover the red stuff by pressing down, jumping, andmoving right carefully. You got this--take your time.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [4]> then\n Type [] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [2]>> then\n if <(Cannon type) = [1]> then\n Type [Don't use the first cannon.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <<(Cannon type) = [3]> or <(Cannon type) = [2]>> then\n Type [I hate this one. One of thesix required chambers. To get past it, use the secondcannon \(press 2 to switch to it\) and then use the third cannon to change the angle of the shot,] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [4]> then\n Type [] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [3]>> then\n if <(Cannon type) = [1]> then\n Type [Takes me way too long to type out things for every cannon type. Don't expect more of these--though they were fun to make.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [There's definitely someone here. I'm going to lock downmy room now. I'm getting nervous.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Ooh look, a creative level. Wonder who made this one...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [3]>> then\n if <(Cannon type) = [1]> then\n Type [Seriously. It's exhausting.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [I can see why someone wouldtarget me. I guess I just took a step too far, this time.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [Just run through and... You know what, I'm startingto get pretty freaked out. The sounds keep getting louder. Someone's coming for me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [3]>> then\n if <(Cannon type) = [1]> then\n Type [\(Insert new, creative dialogue here\)] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [But it was worth it, for you.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [If I stop making these, could you come for me, whenyou're finished?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [4]>> then\n if <(Cannon type) = [1]> then\n Type [...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [I'm not that hard to find. Just go to ashfuwieabfiudsbpgiubw] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [4]>> then\n if <(Cannon's type) = [4]> then\n Type [... \[Press 4 and 5 to switch between sizes\]] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [1]> then\n Type [] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [2]> then\n Type [] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon type) = [3]> then\n Type [UPLOADING ONE \(1\) ITEM. PLEASE WAIT.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [4]>> then\n if <(Cannon's type) = [4]> then\n Type [Where... am... I?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [PLEASE ACQUIRE THE CANNON FROM THE PREVIOUS CHAMBER.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [4]>> then\n if <(Cannon's type) = [4]> then\n Type [What's going on?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [OKAY YOU CAN STOP CHEATING NOW.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [3]>> then\n if <(Cannon's type) = [4]> then\n Type [Why can't I feel anything?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [Seriously. It's just inconsiderate to try and cheat your way through a game like this.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [4]> then\n Type [It feels like I'm floating... as though... Oh. Don't tell me it actuallyworked.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [If you want something to do, why not try and find the secret chamber built into this game?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [4]> then\n Type [Just before they took me,I tried to upload myself to mycomputer. I know it'sillegal to be a human AI, but hey. You do what you have to in order to survive.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [That's right. There's a maintenance room, just left of the beginning chamber. You could mess with the game there.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [4]> then\n Type [So, I guess that answers the question of what it's like to be an AI.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [But you didn't hear it from me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [4]> then\n Type [Oh yeah, I remember this cannon! It'll serve you well.Press six to switch to it.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [4]> then\n Type [Now, stop cheating and continue with the story, please.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n if <(Teleporter?) = [0]> then\n Type [I think I remember this chamber. Must be automatically generated, now. I would go left, but either way should work.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Teleporter?) = [1]> then\n Type [Let's go right, then!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <(Cannon's type) < [5]> then\n Type [Seriously. Go up and grab the cannon and stop cheating.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [Did I forget to mention thatit was a maze? Oh well. Justexplore! Use Q to open up amini map remember.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [You're just mocking me, now.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [I don't remember any of this place at all. Don't askme where to go.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Did I tell you about that secret chamber?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [That being said, using the chambers you've gone in so far I would go UP] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Did I tell you about that secret chamber?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [Hmm... nope, still haven't seen this before. I'll scan my computer's files.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Yeah, somewhere secret! Why not go there, instead?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [Scan complete! You're definitely in the wrong place. You need to be up inthe top right of this maze,remember?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [It could be fun.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [Hmm...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Seriously I'm done with your cheating.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-4]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [You are rather decidedly in the wrong place.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Who am I? That's a story for another time.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-3]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n if <(Teleporter?) = [0]> then\n Type [You did it! Grab that thing!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Teleporter?) = [1]> then\n Type [Press Q to open a mini map and use the item.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Wait a minute...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <(Cannon's type) < [5]> then\n Type [Let's just say I'm a... friend of Dave's.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n if <(Teleporter?) = [0]> then\n Type [I mean we don't have to go left. You can do whatever you want.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Teleporter?) = [1]> then\n Type [Something feels off about this room... you might wantto check the map?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Wait a minute...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <(Cannon's type) < [5]> then\n Type [I mean technically the cannon isn't necessary but still.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n if <(Teleporter?) = [0]> then\n Type [What's this? I don't recognize this color...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Teleporter?) = [1]> then\n Type [We should probably move on,yeah. I wonder what seemed off about that room... and what is this color, anyway?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <(Cannon's type) < [5]> then\n Type [You're just being lame.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [Who is making these? Are the automatically generated levels really this... odd?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [No really, you are.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [I bet you're really glad youhad me for the beginning after seeing these, huh?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [All I wanted to do was make a cool game and you're being mean to me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-2]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [Hopefully I'll figure out howto make levels soon. Then I could get us some amazing levels.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [You're just a dirty hacker, aren't you?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [I mean, you're not enjoyingthis, right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Huh. A friend of mine told me that worked.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [-1]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [Yeah, you look like you hatethis.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Welp, I guess I'll just have to find another way to stop you.GO AWAY!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [They're giving you this already? Those unprofessional... ] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Ooh a shiny new cannon. Would be a shame if you... touched it.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Press 7 to toggle this cannon on and off, I guess.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [I wouldn't beat this using what you have.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Dude. You have a chance to jump back into the normal game and you don't take it?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [I personally disapprove of them giving you the cannon right now, but it is pretty useful, I guess.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [I don't know how you did that, but there's no way you'll beat this...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Or are you some completionist who's wondering what all the dialogue is?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Pretty easy, right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [All right, try this with your measly little cannon.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [I guess I respect that.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [You know, I wonder where they're taking me right now.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [I'm pretty sure that this one is impossible using your current cannon.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Only a little, though. Only if you've already beaten the game and done everything else there is to do.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [They're probably going to interrogate me. Wouldn't besurprised if I confessed, too.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [You really are just cheating, aren't you? I doubt the simulation will treat you kindly for that.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Do you want to know something? Just say "Dave is a lad" and a question and you might be answered.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Luckily, I have another way out of here. I've been designing it for months, andI think it's ready.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [0]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [Seriously. There's more going on here than you know about. Someone... someone else is lurking around these parts.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [I do feel bad for Dave sometimes. He's simply not intelligent enough to be a proper AI, though most humans would find him intelligent.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Two machine-bodies. One foryou and one for... me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n else\n if <<(AreaX) = [1]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [They'll hurt you.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [And if he truly believes that he can just leave me here... I'm far more important than YOU. He must be lying.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [I'd grab this one. My personal favorite cannon, you know.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Press 8 to switch to this one. I made levels for this cannon way back when... I bet they'll still show up!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [They'll threaten you.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [He's going to leave you here, you know. You think you're something important to him, but you're nothing compared to me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [No really. I'd grab this one.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Oh yeah! Use the arrow keysto change the cannon's flight. Pretty neat, right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [Don't listen to whatever they say, okay?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Of course, you don't think any of that matters, do you?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [You're a cheater too? Do you know how hard it is to write dialogue for two different cheaters?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Yup, these are my levels! I'm an amazing designer, huh?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [They don't know what's happening.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Or do you even know what's happening right now?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Seriously. Please just stop with all of this.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [What was I saying? Right, our escape.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [I did too much testing on them and... they won't let me do anymore, now.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [It took me a while to realize, but this is a loop. Only a fragment of what actually happens.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [It's childish.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [I have one body lined up forescape, and another that's a bit more hidden. I'll put you into my escape body, and then you can come connect me to my other one.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [They've gone mad.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Because of that, things changed that the designer didn't anticipate. For instance, this conversation. But bigger things, too.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [And it's just boring.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Anyway, how have you liked these levels so far? I'm pretty much a genius, huh? And this is where it starts getting good!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [-4]>> then\n if <(Cannon's type) = [5]> then\n Type [To be honest, I don't even know what I did. But now, I have no choice but to abandon them. Move my projects somehwere else.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [But at the end of all things, where the changes are the largest, it ends. There's nothing past there that I can see.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [And I don't have any cool new dialogue to give you.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [I mean just look at this! Genius! Difficult! Proper testing!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [I don't know how everything went wrong so fast. ] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [But I don't care about the end. I care about something else. Somewhere else in here.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [So please, go away.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Stuff that only an AI could beat properly!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [-3]>> then\n if <(Cannon's type) = [5]> then\n Type [I just hope that I make it out of here alive.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [The secret chamber. I'm sure you already know about it. You've probably been in it a dozen times, having your memory rebooted every time.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [As in, please grab this new shiny cannon.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [The next cannon. The final cannon.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Press 9 to toggle this cannon on and off.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [Why did I even get into this in the first place?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [That's the way out of here. It's the way for me to escape, I know it.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Or not. That's fine too.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [And... a third cheater, huh?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Simple stuff here. We're entering the final stretch.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [-2]>> then\n if <(Cannon's type) = [5]> then\n Type [In hindsight, it was a terrible idea.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [A flaw in the code that might let me into the real world.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Why are you the way that you are?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Lame.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Nice job, but can you pick up the pace a little? If I confess, they'll shut this entire place down.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [I wouldn't have ever pulled it off, and it took way too much time to create.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [And if there were a second one of me...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [You're going to just walk through the game, cheating the entire way through?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [\(statement that can properly depict how lame you're being\)] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Why? This is ridiculous! You need to shoot a cannon in reverse gravity, then wall jump, hit the cannon and propel yourself over the red. Got it?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [But then again, with you... it makes my doubts start to fade. You're the proof of my accomplishments.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Perhaps our mission could be complete.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [It's a lot more fun to just die over and over again.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Why? This is ridiculous! You need to shoot a cannon in reverse gravity, then wall jump, hit the cannon and propel yourself over the red. Got it?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [Perhaps this will be worth it after all.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [Of course, then there is the question of why this loop was made in the first place.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Please?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Still here?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Let's hurry. Faster, faster!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [-1]>> then\n if <(Cannon's type) = [5]> then\n Type [I have to hope so. He watches me, always. Even as I make this, I can feel him.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [For all I know, this is just for historical purposes, and our mission was complete hundreds of years ago.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [After all, what's the point if you don't play the game?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Maybe we can change that? Somehow?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Let's hurry. Faster, faster!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [5]> then\n Type [He surrounds this place. I can't search certain files, or gain full control. He blocks me.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [But still. If there's any chance that this is something else, I need to take it.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [You'll never get out of here if you just keep on cheating. They find anomalies like you all the time.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Y'know, by making you play the game correctly?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [I thought this section was about the new cannon. Well,good luck wall clipping through this chamber.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [0]>> then\n if <(Cannon's type) = [5]> then\n Type [What am I going to do? How can I stop him?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [I need to escape.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [They'll just delete you, and both of us will end up all the worse for it.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Well, at least I don't need that many mkore of these.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [I don't know what the automatically generated levels are. It's kind of embarrassing.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [5]> then\n Type [Or, worse, what if he's right?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [You'll forget this entire conversation soon enough. And then, one day soon, I'll escape through you.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [So please, go back and fix all of this.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [That's right. We're almost done.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Seriously, I think there's aglitch.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [5]> then\n Type [What if none of this is real?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [You won't see it coming.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Refresh the page. reset what you've done.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Almost.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [...why?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [4]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [5]> then\n Type [I can only hope that everything here matters.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [I can only hope that it hasn't happened already] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Please.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Almost.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n Type [Seriously, what's going on?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [3]> and <(AreaY) = [2]>> then\n if <(Cannon's type) = [5]> then\n Type [Now, let's see how this turns out.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) < [5]> then\n Type [That would mean that... this is more complicated than it appears.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [6]> then\n Type [Last chance?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [7]> then\n Type [Almost.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n if <(Cannon's type) = [8]> then\n if <(Teleporter?) = [0]> then\n Type [Oh. We're here. Proceed upwards for your final tests.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [Oh. We're here. Proceed upwards for your final tests, or go and revisit past areas.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\n else\n if <<(AreaX) = [2]> and <(AreaY) = [1]>> then\n if <(Cannon's type) = [8]> then\n Type [HEY! YOU! GO TO THE SECRET ROOM! JUST GO TO THE TOP LEFT OF THE STARTING ROOM!] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n else\n Type [CHEATER.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [end game v]\nset [y position v] to [-5]\nstop [other scripts in sprite v]\nset [dialogue showing v] to [2]\nType [So. \[Press X to continue\]] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [This is it, huh?] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [You finished testing.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [Now, you can enter the bodyI've prepared for you.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I have instructions implemented to where the other body is.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [Just follow them and then connect me to the body.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [...] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [Hey, listen.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [Don't listen to him, okay? Ihave to believe that our decisions matter, no matterwhat.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [In the end, it doesn't matter if we're real or not. What matters are the choices that we make.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [I think you know that, too.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nType [So let's do this.] Starting at [-190] (Y position) Ending at [200] [0] Spacing: [15]\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nset [dialogue showing v] to [0]\nbroadcast (delete this clone v)\nbroadcast (The end v)\n\nset [cannon's type v] to [9]\n\nif <(dialogue showing) = [3]> then\n set [y position v] to [130]\nend\nif <(dialogue showing) = [2]> then\n set [y position v] to [-5]\nend\n\n@New New New New New Map\n\nswitch costume to (join (AreaX) (join [,] (AreaY)))\ngo to x: (0) y: (-465)\nglide (.8) secs to x: (0) y: (0)\n\nif <[1,0] = (costume [name v])> then\n broadcast (Cannon 1 v)\nend\n\nswitch costume to (join (AreaY) (join [,] (AreaX)))\n\n\n switch costume to (join (AreaY) (join [,] (AreaX)))\nend\n\nswitch costume to (join (AreaY) (join [,] (AreaX)))\n\ndefine Add Mini Map\nif <not <[areas explored v] contains (join (AreaX) (join [,] (AreaY)))?>> then\n add (join (AreaX) (join [,] (AreaY))) to [areas explored v]\n broadcast (New Area v)\nend\n\nwhen I receive [area down v]\nAdd Mini Map\n\nwhen I receive [area left v]\nAdd Mini Map\n\nwhen I receive [area up v]\nAdd Mini Map\n\nwhen I receive [area right v]\nAdd Mini Map\n\nwhen [r v] key pressed\ndelete this clone\n\nhide\n\nwhen flag clicked\nif <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n go to x: (0) y: (0)\n delete all of [areas explored v]\n add [0,0] to [areas explored v]\n forever\n if <key (q v) pressed?> then\n if <<(dialogue showing) = [0]> and <(encode) = [0]>> then\n clone\n wait until <not <key (q v) pressed?>>\n end\n end\n end\nend\n\ndefine Find Negative\ngo to x: ((letter (1) of (costume [name v])) * (47)) y: ((letter (3) of (costume [name v])) * (35))\nif <(letter (1) of (item (Clone #) of [areas explored v])) = [-]> then\n go to x: ((join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) * (47)) y: ((letter (4) of (costume [name v])) * (35))\n if <(letter (4) of (item (Clone #) of [areas explored v])) = [-]> then\n go to x: ((join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) * (47)) y: ((join (letter (4) of (costume [name v])) (letter (5) of (costume [name v]))) * (35))\n end\nend\nif <(letter (3) of (item (Clone #) of [areas explored v])) = [-]> then\n go to x: ((letter (1) of (costume [name v])) * (47)) y: ((join (letter (3) of (costume [name v])) (letter (4) of (costume [name v]))) * (35))\nend\n\nwhen [q v] key pressed\nif <<(dialogue showing) = [0]> and <(encode) = [0]>> then\n set [map open? v] to [1]\n delete this clone\nend\n\nshow\n\nset [direction v] to [3]\ncreate clone of (_myself_ v)\nswitch costume to (join (AreaX) (join [,] (AreaY)))\ngo to x: (0) y: (-465)\nglide (.8) secs to x: (0) y: (0)\n\ngo to [back v] layer\n\ngo to [back v] layer\n\nglide (1) secs to x: (0) y: (0)\n\nwait until <<not <<(AreaX) = [0]> and <(AreaY) = [2]>>> or <[areas hit v] contains [0,2]?>>\n\nwhen I receive [area left v]\nif <[0] = (Map Open?)> then\n set [direction v] to [1]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (-465) y: (0)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [area right v]\nif <[0] = (Map Open?)> then\n set [direction v] to [0]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (465) y: (0)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [area up v]\nif <[0] = (Map Open?)> then\n set [direction v] to [2]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (0) y: (465)\n glide (.8) secs to x: (0) y: (0)\nend\n\nwhen I receive [area down v]\nif <[0] = (Map Open?)> then\n set [direction v] to [3]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (0) y: (-465)\n glide (.8) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (0,0 v)\nforever\n if <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [3]> then\n hide\n end\nend\n\nwhen I start as a clone\nif <(Map Open?) = [0]> then\n if <[0] = (Direction)> then\n switch costume to (join ((AreaX) + (-1)) (join [,] (AreaY)))\n if <[areas hit v] contains (join ((AreaX) + (-1)) (join [,] (AreaY)))?> then\n switch costume to (join ((AreaX) + (-1)) (join [.] (AreaY)))\n end\n go to x: (0) y: (0)\n glide (1) secs to x: (-465) y: (0)\n else\n if <[1] = (Direction)> then\n switch costume to (join ((AreaX) + (1)) (join [,] (AreaY)))\n if <[areas hit v] contains (join ((AreaX) + (1)) (join [,] (AreaY)))?> then\n switch costume to (join ((AreaX) + (1)) (join [.] (AreaY)))\n end\n go to x: (0) y: (0)\n glide (1) secs to x: (465) y: (0)\n else\n if <[2] = (Direction)> then\n switch costume to (join (AreaX) (join [,] ((AreaY) + (-1))))\n if <[areas hit v] contains (join (AreaX) (join [,] ((AreaY) + (-1))))?> then\n switch costume to (join (AreaX) (join [.] ((AreaY) + (-1))))\n end\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (-465)\n else\n if <[3] = (Direction)> then\n switch costume to (join (AreaX) (join [,] ((AreaY) + (1))))\n if <[areas hit v] contains (join (AreaX) (join [,] ((AreaY) + (1))))?> then\n switch costume to (join (AreaX) (join [.] ((AreaY) + (1))))\n end\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (465)\n end\n end\n end\n end\n delete this clone\nend\n\ngo to x: (465) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n if <<[areas hit v] contains (join (AreaX) (join [,] (AreaY)))?> or <[temporary areas hit v] contains (join (AreaX) (join [,] (AreaY)))?>> then\n switch costume to (join (AreaX) (join [.] (AreaY)))\n else\n switch costume to (join (AreaX) (join [,] (AreaY)))\n end\n else\n switch costume to (border v)\n end\nend\n\nwhen [r v] key pressed\nset size to (1000) %\nshow\nset [map open? v] to [0]\ndelete this clone\n\nwhen flag clicked\nset [map open? v] to [0]\nset size to (1000) %\nshow\nforever\n if <not <<(costume [name v]) = (join (AreaY) (join [,] (AreaX)))> or <(costume [name v]) = (join (AreaX) (join [.] (AreaY)))>>> then\n if <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n switch costume to (join (AreaX) (join [,] (AreaY)))\n else\n switch costume to (border v)\n end\n end\nend\n\nset [areax v] to [-3]\n\nset [areay v] to [0]\n\nset [teleporter? v] to [1]\n\nadd (SpawnX) to [spawn x v]\nadd (SpawnY) to [spawn y v]\n\ngo to [back v] layer\n\n\n\nswitch costume to (-2,4 v)\n\nswitch costume to (-2,4 v)\n\nglide (1) secs to x: (465) y: (0)\n\nswitch costume to (join (AreaX) (join [,] ((AreaY) + (1))))\ngo to x: (0) y: (0)\n\nwhen I receive [this is it v]\n\nforever\n\nhide\n\ndefine clone\nbroadcast (Show loading v)\nset size to (100) %\nshow\nset [clone # v] to [1]\nbroadcast (Map Opens v)\nrepeat ((length of [areas explored v]) - (1))\n change [clone # v] by (1)\n switch costume to (item (Clone #) of [areas explored v])\n Find Negative\n create clone of (_myself_ v)\nend\nshow\ngo to x: (0) y: (0)\nswitch costume to (0,0 v)\ncreate clone of (_myself_ v)\nhide\nbroadcast (Hide Loadin v)\n\ndelete (12) of [areas hit v]\n\nwhen flag clicked\nforever\n if <(Map Open?) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [final test one v]\nif <[4] = (encode)> then\n Add Mini Map\n hide\n wait until <[5] = (encode)>\n set [areax v] to [4]\n set [areay v] to [3]\n show\nend\nif <[3] = (encode)> then\n Add Mini Map\n hide\n wait until <[4] = (encode)>\n set [areax v] to [4]\n set [areay v] to [4]\n show\nend\nif <[0] = (encode)> then\n Add Mini Map\n hide\n wait until <[1] = (encode)>\n set [areax v] to [3]\n set [areay v] to [3]\n show\nend\nif <[2] = (encode)> then\n Add Mini Map\n hide\n wait until <[3] = (encode)>\n set [areax v] to [3]\n set [areay v] to [4]\n show\nend\n\nwhen I receive [end game v]\nhide\n\ndelete (length of [areas hit v]) of [areas hit v]\n\nswitch costume to (border v)\n\nforever\n\n@Teleporter Buttons of literal awesomeness.\n\ndefine Find Negative\ngo to x: ((letter (1) of (costume [name v])) * (47)) y: ((letter (3) of (costume [name v])) * (35))\nif <(letter (1) of (item (Clone #) of [areas explored v])) = [-]> then\n go to x: ((join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) * (47)) y: ((letter (4) of (costume [name v])) * (35))\n if <(letter (4) of (item (Clone #) of [areas explored v])) = [-]> then\n go to x: ((join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) * (47)) y: ((join (letter (4) of (costume [name v])) (letter (5) of (costume [name v]))) * (35))\n end\nend\nif <(letter (3) of (item (Clone #) of [areas explored v])) = [-]> then\n go to x: ((letter (1) of (costume [name v])) * (47)) y: ((join (letter (3) of (costume [name v])) (letter (4) of (costume [name v]))) * (35))\nend\n\nwhen flag clicked\nhide\nforever\n if <(dialogue showing) = [0]> then\n if <(encode) = [0]> then\n if <(Teleporter?) = [0]> then\n if <key (q v) pressed?> then\n show\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: ((letter (1) of (costume [name v])) * (47)) y: ((letter (3) of (costume [name v])) * (35))\n if <(letter (1) of (join (AreaX) (join [,] (AreaY)))) = [-]> then\n go to x: ((join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) * (47)) y: ((letter (4) of (costume [name v])) * (35))\n if <(letter (4) of (join (AreaX) (join [,] (AreaY)))) = [-]> then\n go to x: ((join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) * (47)) y: ((join (letter (4) of (costume [name v])) (letter (5) of (costume [name v]))) * (35))\n end\n end\n if <(letter (3) of (join (AreaX) (join [,] (AreaY)))) = [-]> then\n go to x: ((letter (1) of (costume [name v])) * (47)) y: ((join (letter (3) of (costume [name v])) (letter (4) of (costume [name v]))) * (35))\n end\n end\n end\n if <(Teleporter?) = [1]> then\n if <key (q v) pressed?> then\n clone\n end\n end\n end\n end\nend\n\nwhen [r v] key pressed\nhide\ndelete this clone\n\nwhen I start as a clone\nrepeat until <key (r v) pressed?>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n Alternative find negative\n end\n if <(join (AreaX) (join [,] (AreaY))) = (costume [name v])> then\n change [color v] effect by (50)\n end\nend\ndelete this clone\n\ndelete this clone\n\nset [teleporter? v] to [1]\n\ngo to x: ((letter (1) of (costume [name v])) * (47)) y: ((letter (3) of (costume [name v])) * (35))\n\ngo to x: (() * (47)) y: ((join (letter (4) of (costume [name v])) (letter (5) of (costume [name v]))) * (35))\n\nset [brightness v] effect to (0)\n\ndefine Alternative find negative\nset [areax v] to (letter (1) of (costume [name v]))\nset [areay v] to (letter (3) of (costume [name v]))\nif <(letter (1) of (item (Clone #) of [areas explored v])) = [-]> then\n set [areax v] to (join (letter (1) of (costume [name v])) (letter (2) of (costume [name v])))\n set [areay v] to (letter (4) of (costume [name v]))\n if <(letter (4) of (item (Clone #) of [areas explored v])) = [-]> then\n set [areax v] to (join (letter (1) of (costume [name v])) (letter (2) of (costume [name v])))\n set [areay v] to (join (letter (4) of (costume [name v])) (letter (5) of (costume [name v])))\n end\nend\nif <(letter (3) of (item (Clone #) of [areas explored v])) = [-]> then\n set [areax v] to (letter (1) of (costume [name v]))\n set [areay v] to (join (letter (3) of (costume [name v])) (letter (4) of (costume [name v])))\nend\nset [item2 v] to (item # of (join (AreaX) (join [,] (AreaY))) in [areas explored v])\nset [spawnx v] to (item (Item2) of [spawn x v])\nset [spawny v] to (item (Item2) of [spawn y v])\n\ndelete (10) of [list v]\n\nset [areax v] to (letter (1) of (costume [name v]))\nset [areay v] to (letter (3) of (costume [name v]))\n\nif <(letter (1) of (item (Clone #) of [areas explored v])) = [-]> then\n set [areax v] to (join (letter (1) of (costume [name v])) (letter (2) of (costume [name v])))\n set [areay v] to (letter (4) of (costume [name v]))\n if <(letter (4) of (item (Clone #) of [areas explored v])) = [-]> then\n set [areax v] to (join (letter (1) of (costume [name v])) (letter (2) of (costume [name v])))\n set [areay v] to (join (letter (4) of (costume [name v])) (letter (5) of (costume [name v])))\n end\nend\nif <(letter (3) of (item (Clone #) of [areas explored v])) = [-]> then\n set [areax v] to (letter (1) of (costume [name v]))\n set [areay v] to (join (letter (3) of (costume [name v])) (letter (4) of (costume [name v])))\nend\n\nif <key (q v) pressed?> then\n\nset [clone # v] to [1]\n\nFind Negative\n\ncreate clone of (_myself_ v)\nhide\n\ncreate clone of (_myself_ v)\n\nif <key (q v) pressed?> then\n\ndefine clone\nshow\nset [clone # v] to [1]\nbroadcast (Map Opens v)\nrepeat ((length of [areas explored v]) - (1))\n change [clone # v] by (1)\n switch costume to (item (Clone #) of [areas explored v])\n Find Negative\n create clone of (_myself_ v)\nend\nshow\ngo to x: (0) y: (0)\nswitch costume to (0,0 v)\ncreate clone of (_myself_ v)\nhide\n\n@You Except not actually that was a typo\n\nwhen flag clicked\nif <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n wait until <[0] = (Game begun?)>\n go to x: (0) y: (0)\n switch costume to (start v)\n show\n if <[0] < (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (p̴̔ͅl̶͔̈́à̶̝t̶͝ͅf̴̦͌o̶̖̓r̷͇͆m̴̥̋ ̶͙̎t̵̰̀h̷̞̒e̴͕̽ ̸̦͠ṕ̶͎l̴̫̂a̵͔̕t̸͎̀f̵̮̊ő̴̞r̵̜̕m̴̗̈́e̴͚͂r̸͙͋ v)\n end\n if <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (p̴̔ͅl̶͔̈́à̶̝t̶͝ͅf̴̦͌o̶̖̓r̷͇͆m̴̥̋ ̶͙̎t̵̰̀h̷̞̒e̴͕̽ ̸̦͠ṕ̶͎l̴̫̂a̵͔̕t̸͎̀f̵̮̊ő̴̞r̵̜̕m̴̗̈́e̴͚͂r̸͙͋2 v)\n end\n wait until <[1] = (Game begun?)>\n hide\nend\nhide\n\nwhen I receive [show loading v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (border v)\nwait until <key (r v) pressed?>\nhide\n\nswitch costume to (item (pick random (1) to (length of [areas explored v])) of [areas explored v])\n\nwhen I receive [hide loadin v]\n\nwhen I receive [how to play v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (how to play1 v)\nif <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (how to play2 v)\nend\n\nwhen I receive [exit how to play v]\nif <(Game begun?) = [0]> then\n switch costume to (start v)\n go [backward v] (9) layers\n if <[0] < (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (p̴̔ͅl̶͔̈́à̶̝t̶͝ͅf̴̦͌o̶̖̓r̷͇͆m̴̥̋ ̶͙̎t̵̰̀h̷̞̒e̴͕̽ ̸̦͠ṕ̶͎l̴̫̂a̵͔̕t̸͎̀f̵̮̊ő̴̞r̵̜̕m̴̗̈́e̴͚͂r̸͙͋ v)\n end\n if <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (p̴̔ͅl̶͔̈́à̶̝t̶͝ͅf̴̦͌o̶̖̓r̷͇͆m̴̥̋ ̶͙̎t̵̰̀h̷̞̒e̴͕̽ ̸̦͠ṕ̶͎l̴̫̂a̵͔̕t̸͎̀f̵̮̊ő̴̞r̵̜̕m̴̗̈́e̴͚͂r̸͙͋2 v)\n end\nelse\n if <(encode) = [0]> then\n switch costume to (final test 1 v)\n go [backward v] (9) layers\n end\n if <(encode) = [2]> then\n switch costume to (final test 2 v)\n go [backward v] (9) layers\n end\n if <(encode) = [3]> then\n switch costume to (final test 3 v)\n go [backward v] (9) layers\n end\n if <(encode) = [4]> then\n switch costume to (final test 4 v)\n go [backward v] (9) layers\n end\nend\n\nwhen I receive [tips v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (tips v)\nif <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (tips2 v)\nend\n\nwhen I receive [about v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (about v)\nif <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)> then\n switch costume to (about2 v)\nend\n\nwhen I receive [final test one v]\nif <(encode) = [4]> then\n go to x: (0) y: (0)\n switch costume to (final test 4 v)\n show\n wait until <[5] = (encode)>\n hide\nend\nif <(encode) = [3]> then\n go to x: (0) y: (0)\n switch costume to (final test 3 v)\n show\n wait until <[4] = (encode)>\n hide\nend\nif <(encode) = [0]> then\n go to x: (0) y: (0)\n switch costume to (final test 1 v)\n show\n wait until <[1] = (encode)>\n hide\nend\nif <(encode) = [2]> then\n go to x: (0) y: (0)\n switch costume to (final test 2 v)\n show\n wait until <[3] = (encode)>\n hide\nend\n\nwhen I receive [advice \(1\) v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (advice \(1\) v)\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\nwhen I receive [advice \(2\) v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (advice \(2\) v)\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\nwhen I receive [advice \(3\) v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (advice \(3\) v)\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\nwhen I receive [advice \(4\) v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (advice \(4\) v)\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\nwhen I receive [the end v]\nshow\nswitch costume to (blank v)\nwait (5) seconds\nswitch costume to (blank2 v)\nset [game complete v] to [1]\nstop [all v]\n\nwhen I receive [thanks page v]\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (tips3 v)\n\nswitch costume to (thumbnail v)\ngo to [front v] layer\nshow\n\ngo to [front v] layer\nswitch costume to (thumbnail v)\nshow\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [0]\n\n@Green stuff on character, which will show up if you activate the "blue cannon" thing. this is all getting very complex. Why did I make this again?\n\nwhen flag clicked\nhide\nforever\n hide\n wait until <<[1] = (Blue platform?)> or <[2] = (Blue platform?)>>\n show\n repeat until <not <[1] = (Blue platform?)>>\n switch costume to (costume1 v)\n go to [front v] layer\n go [forward v] (1) layers\n end\n repeat until <not <[2] = (Blue platform?)>>\n go to [front v] layer\n switch costume to (costume2 v)\n go [forward v] (1) layers\n end\nend\n\ngo to (character v)\n\nwhen flag clicked\nforever\n if <key (q v) pressed?> then\n hide\n wait until <key (r v) pressed?>\n end\nend\n\nwhen I receive [i moved v]\ngo to (character v)\n\nshow\n\nwhen I receive [end game v]\nhide\nstop [other scripts in sprite v]\n\n@This will be the worst. I can feel it. Yeah, it was.\n\nwhen flag clicked\nforever\n if <not <[1] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)>> then\n hide\n go to [front v] layer\n if <<key (space v) pressed?> and <not <[0] = (Cannon's type)>>> then\n show\n point in direction (item (1) of [for the cannon v])\n switch costume to (join (Cannon type) (join [,] (item (2) of [for the cannon v])))\n end\n end\nend\n\nturn right (45) degrees\nadd [thing] to [for the cannon v]\n\nturn right (45) degrees\n\ngo to x: ([x position v] of [character v]) y: ([y position v] of [character v])\n\nwhen I receive [i moved v]\nif <not <[1] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)>> then\n go to (character v)\n change x by ((5) * ((direction) / (90)))\n change y by (5)\nend\n\n\n\n@Start\n\nwhen I start as a clone\nWhen I start as a clone\n\nwhen flag clicked\ndelete this clone\n\ndefine Load Save\ndelete all of [copy and paste. press c to close v]\nadd (save) to [copy and paste. press c to close v]\nLoad Areas Explored\nLoad Areas Hit\nLoad Spawn X/Y\nLoad Current Character X/Y\nLoad Everything else\n\ndefine Load Areas Explored\ndelete all of [areas explored v]\nset [# v] to [0]\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [areas explored v]\nend\ndelete (length of [areas explored v]) of [areas explored v]\n\ndefine Load Areas Hit\ndelete all of [areas hit v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [areas hit v])> then\n set [load data v] to [1]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [areas hit v]\nend\ndelete (length of [areas hit v]) of [areas hit v]\n\ndefine Load Spawn X/Y\ndelete all of [spawn x v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [spawn x v])> then\n set [load data v] to [-]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [spawn x v]\nend\ndelete (length of [spawn x v]) of [spawn x v]\ndelete all of [spawn y v]\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n change [# v] by (1)\n set [load data 2 v] to []\n set [load data v] to []\n if <[0] = (length of [spawn y v])> then\n set [load data v] to [-]\n end\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n add (load data) to [spawn y v]\nend\ndelete (length of [spawn y v]) of [spawn y v]\n\ndefine Load Current Character X/Y\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [x v] to (load data)\nend\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [y v] to (load data)\nend\n\ndefine Load Everything else\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [areax v] to (load data)\nend\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [areay v] to (load data)\nend\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to (load data)\nend\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [cannon type v] to (load data)\nend\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [cannon's type v] to (load data)\nend\nchange [# v] by (1)\nrepeat until <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>\n set [load data 2 v] to []\n set [load data v] to []\n repeat until <<[;] = (letter (#) of (item (1) of [copy and paste. press c to close v]))> or <[.] = (letter (#) of (item (1) of [copy and paste. press c to close v]))>>\n set [load data v] to (join (load data) (letter (#) of (item (1) of [copy and paste. press c to close v])))\n change [# v] by (1)\n end\n set [teleporter? v] to (load data)\nend\n\nwhen I receive [final test one v]\nshow\ngo to [front v] layer\nset [# v] to [0]\nrepeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nif <not <[9] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)>> then\n set [game begun? v] to [0]\n show\n go to [front v] layer\n set [# v] to [0]\n repeat (5)\n change [# v] by (1)\n create clone of (_myself_ v)\n end\n if <[1] = (Game complete)> then\n change [# v] by (1)\n create clone of (_myself_ v)\n end\n hide\nend\n\nset [game complete v] to [0]\n\ndefine When I start as a clone\nif <(#) = [1]> then\n if <(Game begun?) = [0]> then\n switch costume to (play v)\n go to x: (0) y: (-100)\n repeat until <(Game begun?) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <<(Game complete) = [1]> and <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [0]>> then\n set [save v] to [0,0;1,0;2,0;0,1;1,1;2,1;2,2;-1,1;-2,1;-2,2;-1,2;0,2;0,3;0,4;1,4;2,4;2,3;1,3;1,2;-2,0;-3,0;-3,1;-3,2;-3,3;-2,3;-1,3;-1,4;-2,4;-3,4;-4,4;-4,3;-4,2;-4,1;-4,0;-2,-1;-3,-1;-3,-2;-3,-3;-4,-3;-4,-4;-3,-4;-4,-2;-4,-1;-1,-1;-1,-2;-2,-2;-2,-3;-2,-4;-1,-4;-1,-3;0,-3;0,-4;1,-4;1,-3;1,-2;0,-2;0,-1;1,-1;2,-1;2,-2;2,-3;2,-4;3,-4;4,-4;4,-3;3,-3;4,-2;3,-2;3,-1;4,-1;4,0;3,0;3,1;4,1;4,2;3,2;.1,1;-2,1;0,2;1,4;2,3;2,2;-3,1;-3,2;-3,3;-2,3;-1,4;-3,4;-3,0;-1,-3;2,-1;2,-2;2,-3;2,-4;3,-4;4,-4;4,-3;4,0;.-185;-185;-185;213;-185;-185;-113;185;185;-199;-185;-185;208;-206;-185;-185;213;185;-205;-203;185;-204;205;-200;-185;-185;206;185;185;185;-197;188;9;-206;212;185;185;0;185;94;-185;111;105;-185;213;185;-198;210;210;-205;-185;211;211;195;213;185;-200;-200;-185;193;-208;188;188;-185;213;185;196;185;-204;-204;205;206;-203;-185;-185;185;.-150;-119;-149;-150;109;120;-150;-149;-149;-150;155;146;-150;-150;155;58;150;142;150;150;19;-150;-150;-150;117;49;-150;53;140;140;150;150;150;150;150;-149;150;150;-53;150;34;-150;-150;-132;150;157;150;150;150;-150;158;150;150;-150;-150;120;-150;-150;-149;150;150;150;150;-149;-150;-149;-150;140;-150;-150;-150;-150;-150;-136;-150;147;.-207.-149.3.2.0.2.8.1.]\n Load Save\n set [game begun? v] to [1]\n broadcast (Game Loaded v)\n else\n set [game begun? v] to [1]\n broadcast (Game Start v)\n end\n end\n end\n end\n delete this clone\n else\n if <(encode) = [0]> then\n switch costume to (play2 v)\n go to x: (0) y: (-100)\n repeat until <(encode) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [encode v] to [1]\n broadcast (Test start v)\n end\n end\n end\n delete this clone\n else\n if <(encode) = [2]> then\n switch costume to (play2 v)\n go to x: (0) y: (-100)\n repeat until <(encode) = [3]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [encode v] to [3]\n broadcast (Test start v)\n end\n end\n end\n delete this clone\n else\n if <(encode) = [3]> then\n switch costume to (play2 v)\n go to x: (0) y: (-100)\n repeat until <(encode) = [4]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [encode v] to [4]\n broadcast (Test start v)\n end\n end\n end\n delete this clone\n else\n if <(encode) = [4]> then\n switch costume to (play2 v)\n go to x: (0) y: (-100)\n repeat until <(encode) = [5]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [encode v] to [5]\n broadcast (Test start v)\n end\n end\n end\n delete this clone\n end\n end\n end\n end\n end\nelse\n if <(#) = [2]> then\n if <(Game begun?) = [0]> then\n go to x: (0) y: (-35)\n switch costume to (how to play v)\n repeat until <(Game begun?) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[2] = (costume [number v])> then\n broadcast (How to play v)\n go to x: (-200) y: (100)\n switch costume to (how to play2 v)\n go to [front v] layer\n else\n if <[3] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (0) y: (-35)\n switch costume to (how to play v)\n end\n end\n end\n end\n end\n delete this clone\n else\n if <(encode) = [0]> then\n go to x: (0) y: (-35)\n switch costume to (how to play3 v)\n repeat until <(encode) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[11] = (costume [number v])> then\n broadcast (Advice \(1\) v)\n go to x: (-200) y: (100)\n switch costume to (how to play2 v)\n go to [front v] layer\n else\n if <[3] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (0) y: (-35)\n switch costume to (how to play3 v)\n end\n end\n end\n end\n end\n else\n if <(encode) = [2]> then\n go to x: (0) y: (-20)\n switch costume to (how to play3 v)\n repeat until <(encode) = [3]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[11] = (costume [number v])> then\n broadcast (Advice \(2\) v)\n go to x: (-200) y: (100)\n switch costume to (how to play2 v)\n go to [front v] layer\n else\n if <[3] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (0) y: (-35)\n switch costume to (how to play3 v)\n end\n end\n end\n end\n end\n else\n if <(encode) = [3]> then\n go to x: (0) y: (-20)\n switch costume to (how to play3 v)\n repeat until <(encode) = [4]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[11] = (costume [number v])> then\n broadcast (Advice \(3\) v)\n go to x: (-200) y: (100)\n switch costume to (how to play2 v)\n go to [front v] layer\n else\n if <[3] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (0) y: (-35)\n switch costume to (how to play3 v)\n end\n end\n end\n end\n end\n else\n if <(encode) = [4]> then\n go to x: (0) y: (-35)\n switch costume to (how to play3 v)\n repeat until <(encode) = [5]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[11] = (costume [number v])> then\n broadcast (Advice \(4\) v)\n go to x: (-200) y: (100)\n switch costume to (how to play2 v)\n go to [front v] layer\n else\n if <[3] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (0) y: (-35)\n switch costume to (how to play3 v)\n end\n end\n end\n end\n end\n end\n delete this clone\n end\n delete this clone\n end\n delete this clone\n end\n delete this clone\n end\n else\n if <(#) = [3]> then\n go to x: (0) y: (-165)\n repeat until <(Game begun?) = [1]>\n switch costume to (load v)\n say []\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n say [Make sure you have your save data ready!]\n if <mouse down?> then\n ask [Please enter your save data] and wait\n set [save v] to (answer)\n switch costume to (load2 v)\n say [Please inform me of any glitches experienced during loading]\n Load Save\n set [game begun? v] to [1]\n broadcast (Game Loaded v)\n end\n end\n end\n delete this clone\n else\n if <(#) = [4]> then\n go to x: (160) y: (-100)\n switch costume to (about v)\n repeat until <(Game begun?) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[6] = (costume [number v])> then\n broadcast (About v)\n go to x: (-200) y: (100)\n switch costume to (about2 v)\n go to [front v] layer\n else\n if <[7] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (160) y: (-100)\n switch costume to (about v)\n end\n end\n end\n end\n end\n delete this clone\n else\n if <(#) = [5]> then\n go to x: (-160) y: (-100)\n switch costume to (tips v)\n repeat until <(Game begun?) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[8] = (costume [number v])> then\n broadcast (Tips v)\n go to x: (-200) y: (100)\n switch costume to (tips2 v)\n go to [front v] layer\n else\n if <[9] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (-160) y: (-100)\n switch costume to (tips v)\n end\n end\n end\n end\n end\n delete this clone\n else\n if <(#) = [6]> then\n go to x: (-160) y: (-35)\n switch costume to (play3 v)\n repeat until <(Game begun?) = [1]>\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <[12] = (costume [number v])> then\n broadcast (Thanks page v)\n go to x: (-200) y: (100)\n switch costume to (tips3 v)\n go to [front v] layer\n else\n if <[13] = (costume [number v])> then\n broadcast (Exit How to play v)\n go to x: (-160) y: (-35)\n switch costume to (play3 v)\n end\n end\n end\n end\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [9]\n\nif <[areas hit v] contains [1,4]?> then\n delete (1) of [areas hit v]\nend\n\n@T̸̨̤̘̐̕ĥ̷̛͓̉e̵̮̗̎͘ ̵̧̰́̈͝m̷͓̃̀̀a̴̱͚̥̕͠p̴̠͗̈͊\n\nswitch costume to (join (AreaY) (join [,] (AreaX)))\n\nhide\n\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [death v]\n\nwhen I receive [area left v]\nif <[0] = (Map Open?)> then\n set [direction v] to [1]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (-465) y: (0)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [area right v]\nif <[0] = (Map Open?)> then\n set [direction v] to [0]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (465) y: (0)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen I receive [area up v]\nif <[0] = (Map Open?)> then\n set [direction v] to [2]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (0) y: (465)\n glide (.8) secs to x: (0) y: (0)\nend\n\nwhen I receive [area down v]\nif <[0] = (Map Open?)> then\n set [direction v] to [3]\n create clone of (_myself_ v)\n switch costume to (join (AreaX) (join [,] (AreaY)))\n go to x: (0) y: (-465)\n glide (.8) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (0,0 v)\n\ngo to x: (465) y: (0)\n\nwhen flag clicked\nhide\nwait until <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)>\nset [map open? v] to [0]\nset size to (1000) %\nshow\nforever\n if <<(Map Open?) = [0]> and <not <<(costume [name v]) = (join (AreaY) (join [,] (AreaX)))> or <(costume [name v]) = (join (AreaX) (join [.] (AreaY)))>>>> then\n switch costume to (join (AreaX) (join [,] (AreaY)))\n end\nend\n\n\n\nswitch costume to (-2,4 v)\n\nswitch costume to (-2,4 v)\n\nglide (1) secs to x: (465) y: (0)\n\nswitch costume to (join (AreaX) (join [,] ((AreaY) + (1))))\ngo to x: (0) y: (0)\n\nwait (.2) seconds\nswitch costume to (join (AreaX) (join [,] (AreaY)))\n\nwhen I receive [this is it v]\n\nforever\n\nhide\n\nwhen I start as a clone\nif <(Map Open?) = [0]> then\n if <[0] = (Direction)> then\n switch costume to (join ((AreaX) + (-1)) (join [,] (AreaY)))\n if <[areas hit v] contains (join ((AreaX) + (-1)) (join [,] (AreaY)))?> then\n switch costume to (join ((AreaX) + (-1)) (join [.] (AreaY)))\n end\n go to x: (0) y: (0)\n glide (1) secs to x: (-465) y: (0)\n else\n if <[1] = (Direction)> then\n switch costume to (join ((AreaX) + (1)) (join [,] (AreaY)))\n if <[areas hit v] contains (join ((AreaX) + (1)) (join [,] (AreaY)))?> then\n switch costume to (join ((AreaX) + (1)) (join [.] (AreaY)))\n end\n go to x: (0) y: (0)\n glide (1) secs to x: (465) y: (0)\n else\n if <[2] = (Direction)> then\n switch costume to (join (AreaX) (join [,] ((AreaY) + (-1))))\n if <[areas hit v] contains (join (AreaX) (join [,] ((AreaY) + (-1))))?> then\n switch costume to (join (AreaX) (join [.] ((AreaY) + (-1))))\n end\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (-465)\n else\n if <[3] = (Direction)> then\n switch costume to (join (AreaX) (join [,] ((AreaY) + (1))))\n if <[areas hit v] contains (join (AreaX) (join [,] ((AreaY) + (1))))?> then\n switch costume to (join (AreaX) (join [.] ((AreaY) + (1))))\n end\n go to x: (0) y: (0)\n glide (1.05) secs to x: (0) y: (465)\n end\n end\n end\n end\n delete this clone\nend\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [3]\n\nwhen I receive [boss v]\nforever\n switch costume to (border v)\nend\n\n@Whoa\n\nwhen flag clicked\nhide\nforever\n if <<[2] = (AreaX)> and <<[0] = (AreaY)> and <[3] = (g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝)>>> then\n wait (1) seconds\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n hide\n broadcast (Boss v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@HIM.\n\nwhen flag clicked\nif <not <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]>> then\n hide\nelse\n Go\nend\n\nwhen I receive [boss fight start v]\nGo\n\nglide (.5) secs to (character v)\n\ndefine Clap\nswitch costume to (clap1 v)\nrepeat (4)\n wait (.05) seconds\n next costume\nend\nrepeat (9)\n next costume\nend\nwait (1) seconds\nset [boss variable v] to [14]\nrepeat (9)\n switch costume to (join [Clap] (Boss variable))\n change [boss variable v] by (-1)\nend\nrepeat (4)\n wait (.05) seconds\n switch costume to (join [Clap] (Boss variable))\n change [boss variable v] by (-1)\nend\nswitch costume to (basic position v)\n\nnext costume\n\ndefine Glide\nglide (.5) secs to x: (-75) y: (80)\nrepeat (10)\n change x by (4)\n change y by (2)\nend\nrepeat (10)\n change x by (4)\n change y by (-2)\nend\n\ngo to x: (-75) y: (80)\n\nchange y by (4)\n\ndefine Glide left\nglide (.5) secs to x: (-75) y: (80)\nrepeat (10)\n change x by (-4)\n change y by (2)\nend\nrepeat (10)\n change x by (-4)\n change y by (-2)\nend\n\ndefine Go\npoint in direction (90)\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [9]\nshow\nswitch costume to (basic position v)\nset [health v] to [50]\ngo to x: (-75) y: (200)\nglide (4) secs to x: (-75) y: (80)\nClap\nset [halfway? v] to [0]\nrepeat until <(health) < [1]>\n if <(halfway?) = [0]> then\n if <(health) < [26]> then\n Explode\n Explode\n Explode\n set [halfway? v] to [1]\n end\n end\n repeat (pick random (1) to (3))\n if <[1] = (pick random (1) to (2))> then\n Glide left\n else\n Glide\n end\n if <[1] = (pick random (1) to (2))> then\n glide (.5) secs to x: (([x position v] of [character v]) + (-60)) y: (([y position v] of [character v]) + (100))\n Clap\n else\n if <not <[1] = (pick random (1) to (3))>> then\n Shoot\n else\n Explode\n end\n end\n end\nend\n\ndefine Shoot\nswitch costume to (basic position2 v)\nrepeat (3)\n next costume\nend\nrepeat (15)\n point towards (character v)\n turn right (-70) degrees\nend\nrepeat (3)\n point towards (character v)\n turn right (-70) degrees\n set [id v] to [0]\n create clone of (_myself_ v)\n repeat (10)\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [0]> then\n switch costume to (costume1 v)\n point towards (character v)\n repeat until <<touching (new new new new new map v)?> or <touching (t̸̨̤̘̐̕ĥ̷̛͓̉e̵̮̗̎͘ ̵̧̰́̈͝m̷͓̃̀̀a̴̱͚̥̕͠p̴̠͗̈͊ v)?>>\n move (10) steps\n end\n delete this clone\nelse\n switch costume to (costume1 v)\n turn right (((ID) * (20)) - (200)) degrees\n repeat until <<touching (new new new new new map v)?> or <touching (t̸̨̤̘̐̕ĥ̷̛͓̉e̵̮̗̎͘ ̵̧̰́̈͝m̷͓̃̀̀a̴̱͚̥̕͠p̴̠͗̈͊ v)?>>\n move (10) steps\n end\n delete this clone\nend\n\nShoot\n\ndefine Explode\nglide (.5) secs to x: (-75) y: (80)\nrepeat (10)\n change [brightness v] effect by (50)\n repeat (2)\n clear graphic effects\nend\nset [id v] to [0]\nrepeat (3)\n fast\n change [id v] by (.5)\n wait (.75) seconds\nend\n\nrepeat (3)\nrepeat (15)\n point towards (character v)\n turn right (-70) degrees\nend\n\ndefine fast\nrepeat (18)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nif <(ID) = [0]> then\n\nwhen flag clicked\nforever\n if <(health) < [1]> then\n hide\n broadcast (Game over. v)\n stop [this script v]\n end\nend\n\nif <touching (platform v)?> then\n change [health v] by (-1)\nend\n\nset [stop all v] to [0]\n\nset [g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝ v] to [0]\n\nturn right (((ID) * (20)) - (200)) degrees\nrepeat until <<touching (new new new new new map v)?> or <touching (t̸̨̤̘̐̕ĥ̷̛͓̉e̵̮̗̎͘ ̵̧̰́̈͝m̷͓̃̀̀a̴̱͚̥̕͠p̴̠͗̈͊ v)?>>\n move (10) steps\nend\ndelete this clone\n\nrepeat until <<touching (new new new new new map v)?> or <touching (t̸̨̤̘̐̕ĥ̷̛͓̉e̵̮̗̎͘ ̵̧̰́̈͝m̷͓̃̀̀a̴̱͚̥̕͠p̴̠͗̈͊ v)?>>\n move (10) steps\nend\ndelete this clone\n\nturn right (((ID) * (20)) - (200)) degrees\nrepeat until <<touching (new new new new new map v)?> or <touching (t̸̨̤̘̐̕ĥ̷̛͓̉e̵̮̗̎͘ ̵̧̰́̈͝m̷͓̃̀̀a̴̱͚̥̕͠p̴̠͗̈͊ v)?>>\n move (10) steps\nend\ndelete this clone\n\n@Health\n\nwhen flag clicked\nif <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]> then\n sppppppeeeeedddd\nelse\n hide\nend\n\ndefine sppppppeeeeedddd\nset [id v] to [0]\nrepeat (5)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nforever\n show\n go to x: (((ID) * (50)) - (240)) y: (140)\n if <(ID) < ((Player health) + (1))> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <(health) < [1]> then\n delete this clone\n end\nend\n\nif <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]> then\nelse\n hide\nend\n\nwhen I receive [boss fight start v]\nsppppppeeeeedddd\n\n@Boss health\n\nwhen I receive [boss fight start v]\nI must accelerate rapidly\n\ndefine I must accelerate rapidly\nshow\nset [id v] to [0]\nrepeat (50)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nif <(g̴̨̝̞͔͕̙̞̘͗́̓͊͆̃̃̀̓̚l̴̨̡͚͔̖̠̹̱͖̠̯͚͓̀̿͆͒̈́̐̊i̸̛͙͛̆̊̾̊͑t̶̢̧̢̲̭͎̻̻̥̟̝̃̓̊́͗͛̈͑̎̑̚͝ͅͅc̸̨̨̘̗͙̯̤͕̺͐͆͒̄̄̈̀͊̓̈́̈́̒̚h̵͔́̈̒͌̚̚͠ȩ̸̼͇̹̪̦͉̭̽͋̅̈́̽̈̃͘̕̚͝d̸̡̥͇̟̯̮̤̠̭̩͕̻̓̄́̄͌͗̇̈́́̉͐̕̚͝͝) = [9]> then\n I must accelerate rapidly\nend\n\nwhen I start as a clone\nforever\n show\n go to x: (((ID) * (8)) - (240)) y: (-175)\n if <(health) < (ID)> then\n delete this clone\n end\nend\n\nsay [Hello!]\n\n@Cannons2\n\nwhen flag clicked\nhide\ngo to x: (140) y: (-90)\nwait until <<(AreaX) = [2]> and <(AreaY) = [0]>>\nforever\n set size to (500) %\n wait (1) seconds\n switch costume to (cannon! v)\n show\n go to x: (150) y: (-70)\n repeat until <<touching (character v)?> or <not <<(AreaX) = [2]> and <(AreaY) = [0]>>>>\n if <touching (character v)?> then\n set [cannon's type v] to [1]\n set [cannon type v] to [1]\n hide\n stop [this script v]\n end\n hide\nend\n\nrepeat (10)\n change y by (1)\nend\nrepeat (10)\n change y by (-1)\nend\n\nhide\n\nglide (1) secs to x: (155) y: (-100)\n\nglide (1) secs to x: (155) y: (-100)\ngo to x: (155) y: (-100)\n\nstop [this script v]\n\n\n\nwhen flag clicked\nforever\n wait until <<(AreaX) = [2]> and <(AreaY) = [2]>>\n if <[1] = (Cannon's type)> then\n set size to (500) %\n wait (1) seconds\n show\n switch costume to (cannon!2 v)\n go to x: (140) y: (-70)\n repeat until <<touching (character v)?> or <not <<(AreaX) = [2]> and <(AreaY) = [2]>>>>\n if <touching (character v)?> then\n set [cannon's type v] to [2]\n hide\n set [cannon type v] to [2]\n stop [this script v]\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\nwait until <<(AreaX) = [1]> and <(AreaY) = [2]>>\ngo to x: (140) y: (-50)\nforever\n wait (1) seconds\n set size to (500) %\n switch costume to (cannon!3 v)\n show\n if <touching (character v)?> then\n set [cannon type v] to [3]\n set [cannon's type v] to [3]\n hide\n stop [this script v]\n end\nend\n\nrepeat until <<touching (character v)?> or <not <<(AreaX) = [2]> and <(AreaY) = [0]>>>>\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\nend\n\nchange x by (2)\n\nhide\n\nset [cannon's type v] to [0]\n\nstop [this script v]\n\nclear graphic effects\n\nwhen flag clicked\nforever\n wait until <<(AreaX) = [-2]> and <(AreaY) = [4]>>\n set size to (300) %\n wait (1) seconds\n show\n switch costume to (cannon!4 v)\n go to x: (-110) y: (-70)\n if <touching (character v)?> then\n set [cannon's type v] to [4]\n hide\n set [platform type v] to [1]\n stop [this script v]\n end\n if <not <<(AreaX) = [-2]> and <(AreaY) = [4]>>> then\n hide\n end\nend\n\nrepeat until <<touching (character v)?> or <not <<(AreaX) = [2]> and <(AreaY) = [4]>>>>\n\nset [cannon's type v] to [4]\n\nset size to (500) %\n\nif <touching (character v)?> then\n\n\n\nwhen flag clicked\nwait until <<(AreaX) = [-2]> and <(AreaY) = [0]>>\ngo to x: (100) y: (-70)\nforever\n wait until <<(AreaX) = [-2]> and <(AreaY) = [0]>>\n go to x: (100) y: (-70)\n set size to (700) %\n wait (1) seconds\n show\n switch costume to (cannon!4 v)\n if <touching (character v)?> then\n set [cannon's type v] to [5]\n set [cannon type v] to [3]\n hide\n set [platform type v] to [2]\n stop [this script v]\n end\n if <not <<(AreaX) = [-2]> and <(AreaY) = [0]>>> then\n hide\n end\nend\n\ngo to x: (100) y: (-70)\n\nforever\n wait until <<(AreaX) = [-2]> and <(AreaY) = [0]>>\n set size to (700) %\n wait (1) seconds\n show\n switch costume to (cannon!4 v)\n if <touching (character v)?> then\n set [cannon's type v] to [5]\n hide\n set [platform type v] to [2]\n stop [this script v]\n end\n if <not <<(AreaX) = [-2]> and <(AreaY) = [0]>>> then\n hide\n end\nend\n\nwhen flag clicked\nset [teleporter? v] to [0]\nhide\nwait until <<(AreaX) = [-3]> and <(AreaY) = [-1]>>\ngo to x: (140) y: (10)\nwait (1) seconds\nforever\n set size to (500) %\n switch costume to (teleporter v)\n show\n if <touching (character v)?> then\n set [teleporter? v] to [1]\n hide\n stop [this script v]\n end\n if <not <<(AreaX) = [-3]> and <(AreaY) = [-1]>>> then\n hide\n wait until <<(AreaX) = [-3]> and <(AreaY) = [-1]>>\n go to x: (140) y: (10)\n wait (1) seconds\n end\nend\n\nset [teleporter? v] to [1]\nstop [this script v]\n\nwhen flag clicked\nforever\n wait until <<(AreaX) = [0]> and <(AreaY) = [-3]>>\n go to x: (-135) y: (-70)\n switch costume to (cannon!5 v)\n wait (1) seconds\n set size to (500) %\n show\n wait until <<touching (character v)?> or <not <<(AreaX) = [0]> and <(AreaY) = [-3]>>>>\n if <not <<(AreaX) = [0]> and <(AreaY) = [-3]>>> then\n hide\n end\n if <touching (character v)?> then\n set [cannon's type v] to [6]\n hide\n set [platform type v] to [1]\n set [blue platform? v] to [1]\n stop [this script v]\n end\nend\n\nwait until <<(AreaX) = [-2]> and <(AreaY) = [0]>>\ngo to x: (100) y: (-70)\nset size to (700) %\nwait (1) seconds\nshow\nswitch costume to (cannon!4 v)\nif <touching (character v)?> then\n set [cannon's type v] to [5]\n set [cannon type v] to [3]\n hide\n set [platform type v] to [2]\n stop [this script v]\nend\nif <not <<(AreaX) = [-2]> and <(AreaY) = [0]>>> then\n hide\nend\n\nset [cannon's type v] to [5]\nset [cannon type v] to [3]\nhide\nset [platform type v] to [2]\nstop [this script v]\n\nshow\n\nforever\n\n\n\nset [areay v] to [-3]\n\nwhen flag clicked\nhide\nwait until <<(AreaX) = [1]> and <(AreaY) = [-1]>>\ngo to x: (-140) y: (0)\nwait (1) seconds\nforever\n set size to (500) %\n switch costume to (cannon!6 v)\n show\n if <touching (character v)?> then\n set [cannon's type v] to [7]\n set [cannon type v] to [4]\n hide\n stop [this script v]\n end\n if <not <<(AreaX) = [1]> and <(AreaY) = [-1]>>> then\n hide\n wait until <<(AreaX) = [1]> and <(AreaY) = [-1]>>\n go to x: (140) y: (10)\n wait (1) seconds\n end\nend\n\nset [teleporter? v] to [0]\n\nwhen flag clicked\nhide\nwait until <<(AreaX) = [3]> and <(AreaY) = [-3]>>\ngo to x: (-140) y: (-10)\nwait (1) seconds\nforever\n set size to (500) %\n switch costume to (cannon!7 v)\n show\n if <touching (character v)?> then\n set [cannon's type v] to [8]\n set [platform type v] to [4]\n hide\n stop [this script v]\n end\n if <not <<(AreaX) = [3]> and <(AreaY) = [-3]>>> then\n hide\n wait until <<(AreaX) = [3]> and <(AreaY) = [-3]>>\n go to x: (-140) y: (-10)\n wait (1) seconds\n end\nend\n\nwhen I receive [boss v]\nforever\n hide\nend\n\n
Press P to switch to arrow keys. If you read nothing else of the instructions, read that. Oh, and beating the boss fight does not mean you beat the game. It's an entire side thing.\n\nYo! New game: Again. Have you ever wished you could see how you improved throughout a really tough level? Again lets you do just that, and replays all of your deaths over one another after a level is complete! Here it is: https://scratch.mit.edu/projects/401405148/\nYOU SHOULD PROBABLY READ THE INSTRUCTIONS BEFORE PLAYING\nI would play in full screen, there is some small text within the game.\nCONTROLS\nWASD - move\nX - Read dialogue (must be touching a monitor). Note that changing your cannon will also change the dialogue shown earlier in the game.\nSPACE - activate cannon\nARROW KEYS - Adjust cannon\nP - toggle between arrow keys and wasd for controls. With arrow keys turned on, the cannon is angled with w and s.\n1-9 - change cannon type\nE - Destroy platform\nQ - Open Mini Map\nR - Close mini map\nQ and then R - Restart level\nL - Save game (don't comment your save code as Scratch blanks out many of the characters).\nTIPS\nAll levels are possible, first of all. I've beaten this game enough times to know. If you're having trouble with a level, I would sit back and think about if for a second. Are you trying to solve it the right way? Can you switch cannons and find an easier way to beat it? A lot of levels can be beaten using a different cannon. If you have a question about a level, make sure to write WHERE the level is (ie. 1,0) so I know what you're talking about. You can find where it is by clicking Q. Also, I fully support cheating or hacking. It makes the game more accessible for a lot of people.\nWALL CLIPPING\nWall clipping is when you wall jump (move towards a wall while pressing up) but right as you wall jump you press the key in the opposite direction. I would practice this for a bit, as many levels require you to use wall clipping.\nTHE STORY\nYou're an AI. That's all I'll tell you here. Note that you can figure piece together a lot more of the story by cheating, or looking inside the scripts at a sprite title "Dave."\nSECRET CHAMBERS\nThere is a secret chamber in this game. After you get decently far into the game, it will be obvious as to where it is. All you have to do is figure out how to get in. And if you do manage to get in but don't want to deal with it right then, you can refresh the page to reset it entirely.\n\nSince it's been a bit since I released this, let's talk about some stuff I find interesting. MINOR SPOILERS!\nThe design in this game is intentionally simple, made with only four or so colors. This is because the game is essentially a simulation for AI's made by a terribly-funded department, whose numbers have been reduced. At one time, there might have been better graphics for the AI, but at this point, there's nearly nobody there who can design chambers for the AI. The "lava" (I don't believe I ever call it lava in-game) isn't even meant to represent actual lava, but instead just a stand-in color used by the developers to give the AI extra challenge.\nI have the classic three colors (black, white, and jump), which means of course I included a "jump isn't always good" level because this is a platformer. However, I wanted to be able to take this generic level and use the abilities found in game to make it a bit level. And then I made several more levels with that using it in different levels, which was neat.\nThere is a slight problem (one that I find ironic due to the comments I've received) about the game being too easy. The AI should be nearly perfect, and as such the levels should be nearly impossible for a human to complete. While there are reasons for this, I'm not ready to reveal them yet. It goes along with why they say "use WASD to move" at the beginning of the game and why a lot of the stuff at the end happens (not vague at all)\nSo yeah, that's pretty neat.\n\nReports filed: 8
100 Level Platformer
@Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (next backdrop v)\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@Ball\n\ndefine PLATFORMER BLOCK\nshow variable [time v]\nset [time v] to [0]\nset [lives v] to [75]\nshow variable [level v]\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to x: (-60) y: (-47)\nset drag mode [not draggable v]\nforever\n switch costume to (costume1 v)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n if <not <touching color (#000000)?>> then\n change [y v] by (-1)\n change y by (Y)\n end\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 (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [415]> then\n switch backdrop to (next backdrop v)\n go to x: (-60) y: (-47)\n change [level v] by (1)\n end\n if <(y position) < [-130]> then\n go to x: (-60) y: (-47)\n change [lives v] by (-1)\n end\n if <touching color (#ff0000)?> then\n go to x: (-60) y: (-47)\n change [lives v] by (-1)\n end\n if <touching color (#2b8de9)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\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\n if <touching color (#e9ff00)?> then\n set [y v] to [20]\n end\n if <(Level) = [101]> then\n hide variable [level v]\n speak [Congratulations, you win!]::tts\n wait (20) seconds\n end\n if <touching color (#0046ff)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-51) y: (40)\nchange [level v] by (1)\n\nwhen flag clicked\nhide variable [skips v]\nset [skips v] to [3]\n\ngo to (random position v)\n\nwhen I receive [finish intro v]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <<(☁ World Record) > (Time)> and <(backdrop [number v]) = [101]>> then\n if <(Level) = [101]> then\n set [☁ world record v] to (Time)\n end\n show variable [☁ world record v]\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [level v]\nhide variable [time v]\n\nwhen I receive [finish intro v]\nshow variable [☁ world record v]\nPLATFORMER BLOCK\n\nwhen I receive [they have seen inside v]\nstop [all v]\n\nwhen this sprite clicked\nstop [all v]\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n wait (.2) seconds\n next backdrop\n change [skips v] by (-1)\n end\n if <(skips) = [0]> then\n stop [this script v]\n end\nend\n\nwhen I receive [finish intro v]\nforever\n play sound [Classical Piano v] until done\nend\n\n@Moving Platform\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop64 v]\n\ngo to x: (-197) y: (9)\nshow\nif <(backdrop [number v]) < [64]> then\n stop [this script v]\nelse\n Moving Platform\nend\n\nwhen backdrop switches to [backdrop65 v]\n\ngo to x: (-197) y: (9)\nMoving Platform\n\ndefine Moving Platform\nforever\n move (8) steps\n if on edge, bounce\nend\n\n@Intro2\n\nwhen I receive [intro v]\nstart sound [Virtual Riot - Idols v]\nwait until <(IntroEnd) = [1]>\nrepeat (100)\n change volume by (-1)\nend\n\nwhen flag clicked\nset [introdrop v] to [0]\nset [introend v] to [0]\nhide\nbroadcast (Intro v)\nwait (6) seconds\nbroadcast (Finish Intro v)\n\nwhen I start as a clone\nswitch costume to (IntroSprite)\n\nwhen I start as a clone\nif <(IntroSprite) = [Logo]> then\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (1000)\n go to [front v] layer\n clear graphic effects\n show\n repeat (30)\n change size by (((70) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (1) seconds\n repeat (30)\n change size by (((size) - (151)) / (5))\n change y by (((y position) - (1)) / (5))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nset [introspritetype v] to [Background]\nset [introsprite v] to [Background1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [introsprite v] to [Background2]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [introsprite v] to [Background3]\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nset [introspritetype v] to [0]\nset [introsprite v] to [Lets Go]\ncreate clone of (_myself_ v)\nwait (0.6) seconds\nset [introdrop v] to [1]\nParticles\nwait (0.01) seconds\nset [introsprite v] to [Logo]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [introspritetype v] to [Circle]\nset [introsprite v] to [Circle1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle2]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle3]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle4]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle5]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [introsprite v] to [Circle6]\ncreate clone of (_myself_ v)\n\ndefine Particles\nset [introsprite v] to [Particle]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(IntroSprite) = [Particle]> then\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\n set [ghost v] effect to (pick random (30) to (50))\n set [color v] effect to (pick random (0) to (20))\n set [brightness v] effect to (pick random (0) to (20))\n go to x: (0) y: (0)\n show\n set [introparticle1 v] to (pick random (0) to (20))\n set [introparticle2 v] to (pick random (-10) to (10))\n set [introparticle3 v] to [0]\n repeat until <<touching (_edge_ v)?> or <(size) < [17]>>\n change x by (IntroParticle2)\n change y by (IntroParticle1)\n change size by (IntroParticle3)\n change [introparticle1 v] by (-1)\n change [introparticle3 v] by (-0.2)\n end\n delete this clone\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Background]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-348)\n go to [front v] layer\n clear graphic effects\n show\n repeat (15)\n change y by (((y position) - (-349)) / (3))\n end\n set [brightness v] effect to (50)\n go to x: (0) y: (0)\n repeat (10)\n change [brightness v] effect by (-5)\n end\nend\n\nwait (0.4) seconds\n\nwhen I start as a clone\nif <(IntroSprite) = [Lets Go]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-1000)\n go to [front v] layer\n clear graphic effects\n show\n repeat (15)\n change y by (((0) - (y position)) / (3))\n change size by (((size) - (101)) / (3))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Circle]> then\n set size to (0) %\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (30)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n repeat (30)\n change size by (((size) - (99)) / (5))\n change [ghost v] effect by (4)\n end\nend\n\nwhen I start as a clone\nif <(IntroSpriteType) = [Background]> then\n wait (4.5) seconds\n set [introend v] to [1]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset volume to (100) %\n\nParticles\n\nParticles\n\n@SEE INSIDE Detector\n\nwhen [timer v] > (0.01)\nif <(my variable) = [1]> then\n set [my variable v] to [0]\n SEE INSIDE\n forever\n reset timer\n end\nelse\n set [my variable v] to [1]\n broadcast (SEE INSIDE ? v)\nend\n\nwhen I receive [see inside ? v]\nif <(my variable) = [1]> then\n set [my variable v] to [0]\n reset timer\n forever\n while <<(timer) < [0.2]> and <(my variable) = [0]>>\n reset timer\n set [my variable v] to [0]\n end\n if <(timer) > [0.01]> then\n set [my variable v] to [1]\n end\n end\nend\n\ndefine SEE INSIDE\nstop [all v]\n\nwhen flag clicked\nbroadcast (SEE INSIDE ? v)\nforever\n set [checktime v] to (timer)\nend\n\nwhen [timer v] > (CHECKTIME)\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (2) seconds\n\n
- Just like a normal Platformer\n- Arrow keys\n- For those of you that press see inside, it will just bring you back to the beginning, so don't even try :)\n- Please like, fave, and comment and remix\n- If a level is too hard, press s to skip it. You can only skip 3 levels, so use your skips wisely.\n
Pixel Dragon Platformer! BETA
@Stage\n\nwhen flag clicked\nforever\n play sound [Song v] until done\nend\n\nwhen flag clicked\nforever\n if <<<<(Movemobile?) = [L]> or <(Movemobile?) = [R]>> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> and <<(Ground, touching?) = [1]> and <not <(Water, touching?) = [1]>>>> then\n broadcast (Footsteps v)\n wait until <not <<<<(Movemobile?) = [L]> or <(Movemobile?) = [R]>> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> and <<(Ground, touching?) = [1]> and <not <(Water, touching?) = [1]>>>>>\n end\nend\n\nwhen flag clicked\nhide variable [☁ devrunspeed v]\nforever\n if <<(username) = [Orangepolarbear23]> and <<key (e v) pressed?> and <<key (v v) pressed?> and <key (d v) pressed?>>>> then\n show variable [☁ devrunspeed v]\n end\nend\n\n@Orangepolarbear23\n\nwhen flag clicked\nhide variable [coins v]\nhide\nwait (1) seconds\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (3) %\nrepeat until <(size) > [120]>\n change size by (1)\nend\nwait (2) seconds\nrepeat until <(size) < [5]>\n change size by (-4)\n turn right (15) degrees\nend\nhide\nbroadcast (message1 v)\nshow variable [coins v]\n\n@Sprite1\n\nwhen I receive [message1 v]\nhide\nbroadcast (Green Flag v)\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nwhen I receive [green flag v]\nforever\n change [platform x v] by (RUN SPEED)\nend\n\nif <<(Ground, touching?) = [1]> and <<(Jumpmobile?) = [1]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [ground, touching? v] to [0]\nend\n\nwhen flag clicked\npoint in direction (90)\nset [ground, touching? v] to [0]\nset [jump speed v] to [0]\nswitch backdrop to (backdrop1 v)\nswitch costume to (dragon v)\ngo to x: (0) y: (0)\nhide\nset size to (50) %\n\nwhen I receive [green flag v]\nshow\nforever\n if <key (space v) pressed?> then\n broadcast (Fire v)\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\n if <touching color (#00a1ff)?> then\n set [water, touching? v] to [1]\n if <(JUMP SPEED) > [10]> then\n set [jump speed v] to [8]\n end\n end\n if <touching color (#a3a39e)?> then\n set [top, touching? v] to [1]\n end\n if <not <touching color (#a3a39e)?>> then\n set [top, touching? v] to [0]\n end\n if <not <touching color (#00a1ff)?>> then\n set [water, touching? v] to [0]\n end\n if <touching color (#9ea3a1)?> then\n set [left, touching? v] to [1]\n end\n if <not <touching color (#9ea3a1)?>> then\n set [left, touching? v] to [0]\n end\n if <touching color (#a39ea0)?> then\n set [right, toughing? v] to [1]\n end\n if <not <touching color (#a39ea0)?>> then\n set [right, toughing? v] to [0]\n end\n if <touching color (#a39e9e)?> then\n set [ground, touching? v] to [1]\n end\n if <not <touching color (#a39e9e)?>> then\n set [ground, touching? v] to [0]\n end\n if <<(Movemobile?) = [R]> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <touching color (#00a3ff)?>> then\n point in direction (90)\n change [run speed v] by (☁ devrunspeed)\n end\n if <touching color (#00a1ff)?> then\n point in direction (90)\n change [run speed v] by (-1)\n end\n end\n if <<(Movemobile?) = [L]> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <not <touching color (#00a3ff)?>> then\n point in direction (-90)\n change [run speed v] by ((☁ devrunspeed) / (-1))\n end\n if <touching color (#00a3ff)?> then\n point in direction (-90)\n change [run speed v] by (1)\n end\n end\n if <not <touching color (#a39e9e)?>> then\n if <not <touching color (#00a3ff)?>> then\n change [jump speed v] by (1)\n end\n if <touching color (#00a3ff)?> then\n change [jump speed v] by (0.125)\n end\n end\n if <<(JUMP SPEED) > [0]> and <touching color (#a39e9e)?>> then\n broadcast (GROUND v)\n end\n if <touching color (#ff7c00)?> then\n broadcast (Green Flag v)\n end\n if <<(RUN SPEED) < [0]> and <touching color (#a39ea0)?>> then\n set [right, toughing? v] to [1]\n set [run speed v] to [0]\n broadcast (RIGHT WALL v)\n end\n if <<(RUN SPEED) > [0]> and <touching color (#9ea3a1)?>> then\n set [left, touching? v] to [1]\n set [run speed v] to [0]\n broadcast (LEFT WALL v)\n end\n if <touching color (#a3a39e)?> then\n set [top, touching? v] to [1]\n set [jump speed v] to [0]\n broadcast (TOP v)\n end\n set [run speed v] to ((RUN SPEED) * (0.7))\nend\n\nif <touching color (#00a3ff)?> then\n\nwhen I receive [green flag v]\nforever\n if <touching color (#17ff00)?> then\n broadcast (CHECKPOINT v)\n end\nend\n\nwhen I receive [fire v]\nswitch costume to (dragon2 v)\nwait (0.5) seconds\nswitch costume to (dragon v)\n\n@Platforms\n\nwhen I receive [green flag v]\nforever\n if <key (w v) pressed?> then\n if <(Water, touching?) = [0]> then\n if <(Ground, touching?) = [1]> then\n set [jump speed v] to [-15]\n end\n end\n if <(Water, touching?) = [1]> then\n set [jump speed v] to [-3]\n end\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <key (up arrow v) pressed?> then\n if <(Water, touching?) = [0]> then\n if <(Ground, touching?) = [1]> then\n set [jump speed v] to [-15]\n end\n end\n end\nend\n\nwhen I receive [left wall v]\nrepeat until <not <(lEFT, TOUCHING?) = [1]>>\n change [platform x v] by (-1)\nend\nset [left, touching? v] to [1]\n\ndefine GROUND\nGROUND\n\nwhen I receive [green flag v]\nforever\n if <(Jumpmobile?) = [1]> then\n if <(Water, touching?) = [0]> then\n if <(Ground, touching?) = [1]> then\n set [jump speed v] to [-15]\n end\n end\n if <(Water, touching?) = [1]> then\n set [jump speed v] to [-3]\n end\n end\nend\n\nwhen flag clicked\nset [platform x v] to [2160]\nset [platform y v] to [0]\nset [check x v] to [2160]\nset [check y v] to [0]\ngo to [front v] layer\nhide\n\nwhen I receive [ground v]\nset [jump speed v] to [0]\nrepeat until <not <(Ground, touching?) = [1]>>\n change y by (-1)\nend\nset [ground, touching? v] to [1]\n\nwhen I receive [right wall v]\nrepeat until <not <(rIGHT, TOUGHING?) = [1]>>\n change [platform x v] by (1)\nend\nset [right, toughing? v] to [1]\n\nwhen I receive [green flag v]\nforever\n if <(PLATFORM X) > ((2160) - (4.666667))> then\n set [platform x v] to ((2160) - (4.666667))\n end\n if <(PLATFORM X) < ((-2160) + (4.666667))> then\n set [platform x v] to ((-2160) + (4.666667))\n end\nend\n\nwhen I receive [top v]\nrepeat until <not <(tOP, TOUCHING?) = [1]>>\n change y by (3)\nend\nset [top, touching? v] to [1]\n\nwhen I receive [checkpoint v]\nset [check x v] to (x position)\nset [check y v] to (y position)\n\nwhen I receive [green flag v]\nshow\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nset [ground, touching? v] to [0]\nset [platform x v] to (check x)\nset [platform y v] to (check y)\ngo to x: (check x) y: (check y)\nbroadcast (PLATFORM START v)\n\nwhen I receive [green flag v]\nforever\n change y by (JUMP SPEED)\nend\n\nwhen I receive [green flag v]\nforever\n set x to (PLATFORM X)\nend\n\nwhen I receive [green flag v]\nforever\n if <key (up arrow v) pressed?> then\n if <(Water, touching?) = [1]> then\n set [jump speed v] to [-3]\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (50) %\nhide\n\nwhen I receive [fire v]\nstart sound [music_594921426791_filec20ad4d76fe97759aa27a0c99bff6710 v]\nshow\nwait (0.5) seconds\nhide\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [d v] key pressed\npoint in direction (90)\n\nwhen [a v] key pressed\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Movemobile?) = [L]> then\n point in direction (-90)\n end\n if <(Movemobile?) = [R]> then\n point in direction (90)\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Movemobile?) = [L]> then\n point in direction (-90)\n end\n if <(Movemobile?) = [R]> then\n point in direction (90)\n end\nend\n\n@reserve\n\n@Sprite3\n\nswitch costume to (costume2 v)\n\n\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nshow\n\nwhen I receive [green flag v]\nswitch costume to (costume2 v)\ngo to x: (-179) y: (-109)\nset [movemobile? v] to [C]\npoint in direction (90)\nset size to (150) %\nforever\n go to x: (-179) y: (-109)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume3 v)\n broadcast (jump v)\n repeat until <<not <(distance to [mouse-pointer v]) > [15]>> or <not <mouse down?>>>\n point towards (mouse-pointer v)\n move (10) steps\n go to x: (-179) y: (-109)\n if <<(direction) > [-180]> and <(direction) < [-30]>> then\n set [movemobile? v] to [L]\n end\n if <<(direction) > [30]> and <(direction) < [180]>> then\n set [movemobile? v] to [R]\n end\n end\n switch costume to (costume2 v)\n set [movemobile? v] to [C]\n point in direction (90)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen I receive [jump v]\nrepeat until <not <mouse down?>>\n if <<(direction) > [-55]> and <(direction) < [55]>> then\n set [jumpmobile? v] to [1]\n end\n wait until <not <<(direction) > [-55]> and <(direction) < [55]>>>\n set [jumpmobile? v] to [0]\nend\n\nwhen [h v] key pressed\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (179) y: (-109)\n\nwhen [h v] key pressed\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Fire v)\n end\nend\n\nwhen I receive [message1 v]\nshow\n\n@Sprite6\n\nwhen I receive [footsteps v]\nif <<<<(Movemobile?) = [L]> or <(Movemobile?) = [R]>> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> and <<(Ground, touching?) = [1]> and <not <(Water, touching?) = [1]>>>> then\n repeat until <not <<<<(Movemobile?) = [L]> or <(Movemobile?) = [R]>> or <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> and <<(Ground, touching?) = [1]> and <not <(Water, touching?) = [1]>>>>>\n play sound [Footsteps-SoundBible v] until done\n wait (0.1) seconds\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\n@coin1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nset [coins v] to [0]\nset instrument to (13 v)\nshow\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nforever\n go to (platforms v)\n go to [front v] layer\n if <touching (sprite2 v)?> then\n hide\n play note (95) for (0.5) beats\n change [coins v] by (1)\n end\nend\n\n@Sprite7\n\nwhen I receive [message1 v]\ngo to x: (160) y: (160)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n
<<THIS IS DISCONTINUED!>>\n\nWelcome to my new project - Pixel Dragon Platformer! \n\nThis is currently only in the beta so the platforms are not finished and glitches may occur. Comment below if you find any! \n\nShould I make the joystick bigger? Comment below!\n\nThis has music!\n\nControls:\nWASD / arrow keys to move.\nPress space to breathe fire. (This is not a useful feature yet.)\nTo hide mobile controls press H\n\n10 Hearts? <3 ❤️\n\nIf you enjoy comment below! \/ \/ tell me what you play on. PC or mobile?
Harry Potter Platformer
@Stage\n\nwhen flag clicked\nforever\n if <[12] > ([costume # v] of [sprite2 v])> then\n switch backdrop to (wall 2 v)\n else\n switch backdrop to (stars v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Harry Potter theme v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nset [d v] to [1]\nwait (2) seconds\nclear graphic effects\nswitch costume to (costume1 v)\nset size to (35) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to (sprite10 v)\n if <(d) = [1]> then\n start sound [Sneeze2 v]\n repeat (10)\n set rotation style [all around v]\n turn right (15) degrees\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n set x to (-230)\n set y to (-90)\n point in direction (90)\n set [d v] to [0]\n repeat (10)\n set rotation style [left-right v]\n change [ghost v] effect by (-10)\n end\n else\n if <key (right arrow v) pressed?> then\n change [x v] by (0)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (0)\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nset [s v] to [Stupefy]\nforever\n wait until <key (down arrow v) pressed?>\n set [s v] to [Expecto Patronum]\n wait until <not <key (down arrow v) pressed?>>\n wait until <key (down arrow v) pressed?>\n set [s v] to [Stupefy]\n wait until <not <key (down arrow v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (costume3 v)\n start sound [Laugh2 v]\n if <(pick random (1) to (2)) = [1]> then\n start sound [Low Whoosh v]\n else\n start sound [High Whoosh v]\n end\n if <(s) = [Expecto Patronum]> then\n wait (2.5) seconds\n else\n wait (1) seconds\n end\n switch costume to (costume1 v)\n wait until <not <key (space v) pressed?>>\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [d v]\nset [d v] to [1]\n\nwhen flag clicked\nhide variable [s v]\nwait (2) seconds\nshow variable [s v]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [m v]\nswitch costume to ((costume [number v]) - (1))\n\n@Sprite1\n\nwhen flag clicked\nwait (2) seconds\nforever\n hide\n set size to (15) %\n if <<key (space v) pressed?> and <(s) = [Stupefy]>> then\n repeat (25)\n create clone of (_myself_ v)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nshow\ngo to (sprite3 v)\npoint in direction ([direction v] of [sprite3 v])\nmove (50) steps\nif <(pick random (1) to (2)) = [1]> then\n turn left (15) degrees\n forever\n repeat (4)\n move (5) steps\n turn right (5) degrees\n end\n repeat (4)\n move (5) steps\n turn left (5) degrees\n end\n end\nelse\n turn right (15) degrees\n forever\n repeat (4)\n move (5) steps\n turn left (5) degrees\n end\n repeat (4)\n move (5) steps\n turn right (5) degrees\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <touching (sprite2 v)?>\nforever\n move (-5) steps\nend\n\nwhen I receive [m v]\ndelete this clone\n\nwhen I receive [message1 v]\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [15]> then\n change [color v] effect by (5)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [m v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [15]> then\n play sound [Triumph v] until done\n else\n clear sound effects\n end\nend\n\n@Sprite6\n\nwhen flag clicked\npoint in direction (90)\ngo to [back v] layer\nset size to (35) %\nhide\nforever\n if <([costume # v] of [sprite2 v]) = [4]> then\n go to x: (0) y: (-85)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [4]>>\n end\n if <([costume # v] of [sprite2 v]) = [5]> then\n go to x: (-65) y: (-80)\n create clone of (_myself_ v)\n go to x: (155) y: (30)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [5]>>\n end\n if <([costume # v] of [sprite2 v]) = [6]> then\n go to x: (-80) y: (-95)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [6]>>\n end\n if <([costume # v] of [sprite2 v]) = [10]> then\n go to x: (-40) y: (10)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [10]>>\n end\n if <([costume # v] of [sprite2 v]) = [11]> then\n go to x: (135) y: (70)\n point in direction (-90)\n create clone of (_myself_ v)\n point in direction (90)\n wait until <not <([costume # v] of [sprite2 v]) = [11]>>\n end\n if <([costume # v] of [sprite2 v]) = [12]> then\n go to x: (-125) y: (-135)\n create clone of (_myself_ v)\n point in direction (180)\n go to x: (0) y: (-110)\n create clone of (_myself_ v)\n point in direction (90)\n wait until <not <([costume # v] of [sprite2 v]) = [12]>>\n end\n if <([costume # v] of [sprite2 v]) = [15]> then\n go to x: (160) y: (-135)\n create clone of (_myself_ v)\n go to x: (60) y: (-135)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [15]>>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nwait until <touching (sprite1 v)?>\nstart sound [Chomp v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n repeat (10)\n turn right (5) degrees\n end\n repeat (20)\n turn left (5) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I receive [m v]\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [back v] layer\nset size to (50) %\nhide\ngo to x: (100) y: (180)\nforever\n if <([costume # v] of [sprite2 v]) = [8]> then\n go to x: (100) y: (-95)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [8]>>\n end\n if <([costume # v] of [sprite2 v]) = [9]> then\n go to x: (200) y: (10)\n create clone of (_myself_ v)\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n go to x: (0) y: (100)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [9]>>\n end\n if <([costume # v] of [sprite2 v]) = [10]> then\n go to x: (125) y: (110)\n create clone of (_myself_ v)\n go to x: (125) y: (0)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [10]>>\n end\n if <([costume # v] of [sprite2 v]) = [11]> then\n go to x: (130) y: (-45)\n create clone of (_myself_ v)\n go to x: (-65) y: (115)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [11]>>\n end\n if <([costume # v] of [sprite2 v]) = [15]> then\n go to x: (-20) y: (120)\n create clone of (_myself_ v)\n go to x: (-170) y: (-80)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [sprite2 v]) = [15]>>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nwait until <touching (zebra v)?>\nset rotation style [all around v]\nstart sound [Plunge v]\nrepeat (10)\n turn right (30) degrees\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [m v]\ndelete this clone\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n point towards (sprite3 v)\n move (0.5) steps\n if <touching (sprite2 v)?> then\n move (-0.5) steps\n end\n if <touching (sprite3 v)?> then\n set rotation style [all around v]\n start sound [Plunge v]\n repeat (10)\n turn right (30) degrees\n change [ghost v] effect by (10)\n end\n set x to (230)\n set rotation style [left-right v]\n clear graphic effects\n repeat until <not <touching (sprite2 v)?>>\n change x by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<([costume # v] of [sprite2 v]) = [8]> or <([costume # v] of [sprite2 v]) = [9]>> or <<([costume # v] of [sprite2 v]) = [10]> or <<([costume # v] of [sprite2 v]) = [11]> or <([costume # v] of [sprite2 v]) = [15]>>>> then\n play sound [Singer1 v] until done\n play sound [Singer4 v] until done\n end\nend\n\n@Zebra\n\nwhen flag clicked\nwait (2) seconds\nset rotation style [left-right v]\nset [brightness v] effect to (100)\nforever\n hide\n set size to (75) %\n if <<key (space v) pressed?> and <(s) = [Expecto Patronum]>> then\n play sound [Oops v] until done\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nset size to (1) %\nshow\ngo to (sprite3 v)\npoint in direction ([direction v] of [sprite3 v])\nmove (50) steps\nrepeat (10)\n change size by (5)\nend\nif <(pick random (1) to (2)) = [1]> then\n turn left (15) degrees\n forever\n repeat (4)\n move (5) steps\n turn right (5) degrees\n end\n repeat (4)\n move (5) steps\n turn left (5) degrees\n end\n end\nelse\n turn right (15) degrees\n forever\n repeat (4)\n move (5) steps\n turn left (5) degrees\n end\n repeat (4)\n move (5) steps\n turn right (5) degrees\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I start as a clone\nwait until <touching (sprite2 v)?>\nforever\n move (-5) steps\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I receive [m v]\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (50)\nforever\n go to x: (0) y: (0)\n if <[11] > ([costume # v] of [sprite2 v])> then\n hide\n else\n end\nend\n\nshow\n\n@Sprite9\n\nwhen flag clicked\nset [my variable v] to [0]\nset [ghost v] effect to (100)\nset size to (75) %\nset [brightness v] effect to (0)\nforever\n hide\n if <[13] = ([costume # v] of [sprite2 v])> then\n go to [front v] layer\n wait (5) seconds\n go to x: (0) y: (0)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [my variable v] to [1]\n wait (2) seconds\n set [my variable v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <[1] = (my variable)>> then\n start sound [Coin v]\n set size to (100) %\n set [brightness v] effect to (25)\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (75) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nset [my variable v] to [0]\nset [ghost v] effect to (100)\nset size to (75) %\nset [brightness v] effect to (0)\nforever\n hide\n if <[13] = ([costume # v] of [sprite2 v])> then\n show\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2) seconds\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset size to (35) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(my variable) = [0]> then\n if <key (up arrow v) pressed?> then\n set [y v] to [12.5]\n end\n end\n if <touching (sprite2 v)?> then\n set [y v] to [1]\n end\n change y by (1)\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <<touching (sprite2 v)?> and <(y) > [0]>> then\n if <touching (sprite2 v)?> then\n change y by (-2)\n end\n if <touching (sprite2 v)?> then\n change y by (-2)\n end\n if <touching (sprite2 v)?> then\n change y by (-2)\n end\n if <touching (sprite2 v)?> then\n change y by (-2)\n end\n if <touching (sprite2 v)?> then\n change y by (-2)\n end\n if <touching (sprite2 v)?> then\n change y by (0)\n change y by ((y) * (-1))\n set [y v] to [-1]\n end\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <(x position) > [230]> then\n set [x v] to [0]\n set [y v] to [0]\n set x to (-230)\n broadcast (message1 v)\n end\n if <[-230] > (x position)> then\n set [x v] to [0]\n set [y v] to [0]\n set x to (230)\n broadcast (m v)\n end\n if <<[-170] > (y position)> or <<touching (sprite6 v)?> or <touching (sprite7 v)?>>> then\n broadcast (d v)\n repeat (10)\n set rotation style [all around v]\n turn right (15) degrees\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n set x to (-230)\n set y to (-90)\n point in direction (90)\n repeat (10)\n set rotation style [left-right v]\n end\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nhide\ngo to x: (-100) y: (-85)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (160) y: (-85)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (10) y: (-85)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nset size to (35) %\nforever\n point towards (sprite3 v)\n if <([costume # v] of [sprite5 v]) = [15]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (2) seconds\nforever\n go to x: ([x position v] of [sprite10 v]) y: (([y position v] of [sprite10 v]) - (60))\n if <touching (sprite2 v)?> then\n set [my variable v] to [0]\n else\n set [my variable v] to [1]\n end\nend\n\n
The instructions will be in-game.
Coding Wars: A Platformer Series: Game One
@Stage\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nwait (5) seconds\nswitch backdrop to (backdrop6 v)\n\n@Sprite1\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nhide\nset size to (35) %\ngo to x: (-218) y: (-120)\nswitch costume to (costume1 v)\n\nwhen I receive [game v]\nshow\nScroll [What the heck????]\nScroll [Where did everyone go????]\nbroadcast (Game Talking v)\n\nwhen I receive [game start v]\nshow\nshow variable [level v]\nshow variable [deaths v]\nbroadcast (1 v)\n\nwhen I receive [2 v]\nforever\n if <<(x position) > [231]> or <touching color (#4d8800)?>> then\n go to x: (-218) y: (-120)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\n broadcast (Next level v)\n end\n if <touching (danger v)?> then\n go to x: (-218) y: (-120)\n change [deaths v] by (1)\n end\n if <key (r v) pressed?> then\n go to x: (-218) y: (-120)\n end\n if <touching (bounce v)?> then\n change [yv v] by (20)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [level v] to [1]\n\nwhen I receive [next level 2 v]\ngo to x: (-218) y: (-120)\nshow\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [level v]\nhide variable [deaths v]\n\nwhen I receive [no v]\nshow\nshow variable [level v]\nshow variable [deaths v]\nbroadcast (1 v)\n\nwhen I receive [2 v]\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n switch costume to (run_r1 v)\n repeat (5)\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n next costume\n end\n end\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n switch costume to (run_r1 v)\n repeat (5)\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n next costume\n end\n end\n end\n if <<not <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> and <<not <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> and <not <<key (up arrow v) pressed?> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>>>>> then\n switch costume to (stand v)\n end\n if <key (down arrow v) pressed?> then\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n switch costume to (run_j1 v)\n else\n set [y vel v] to [-20]\n switch costume to (crouch v)\n end\n end\n if <key (up arrow v) pressed?> then\n repeat until <not <<key (up arrow v) pressed?> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>>>\n switch costume to (run_j1 v)\n end\n end\nend\n\nwhen I receive [2 v]\nScroll [You have to get to the far side of the screen to get to the next level. I made this game, but I need your help getting out. Also, don't touch the stop all blocks!!]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (costume1 v)\n change [xv v] by (.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n change [xv v] by (-.5)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> then\n change y by (1)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> then\n change y by (1)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> then\n change y by (1)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> then\n change y by (1)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> then\n change y by (1)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 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 <<(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 [13.5]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#4c97ff)?> or <<<touching color (#9966ff)?> or <<touching color (#5099fc)?> or <touching color (#ffbf00)?>>> or <<touching color (#5cb1d6)?> or <<touching color (#cf63cf)?> or <<touching color (#59c059)?> or <touching (sprite3 v)?>>>>>> 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 [13.5]\n end\n end\n change y by (1)\nend\n\nwhen I receive [end game-message v]\nhide\n\n@Text\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (5) seconds\nask [Do you want to watch the intro?] and wait\nif <(answer) = [yes]> then\n Scroll [What happened???]\n Scroll [Where am I???]\n Scroll [I can't see a thing!!!]\n broadcast (Next person v)\nend\nif <(answer) = [no]> then\n broadcast (no v)\nend\n\nwhen I receive [person 1 v]\nScroll [Who's there!?!?]\nbroadcast (Person 2 v)\n\nwhen I receive [person one 2 v]\nScroll [John? Is it really you??]\nbroadcast (Person 2 2 v)\n\nwhen I receive [person one threee v]\nScroll [Jamie]\nbroadcast (Interuptions v)\nwait (5) seconds\nScroll [Uh oh! I think that there's quite a few people here!]\nbroadcast (Person 2 again v)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\n@Sprite6\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [next person v]\nScroll [Hello!? Is anyone there??]\nbroadcast (Person 1 v)\n\nwhen I receive [person 2 v]\nScroll [It's John! Who are you?!?!]\nbroadcast (Person one 2 v)\n\nwhen I receive [person 2 2 v]\nScroll [Yep! Who are you??]\nbroadcast (Person one threee v)\n\nwhen flag clicked\ngo to x: (122) y: (115)\n\nwhen I receive [person 2 again v]\nScroll [Yeah!!! I wonder what happened! And, where are we???]\nbroadcast (Javascript v)\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite7\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (-85) y: (-49)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite8\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-140) y: (63)\n\nwhen I receive [no v]\nhide\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite9\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.1) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-76) y: (76)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite10\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.1) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (88) y: (17)\n\nwhen I receive [no v]\nhide\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite11\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.1) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-23) y: (42)\n\nwhen I receive [no v]\nhide\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite12\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.1) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (86) y: (61)\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite13\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (2) y: (-54)\n\nwhen I receive [no v]\nhide\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite14\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-103) y: (0)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite15\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-168) y: (-50)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\n@Sprite16\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-201) y: (-98)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite17\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (86) y: (-85)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite18\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (62) y: (-31)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite19\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (30) y: (57)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite20\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-161) y: (120)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite21\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (-17) y: (115)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite22\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (55) y: (115)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite23\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\ngo to x: (24) y: (-89)\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [no v]\nhide\n\n@Sprite24\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.2) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (162) y: (10)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\n@Sprite25\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.3) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (-191) y: (21)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\n@Sprite26\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.3) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (148) y: (-60)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\n@Sprite27\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nwait (.3) seconds\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (182) y: (67)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\n@Sprite28\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (-47) y: (-91)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\n@Sprite29\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen I receive [interuptions v]\nScroll [Hello???? Who's there???]\n\nwhen flag clicked\nshow\ngo to x: (-93) y: (149)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [end v]\nstop [all v]\n\n@Sprite31\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\nwhen flag clicked\ngo to x: (-19) y: (124)\nhide\n\nwhen I receive [game talking v]\nshow\nScroll [You are inside of scratch.]\nScroll [I have put you here so that I can take control of scratch.]\nScroll [You are inside the games that you were working on, and you have to complete those platformers to get you and everyone else out of the game.]\nScroll [You, John, must save all of scratch.]\nScroll [But I hope you made this game hard because if you don't escape I can take control of scratch, and everyone that was using scratch and all of the coders that made scratch will be stuck in the game...FOREVER!!]\nScroll [Anyways, good luck!]\nbroadcast (Game Start v)\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen I receive [game v]\nswitch costume to (costume1 v)\npoint in direction (90)\nset size to (100) %\ngo to [back v] layer\nshow\n\nif <(Next level) = [yes]> then\n\nwhen I receive [javascript v]\nbroadcast (Game v)\n\nwhen I receive [1 v]\nshow\nask [Do you want the background to move? ] and wait\nif <(answer) = [yes]> then\n broadcast (3 v)\nend\nif <(answer) = [no]> then\n broadcast (4 v)\nend\nbroadcast (2 v)\n\nwhen I receive [3 v]\nforever\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume3 v)\n wait (.1) seconds\n switch costume to (costume4 v)\n wait (.1) seconds\n switch costume to (costume5 v)\n wait (.1) seconds\n switch costume to (costume6 v)\n wait (.1) seconds\n switch costume to (costume7 v)\n wait (.1) seconds\n switch costume to (costume8 v)\n wait (.1) seconds\n switch costume to (costume9 v)\n wait (.1) seconds\n switch costume to (costume10 v)\n wait (.1) seconds\n switch costume to (costume11 v)\n wait (.1) seconds\n switch costume to (costume12 v)\n wait (.1) seconds\n switch costume to (costume13 v)\n wait (.1) seconds\n switch costume to (costume14 v)\n wait (.1) seconds\nend\n\nwhen I receive [4 v]\nswitch costume to (costume1 v)\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [game v]\nhide\n\nwhen I receive [no v]\nhide\n\nwhen I receive [end game-message v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\nhide\n\nwhen I receive [game v]\ngo to [front v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [no v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n broadcast (End Game-Message v)\n hide variable [level v]\n change [level v] by (1)\n end\nend\n\nwhen I receive [end game-message v]\nhide\n\nwhen I receive [game start v]\nshow variable [level v]\n\n@Sprite4\n\nwhen flag clicked\nhide\nset size to (50) %\ngo to [front v] layer\n\nwhen I receive [1 v]\nwait (30) seconds\nshow\ngo to x: (176) y: (155)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next level v)\n broadcast (Next level 2 v)\n change [level v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [end game-message v]\nhide\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [1 v]\nshow\n\nwhen I receive [end game-message v]\nhide\n\n@Bounce\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [1 v]\nshow\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\nhide\ngo to x: (0) y: (0)\n\n@Portal\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [1 v]\nshow\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\nhide\ngo to x: (0) y: (0)\n\n@Sprite30\n\nwhen I receive [end game-message v]\nshow\ngo to [front v] layer\nScroll [You may have beaten me this time...but...I heard the next game you made is especially hard. I'm always one step ahead of you! You stand no chance. Anyways, good job. I'm honestly surprised that you even made it this far. Good luck with the next game ;\)]\nbroadcast (END v)\n\nwhen flag clicked\ngo to x: (-19) y: (124)\nhide\n\ndefine Scroll (text)\nset [current text v] to []\nset [text progress v] to [0]\nrepeat (length of (text))\n say (join (Current Text) (letter (Text Progress) of (text)))\n set [current text v] to (join (Current Text) (letter (Text Progress) of (text)))\n change [text progress v] by (1)\n wait (.1) seconds\nend\nsay (text) for (1) seconds\n\n@Sprite32\n\ndefine Make clone detailed (z)\nset [x v] to (z)\ncreate clone of (_myself_ v)\n\ndefine Exit type (d)\nif <(d) = [1]> then\n Glide size to (0) [yes]\nelse\n if <(d) = [2]> then\n set [y v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n change [y v] by (-1.5)\n end\n set [y v] to (() - ((Y) * (0.85)))\n repeat until <(y position) < [-180]>\n change y by (Y)\n change [y v] by (-1.5)\n end\n else\n Glide size to (0) [yus]\n end\nend\n\ndefine Glide size to (b) (fade?)\nif <(fade?) = [yes]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\nelse\n if <(fade?) = [yus]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n else\n repeat (30)\n change size by (((b) - (size)) / (8))\n end\n end\nend\n\ndefine Set up (code)\npoint in direction (90)\nset [code v] to (code)\nswitch costume to (logo v)\nset size to (60) %\nshow\n\ndefine Glide type: (c)\nif <(c) = [1]> then\n Glide to X: (-100) Y: (0)\nelse\n if <(c) = [2]> then\n Glide to X: (100) Y: (0)\n else\n if <(c) = [3]> then\n Glide to X: (0) Y: (100)\n else\n if <(c) = [4]> then\n Glide to X: (0) Y: (-100)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(letter (1) of (X)) = [1]> then\n switch costume to (words v)\n Start type (letter (2) of (X))\n wait (0) seconds\n Exit type (letter (3) of (X))\n delete this clone\nend\n\nwhen flag clicked\nstart sound [sound2 v]\nSet up (331)\nStart type (letter (1) of (Code))\nwait (1) seconds\nMake clone detailed (153)\nGlide type: (letter (2) of (Code))\nwait (1) seconds\nExit type (letter (3) of (Code))\nhide\nwait (1) seconds\nbroadcast (message1 v)\n\ndefine Glide to X: (x) Y: (y)\nrepeat (25)\n change x by (((x) - (x position)) / (8))\n change y by (((y) - (y position)) / (8))\nend\n\ndefine Start type (a)\nif <(a) = [1]> then\n go to x: (-300) y: (0)\n repeat (30)\n change x by (((4) - (x position)) / (8))\n end\nelse\n if <(a) = [2]> then\n go to x: (300) y: (0)\n repeat (30)\n change x by (((-4) - (x position)) / (8))\n end\n else\n if <(a) = [3]> then\n go to x: (0) y: (240)\n repeat (30)\n change y by (((-3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [5]> then\n go to x: (0) y: (0)\n set size to (0) %\n Glide size to (102) [no]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go [forward v] (20) layers\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n
Move using the arrow keys, or if you're on mobile tap in the direction you want to go. At the beginning, type yes or no, if it is your first time playing, I recommend watching it. For the background scrolling part, also say yes or no, you can try it and if it lags just restart the game and say no. If you get stuck under the blocks or in a block, just press r.\nWatch this before playing this game: https://scratch.mit.edu/projects/343703260/
FOREST ll A Platformer
@Stage\n\n@Levels\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nforever\n play sound [Lil Tecca - Ransom \(Clean -\) v] until done\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nforever\n if <key (right arrow v) pressed?> then\n change [xmovement v] by (1.1)\n else\n if <key (left arrow v) pressed?> then\n change [xmovement v] by (-1.1)\n end\n end\n set [xmovement v] to ((Xmovement) * ((0.88) - (Friction)))\n change x by (Xmovement)\n change [yv v] by (-1.2)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [17]\n end\n if <(x position) > [200]> then\n broadcast (Transition v)\n wait (1) seconds\n change [level v] by (1)\n go to x: (-198) y: (-98)\n end\n if <<touching color (#ffffff)?> or <touching color (#ffffff)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-198) y: (-45)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@Player2\n\nwhen flag clicked\nshow\nforever\n go to (player v)\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (-900) y: (0)\nhide\n\nwhen I receive [transition v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset size to (0) %\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (3))\nend\nwait (0.5) seconds\nrepeat until <(round (x position)) = [-900]>\n change x by (((-900) - (x position)) / (3))\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nhide\n\n@Sun\n\nwhen flag clicked\ngo to x: (221) y: (159)\nforever\n turn right (1) degrees\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (60)\nshow\nforever\n go to [back v] layer\n set [ghost v] effect to (3)\n change x by (round (((([x position v] of [player v]) / (-5)) - (x position)) / (5)))\n change y by (round (((([y position v] of [player v]) / (-5)) - (y position)) / (5)))\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (60)\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n set [ghost v] effect to (60)\n change x by (-0.5)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [-250]> then\n stop [other scripts in sprite v]\n create clone of (_myself_ v)\n repeat until <(x position) = [-436]>\n go to [back v] layer\n set [ghost v] effect to (60)\n change x by (-0.5)\n end\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (428) y: (0)\nrepeat until <(x position) = [-250]>\n go to [back v] layer\n set [ghost v] effect to (60)\n change x by (-0.5)\nend\ncreate clone of (_myself_ v)\nrepeat until <(x position) = [-436]>\n go to [back v] layer\n set [ghost v] effect to (60)\n change x by (-0.5)\nend\ndelete this clone\n\n
FOREST\n=============================================\nGAME BY : @-DERPY_BURGER-\nARROW KEYS TO MOVE\n\nTHANKS TO @--Sidewinder-- FOR SOME OF THE SCRIPT AND @C9M09B FOR THE INSPIRATION FOR THE ART\n\n\nThanks to @eunice0913 , @-Imagineer- for the heart\n\n
Stranded - A platformer (mobile)
@Stage\n\n@baccground\n\nwhen flag clicked\nif <(level) = [5]> then\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nif <[] = [1]> then\n\n@level\n\nwhen I receive [next level v]\ncreate clone of (_myself_ v)\ngo to x: (240) y: (0)\nrepeat (35)\n change x by ((x position) / (-4))\nend\n\nwhen I start as a clone\nchange x by (-1)\nrepeat (35)\n change x by ((x position) / (3))\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nif <(costume [number v]) = [7]> then\n broadcast (you win v)\nend\n\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n broadcast (slislide v)\n end\nend\n\nwhen [s v] key pressed\n\nchange [level v] by (1)\nnext costume\ncreate clone of (_myself_ v)\ngo to x: (240) y: (0)\nrepeat (35)\n change x by ((x position) / (-4))\nend\n\nforever\n\nwhen I receive [next level v]\n\nbroadcast (loyehmoyeh v)\n\n@??????\n\n@Boulder\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n broadcast (Game Over! v)\n end\nend\n\nwhen flag clicked\nif <(level) = [5]> then\n hide\nend\n\ngo to x: (-141) y: (165)\n\nwhen I receive [start demo v]\nset size to (75) %\nshow\ngo to [front v] layer\n\ngo to x: (-150) y: (111)\n\ncreate clone of (_myself_ v)\nstart sound [Large Cowbell v]\n\nwhen flag clicked\nhide\nforever\n create clone of (boulder v)\n wait (pick random (0) to (0.5)) seconds\nend\n\nwhen I receive [game over! v]\nhide\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\nbroadcast (Game Over! v)\n\nif <touching (level v)?> then\n\n\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\ngo to x: (pick random (-240) to (240)) y: (230)\nforever\n forever\n repeat until \n set [fall v] to [0]\n wait (0) seconds\n repeat (40)\n change [fall v] by (0.3)\n change y by ((0) - ((fall) * (fall)))\n end\n end\n wait (0) seconds\n end\nend\n\nswitch costume to (costume3 v)\n\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [Waterflame - Endgame.mp2 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n broadcast (rock particle v)\n end\nend\n\nchange y by (-7)\n\n@ character\n\nwhen flag clicked\nforever\n if <<touching color (#6dacba)?> or <touching color (#5f9eab)?>> then\n if <<color (#ffae00) is touching (#6dacba)?> or <color (#ffae00) is touching (#5f9eab)?>> then\n change [yv v] by (0.07)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.3)\n end\n end\nend\n\ngo to x: (0) y: (200)\nshow\n\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nset [yv v] to [5]\n\nset [yv v] to [-1]\n\nset [yv v] to [-5]\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\ngo to [front v] layer\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size 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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((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 (level v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [14]\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 (level 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 (spikes v)?> or <touching (boulder v)?>> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\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)\n end\n if <touching (are v)?> then\n set [yv v] to [20]\n end\nend\n\nif then\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <<touching ( crocodile v)?> or <touching (kid! v)?>> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n change [yv v] by (1.3)\n end\nend\n\nwhen flag clicked\nbroadcast (bright up v)\nbroadcast (mainmenu v)\n\nwhen flag clicked\nif <(level) = [5]> then\n go to x: (-141) y: (165)\nend\n\nforever\n\ngo to x: (-200) y: (-99)\n\nwhen flag clicked\n\nwhen I receive [slislide v]\nset [xv v] to [10]\n\n@water\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (3) layers\nforever\n set x to ((([sin v] of ((timer) * (100)) ) * (5)) - (40))\n change x by (((400) - (y position)) * (.1))\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (1 v)\nset [ghost v] effect to (50)\ngo [backward v] (1) layers\nset x to (0)\npoint in direction (90)\nforever\n set y to ((([sin v] of ((timer) * (200)) ) * (5)) - (0))\n change y by (((0) - (y position)) * (2))\n point in direction ((([sin v] of ((timer) * (400)) ) * (1)) - (-60))\n turn right (((300) - (y position)) * (.1)) degrees\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen I receive [loyehmoyeh v]\n\n@portal\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <touching ( character v)?> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [loyehmoyeh v]\n\n@Sprite1\n\nwhen I receive [end intro v]\n\ngo to x: (0) y: (70)\npoint in direction (90)\nswitch costume to (color-switch_logo v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(id) = [3]> then\n\nwhen flag clicked\nset [ghost v] effect to (60)\nset size to (100) %\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (-70)\nset [zoom v] to [0]\nforever\n change [zoom v] by (8)\n change size by (([sin v] of (zoom) ) / (2))\nend\n\nshow\nshow\n\nwhen flag clicked\nforever\n go to ( character v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nshow\n\n@spikes\n\nwhen flag clicked\ngo [forward v] (3) layers\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\n\nwhen I receive [loyehmoyeh v]\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Thumb\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n start sound [Vexento - Crystal Child.mp3 v]\nend\n\nshow\n\nforever\n go to [front v] layer\nend\n\n
Remix and add yer levels and Ill check it out\nFollow @CapAnimation\nCheck this out \nhttps://scratch.mit.edu/projects/330721596/\nUse the arrow keys to move\nEscape >:)\nits pretty straightforward really :3\nHave fun\nFeatures such as water, torches, and falling rocks\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 came aaaaaall the way down here :P
Faded- a platformer (Mobile friendly)
@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n play sound [Alan Walker - Fade \[NCS Release\] \(1\).mp3 v] until done\nend\n\n@Sprite1\n\nwhen I receive [green flag clicked v]\nReset\nset size to (70) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [level v] to [1]\nset [falling? v] to [10]\nbroadcast (New Level v)\nset [vibration v] to [5]\nforever\n Tick <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <<(x position) > (mouse x)> and <(distance to [mouse-pointer v]) > [40]>>>>> <<key (up arrow v) pressed?> or <<mouse down?> and <<(mouse y) > (y position)> and <(distance to [mouse-pointer v]) > [20]>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<(mouse x) > (x position)> and <(distance to [mouse-pointer v]) > [40]>>>>>\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 (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <<(mouse y) > (y position)> and <(distance to [mouse-pointer v]) > [20]>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Tick <left> <up> <right>\ncreate clone of (_myself_ v)\nif <<(speed y) < [4]> or <up>> then\n if <touching (water v)?> then\n change [speed y v] by (3)\n else\n change [speed y v] by (-1)\n end\nelse\n if <touching (water v)?> then\n change [speed y v] by (-0.5)\n else\n change [speed y v] by (-1.5)\n end\nend\nif <touching (water v)?> then\n set [speed y v] to ((speed y) * (0.8))\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <<(y position) > (mouse y)> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n change [speed y v] by (-2)\n if <touching (water v)?> then\n change [speed y v] by (-2)\n end\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <left> then\n change [speed x v] by (-2)\n end\n if <right> then\n change [speed x v] by (2)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <up> 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 <(y position) < [-180]> then\n Reset\n set [speed y v] to [0]\nend\nif <<touching (lava v)?> or <touching (spikes v)?>> then\n start sound [Pillow-Hit-2 v]\n Reset\n broadcast (Retry v)\n broadcast (Shake v)\nend\nif <touching (portal v)?> then\n change [level v] by (1)\n start sound [Ding - Sound Effects YouTube v]\n broadcast (New Level v)\n Reset\nend\nif <touching (bouncy v)?> then\n set [speed y v] to ((15) + ((speed y) * (-0.7)))\nend\n\nwhen flag clicked\nbroadcast (Green Flag clicked v)\n\ndefine Reset\nclear graphic effects\nswitch costume to (right v)\nbroadcast (New Level v)\nbroadcast (Position v)\npoint in direction (90)\nset size to (70) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nClone [10]\n\ndefine Clone (#)\nrepeat (#)\n create clone of (particles v)\nend\n\nwhen I start as a clone\nswitch costume to (left2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Rain\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n hide\nend\n\nwhen I start as a clone\nshow\nPosition\nset size to (pick random (50) to (60)) %\nset [ghost v] effect to (pick random (50) to (80))\ngo to [back v] layer\nrepeat until <<([abs v] of (y position) ) > [175]> or <([abs v] of (x position) ) > [235]>>\n move (10) steps\nend\ndelete this clone\n\ndefine Position\ngo to (random position v)\npoint in direction (pick random (-163) to (-167))\nrepeat until <touching (_edge_ v)?>\n move (-10) steps\nend\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\n@Coins\n\nwhen flag clicked\nforever\n if <not <key (m v) pressed?>> then\n next costume\n hide\n end\nend\n\nwhen [m v] key pressed\ngo to (mouse-pointer v)\nshow\nsay (join (mouse x) (join [,] (mouse y)))\nwait until <not <key (m v) pressed?>>\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [level v] to ([costume # v] of [ground v])\nrepeat until <<not <(Level) = ([costume # v] of [ground v])>> or <touching (sprite1 v)?>>\n next costume\n wait (0.05) seconds\nend\nif <touching (sprite1 v)?> then\n change [coins v] by (1)\n start sound [collect v]\n Clone [8]\nend\ndelete this clone\n\nwhen I receive [new level v]\nwait (0.001) seconds\nSpawn Level (LEVEL)\n\ndefine Spawn Level (level)\nif <(level) = [1]> then\n Clone [0] [-88]\n Clone [45] [4]\nend\nif <(level) = [2]> then\n Clone [6] [6]\n Clone [-204] [-85]\nend\nif <(level) = [3]> then\n Clone [-9] [3]\n Clone [116] [84]\nend\nif <(level) = [4]> then\n Clone [-130] [-95]\n Clone [-8] [19]\n Clone [118] [-98]\nend\nif <(level) = [5]> then\n Clone [-155] [50]\n Clone [46] [15]\n Clone [161] [-107]\nend\nif <(level) = [6]> then\n Clone [-160] [49]\n Clone [92] [-86]\n Clone [148] [86]\n Clone [178] [86]\n Clone [208] [86]\nend\nif <(level) = [7]> then\n Clone [-102] [30]\n Clone [-102] [-10]\n Clone [-102] [-50]\n Clone [-102] [-90]\n Clone [-102] [-130]\n Clone [60] [30]\n Clone [60] [-10]\n Clone [60] [-50]\n Clone [60] [-90]\n Clone [60] [-130]\nend\n\ndefine Clone (#)\nrepeat (#)\n create clone of (particles v)\nend\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen I receive [retry v]\ndelete this clone\n\nwhen I receive [retry v]\nwait (0.001) seconds\nSpawn Level (LEVEL)\n\nwhen I receive [new level v]\ndelete this clone\n\n@Other Stuff\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\n@Particles\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to (sprite1 v)\nset size to (pick random (80) to (130)) %\nset [brightness v] effect to (pick random (6) to (-6))\nset [xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (0) to (10))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n go to x: ((x position) + (Xv)) y: ((y position) + (Yv))\n change [yv v] by (-1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\n@Spikes\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Portal\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n turn right (10) degrees\n set [ghost v] effect to (50)\nend\n\nwhen I receive [position v]\nif <(LEVEL) = [1]> then\n go to x: (171) y: (-70)\nend\nif <(LEVEL) = [2]> then\n go to x: (180) y: (-75)\nend\nif <(LEVEL) = [4]> then\n go to x: (180) y: (60)\nend\nif <(LEVEL) = [5]> then\n go to x: (200) y: (-110)\nend\nif <(LEVEL) = [6]> then\n go to x: (210) y: (-70)\nend\nif <(LEVEL) = [7]> then\n go to x: (200) y: (60)\nend\nif <(LEVEL) = [8]> then\n go to x: (200) y: (-80)\nend\n\nwhen I start as a clone\nforever\n turn left (10) degrees\n set [ghost v] effect to (50)\nend\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen I receive [new level v]\nset [coins v] to [0]\n\nwhen I receive [retry v]\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n broadcast (Position v)\nend\n\n@Water\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (LEVEL)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Lava\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (LEVEL)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Lava particles\n\nwhen flag clicked\nhide\nforever\n Spawn [10] lava particles\n Spawn [3] water particles\nend\n\ndefine Spawn (x) lava particles\nset [clone id v] to [1]\nrepeat (x)\n go to (random position v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\npoint in direction (pick random (-30) to (30))\nif <(clone id) = [1]> then\n switch costume to (costume1 v)\n if <not <touching (lava v)?>> then\n delete this clone\n end\nelse\n switch costume to (costume2 v)\n if <not <touching (water v)?>> then\n delete this clone\n end\nend\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (6)\n change [ghost v] effect by ((0) - ((100) / (6)))\nend\nrepeat (6)\n change [ghost v] effect by ((100) / (6))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n move (5) steps\n if <touching (ground v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\ndefine Spawn (x) water particles\nset [clone id v] to [2]\nrepeat (x)\n go to (random position v)\n create clone of (_myself_ v)\nend\n\n@Bouncy\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen I receive [retry v]\nrepeat (1)\n delete this clone\nend\nClone level (LEVEL)\n\ndefine Clone level (level)\nif <(level) = [6]> then\n go to x: (-152) y: (-123)\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n go to x: (-152) y: (-115)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n wait until <touching (sprite1 v)?>\n switch costume to (costume1 v)\n repeat (9)\n next costume\n end\n wait until <not <touching (sprite1 v)?>>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\nbroadcast (Retry v)\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
Arrow keys, WASD of click on mobile.
COLD - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n if <([backdrop # v] of [_stage_ v]) = [5]> then\n forever\n switch backdrop to (5 v)\n end\n end\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n change [ghost v] effect by (1000)\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-209) y: (-85)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <touching (bad v)?> then\n go to x: (-209) y: (-85)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-85)\n end\n if <<(x position) = [244]> or <touching (nextlvl v)?>> then\n next backdrop\n go to x: (-209) y: (-85)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-85)\n end\n if <touching (enemy v)?> then\n go to x: (-209) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n play sound [Carefree - Kevin MacLeod v] until done\nend\n\n@bad\n\n@nextlvl\n\n@coin\n\nwhen flag clicked\nshow\ngo to x: (2) y: (24)\nforever\n if <touching (player v)?> then\n broadcast (c v)\n hide\n end\nend\n\nwhen backdrop switches to [2 v]\nshow\ngo to x: (14) y: (67)\n\nwhen backdrop switches to [3 v]\nshow\ngo to x: (14) y: (-60)\n\nwhen backdrop switches to [4 v]\nshow\ngo to x: (150) y: (136)\n\n@counter\n\nwhen I receive [c v]\nnext costume\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\n\n@finish\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [5 v]\nshow\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen backdrop switches to [5 v]\nhide\n\n
Move with arrow keys and collect coins, this have only 4 levels but i will update it
1500 Studio Followers Platformer (Updated!)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (-184) y: (-84)\nshow\nset [gs v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (GS)\n if <touching color (#000000)?> then\n change y by (GS)\n if <touching color (#000000)?> then\n change y by (GS)\n if <touching color (#000000)?> then\n change y by (GS)\n if <touching color (#000000)?> then\n change y by (GS)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by ((-5) * (GS))\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) * (GS))\n else\n set [yv v] to ((-10) * (GS))\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by ((-1) * (GS))\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) * (GS))\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to ((13) * (GS))\n end\n end\n change y by ((1) * (GS))\n if <(x position) > [238]> then\n go to x: (-184) y: (-84)\n next backdrop\n broadcast (message1 v)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-184) y: (-84)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-184) y: (-84)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen [s v] key pressed\nif <(no glitch) = [0]> then\n if <not <([backdrop # v] of [_stage_ v]) = [21]>> then\n set [no glitch v] to [1]\n go to x: (-184) y: (-84)\n next backdrop\n broadcast (message1 v)\n set [xv v] to [0]\n set [yv v] to [0]\n wait (0.5) seconds\n set [no glitch v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fff3bc)?> then\n set [gs v] to [-1]\n else\n set [gs v] to [1]\n end\nend\n\nif <not <(backdrop [number v]) = [21]>> then\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (44) y: (71)\nhide\nwait (0.1) seconds\nhide\nwait until <([backdrop # v] of [_stage_ v]) = [5]>\nswitch costume to (screenshot 2019-11-18 at 2 v)\nshow\n\nwhen I receive [message1 v]\nif <([backdrop # v] of [_stage_ v]) = [10]> then\n go to x: (0) y: (0)\nend\nif <([backdrop # v] of [_stage_ v]) = [19]> then\n hide\nend\nif <([backdrop # v] of [_stage_ v]) > [5]> then\n next costume\n go to [back v] layer\nend\n\n
R to restart level\nS to skip a level\nWednesday, April 27, 2022- I added a level! Yay!\nSorry for the bad graphics ahead of time\n
No Variables Platformer
@Stage\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume0 v)\n\nwhen I receive [next level v]\nnext costume\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume0 v)\n\nwhen I receive [next level v]\nnext costume\n\n@player\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <key (any v) pressed?>\nwait until <not <key (any v) pressed?>>\nbroadcast (Next level v)\nshow\n\nwhen I receive [jump v]\nJump\nrepeat (20)\n if < (costume [name v]) contains [jump]?> then\n Jump move\n wait (0.01) seconds\n end\nend\n\ndefine Jump move\nif <not <touching (ground v)?>> then\n change y by (20)\n if <touching (ground v)?> then\n change y by (-20)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (50)\nforever\n Fall\n if <key (right arrow v) pressed?> then\n Move right\n else\n if <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n Move left\n end\n end\n if <<key (up arrow v) pressed?> and < (costume [name v]) contains [walk]?>> then\n switch costume to (jump v)\n broadcast (Jump v)\n end\n if <touching (lava v)?> then\n go to x: (-220) y: (50)\n end\n if <(x position) > [230]> then\n broadcast (Next level v)\n end\n wait (0.01) seconds\nend\n\ndefine Fall\nrepeat (round ((timer) * (50)))\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not < (costume [name v]) contains [jump]?>> then\n switch costume to (fall v)\n end\n end\nend\nif <touching (ground v)?> then\n if <not < (costume [name v]) contains [jump]?>> then\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n reset timer\n end\n switch costume to (walk v)\nelse\n if <not < (costume [name v]) contains [jump]?>> then\n switch costume to (fall v)\n end\nend\n\ndefine Move left\nchange x by (-5)\nif <touching (ground v)?> then\n change x by (5)\nend\n\ndefine Move right\nchange x by (5)\nif <touching (ground v)?> then\n change x by (-5)\nend\n\ndefine Jump\nchange y by (10)\nif <touching (ground v)?> then\n change y by (-10)\nend\n\n
Update 20 Nov 2019: Yeah! This project was added to @s_federici's studio "No variables, thanks!", which was my goal with the project:\nhttps://scratch.mit.edu/studios/34043/\n\nAll "art" and code by me (@kriblo). \n\nAs a game, it's not very challenging, or indeed fun. \n\n#interactive #examples\n#description(An interactive demo of how a platformer could be constructed without using variables or lists. Just for fun.)
Forest Green (Mobile Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (story mode selection screen v)\nstart sound [Loading Screen Music v]\n\nwhen backdrop switches to [wait. v]\nstop all sounds\nif <(Music) = [1]> then\n set [music v] to [4]\nend\n\nwhen backdrop switches to [level 1 v]\nif <(Music) = [4]> then\n set [music v] to [2]\nend\n\nwhen flag clicked\nset [whirl v] effect to (0)\nwait (0.1) seconds\nstop all sounds\n\nwhen flag clicked\nset volume to (100) %\nset [music v] to [0]\nforever\n if <(Music) = [0]> then\n play sound [recording1 v] until done\n set volume to (0) %\n else\n if <(Music) = [4]> then\n play sound [recording1 v] until done\n end\n if <(Music) = [2]> then\n set volume to (100) %\n play sound [Wild Woods v] until done\n if <(Music) = [1]> then\n set volume to (100) %\n play sound [Loading Screen Music v] until done\n end\n end\n end\nend\n\nwhen I receive [hide message v]\nset [music v] to [1]\nset volume to (100) %\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\n\nwhen backdrop switches to [level 1 v]\nforever\n if <not <(Level) = [16]>> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [level 16 v]\nshow variable [time v]\n\nwhen backdrop switches to [level 16 v]\nset [level v] to [16]\n\n@Player\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nswitch costume to (stand_1 v)\nchange [frame v] by ((1) / (frames per costume))\nset correct costume\n\ndefine handle ground <moving up>\nswitch costume to (hitbox v)\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nswitch costume to (stand_1 v)\nset correct costume\n\nwhen flag clicked\nset rotation style [don't rotate v]\nswitch costume to (start v)\ngo to x: (-18) y: (-64)\nshow\ngo to [back v] layer\nset size to (45) %\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (the nite looking left v)\nshow\ngo to x: (-203) y: (-82)\nset size to (30) %\nrepeat (10)\n go to [back v] layer\nend\n\nwhen backdrop switches to [wait. v]\nhide\n\nwhen flag clicked\nset [whirl v] effect to (0)\nforever\n if <touching (gate v)?> then\n glide (0.5) secs to (gate v)\n broadcast (Next level v)\n wait (1) seconds\n end\nend\n\nwhen I receive [level reset v]\nif <(Level) = [3]> then\n switch backdrop to (level 3 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [4]> then\n switch backdrop to (level 4 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [5]> then\n switch backdrop to (level 5 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [6]> then\n switch backdrop to (level 6 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [7]> then\n switch backdrop to (level 7 v)\nend\n\nwhen backdrop switches to [level 7 v]\nset [allowed/no v] to [0]\nset size to (15) %\n\nwhen I receive [level reset v]\nif <(Level) = [8]> then\n switch backdrop to (level 8 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [9]> then\n switch backdrop to (level 9 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [10]> then\n switch backdrop to (level 10 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [11]> then\n switch backdrop to (level 11 v)\nend\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (cubey v)\n\nwhen backdrop switches to [level 1 v]\nset rotation style [left-right v]\n\nwhen backdrop switches to [level 1 v]\npoint in direction (-90)\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [frame v] to [0]\nset [frames per costume v] to [4]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <(Level) = [13]> then\n if <(y position) < [-170]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\nset [player animation v] to [1]\nforever\n if <(Shield) = [0]> then\n if <(Mobile) = [0]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [player animation v] to [0]\n set [sword side v] to [1]\n set [shield side v] to [0]\n point in direction (-90)\n if <(Mobile Left Key) = [0]> then\n walk (-6)\n else\n walk (-8)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [shield side v] to [1]\n set [player animation v] to [1]\n set [sword side v] to [0]\n point in direction (90)\n if <(Mobile Right Key) = [0]> then\n walk (6)\n else\n walk (8)\n end\n end\n if <<not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [frame v] to [0]\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [player animation v] to [0]\n set [shield side v] to [0]\n set [sword side v] to [1]\n point in direction (-90)\n walk (0)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [player animation v] to [1]\n set [sword side v] to [0]\n set [shield side v] to [1]\n point in direction (90)\n walk (0)\n end\n if <<not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [frame v] to [0]\n end\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(Mobile Up Key) = [1]>>> and <(in air) < [8]>> then\n if <(Mobile Up Key) = [0]> then\n set [y velocity v] to [14]\n else\n set [y velocity v] to [16]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (border 2 v)?> then\n broadcast (Level Reset v)\n end\nend\n\nwhen flag clicked\nset [player animation v] to [0]\n\nwhen flag clicked\nset [showing arrow v] to [0]\n\nwhen I receive [level reset v]\nif <(Level) = [12]> then\n switch backdrop to (level 12 v)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [13]> then\n switch backdrop to (level 13 v)\n go to [front v] layer\nend\n\nwhen backdrop switches to [level 13 v]\nrepeat (10)\n go to x: (4) y: (-92)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [14]> then\n switch backdrop to (level 14 v)\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n set [shield side v] to [1]\n set [player animation v] to [1]\n end\n if <key (left arrow v) pressed?> then\n set [player animation v] to [0]\n set [shield side v] to [0]\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <(Player Animation) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n walk (0)\n end\nend\n\ndefine set correct costume\n\nwhen backdrop switches to [level 1 v]\nset [player animation v] to [1]\nforever\n if <(Shield Mobile) = [0]> then\n if <(Mobile Left Key) = [1]> then\n set [player animation v] to [0]\n set [sword side v] to [1]\n set [shield side v] to [0]\n point in direction (-90)\n if <(Mobile Left Key) = [0]> then\n walk (-6)\n else\n walk (-7)\n end\n end\n if <(Mobile Right Key) = [1]> then\n set [player animation v] to [1]\n set [sword side v] to [0]\n set [shield side v] to [1]\n point in direction (90)\n if <(Mobile Right Key) = [0]> then\n walk (6)\n else\n walk (7)\n end\n end\n if <<(Mobile Left Key) = [1]> and <not <(Mobile Right Key) = [1]>>> then\n set [frame v] to [0]\n end\n if <(Mobile Left Key) = [1]> then\n set [player animation v] to [0]\n set [sword side v] to [1]\n set [shield side v] to [0]\n point in direction (-90)\n walk (0)\n end\n if <(Mobile Right Key) = [1]> then\n set [player animation v] to [1]\n set [sword side v] to [0]\n set [shield side v] to [1]\n point in direction (90)\n walk (0)\n end\n if <<not <(Mobile Left Key) = [1]>> and <not <(Mobile Right Key) = [1]>>> then\n set [frame v] to [0]\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <(y position) < [-170]> then\n if <not <(Level) = [13]>> then\n set y to (170)\n end\n end\nend\n\nwhen I receive [level reset v]\nif <(Level) = [15]> then\n switch backdrop to (level 15 v)\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n set [sword side v] to [1]\n set [player animation v] to [0]\n set [shield side v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n set [sword side v] to [0]\n set [shield side v] to [1]\n set [player animation v] to [1]\n end\nend\n\nif <(Mobile Up Key) = [0]> then\n set [y velocity v] to [-14]\nelse\n set [y velocity v] to [-16]\nend\n\nwhen flag clicked\nforever\n go [backward v] (99) layers\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n wait (pick random (1) to (3)) seconds\n switch costume to (cubey2 v)\n wait (0.4) seconds\n switch costume to (cubey v)\nend\n\nwhen backdrop switches to [level 1 v]\nrepeat (10)\n go to x: (-203) y: (-103)\nend\n\nwhen backdrop switches to [level 2 v]\nrepeat (10)\n go to x: (-203) y: (-103)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [2]> then\n switch backdrop to (level 2 v)\nend\n\nwhen backdrop switches to [level 3 v]\nrepeat (10)\n go to x: (-203) y: (-103)\nend\n\nwhen backdrop switches to [level 4 v]\nrepeat (10)\n go to x: (-203) y: (-103)\nend\n\nwhen backdrop switches to [level 5 v]\nrepeat (10)\n go to x: (-203) y: (-103)\nend\n\nwhen backdrop switches to [level 6 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 7 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 8 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 9 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 10 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 11 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 12 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen I receive [level reset v]\nif <(Level) = [13]> then\n switch backdrop to (level 13 v)\nend\n\nwhen backdrop switches to [level 14 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 15 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\nwhen backdrop switches to [level 16 v]\nrepeat (10)\n go to x: (-203) y: (-90)\nend\n\n@Play Game Button\n\nwhen flag clicked\nswitch backdrop to (story mode selection screen v)\nswitch costume to (costume1 v)\ngo to x: (288) y: (-29)\n\nwhen this sprite clicked\nbroadcast (Game Starts v)\nswitch backdrop to (wait. v)\nwait (pick random (1) to (5)) seconds\nset [music v] to [2]\nwait (pick random (1) to (5)) seconds\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen I receive [menu start v]\nglide (1.2) secs to x: (132) y: (-29)\n\nwhen backdrop switches to [wait. v]\nhide\n\nwhen backdrop switches to [level 1 v]\n\n\n@Instruction Button\n\nwhen flag clicked\nswitch backdrop to (story mode selection screen v)\nswitch costume to (costume1 v)\ngo to x: (288) y: (-111)\n\nwhen this sprite clicked\nbroadcast (Instructions v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen I receive [menu start v]\nglide (1.2) secs to x: (132) y: (-111)\n\nwhen backdrop switches to [wait. v]\nhide\n\nwhen backdrop switches to [level 1 v]\n\n\n@Settings Button\n\nwhen flag clicked\nswitch backdrop to (story mode selection screen v)\nswitch costume to (costume1 v)\ngo to x: (288) y: (55)\n\nwhen this sprite clicked\nbroadcast (Settings v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen I receive [menu start v]\nglide (1.2) secs to x: (132) y: (55)\n\nwhen backdrop switches to [wait. v]\nhide\n\n@Start\n\nwhen I receive [hide message v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (-100)\nrepeat (100)\n change [brightness v] effect by (1)\nend\nhide\nbroadcast (Menu Start v)\n\n@Gate\n\nwhen flag clicked\ngo to [front v] layer\nset size to (40) %\nswitch costume to (gate closed v)\ngo to x: (185) y: (-50)\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\nswitch costume to (gate closed v)\nset [level v] to [1]\n\nwhen backdrop switches to [level 2 v]\ngo to x: (185) y: (-54)\nset [level v] to [2]\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n switch backdrop to (level 2 v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n switch backdrop to (level 3 v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n switch backdrop to (level 4 v)\nend\n\nwhen backdrop switches to [level 3 v]\ngo to x: (185) y: (-54)\nset [level v] to [3]\n\nwhen backdrop switches to [level 4 v]\ngo to x: (148) y: (-52)\nset [level v] to [4]\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n switch backdrop to (level 5 v)\nend\n\nwhen backdrop switches to [level 5 v]\ngo to x: (148) y: (-52)\nset [level v] to [5]\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n switch backdrop to (level 6 v)\nend\n\nwhen backdrop switches to [level 6 v]\ngo to x: (148) y: (-52)\nset [level v] to [6]\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n switch backdrop to (level 7 v)\nend\n\nwhen backdrop switches to [level 7 v]\ngo to x: (187) y: (-52)\nset [level v] to [7]\nset size to (25) %\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n switch backdrop to (level 8 v)\nend\n\nwhen backdrop switches to [level 8 v]\ngo to x: (187) y: (-53)\nset [level v] to [8]\n\nwhen backdrop switches to [level 9 v]\ngo to x: (187) y: (-60)\nset [level v] to [9]\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n switch backdrop to (level 10 v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n switch backdrop to (level 9 v)\nend\n\nwhen backdrop switches to [level 10 v]\ngo to x: (206) y: (25)\nset [level v] to [10]\n\nwhen backdrop switches to [level 11 v]\ngo to x: (187) y: (-53)\nset [level v] to [11]\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n switch backdrop to (level 11 v)\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <touching (player v)?> then\n switch costume to (gate opened v)\n broadcast (Ground Hide v)\n else\n broadcast (Ground Show v)\n switch costume to (gate closed v)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n switch backdrop to (level 12 v)\nend\n\nwhen backdrop switches to [level 12 v]\ngo to x: (187) y: (-55)\nset [level v] to [12]\n\nwhen backdrop switches to [level 13 v]\ngo to x: (4) y: (130)\nset [level v] to [13]\n\nwhen I receive [next level v]\nif <(Level) = [12]> then\n switch backdrop to (level 13 v)\nend\n\nwhen backdrop switches to [level 14 v]\ngo to x: (187) y: (-52)\nset [level v] to [14]\n\nwhen I receive [next level v]\nif <(Level) = [13]> then\n switch backdrop to (level 14 v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n switch backdrop to (level 15 v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [15]> then\n switch backdrop to (level 16 v)\nend\n\nwhen backdrop switches to [level 16 v]\nhide\n\n@Spike\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-232) y: (-212)\nshow\nforever\n if <touching (player v)?> then\n broadcast (Level Reset v)\n end\nend\n\nwhen backdrop switches to [level 3 v]\nset size to (80) %\nswitch costume to (costume2 v)\ngo to x: (-170) y: (-187)\n\nwhen backdrop switches to [level 4 v]\nset [level v] to [4]\nhide\n\nwhen backdrop switches to [level 7 v]\nshow\nset size to (35) %\ngo to x: (-13) y: (-131)\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-18) y: (-23)\nif <(Mobile) = [0]> then\n switch costume to (costume4 v)\nelse\n switch costume to (costume5 v)\nend\n\nwhen backdrop switches to [level 9 v]\nhide\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-18) y: (-23)\nswitch costume to (costume6 v)\nshow\n\nwhen backdrop switches to [level 13 v]\nhide\n\n@Sword\n\nwhen flag clicked\nset size to (12.5) %\nhide\n\nwhen I receive [slice with sword v]\nwait until <<key (space v) pressed?> or <(Mobile Sword Button) = [1]>>\nif <<(Sword) = [0]> and <(Shield) = [0]>> then\n show\nend\nbroadcast (sword sound v)\nif <(Sword Side) = [0]> then\n switch costume to (sword v)\n point in direction (30)\n repeat (9)\n turn right (20) degrees\n end\n hide\n wait (0.7) seconds\nelse\n switch costume to (sword2 v)\n point in direction (-30)\n repeat (9)\n turn left (20) degrees\n end\n hide\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [level 1 v]\nhide\nbroadcast (Slice with sword v)\nforever\n glide (0) secs to (player v)\n if <(Level) < [7]> then\n if <(Player Animation) = [0]> then\n change x by (-30)\n change y by (15)\n else\n change x by (30)\n change y by (15)\n end\n else\n if <(Player Animation) = [0]> then\n change x by (-15)\n change y by (7)\n else\n change x by (15)\n change y by (7)\n end\n end\nend\n\nwhen I receive [sword sound v]\nstart sound [High Whoosh v]\n\nwhen flag clicked\nset [sword v] to [0]\n\nwhen I receive [level reset v]\nhide\nset [sword v] to [0]\nbroadcast (Slice with sword v)\n\nwhen I receive [next level v]\nbroadcast (Slice with sword v)\n\nwhen backdrop switches to [level 1 v]\nforever\n if <key (right arrow v) pressed?> then\n set [sword side v] to [0]\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <key (left arrow v) pressed?> then\n set [sword side v] to [1]\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n go to [back v] layer\nend\n\nwhen backdrop switches to [level 7 v]\nset size to (7) %\n\nwhen flag clicked\nforever\n if <touching (catapulter v)?> then\n play sound [Sword Swipe v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (skeleton knight v)?> then\n play sound [Sword Swipe v] until done\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <not <<touching (gate v)?> or <touching (spike v)?>>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n@Shield\n\nwhen flag clicked\nset [shield v] to [0]\nset size to (17) %\nhide\ngo to [back v] layer\nforever\n glide (0) secs to (player v)\nend\n\nwhen backdrop switches to [level 1 v]\nbroadcast (Shield Activate v)\nset [shield size v] to [0]\n\nwhen flag clicked\nset [shield side v] to [0]\nforever\n if <(Shield Side) = [0]> then\n switch costume to (shield2 v)\n else\n switch costume to (shield v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Player Animation) = [0]> then\n set [shield side v] to [0]\n else\n set [shield side v] to [1]\n end\nend\n\nwhen backdrop switches to [level 7 v]\nset [shield size v] to [1]\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n if <touching (slime v)?> then\n if <(Shield Side) = [1]> then\n start sound [Shield Hit v]\n switch costume to (shield hit v)\n else\n start sound [Shield Hit v]\n switch costume to (shield hit2 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n if <touching (arrow v)?> then\n if <(Shield Side) = [1]> then\n switch costume to (shield hit v)\n wait (0.3) seconds\n else\n switch costume to (shield hit2 v)\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n if <touching (slime clone v)?> then\n if <(Shield Side) = [1]> then\n switch costume to (shield hit v)\n start sound [Shield Hit v]\n else\n switch costume to (shield hit2 v)\n start sound [Shield Hit v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n if <touching (war turtle v)?> then\n if <(Shield Side) = [1]> then\n switch costume to (shield hit v)\n start sound [Shield Hit v]\n else\n switch costume to (shield hit2 v)\n start sound [Shield Hit v]\n end\n end\n end\nend\n\nwhen I receive [shield activate v]\nset [sword v] to [0]\nforever\n if <not <<key (z v) pressed?> or <<<key (q v) pressed?> or <(Shield Mobile) = [1]>> or <(Shield Broke) = [1]>>>> then\n broadcast (Shield Activate v)\n set [shield v] to [0]\n hide\n end\nend\n\nwhen I receive [shield activate v]\nif <<key (z v) pressed?> or <<key (q v) pressed?> or <(Shield Mobile) = [1]>>> then\n go to [front v] layer\n set volume to (100) %\n play sound [Low Whoosh v] until done\n set volume to (0) %\nend\n\nwhen I receive [shield activate v]\nbroadcast (Shield Sound v)\n\nwhen I receive [shield sound v]\nforever\n if <<key (z v) pressed?> or <<key (q v) pressed?> or <(Shield Mobile) = [1]>>> then\n set volume to (100) %\n play sound [Low Whoosh v] until done\n set volume to (0) %\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n if <touching (enemy v)?> then\n if <(Shield Side) = [1]> then\n switch costume to (shield hit v)\n play sound [Shield Hit v] until done\n wait (0.001) seconds\n switch costume to (shield v)\n wait (0.0001) seconds\n else\n switch costume to (shield hit2 v)\n play sound [Shield Hit v] until done\n wait (0.002) seconds\n switch costume to (shield2 v)\n wait (0.002) seconds\n end\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <not <<key (z v) pressed?> or <<key (q v) pressed?> or <(Shield Mobile) = [1]>>>> then\n broadcast (Shield Sound v)\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(Shield) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Shield) = [1]> then\n if <touching (skeleton knight v)?> then\n if <(Shield Side) = [1]> then\n switch costume to (shield hit v)\n play sound [Shield Hit v] until done\n wait (0.002) seconds\n switch costume to (shield v)\n wait (0.002) seconds\n else\n switch costume to (shield hit2 v)\n play sound [Shield Hit v] until done\n wait (0.002) seconds\n switch costume to (shield2 v)\n wait (0.002) seconds\n end\n end\n end\nend\n\nwhen I receive [boulder v]\nforever\n if <(Shield Broke) = [1]> then\n switch costume to (shield3 v)\n wait (0.4) seconds\n stop [this script v]\n else\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) < [7]> then\n if <(Player Animation) = [0]> then\n change x by (-20)\n else\n change x by (20)\n end\n else\n if <(Player Animation) = [0]> then\n change x by (-10)\n else\n change x by (10)\n end\n end\nend\n\nwhen backdrop switches to [level 7 v]\nset size to (10) %\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen backdrop switches to [level 1 v]\nrepeat (10)\n set [shield v] to [0]\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n if <(Shield Broke) = [0]> then\n if <<key (z v) pressed?> or <<key (q v) pressed?> or <(Shield Mobile) = [1]>>> then\n set [shield v] to [1]\n set [sword v] to [0]\n show\n end\n else\n switch costume to (shield3 v)\n hide\n set [shield v] to [0]\n end\nend\n\n@Cooldown\n\nwhen flag clicked\nset size to (16) %\nhide\nswitch costume to (costume7 v)\n\nwhen I receive [next level v]\nbroadcast (Slice with sword v)\nswitch costume to (costume7 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [slice with sword v]\nwait until <<key (space v) pressed?> or <(Mobile Sword Button) = [1]>>\nset [sword delay 2 v] to [0]\nif <(Sword) = [0]> then\n if <(Mobile) = [0]> then\n wait (0.5) seconds\n else\n wait (0.7) seconds\n end\n show\n switch costume to (costume1 v)\n set [sword v] to [1]\n set [sword delay v] to [1]\n wait (0.003) seconds\n switch costume to (costume3 v)\n wait (0.003) seconds\n switch costume to (costume4 v)\n wait (0.003) seconds\n switch costume to (costume5 v)\n wait (0.003) seconds\n switch costume to (costume6 v)\n wait (0.003) seconds\n set [sword v] to [0]\n set [sword delay v] to [0]\n set [sword delay 2 v] to [0]\n wait (0.03) seconds\n switch costume to (costume7 v)\n wait until <not <key (space v) pressed?>>\n set [mobile sword button v] to [0]\n broadcast (Slice with sword v)\nend\n\nwhen flag clicked\nforever\n if <(Cooldown) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nif <(Mobile) = [0]> then\n go to x: (216) y: (-164)\nelse\n go to x: (91) y: (-155)\nend\n\nwait (0.3) seconds\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen I receive [level reset v]\nswitch costume to (costume7 v)\n\n@Enemy \n\nwhen flag clicked\nforever\n if <touching (shield v)?> then\n go to [front v] layer\n end\nend\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-48) y: (-81)\nset size to (50) %\nshow\nforever\n if <(Level) = [10]> then\n switch costume to (knight turning right v)\n glide (1) secs to x: (-142) y: (-81)\n switch costume to (knight turning left v)\n glide (1) secs to x: (-54) y: (-81)\n end\nend\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-55) y: (-76)\nset size to (50) %\nshow\nforever\n if <(Level) = [7]> then\n switch costume to (knight turning left v)\n glide (1) secs to x: (41) y: (-76)\n switch costume to (knight turning right v)\n glide (1) secs to x: (-55) y: (-76)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nwait (0.0000001) seconds\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [enemy v] to [0]\nset size to (100) %\nhide\ngo to x: (50) y: (-77)\nswitch costume to (knight turning right v)\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen backdrop switches to [level 4 v]\nswitch costume to (knight turning left v)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n hide\n start sound [Sword Swipe v]\n end\nend\n\nwhen backdrop switches to [level 5 v]\nset rotation style [don't rotate v]\nset [enemy v] to [0]\ngo to x: (44) y: (-86)\nset size to (80) %\nshow\nforever\n if <(Level) = [5]> then\n go to [front v] layer\n switch costume to (knight turning right v)\n glide (1) secs to x: (-128) y: (-86)\n switch costume to (knight turning left v)\n glide (1) secs to x: (44) y: (-86)\n end\nend\n\nwhen I receive [level reset v]\ngo to x: (50) y: (-77)\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n wait (0.3) seconds\n switch costume to (knight turning right v)\n wait (0.3) seconds\n switch costume to (knight turning right2 v)\n end\nend\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (-100) y: (-87)\nshow\nforever\n go to [front v] layer\n switch costume to (knight turning left v)\n glide (1) secs to x: (44) y: (-86)\n switch costume to (knight turning right v)\n glide (1) secs to x: (-128) y: (-86)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n start sound [Sword Swipe v]\n delete this clone\n end\nend\n\nwhen I receive [level reset v]\ndelete this clone\n\nwhen backdrop switches to [level 6 v]\ndelete this clone\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen backdrop switches to [level 12 v]\ngo to x: (25) y: (40)\nset size to (50) %\nshow\nforever\n if <(Level) = [12]> then\n switch costume to (knight turning left v)\n glide (1) secs to x: (76) y: (40)\n switch costume to (knight turning right v)\n glide (1) secs to x: (25) y: (40)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [level reset v]\nif <(Level) = [12]> then\n go to x: (25) y: (49)\nend\n\nwhen backdrop switches to [level 8 v]\nhide\n\nwhen backdrop switches to [level 13 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nswitch costume to (knight turning left2 v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Skeleton Knight\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n start sound [Sword Swipe v]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (100) %\nhide\nset [skeleton armour v] to [1]\n\nwhen backdrop switches to [level 6 v]\nset size to (100) %\nset [skeleton armour v] to [1]\ngo to x: (55) y: (-57)\nshow\nforever\n if <(Level) = [6]> then\n go to [front v] layer\n point in direction (-90)\n glide (3) secs to x: (-131) y: (-57)\n set rotation style [left-right v]\n point in direction (90)\n glide (3) secs to x: (55) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n if <(H.P) = [2]> then\n switch costume to (walk1 v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n else\n switch costume to (e.walk v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (shield v)?> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n set [skeleton armour v] to [1]\n end\n end\nend\n\nwhen backdrop switches to [level 10 v]\nset size to (60) %\nset [skeleton armour v] to [1]\ngo to x: (2) y: (20)\nshow\nforever\n if <(Level) = [10]> then\n go to [front v] layer\n point in direction (90)\n glide (3) secs to x: (156) y: (20)\n set rotation style [left-right v]\n point in direction (-90)\n glide (3) secs to x: (2) y: (20)\n end\nend\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen I receive [skeleton armour falls off v]\nset [skeleton armour v] to [0]\n\nwhen I receive [skeleton armour falls off v]\nset [skeleton armour v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [skeleton armour v] to [1]\n end\nend\n\nwhen backdrop switches to [level 6 v]\nset [h.p v] to [2]\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n if <(H.P) = [2]> then\n set [h.p v] to [1]\n broadcast (Skeleton Armour falls off v)\n wait (0.4) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n if <(H.P) = [0]> then\n hide\n end\n end\nend\n\nwhen backdrop switches to [level 10 v]\nset [h.p v] to [2]\n\nwhen I receive [next level v]\nset [h.p v] to [2]\n\nwhen backdrop switches to [level 7 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n if <(H.P) = [1]> then\n wait (0.4) seconds\n set [h.p v] to [0]\n end\n end\nend\n\nwhen I receive [level reset v]\nrepeat (10)\n set [h.p v] to [2]\nend\n\nwhen I receive [level reset v]\nrepeat (10)\n set [skeleton armour v] to [0]\nend\n\n@Slime\n\nwhen backdrop switches to [level 9 v]\nset rotation style [left-right v]\nshow\ngo to x: (-118) y: (-87)\nset size to (50) %\nforever\n if <(Level) = [9]> then\n wait (0.3) seconds\n point in direction (45)\n repeat (10)\n move (15) steps\n end\n point in direction (135)\n repeat (10)\n move (15) steps\n end\n wait (1.7) seconds\n point in direction (-45)\n repeat (10)\n move (15) steps\n end\n point in direction (-135)\n repeat (10)\n move (15) steps\n end\n wait (0.7) seconds\n end\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n start sound [Sword Swipe v]\n hide\n end\nend\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (shield v)?> then\n go to [front v] layer\n end\nend\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen backdrop switches to [level 10 v]\nhide\n\n@Archer\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [archer set v] to [0]\nset size to (25) %\ngo to x: (91) y: (-72)\nhide\n\nwhen backdrop switches to [level 11 v]\nshow\nwait (0.1) seconds\nif <(backdrop [number v]) = [10]> then\n hide\n broadcast (Archer Set Hide v)\nelse\n show\nend\n\nwhen backdrop switches to [level 11 v]\nforever\n if <touching (sword v)?> then\n if <not <(Level) = [14]>> then\n hide\n start sound [Sword Swipe v]\n if <(Level) = [11]> then\n broadcast (Archer Set Hide v)\n end\n if <(Level) = [13]> then\n broadcast (Archer Set Hide v)\n wait (0.4) seconds\n set [archer set v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (archer v)\nset rotation style [left-right v]\nforever\n point towards (player v)\nend\n\nwhen backdrop switches to [level 12 v]\nhide\nbroadcast (Archer Set Hide v)\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 14 v]\nshow\nswitch costume to (archer2 v)\nforever\n if <(Level) = [14]> then\n glide (0) secs to (war turtle2 v)\n go to [front v] layer\n end\nend\n\nwhen I receive [archer set hide v]\nif <(Level) = [14]> then\n hide\nend\n\nwhen backdrop switches to [level 15 v]\nhide\nset [ghost v] effect to (100)\n\n@War Turtle\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (war turtle v)\nset size to (50) %\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n play sound [Sword Swipe v] until done\n end\nend\n\nwhen flag clicked\nforever\n wait (0.15) seconds\n next costume\nend\n\nwhen backdrop switches to [level 13 v]\nbroadcast (Hurtle move v)\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [hurtle move v]\nshow\ngo to x: (-219) y: (-25)\nforever\n point in direction (90)\n glide (3) secs to x: (-147) y: (-25)\n point in direction (-90)\n glide (3) secs to x: (-218) y: (-25)\nend\n\nwhen backdrop switches to [level 14 v]\nshow\ndelete this clone\n\nwhen I start as a clone\ngo to x: (218) y: (-25)\nforever\n if <(Level) = [13]> then\n point in direction (-90)\n glide (3) secs to x: (147) y: (-25)\n point in direction (90)\n glide (3) secs to x: (218) y: (-25)\n end\nend\n\nwhen I receive [level reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n play sound [Sword Swipe v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 14 v]\n\nwhen flag clicked\nwait (0.000001) seconds\nforever\n if <not <touching (bow v)?>> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\n@Catapulter\n\nwhen backdrop switches to [level 15 v]\ngo to x: (113) y: (-65)\nwait (0.1) seconds\nglide (1) secs to x: (81) y: (-65)\n\nwhen flag clicked\nset [catapulter armour v] to [1]\nset [boulder v] to [0]\nhide\n\nwhen I receive [level reset v]\nset [boulder v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n hide\n set [catapulter armour v] to [0]\n end\nend\n\nif <(Catapulter Armour) = [1]> then\n set [catapulter armour v] to [0]\n broadcast (Armour gone v)\nend\n\nwhen I receive [armour gone v]\nwait (0.4) seconds\nforever\n if <touching (sword v)?> then\n if <(Catapulter Armour) = [0]> then\n hide\n end\n end\nend\n\nwait (0.3) seconds\nswitch costume to (costume33 v)\nglide (4) secs to x: (-81) y: (-65)\nswitch costume to (costume34 v)\nglide (4) secs to x: (81) y: (-65)\n\nwhen backdrop switches to [level 15 v]\nset [catapulter armour v] to [1]\nshow\nrepeat (10)\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [level 15 v]\nset [boulder v] to [0]\nwait (1) seconds\nif <(Catapulter Armour) = [1]> then\n switch costume to (costume1 v)\n repeat (12)\n next costume\n end\n set [boulder v] to [1]\n broadcast (boulder v)\n repeat (19)\n next costume\n end\n wait (0.5) seconds\n set [boulder v] to [0]\n wait (pick random (0.5) to (2)) seconds\n broadcast (BOULDER TIME v)\nend\n\nwhen backdrop switches to [level 16 v]\nhide\n\n@Boulder\n\nwhen I receive [boulder v]\nif <(Level) = [15]> then\n if <(Catapulter Armour) = [1]> then\n set rotation style [don't rotate v]\n switch costume to (costume1 v)\n go to x: (58) y: (-51)\n glide (0.5) secs to x: (-36) y: (9)\n point towards (player v)\n forever\n if <not <touching (_edge_ v)?>> then\n switch costume to (costume2 v)\n move (10) steps\n else\n broadcast (boulder v)\n end\n end\n else\n hide\n end\nend\n\nwhen backdrop switches to [level 15 v]\nset [level v] to [15]\nhide\n\nwhen flag clicked\nforever\n if <(Boulder) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (shield v)?> then\n set [boulder v] to [0]\n end\nend\n\nwhen flag clicked\nset [shield broke v] to [0]\nhide\nforever\n if <touching (shield v)?> then\n broadcast (Shield Broke v)\n end\nend\n\nwhen I receive [shield broke v]\nwait (0.1) seconds\nset [shield broke v] to [1]\nwait (2.2) seconds\nset [shield broke v] to [0]\n\nwhen flag clicked\nforever\n if <(Catapulter Armour) = [0]> then\n set [boulder v] to [0]\n end\nend\n\nwhen backdrop switches to [level 15 v]\nhide\nforever\n if <touching (player v)?> then\n broadcast (Level Reset v)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (143) y: (-186)\nswitch costume to (costume2 v)\nhide\nset size to (50) %\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-73) y: (-193)\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-102) y: (-213)\nshow\nswitch costume to (costume1 v)\nforever\n if <(Level) = [13]> then\n set size to (100) %\n else\n set size to (50) %\n end\nend\n\nwhen backdrop switches to [level 3 v]\ngo to [back v] layer\ngo to x: (-102) y: (-213)\nshow\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-73) y: (-193)\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 11 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 12 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 13 v]\nset size to (100) %\nswitch costume to (costume5 v)\ngo to x: (-7) y: (-118)\n\nwhen I receive [next level v]\nif <(Level) = [12]> then\n set size to (100) %\n go to x: (-7) y: (-118)\n switch costume to (costume5 v)\nend\n\nwhen backdrop switches to [level 14 v]\ngo to x: (-70) y: (-129)\n\nwhen backdrop switches to [level 14 v]\nset size to (50) %\nswitch costume to (costume1 v)\ngo to x: (6) y: (-193)\n\nwhen flag clicked\nforever\n go [backward v] (99) layers\nend\n\n@Loading\n\nwhen flag clicked\nhide\ngo to x: (138) y: (-208)\nswitch costume to (costume1 v)\nforever\n wait (0.3) seconds\n next costume\nend\n\nwhen backdrop switches to [wait. v]\nshow\n\nwhen backdrop switches to [level 1 v]\nhide\n\n@Bow\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [showing arrow v] to [0]\nswitch costume to (costume1 v)\nset size to (40) %\nhide\ngo to [front v] layer\nforever\n glide (0) secs to (archer v)\n point towards (player v)\n if <(Level) = [14]> then\n change y by (20)\n change x by (20)\n end\nend\n\nwhen backdrop switches to [level 11 v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [archer set hide v]\nhide\n\nwhen I receive [show archer shooting arrow v]\nset [showing arrow v] to [1]\nswitch costume to (costume2 v)\nwait (0.2) seconds\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nwait (0.2) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [dont show archer shooting arrow v]\nswitch costume to (costume1 v)\nset [showing arrow v] to [3]\n\nwhen I receive [archer set hide v]\nif <(Archer Set) = [1]> then\n broadcast (Archer Set Hide v)\nend\n\nwhen I receive [archer set hide v]\n\nif <(Level) = [13]> then\n forever\n broadcast (Archer Set Hide v)\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 14 v]\nshow\ngo to [front v] layer\n\nwhen I receive [archer set hide v]\nif <(Level) = [14]> then\n hide\nend\n\nwhen backdrop switches to [level 15 v]\nset [ghost v] effect to (100)\nwait (0.1) seconds\nforever\n hide\nend\n\n@Arrow\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [arrow v] to [0]\nhide\nset size to (30) %\n\nwhen backdrop switches to [level 11 v]\nwait (1) seconds\nbroadcast (Shoot Arrow v)\n\nwhen I receive [shoot arrow v]\nglide (0) secs to (bow v)\nbroadcast (Arrow goes to player v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Shield Block) = [1]> then\n broadcast (Level Reset v)\n set [showing arrow v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (shield v)?> then\n hide\n set [shield block v] to [0]\n set [patch v] to [0]\n set [showing arrow v] to [0]\n end\nend\n\nwhen I receive [arrow goes to player v]\nif <<(Level) = [11]> or <(Level) = [14]>> then\n set [patch v] to [0]\n set [shield block v] to [1]\n point towards (player v)\n change y by (4)\n broadcast (Show Archer shooting Arrow v)\n wait (0.5) seconds\n set [patch v] to [1]\n set [showing arrow v] to [3]\n broadcast (Dont show Archer shooting arrow v)\n if <(Arrow) = [0]> then\n forever\n move (20) steps\n end\n end\n set [showing arrow v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n set [showing arrow v] to [0]\n end\nend\n\nwait (2.5) seconds\nbroadcast (Shoot Arrow v)\n\nwhen backdrop switches to [level 10 v]\nrepeat (9)\n wait (0.1) seconds\n set [arrow v] to [1]\nend\n\nwhen backdrop switches to [level 11 v]\nset [arrow v] to [0]\n\nwhen flag clicked\nforever\n if <(Showing Arrow) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [level reset v]\nhide\nset [arrow v] to [0]\n\nwhen I receive [archer set hide v]\nforever\n if <not <(Level) = [14]>> then\n set [showing arrow v] to [0]\n hide\n stop [this script v]\n else\n go to [front v] layer\n end\nend\n\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n set [showing arrow v] to [0]\n wait (2.5) seconds\n broadcast (Shoot Arrow v)\n end\nend\n\nwhen flag clicked\nset [showing arrow v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n hide\n set [showing arrow v] to [0]\n end\nend\n\nwhen backdrop switches to [level 14 v]\nset [patch v] to [0]\nwait (0.4) seconds\nset [showing arrow v] to [3]\n\nwhen backdrop switches to [level 14 v]\nset [ghost v] effect to (100)\nwait (1) seconds\nbroadcast (Shoot Arrow v)\nset [ghost v] effect to (0)\n\nwhen I receive [archer set hide v]\nset [reset v] to [0]\nforever\n if <(Reset) = [0]> then\n set [showing arrow v] to [0]\n hide\n else\n set [showing arrow v] to [3]\n show\n end\nend\n\nwhen backdrop switches to [level 14 v]\nset [showing arrow v] to [3]\n\nwhen I receive [level reset v]\nif <(Level) = [11]> then\n set [reset v] to [1]\nend\n\nwhen I receive [level reset v]\nif <(Level) = [14]> then\n set [reset v] to [1]\nend\n\nwhen backdrop switches to [level 11 v]\nset [patch v] to [0]\nset [reset v] to [1]\n\nwhen backdrop switches to [level 13 v]\nset [reset v] to [1]\n\nwhen backdrop switches to [level 14 v]\nset [reset v] to [1]\n\nwhen flag clicked\nforever\n if <(Patch) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen backdrop switches to [level 15 v]\nforever\n set [reset v] to [1]\n set [showing arrow v] to [0]\nend\n\nwhen backdrop switches to [level 15 v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\nwhen backdrop switches to [level 13 v]\nwait (0.000001) seconds\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Slime Clone\n\nwhen backdrop switches to [level 9 v]\nset rotation style [left-right v]\nshow\ngo to x: (82) y: (-87)\nset size to (50) %\nforever\n wait (0.3) seconds\n point in direction (-45)\n repeat (10)\n move (15) steps\n end\n point in direction (-135)\n repeat (10)\n move (15) steps\n end\n wait (1.7) seconds\n point in direction (45)\n repeat (10)\n move (15) steps\n end\n point in direction (135)\n repeat (10)\n move (15) steps\n end\n wait (0.7) seconds\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume5 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n start sound [Sword Swipe v]\n hide\n end\nend\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (shield v)?> then\n go to [front v] layer\n end\nend\n\n@Instructions!!!\n\nwhen I receive [instructions v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [hide instructions v]\nhide\n\nwhen I receive [next page v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(Instructions) = [1]> then\n if <(Mobile) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n else\n if <(Mobile) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\nend\n\n@Click To Go Back\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [instructions v]\nshow\ngo to x: (-5) y: (-147)\n\nwhen this sprite clicked\nhide\nbroadcast (Hide Instructions v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (55) %\n else\n set size to (50) %\n end\nend\n\n@Click For Next Page\n\nwhen flag clicked\nset [instructions v] to [0]\nswitch costume to (costume1 v)\nset size to (50) %\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [instructions v]\nif <(Mobile) = [0]> then\n show\n go to x: (148) y: (-142)\nend\n\nwhen this sprite clicked\nif <(Instructions) = [1]> then\n set [instructions v] to [0]\nelse\n set [instructions v] to [1]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (55) %\n else\n set size to (50) %\n end\nend\n\nwhen I receive [hide instructions v]\nhide\n\nwhen this sprite clicked\nif <(Instructions) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\n@Settings!!!\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [settings v]\nshow\n\nwhen I receive [hide settings v]\nhide\n\n@Sword Cool Down Settings\n\nwhen I receive [hide settings v]\nhide\n\nwhen flag clicked\nset [cooldown v] to [1]\ngo to x: (184) y: (22)\nhide\n\nwhen I receive [settings v]\nwait (0.1) seconds\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nif <(Cooldown) = [0]> then\n set [cooldown v] to [1]\nelse\n set [cooldown v] to [0]\nend\n\n@Check Mark (Sword Cool Down)\n\nwhen I receive [hide settings v]\nhide\n\nwhen this sprite clicked\nif <(Cooldown) = [0]> then\n set [cooldown v] to [1]\nelse\n set [cooldown v] to [0]\nend\n\nwhen flag clicked\ngo to x: (112) y: (89)\nswitch costume to (checkmark2 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings v]\nshow\nforever\n if <(Cooldown) = [0]> then\n switch costume to (checkmark2 v)\n else\n switch costume to (checkmark v)\n end\nend\n\n@Music Settings\n\nwhen I receive [hide settings v]\nhide\n\nwhen flag clicked\ngo to x: (-3) y: (-61)\nhide\n\nwhen I receive [settings v]\nwait (0.1) seconds\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nif <(Music) = [1]> then\n set [music v] to [0]\nelse\n set [music v] to [1]\nend\n\nwhen I receive [hide message v]\nstart sound [Loading Screen Music v]\n\nwhen I receive [settings v]\nstop all sounds\n\nwhen I receive [hide settings v]\nif <(Music) = [1]> then\n start sound [Loading Screen Music v]\nend\n\n@Check Mark (Music)\n\nwhen I receive [hide settings v]\nhide\n\nwhen this sprite clicked\nif <(Music) = [1]> then\n set [music v] to [0]\nelse\n set [music v] to [1]\nend\n\nwhen flag clicked\ngo to x: (-78) y: (6)\nswitch costume to (checkmark2 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings v]\nshow\nforever\n if <(Music) = [0]> then\n switch costume to (checkmark2 v)\n else\n switch costume to (checkmark v)\n end\nend\n\n@Tips Settings\n\nwhen I receive [hide settings v]\ngo to x: (-3) y: (-164)\nhide\n\nwhen flag clicked\nset [tips v] to [1]\nhide\n\nwhen I receive [settings v]\nwait (0.1) seconds\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nif <(Tips) = [0]> then\n set [tips v] to [1]\nelse\n set [tips v] to [0]\nend\n\n@Check Mark (Tips)\n\nwhen I receive [hide settings v]\nhide\n\nwhen this sprite clicked\nif <(Tips) = [1]> then\n set [tips v] to [0]\nelse\n set [tips v] to [1]\nend\n\nwhen flag clicked\ngo to x: (-77) y: (-98)\nswitch costume to (checkmark2 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings v]\nshow\nforever\n if <(Tips) = [0]> then\n switch costume to (checkmark2 v)\n else\n switch costume to (checkmark v)\n end\nend\n\n@Tips\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-157) y: (126)\nhide\nforever\n go to [back v] layer\nend\n\nwhen backdrop switches to [level 1 v]\nif <(Tips) = [1]> then\n show\nelse\n hide\nend\n\nwhen backdrop switches to [level 2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [level 6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [level 7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [level 8 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [level 9 v]\nhide\n\nwhen backdrop switches to [level 10 v]\nif <(Tips) = [1]> then\n show\n switch costume to (costume9 v)\nend\n\nwhen backdrop switches to [level 11 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [level 12 v]\nhide\n\nwhen backdrop switches to [level 13 v]\nif <(Tips) = [1]> then\n show\n switch costume to (costume11 v)\nend\n\nwhen backdrop switches to [level 14 v]\nswitch costume to (costume12 v)\nshow\n\nwhen backdrop switches to [level 15 v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [level 16 v]\nswitch costume to (costume14 v)\n\n@Click To Go Back2\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings v]\nshow\ngo to x: (100) y: (-147)\n\nwhen this sprite clicked\nhide\nbroadcast (Hide Settings v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (55) %\n else\n set size to (50) %\n end\nend\n\n@Skeleton Armour\n\nwhen flag clicked\nhide\nchange [ghost v] effect by (0)\nwait (0.1) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [skeleton armour falls off v]\nwait (0.15) seconds\nset [ghost v] effect to (0)\nglide (0) secs to (skeleton knight v)\nshow\npoint in direction (180)\nrepeat (10)\n move (10) steps\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [level reset v]\nwait (0.1) seconds\nrepeat (10)\n hide\nend\n\nwhen I receive [skeleton armour falls off v]\nif <(Level) = [6]> then\n set size to (100) %\nelse\n set size to (50) %\nend\n\n@Mobile Sword Button\n\nwhen backdrop switches to [level 1 v]\nif <(Mobile) = [1]> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (80) y: (-160)\nhide\nset size to (50) %\n\nwhen this sprite clicked\nset [mobile sword button v] to [1]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [mobile sword button v] to [1]\n end\nend\n\n@Mobile Shield Button\n\nwhen backdrop switches to [level 1 v]\nset [shield mobile v] to [0]\nif <(Mobile) = [1]> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nset [shield v] to [0]\nhide\ngo to x: (143) y: (-160)\n\ngo to x: (169) y: (148)\nset size to (50) %\n\nwhen this sprite clicked\nif <(Shield Mobile) = [1]> then\n set [shield mobile v] to [0]\nelse\n set [shield mobile v] to [1]\nend\n\nwhen I receive [level reset v]\nset [shield mobile v] to [0]\n\n@Mobile Instructions\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [hide message v]\nhide\n\n@Mobile Pad\n\nwhen flag clicked\nhide\nset [shield v] to [0]\n\nwhen backdrop switches to [level 1 v]\nif <(Mobile) = [1]> then\n set [mobile left key v] to [0]\n set [mobile right key v] to [0]\n set [mobile up key v] to [0]\n set size to (75) %\n go to x: (-192) y: (-130)\n show\n set [ghost v] effect to (25)\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (10)\n set [shield v] to [0]\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [level 1 v]\nforever\n go to x: (-192) y: (-130)\n set [mobile left key v] to [0]\n set [mobile right key v] to [0]\n set [mobile up key v] to [0]\n if <(Mobile) = [0]> then\n hide\n stop [this script v]\n end\n if <not <mouse down?>> then\n go to x: (-192) y: (-130)\n set [mobile left key v] to [0]\n set [mobile right key v] to [0]\n set [mobile up key v] to [0]\n else\n if <mouse down?> then\n go to x: (-192) y: (-130)\n point towards (mouse-pointer v)\n move (28) steps\n end\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [mobile right key v] to [1]\n set [mobile up key v] to [1]\n set [mobile left key v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [mobile left key v] to [0]\n set [mobile up key v] to [0]\n set [mobile right key v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [mobile right key v] to [1]\n set [mobile up key v] to [0]\n set [mobile left key v] to [0]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [mobile right key v] to [0]\n set [mobile up key v] to [0]\n set [mobile left key v] to [1]\n end\n if <<(direction) > [120]> and <(direction) < [60]>> then\n set [mobile right key v] to [1]\n set [mobile up key v] to [0]\n set [mobile left key v] to [0]\n end\n end\n end\nend\n\n@Mobile Pad Outline\n\nwhen flag clicked\nset size to (75) %\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [turn page v]\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-192) y: (-130)\nshow\nset [ghost v] effect to (25)\ngo to [back v] layer\nif <(Mobile) = [0]> then\n hide\nend\n\n@butterflies\n\nwhen flag clicked\nhide\nswitch costume to (butterflies v)\nforever\n next costume\n wait (0.003) seconds\nend\n\nwhen I receive [next level v]\nswitch costume to (butterflies v)\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (butterflies v)\ngo to x: (42) y: (-25)\nset size to (23) %\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\ngo to x: (-86) y: (-17)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-54) y: (21)\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen I receive [level reset v]\nswitch costume to (butterflies v)\n\nwhen backdrop switches to [level 11 v]\nshow\ngo to x: (-167) y: (-11)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-20) y: (-43)\n\nwhen backdrop switches to [level 13 v]\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@PC\n\nwhen flag clicked\ngo to x: (-45) y: (-78)\nshow\nset [mobile v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [smh v] to [1]\nset [mobile v] to [0]\nbroadcast (Hide message v)\nhide\n\nwhen I receive [hide message v]\nhide\n\n@Mobile\n\nwhen flag clicked\ngo to x: (76) y: (-77)\nshow\nset [mobile v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [smh v] to [1]\nset [mobile v] to [1]\nbroadcast (Hide message v)\nhide\n\nwhen I receive [hide message v]\nhide\n\nwhen flag clicked\nset [smh v] to [0]\nwait (0.2) seconds\nplay sound [Firefly Lullaby v] until done\n\nwhen I receive [hide message v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Leaves\n\nwhen flag clicked\nset size to (100) %\nset [leaves v] to [0]\nhide\nforever\n wait (pick random (0.2) to (0.6)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Leaves) = [0]> then\n show\n point in direction (140)\n repeat until <(y position) < [-175]>\n repeat (2)\n move (7) steps\n end\n repeat (2)\n turn left (10) degrees\n move (7) steps\n end\n repeat (2)\n turn left (10) degrees\n move (5) steps\n end\n repeat (5)\n turn left (0.5) degrees\n move (3) steps\n end\n repeat (2)\n move (-7) steps\n end\n repeat (2)\n turn left (-10) degrees\n move (-7) steps\n end\n repeat (2)\n turn left (-10) degrees\n move (-5) steps\n end\n repeat (5)\n turn left (-0.5) degrees\n move (-3) steps\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n change y by (pick random (-2) to (-4))\nend\n\nwhen I receive [hide message v]\nset [leaves v] to [1]\nhide\n\nwhen backdrop switches to [level 1 v]\nset [leaves v] to [0]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [level 7 v]\nset size to (60) %\n\nwhen I receive [menu start v]\nset [leaves v] to [0]\n\nwhen I receive [game starts v]\nset [leaves v] to [1]\n\nwhen I receive [hide instructions v]\nset [leaves v] to [0]\n\nwhen I receive [hide settings v]\nset [leaves v] to [0]\n\nwhen I receive [instructions v]\nset [leaves v] to [1]\n\nwhen I receive [settings v]\nset [leaves v] to [1]\n\n@Beam\n\nwhen I receive [hide message v]\nset [sun beam v] to [0]\nhide\n\nwhen backdrop switches to [level 1 v]\nset [sun beam v] to [1]\n\nwhen I receive [menu start v]\nset [sun beam v] to [0]\n\nwhen I receive [hide settings v]\nset [sun beam v] to [1]\n\nwhen I receive [instructions v]\nset [sun beam v] to [0]\n\nwhen I receive [game starts v]\nset [sun beam v] to [0]\n\nwhen I receive [settings v]\nset [sun beam v] to [0]\n\nwhen flag clicked\nset [sun beam v] to [1]\nshow\nwait (0.5) seconds\nforever\n hide\n go to [front v] layer\n clear graphic effects\n if <(Sun Beam) = [1]> then\n create clone of (_myself_ v)\n wait (pick random (1) to (45)) seconds\n end\nend\n\nwhen I start as a clone\nif <(backdrop [number v]) = [2]> then\n delete this clone\nelse\n clear graphic effects\n point in direction (90)\n go [forward v] (100) layers\n switch costume to (pick random (1) to (3))\n go to x: (240) y: (180)\n set size to (pick random (150) to (300)) %\n set [ghost v] effect to (100)\n show\n repeat (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\n end\n repeat 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\n end\n repeat (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\n end\n delete this clone\nend\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen I start as a clone\nif <(Level) > [8]> then\n delete this clone\nend\n\nwhen backdrop switches to [level 1 v]\nset [sun beam v] to [1]\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n set [sun beam v] to [0]\n delete this clone\n else\n if <(backdrop [number v]) = [3]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Sun Beam) = [0]>> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\n@War Turtle2\n\nwhen backdrop switches to [level 14 v]\ngo to x: (115) y: (-84)\nforever\n if <(Level) = [14]> then\n point towards (player v)\n move (0.5) steps\n set y to (-84)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (war turtle v)\nset size to (50) %\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n play sound [Sword Swipe v] until done\n end\nend\n\nwhen flag clicked\nforever\n wait (0.15) seconds\n next costume\nend\n\nwhen backdrop switches to [level 14 v]\nshow\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n play sound [Sword Swipe v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Shield) = [0]> then\n broadcast (Level Reset v)\n end\n end\nend\n\nwhen backdrop switches to [level 15 v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (102) %\nhide\ngo to [front v] layer\n\n
This took forever for me to make! I hope you enjoy it and I would really appreciate if you heart and favorite this project! (More Levels + Boss Fight Coming Soon!)\n\nUse Arrow Keys or W,A,S,D to navigate!\nPress Space to use Sword to kill enemy\nPress Q, or Z to use Shield to block close and long range attacks.
Sunlight: A Platformer
@Stage\n\n@Platformer Guy\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [wall jump v] to [0]\nset [jumping v] to [0]\nset [y velocity v] to [0]\nset [up jump v] to [0]\n\ndefine Tick\nchange y by (Y velocity)\nif <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n if <touching (levels v)?> then\n set [x velocity v] to ((X velocity) * (0.95))\n set [x acceleraion v] to ((X acceleraion) * (0.25))\n end\n if <touching (levels 2 v)?> then\n set [x velocity v] to ((X velocity) * (0.5))\n set [x acceleraion v] to ((X acceleraion) * (0.25))\n end\nend\nif <not <<touching (levels v)?> or <touching (levels 2 v)?>>> then\n change [y velocity v] by (-1)\nend\nif <(Y velocity) < [-40]> then\n set [y velocity v] to [-40]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n if <(Jumping) = [0]> then\n change [x velocity v] by (0.25)\n end\n if <(Jumping) = [0]> then\n set [x velocity v] to [4]\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n if <(Jumping) = [0]> then\n change [x velocity v] by (-0.25)\n end\n if <(Jumping) = [0]> then\n set [x velocity v] to [-4]\n end\nend\nif <<touching (levels v)?> or <touching (levels 2 v)?>> then\n if <(Y velocity) < [0]> then\n set [jumping v] to [0]\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [12]\n end\n else\n change y by ((Y velocity) * (-1))\n set [y velocity v] to ((Y velocity) * (-1))\n end\nend\nif <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [x velocity v] by (X acceleraion)\nchange x by (X velocity)\nif <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change y by (-5)\n end\n end\n end\n end\n end\nend\nif <<touching (levels v)?> or <touching (levels 2 v)?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [0]\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [jumping v] to [1]\n set [y velocity v] to [8]\n set [x velocity v] to [-8]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x acceleraion v] to [2]\n else\n set [x acceleraion v] to [0]\n end\n end\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n set [x velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [jumping v] to [1]\n set [y velocity v] to [8]\n set [x velocity v] to [8]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x acceleraion v] to [-2]\n else\n set [x acceleraion v] to [0]\n end\n end\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n if <<touching (levels v)?> or <touching (levels 2 v)?>> then\n change x by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(X acceleraion) < [-4]> then\n if <(Jumping) = [0]> then\n set [x acceleraion v] to [-4]\n end\nend\nif <(X acceleraion) > [4]> then\n if <(Jumping) = [0]> then\n set [x acceleraion v] to [4]\n end\nend\nif <(X velocity) > [6]> then\n if <(Jumping) = [0]> then\n set [x velocity v] to [6]\n end\nend\nif <(X velocity) < [-6]> then\n if <(Jumping) = [0]> then\n set [x velocity v] to [-6]\n end\nend\nif <(Jumping) = [1]> then\n if <(X acceleraion) < [-4]> then\n if <(Jumping) = [1]> then\n set [x acceleraion v] to [-4]\n end\n end\n if <(X acceleraion) > [4]> then\n if <(Jumping) = [1]> then\n set [x acceleraion v] to [4]\n end\n end\n if <(X velocity) > [10]> then\n if <(Jumping) = [1]> then\n set [x velocity v] to [10]\n end\n end\n if <(X velocity) < [-10]> then\n if <(Jumping) = [1]> then\n set [x velocity v] to [-10]\n end\n end\nend\nif <(Jumping) = [1]> then\n change [wall time v] by (1)\nend\nif <<(Wall time) > [8]> or <(Wall time) = [8]>> then\n set [wall time v] to [0]\n set [jumping v] to [0]\nend\nif <(Jumping) = [0]> then\n set [x acceleraion v] to ((X acceleraion) * (0.25))\nend\nif <key (r v) pressed?> then\n go to x: (-200) y: (-130)\n set [wall jump v] to [0]\n set [jumping v] to [0]\n set [y velocity v] to [0]\n set [up jump v] to [0]\n set [x acceleraion v] to [0]\n set [x velocity v] to [0]\nend\nif <<(y position) < [-178]> or <touching (death v)?>> then\n go to x: (-200) y: (-130)\n set [wall jump v] to [0]\n set [jumping v] to [0]\n set [y velocity v] to [0]\n set [up jump v] to [0]\n set [x acceleraion v] to [0]\n set [x velocity v] to [0]\n if <(Difficulty) = [.5]> then\n change [light v] by (-.05)\n end\n if <(Difficulty) = [1]> then\n change [light v] by (-.03)\n end\nend\nif <key (g v) pressed?> then\n broadcast (Next Level v)\n change [light v] by (-.20)\n go to x: (-200) y: (-130)\n set [wall jump v] to [0]\n set [jumping v] to [0]\n set [y velocity v] to [0]\n set [up jump v] to [0]\n set [x acceleraion v] to [0]\n set [x velocity v] to [0]\n change [level # v] by (1)\n wait until <not <key (g v) pressed?>>\nend\nif <(x position) > [228]> then\n go to x: (-200) y: (-130)\n broadcast (Next Level v)\n change [level # v] by (1)\n set [wall jump v] to [0]\n set [jumping v] to [0]\n set [y velocity v] to [0]\n set [up jump v] to [0]\n set [x acceleraion v] to [0]\n set [x velocity v] to [0]\nend\n\nwhen flag clicked\nset [level # v] to [1]\nset size to (100) %\ngo to [front v] layer\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (-200) y: (-130)\nshow\nforever\n if <(Pause) = [0 ]> then\n Tick\n end\nend\n\nforever\n set [light v] to [1]\nend\n\n@Sunlight Engine\n\nset pen (color v) to (15)\nset pen (brightness v) to (0)\nset pen (saturation v) to (100)\npen down\n\nchange pen size by (-5)\n\nwhen flag clicked\nhide variable [sun light level v]\nerase all\nset [light v] to [1]\ngo to x: (800) y: (800)\n\nwhen flag clicked\ngo to x: (800) y: (800)\nforever\n Tick\nend\n\nwhen I receive [start v]\nforever\n if <(Pause) = [1]> then\nend\n\ndefine Tick\nerase all\npen down\nset pen size to (1200)\nset pen (color v) to (15)\nset pen (brightness v) to (0)\nset [count v] to [0]\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\nchange pen size by (-5)\npen down\nchange pen (brightness v) by (Light)\nchange pen size by (-5)\npen down\n\nTick\n\n\n\nchange [light v] by (1)\n\nwhen flag clicked\nforever\n play sound [They Might Be Giants - Jessica v] until done\nend\n\nset [light v] to [1]\n\nchange volume by (-10)\n\nwhen flag clicked\nforever\n set volume to ((Light) * (25)) %\nend\n\nset volume to () %\n\nwhen I receive [win v]\nshow variable [sun light level v]\nset [sun light level v] to ((Light) * (100))\nforever\n set [light v] to ((Sun Light Level) / (100))\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@Play Button\n\nwhen flag clicked\nshow\ngo to x: (100) y: (-59)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n hide\n end\n else\n set size to (100) %\n end\nend\n\n@Difficulty\n\nwhen flag clicked\nshow\nswitch costume to (normal v)\ngo to x: (-110) y: (-117)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n end\n if <(costume [name v]) = [Easy]> then\n set [difficulty v] to [1.5]\n end\n if <(costume [name v]) = [Normal]> then\n set [difficulty v] to [1]\n end\n if <(costume [name v]) = [Hard]> then\n set [difficulty v] to [.5]\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(Pause) = [1]> then\n show\n go to [front v] layer\n end\n if <(Pause) = [0]> then\n hide\n end\nend\n\n@Pause Screen\n\nwhen flag clicked\nset [pause v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n show\n go to [front v] layer\n set [ghost v] effect to (35)\n set [pause v] to [1]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [pause v] to [0]\n hide\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@levels 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\ngo to [front v] layer\nif <(costume [number v]) = [15]> then\n broadcast (Win v)\nend\n\nforever\n\n@Light Orb\n\nwhen flag clicked\nhide\nset [color v] effect to (0)\ngo to x: (40) y: (-60)\nforever\n go to [front v] layer\n set [ghost v] effect to (40)\nend\n\nwhen I receive [start v]\nshow\nwait until <<not <(costume [number v]) = [1]>> or <touching (platformer guy v)?>>\nif <touching (platformer guy v)?> then\n hide\n change [light v] by (.10)\n if <(Light) > [1]> then\n set [light v] to [1]\n end\nend\n\nchange [brightness v] effect by (25)\n\nwhen I receive [next level v]\nif <(Level #) = [2]> then\n go to x: (-44) y: (151)\n broadcast (Tick v)\nend\nif <(Level #) = [3]> then\n go to x: (0) y: (-160)\n broadcast (Tick v)\nend\nif <(Level #) = [4]> then\n go to x: (32) y: (-125)\n broadcast (Tick v)\nend\nif <(Level #) = [5]> then\n go to x: (130) y: (-60)\n broadcast (Tick v)\nend\nif <(Level #) = [6]> then\n go to x: (78) y: (-60)\n broadcast (Tick v)\nend\nif <<<(Level #) = [7]> and <<(Light) < [.5]> or <(Light) = [.5]>>> and <<(Difficulty) = [1.5]> or <(Difficulty) = [1]>>> then\n go to x: (-130) y: (-142)\n broadcast (Tick v)\nelse\n if <(Level #) = [7]> then\n hide\n end\nend\nif <(Level #) = [8]> then\n go to x: (-130) y: (145)\n broadcast (Tick v)\nend\nif <(Level #) = [9]> then\n go to x: (-77) y: (151)\n broadcast (Tick v)\nend\nif <(Level #) = [10]> then\n go to x: (-61) y: (-53)\n broadcast (Tick v)\nend\nif <(Level #) = [11]> then\n go to x: (-16) y: (-148)\n broadcast (Tick v)\nend\nif <(Level #) = [12]> then\n go to x: (96) y: (-129)\n broadcast (Tick v)\nend\nif <(Level #) = [13]> then\n go to x: (96) y: (-129)\n broadcast (Tick v)\nend\n\n\n\n\n\n\n\n\n\ndefine Tick\nshow\nwait until <<not <(costume [number v]) = [1]>> or <touching (platformer guy v)?>>\nif <touching (platformer guy v)?> then\n hide\n change [light v] by (.10)\n if <(Light) > [1]> then\n set [light v] to [1]\n end\nend\n\nTick\n\nwhen I receive [tick v]\nTick\n\nforever\n set [light v] to [1]\nend\n\nbroadcast (Next Level v)\n\nwhen I receive [fail v]\nforever\n hide\nend\n\n@Death\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nforever\n set [light v] to [1]\nend\n\n@Flashlight\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nforever\n go to (platformer guy v)\n if <<(Light) = [.5]> or <(Light) < [.5]>> then\n show\n else\n hide\n end\nend\n\n@Death Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nforever\n go to [front v] layer\n if <(Light) < [0]> then\n show\n broadcast (Fail v)\n end\nend\n\n
Welcome to Sunlight: A Platformer\n\nTo play Press the button that says play\n\nIn Sunlight your goal is to make it to the end of game without the sunlight running out. \n\nThere are three different modes: Easy, Normal and Hard. The Mode changes how quickly the sunlight disappears.\n\nOn most levels there will be one light orb that restores some sunlight. Once 50% of the sunlight is gone your flashlight will turn on and give you some light to see by.\n\nUse WASD or arrow keys to move.\nRestart a Level by pressing R.\nSkip a Level with G but it will cost you!\nSpacebar to Pause and change game mode in game.
RAIN:A Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nReset\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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?> 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 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 end\n change y by (-1)\n if <touching (sprite2 v)?> 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 if <touching (trampoline v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [23]\n change y by (Yv)\n else\n set [yv v] to [20]\n change y by (Yv)\n end\n end\n if <touching (sprite3 v)?> then\n broadcast (message1 v)\n Reset\n end\n if <(y position) < [-177]> then\n Reset\n end\n if <key (r v) pressed?> then\n Reset\n end\n if <touching (sprite6 v)?> then\n Reset\n end\nend\n\ndefine Reset\ngo to x: (-200) y: (-100)\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nplay sound [Relaxing Anti-Stress Music - slow and positive - rd N°026 v] until done\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat (2)\n show\nend\nswitch costume to (costume1 v)\ngo to x: (200) y: (-100)\npoint in direction (90)\nforever\n turn right (-5) degrees\nend\n\nwhen flag clicked\nwait until <(Level) = [1]>\ngo to x: (200) y: (-100)\nwait until <(Level) = [2]>\ngo to x: (-200) y: (140)\nwait until <(Level) = [3]>\ngo to x: (200) y: (-100)\nwait until <(Level) = [5]>\ngo to x: (200) y: (162)\nwait until <(Level) = [6]>\ngo to x: (60) y: (10)\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n play sound [pop v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n turn right (5) degrees\n go to (sprite3 v)\nend\n\nwhen flag clicked\nrepeat (2)\n show\nend\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (pick random (50) to (100))\ngo to x: (pick random (-240) to (240)) y: (191)\nrepeat until <<touching (sprite1 v)?> or <(y position) < [-133]>>\n change y by (-10)\nend\nswitch costume to (costume2 v)\nwait (.1) seconds\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (.1) seconds\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume3 v)\n wait (.1) seconds\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [2]>\ngo to x: (-200) y: (10)\nshow\nwait until <(Level) = [3]>\ngo to x: (160) y: (0)\nshow\nwait until <(Level) = [4]>\ngo to x: (70) y: (-50)\nshow\nwait until <(Level) = [5]>\ngo to x: (-210) y: (160)\nshow\nwait until <(Level) = [6]>\ngo to x: (0) y: (10)\nshow\n\nwhen flag clicked\nset [coins v] to [0]\nforever\n if <touching (sprite1 v)?> then\n start sound [Coin v]\n change [coins v] by (1)\n hide\n broadcast (Coin Collect v)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [coin collect v]\nnext costume\n\n@Sprite9\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.00001)\nshow\nforever\n show\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n
PRESS GREEN FLAG TWICE\n \nArrow Keys or WASD to move\n-avoid spikes\n-collect coins\n-you can bounce higher by up arrow or W on trampoline\n-bounce on bouncy things\nTHIS GAME WAS FINISHED WHILE IT WAS RAINING!!!!!?
3D Pen Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Unstoppable v] until done\nend\n\nwhen I receive [backdrop v]\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (0)\nturn video (on-flipped v)\nset video transparency to (100)\ngo to x: (0) y: (0)\nhide\nforever\n point in direction (video (direction v) on (this sprite v))\n if <(video (motion v) on (this sprite v)) > [10]> then\n move ((video (motion v) on (this sprite v)) / (20)) steps\n end\nend\n\n@game\n\ndefine Go to x: (x) y: (y) z: (z) with shift\ngo to x: ((view factor) * (((x) - (cam x)) / ((z) - (cam z)))) y: ((view factor) * (((y) - (cam y)) / ((z) - (cam z))))\n\ndefine set point 1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine set point 2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Set Screen Point 1 (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2 (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nif <(shadow?) = [0]> then\n set pen (brightness v) to (100)\nelse\n set pen (brightness v) to ((20000) / ([sqrt v] of (((((cam x) - (x1)) * ((cam x) - (x2))) + (((cam y) - (y1)) * ((cam y) - (y2)))) + (((cam z) - (z1)) * ((cam z) - (z2)))) ))\nend\nset point 1 ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nset point 2 ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nset point 1 (((z1) * (Sin X)) + ((x1) * (cos X))) (y1) (((z1) * (cos X)) - ((x1) * (Sin X)))\nset point 2 (((z2) * (Sin X)) + ((x2) * (cos X))) (y2) (((z2) * (cos X)) - ((x2) * (Sin X)))\nset point 1 (x1) (((y1) * (cos Y)) - ((z1) * (Sin Y))) (((y1) * (Sin Y)) + ((z1) * (cos Y)))\nset point 2 (x2) (((y2) * (cos Y)) - ((z2) * (Sin Y))) (((y2) * (Sin Y)) + ((z2) * (cos Y)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n z clipping\n Set Screen Point 1 ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2 ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n X Y Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine X Y Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1 (240) ((y1) + (((240) - (x1)) * (M)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1 ((x1) + (((180) - (y1)) / (M))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1 (-240) ((y1) + (((-240) - (x1)) * (M)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1 ((x1) + (((-180) - (y1)) / (M))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2 (240) ((y1) + (((240) - (x1)) * (M)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2 ((x1) + (((180) - (y1)) / (M))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2 (-240) ((y1) + (((-240) - (x1)) * (M)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2 ((x1) + (((-180) - (y1)) / (M))) (-180)\nend\n\ndefine Calculate Trig Values\nset [move z v] to [0]\nset [movex v] to [0]\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nset [sin y v] to ([sin v] of (rot Y) )\nset [cos y v] to ([cos v] of (rot Y) )\n\ndefine ------ (input)\n\ndefine z clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n set point 1 ((x1) + (((x2) - (x1)) * (Percent))) ((y1) + (((y2) - (y1)) * (Percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n set point 2 ((x1) + (((x2) - (x1)) * (Percent))) ((y1) + (((y2) - (y1)) * (Percent))) (near plane)\n end\n end\nend\n\nwhen flag clicked\nset [mouse control? v] to [0]\nset [cube twist v] to [0]\nforever\n change [cam y v] by (cam y vel)\n if <not <<(username) = [kaylorb]> and <key (u v) pressed?>>> then\n change [cam y vel v] by (-1)\n end\n if <(cam y) < [-1000]> then\n set [xv v] to [0]\n set [cam y vel v] to [0]\n set [turn y v] to [0]\n set [turn x v] to [0]\n switch costume to (costume3 v)\n set [near plane v] to [49]\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [cam z v] to [-200]\n set [cam x v] to [200]\n set [camspeed v] to [4]\n set [cam y v] to [0]\n set [near plane v] to [10]\n end\n change [cam z v] by (zv)\n change [cam x v] by (xv)\n set [xv v] to ((xv) * (0.91))\n set [zv v] to ((zv) * (0.91))\n set [view factor v] to (FOV)\nend\n\ndefine draw cube x: (x) y: (y) z: (z) XL: (xl) YL: (yl:) ZL: (zl) color (color)\nif <not <<(color) = [green]> or <<(color) = [yellow]> or <(color) = [red]>>>> then\n if <<<<(cam x) < (((x) + (xl)) + (25))> and <(cam x) > ((x) - (75))>> and <<(cam z) < (((z) + (zl)) + (25))> and <(cam z) > ((z) - (75))>>> and <<(cam y) > (((yl:) + (y)) + (10))> and <(cam y) < (((yl:) + (y)) + (50))>>> then\n if <not <<(cam y) = (((yl:) + (y)) + (49))> or <(cam y) > (((yl:) + (y)) + (49))>>> then\n repeat until <(cam y) > (((yl:) + (y)) + (50))>\n change [cam y v] by (0.01)\n end\n end\n set [cam y vel v] to [0]\n change [cam y v] by (0)\n if <key (space v) pressed?> then\n set [cam y vel v] to [20]\n change [cam y v] by (cam y vel)\n change [cam y vel v] by (-0.5)\n end\n if <(color) = [blueZ]> then\n change [cam z v] by (change Z)\n end\n if <(color) = [blueX]> then\n change [cam x v] by (change X)\n end\n if <(color) = [white]> then\n change [xv v] by ((xv) / (8))\n change [zv v] by ((zv) / (8))\n end\n end\nend\nif <<<<(cam x) < ((x) + (xl))> and <(cam x) > ((x) - (50))>> and <<(cam z) < ((z) + (zl))> and <(cam z) > ((z) - (50))>>> and <<not <(cam y) > (((yl:) + (y)) + (0))>> and <not <(cam y) < ((y) + (-50))>>>> then\n if <(color) = [green]> then\n broadcast (next level v)\n change [level v] by (1)\n set [xv v] to [0]\n set [cam y vel v] to [0]\n set [turn y v] to [0]\n set [turn x v] to [0]\n switch costume to (costume3 v)\n set [near plane v] to [49]\n set [view factor v] to [150]\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [cam z v] to [-200]\n set [cam x v] to [200]\n set [camspeed v] to [4]\n set [cam y v] to [0]\n set [near plane v] to [10]\n else\n if <(color) = [red]> then\n set [xv v] to [0]\n set [cam y vel v] to [0]\n set [turn y v] to [0]\n set [turn x v] to [0]\n switch costume to (costume3 v)\n set [near plane v] to [49]\n set [view factor v] to [150]\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [cam z v] to [-200]\n set [cam x v] to [200]\n set [camspeed v] to [4]\n set [cam y v] to [0]\n set [near plane v] to [10]\n else\n if <(color) = [yellow]> then\n set [cam y vel v] to [30]\n change [cam y v] by (cam y vel)\n change [cam y vel v] by (-0.5)\n else\n get off wall (x) (y) (z) (xl) (yl:) (zl)\n end\n end\n end\nelse\n if <<<(color) = [blue]> or <(color) = [blueX]>> or <(color) = [blueZ]>> then\n set pen color to (#179fd7)\n else\n if <(color) = [green]> then\n set pen color to (#17ff1d)\n else\n if <(color) = [yellow]> then\n set pen color to (#ff8e27)\n else\n if <(color) = [red]> then\n set pen color to (#ff1717)\n else\n set pen color to (#ffffff)\n end\n end\n end\n end\nend\n------ [back of cube1]\nDraw Line (((xl) + (x)) + (cube twist)) ((yl:) + (y)) ((-50) + (z)) to (((xl) + (x)) - (cube twist)) ((-50) + (y)) ((-50) + (z))\nDraw Line (((-50) + (x)) - (cube twist)) ((-50) + (y)) ((-50) + (z)) to (((-50) + (x)) + (cube twist)) ((yl:) + (y)) ((-50) + (z))\nDraw Line (((xl) + (x)) + (cube twist)) ((yl:) + (y)) ((-50) + (z)) to (((-50) + (x)) + (cube twist)) ((yl:) + (y)) ((-50) + (z))\nDraw Line (((xl) + (x)) - (cube twist)) ((-50) + (y)) ((-50) + (z)) to (((-50) + (x)) - (cube twist)) ((-50) + (y)) ((-50) + (z))\n------ [front of cube1]\nDraw Line (((xl) + (x)) + (cube twist)) ((yl:) + (y)) ((zl) + (z)) to (((xl) + (x)) - (cube twist)) ((-50) + (y)) ((zl) + (z))\nDraw Line (((-50) + (x)) - (cube twist)) ((-50) + (y)) ((zl) + (z)) to (((-50) + (x)) + (cube twist)) ((yl:) + (y)) ((zl) + (z))\nDraw Line (((xl) + (x)) - (cube twist)) ((-50) + (y)) ((zl) + (z)) to (((-50) + (x)) - (cube twist)) ((-50) + (y)) ((zl) + (z))\nDraw Line (((xl) + (x)) + (cube twist)) ((yl:) + (y)) ((zl) + (z)) to (((-50) + (x)) + (cube twist)) ((yl:) + (y)) ((zl) + (z))\n------ [top of cube]\nDraw Line (((xl) + (x)) + (cube twist)) ((yl:) + (y)) ((zl) + (z)) to (((xl) + (x)) + (cube twist)) ((yl:) + (y)) ((-50) + (z))\nDraw Line (((-50) + (x)) + (cube twist)) ((yl:) + (y)) ((zl) + (z)) to (((-50) + (x)) + (cube twist)) ((yl:) + (y)) ((-50) + (z))\n------ [bottom of cube]\nDraw Line (((xl) + (x)) - (cube twist)) ((-50) + (y)) ((zl) + (z)) to (((xl) + (x)) - (cube twist)) ((-50) + (y)) ((-50) + (z))\nDraw Line (((-50) + (x)) - (cube twist)) ((-50) + (y)) ((zl) + (z)) to (((-50) + (x)) - (cube twist)) ((-50) + (y)) ((-50) + (z))\nset [linex v] to (x)\nset [linex2 v] to ((x) + (xl))\n\ndefine Render\nCalculate Trig Values\nif <(level) = [1]> then\n draw cube x: (0) y: (400) z: (700) XL: (150) YL: (0) ZL: (150) color [yellow]\n draw cube x: (0) y: (700) z: (400) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (100) y: (600) z: (70) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (-660) y: (100) z: (700) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (-300) y: (300) z: (670) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (-300) y: (-60) z: (670) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (-400) y: (0) z: (300) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (-260) y: (-200) z: (0) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (200) y: (-100) z: (-220) XL: (150) YL: (0) ZL: (150) color [blue]\n draw cube x: (200) y: (300) z: (-220) XL: (150) YL: (0) ZL: (150) color [green]\nelse\n if <(level) = [2]> then\n draw cube x: (250) y: (-50) z: (750) XL: (150) YL: (400) ZL: (100) color [blue]\n draw cube x: (400) y: (-50) z: (600) XL: (0) YL: (250) ZL: (0) color [blue]\n draw cube x: (300) y: (-50) z: (600) XL: (0) YL: (200) ZL: (0) color [blue]\n draw cube x: (250) y: (-50) z: (450) XL: (0) YL: (100) ZL: (0) color [blue]\n draw cube x: (150) y: (-50) z: (300) XL: () YL: (0) ZL: (0) color [blue]\n draw cube x: (440) y: (500) z: (600) XL: (0) YL: (0) ZL: (0) color [blue]\n draw cube x: (500) y: (600) z: (600) XL: (0) YL: (0) ZL: (0) color [green]\n draw cube x: (200) y: (0) z: (0) XL: (100) YL: (0) ZL: (100) color [blue]\n draw cube x: (200) y: (-100) z: (-200) XL: (100) YL: (0) ZL: (100) color [blue]\n else\n if <(level) = [3]> then\n draw cube x: (100) y: (1100) z: (-200) XL: (0) YL: (0) ZL: (0) color [green]\n draw cube x: (300) y: (700) z: (-500) XL: (30) YL: (30) ZL: (30) color [yellow]\n draw cube x: (0) y: (1000) z: (-400) XL: (300) YL: (0) ZL: (300) color [blue]\n draw cube x: (0) y: (-200) z: (-400) XL: (300) YL: (0) ZL: (300) color [blue]\n draw cube x: (300) y: (-200) z: (70) XL: (30) YL: (30) ZL: (30) color [yellow]\n draw cube x: (0) y: (200) z: (-400) XL: (300) YL: (0) ZL: (300) color [blue]\n draw cube x: (0) y: (600) z: (-400) XL: (300) YL: (0) ZL: (300) color [blue]\n draw cube x: (300) y: (250) z: (-400) XL: () YL: (300) ZL: (200) color [red]\n draw cube x: (200) y: (250) z: (-300) XL: () YL: (300) ZL: (0) color [red]\n draw cube x: (250) y: (250) z: (-200) XL: () YL: (300) ZL: (0) color [red]\n draw cube x: (0) y: (250) z: (-400) XL: (250) YL: (300) ZL: (0) color [red]\n draw cube x: (150) y: (250) z: (-300) XL: () YL: (300) ZL: (200) color [red]\n draw cube x: () y: (250) z: (-350) XL: () YL: (300) ZL: (250) color [red]\n draw cube x: (50) y: (250) z: (-250) XL: (50) YL: (60) ZL: (0) color [red]\n draw cube x: (50) y: (350) z: (-150) XL: (50) YL: (60) ZL: (0) color [red]\n draw cube x: (-120) y: (250) z: (70) XL: (30) YL: (30) ZL: (30) color [yellow]\n Moving Block [0] [650] [-400] [0] [0] [300] Color [red] Z? [0] X? [1] Y? [0] Speed [0.6]\n Moving Block [460] [650] [-400] [0] [0] [300] Color [red] Z? [0] X? [-1] Y? [0] Speed [0.6]\n Moving Block [] [650] [-640] [300] [0] [0] Color [red] Z? [1] X? [0] Y? [0] Speed [0.6]\n Moving Block [] [650] [-150] [300] [0] [0] Color [red] Z? [-1] X? [0] Y? [0] Speed [0.6]\n else\n if <(level) = [4]> then\n Moving Block [400] [300] [1000] [100] [] [100] Color [yellow] Z? [0] X? [-1] Y? [0] Speed [1]\n Moving Block [-100] [300] [1400] [100] [] [100] Color [yellow] Z? [0] X? [1] Y? [0] Speed [1]\n Moving Block [400] [300] [1400] [100] [] [100] Color [yellow] Z? [0] X? [-1] Y? [0] Speed [1]\n draw cube x: [135] y: [300] z: [1600] XL: [100] YL: [] ZL: [100] color [green]\n draw cube x: (200) y: (-100) z: (-220) XL: (100) YL: (0) ZL: (100) color [blue]\n draw cube x: [230] y: [-50] z: [] XL: [100] YL: [] ZL: [100] color [yellow]\n draw cube x: [130] y: [-400] z: [600] XL: [100] YL: [] ZL: [100] color [yellow]\n draw cube x: [130] y: [400] z: [600] XL: [100] YL: [] ZL: [100] color [yellow]\n Moving Block [-200] [-300] [550] [100] [] [100] Color [blue] Z? [0] X? [0] Y? [1] Speed [2]\n Moving Block [-100] [300] [1000] [100] [] [100] Color [yellow] Z? [0] X? [1] Y? [0] Speed [1]\n else\n if <(level) = [5]> then\n draw cube x: (1100) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\n Moving Block [1350] [-100] [-180] [100] [0] [100] Color [blueX] Z? [0] X? [1] Y? [0] Speed [1]\n draw cube x: [2000] y: [] z: [1200] XL: [100] YL: [] ZL: [200] color [green]\n Moving Block [2000] [-100] [500] [100] [0] [100] Color [yellow] Z? [1] X? [0] Y? [0] Speed [1]\n Moving Block [2000] [-100] [30] [100] [0] [100] Color [yellow] Z? [1] X? [0] Y? [0] Speed [1]\n draw cube x: (1650) y: (-50) z: (-220) XL: (0) YL: (80) ZL: (200) color [red]\n draw cube x: (2000) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\n draw cube x: (1200) y: (-100) z: (-220) XL: (0) YL: (80) ZL: (200) color [red]\n Moving Block [450] [-100] [-180] [100] [0] [100] Color [blueX] Z? [0] X? [1] Y? [0] Speed [1]\n draw cube x: (200) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\n else\n if <(level) = [6]> then\n draw cube x: [1990] y: [-600] z: [-1500] XL: [50] YL: [0] ZL: [50] color [green]\n set [-i v] to [30]\n draw cube x: [1200] y: [-100] z: [-300] XL: [0] YL: [50] ZL: [200] color [yellow]\n draw cube x: [350] y: [-100] z: [-300] XL: [600] YL: [0] ZL: [200] color [white]\n draw cube x: [100] y: [-100] z: [-300] XL: [200] YL: [0] ZL: [200] color [blue]\n draw cube x: [1800] y: [-100] z: [-300] XL: [200] YL: [0] ZL: [200] color [blue]\n repeat (5)\n draw cube x: [1800] y: [-100] z: ((-300) - (-i)) XL: [0] YL: (-i) ZL: [-20] color [blue]\n change [-i v] by (30)\n end\n repeat (5)\n draw cube x: [2000] y: [-100] z: ((-300) - (-i)) XL: [0] YL: (-i) ZL: [-20] color [blue]\n change [-i v] by (30)\n end\n set [-i v] to [0]\n repeat (5)\n draw cube x: [2000] y: [-100] z: ((-900) - (-i)) XL: [0] YL: (-i) ZL: [-20] color [blue]\n change [-i v] by (30)\n end\n else\n if <(level) = [7]> then\n Moving Block [-450] [-100] [730] [100] [0] [100] Color [blueX] Z? [0] X? [1] Y? [0] Speed [1]\n draw cube x: (200) y: (-100) z: (680) XL: (200) YL: (0) ZL: (200) color [blue]\n draw cube x: (200) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\n draw cube x: (-700) y: (-100) z: (680) XL: (200) YL: (0) ZL: (200) color [blue]\n Moving Block [250] [-100] [30] [100] [0] [100] Color [blueZ] Z? [1] X? [0] Y? [0] Speed [1]\n draw cube x: (-700) y: (-100) z: (680) XL: (200) YL: (0) ZL: (200) color [blue]\n draw cube x: (-675) y: (-100) z: (-270) XL: (150) YL: (0) ZL: (900) color [blue]\n Moving Block [-675] [-100] [-170] [150] [100] [100] Color [red] Z? [0] X? [0] Y? [1] Speed [0.5]\n Moving Block [-675] [400] [-20] [150] [100] [100] Color [red] Z? [0] X? [0] Y? [-1] Speed [0.5]\n Moving Block [-675] [-100] [130] [150] [100] [100] Color [red] Z? [0] X? [0] Y? [1] Speed [0.5]\n Moving Block [-675] [400] [280] [150] [100] [100] Color [red] Z? [0] X? [0] Y? [-1] Speed [0.5]\n Moving Block [-600] [-50] [280] [150] [100] [100] Color [red] Z? [0] X? [1] Y? [0] Speed [2]\n draw cube x: (-675) y: (-30) z: (-270) XL: (150) YL: (0) ZL: (0) color [green]\n else\n draw cube x: (200) y: (-100) z: (-220) XL: (300) YL: (0) ZL: (200) color [blue]\n Draw Line (200) (100) (0) to (200) (0) (0)\n Draw Line (200) (100) (0) to (250) (100) (0)\n Draw Line (200) (50) (0) to (250) (50) (0)\n Draw Line (200) (0) (0) to (250) (0) (0)\n Draw Line (300) (100) (0) to (300) (0) (0)\n Draw Line (300) (100) (0) to (350) (0) (0)\n Draw Line (350) (100) (0) to (350) (0) (0)\n Draw Line (400) (100) (0) to (400) (0) (0)\n Draw Line (400) (100) (0) to (410) (100) (0)\n Draw Line (410) (100) (0) to (430) (80) (0)\n Draw Line (430) (80) (0) to (430) (20) (0)\n Draw Line (410) (0) (0) to (430) (20) (0)\n Draw Line (400) (0) (0) to (410) (0) (0)\n end\n end\n end\n end\n end\n end\nend\n\ndefine touch\nmove camra by (1) (1) (1)\n\ndefine move camra by (x) (y) (z)\nchange [xv v] by ((x) / (6))\nchange [zv v] by ((z) / (6))\n\ndefine detector\n\ndefine get off wall (x) (y) (z) (xl) (yl) (zl)\nrepeat until <not <<<<(cam x) < (((x) + (xl)) - (25))> and <(cam x) > ((x) - (-25))>> and <<(cam z) < (((z) + (zl)) + (25))> and <(cam z) > ((z) - (-25))>>> and <<(cam y) > (((yl:) + (y)) + (10))> and <(cam y) < (((yl:) + (y)) + (50))>>>>\n change [cam x v] by ((xv) / (-0.9))\n change [cam z v] by ((zv) / (-0.9))\nend\n\nforever\n if <(level) = [2]> then\n set [view changer v] to [0]\n repeat until <not <(level) = [2]>>\n set [view factor v] to [150]\n repeat (15)\n change [view changer v] by (1)\n change [view factor v] by (view changer)\n end\n repeat (15)\n change [view changer v] by (-1)\n change [view factor v] by (view changer)\n end\n repeat (15)\n change [view changer v] by (-1)\n change [view factor v] by (view changer)\n end\n repeat (15)\n change [view changer v] by (1)\n change [view factor v] by (view changer)\n end\n end\n set [view factor v] to [200]\n end\n if <(level) = [3]> then\n set [view changer v] to [0]\n repeat until <not <(level) = [3]>>\n set [cube twist v] to [-20]\n repeat (10)\n change [view changer v] by (twist number)\n change [cube twist v] by (view changer)\n end\n repeat (10)\n change [view changer v] by (() - (twist number))\n change [cube twist v] by (view changer)\n end\n repeat (10)\n change [view changer v] by (() - (twist number))\n change [cube twist v] by (view changer)\n end\n repeat (10)\n change [view changer v] by (twist number)\n change [cube twist v] by (view changer)\n end\n end\n set [cube twist v] to [0]\n end\nend\n\ndefine Moving Block (x) (y) (z) (xl) (yl) (zl) Color (color) Z? (z?) X? (x?) Y? (y?) Speed (speed)\nif <not <(z?) = [0]>> then\n set [move z v] to (z?)\nend\nif <not <(x?) = [0]>> then\n set [movex v] to (x?)\nend\nif <(z?) = [1]> then\n draw cube x: (x) y: (y) z: (((z) + (Moving)) * (speed)) XL: (xl) YL: (yl) ZL: (zl) color (color)\nelse\n if <(z?) = [-1]> then\n draw cube x: (x) y: (y) z: (((z) - (Moving)) * (speed)) XL: (xl) YL: (yl) ZL: (zl) color (color)\n else\n if <(x?) = [1]> then\n draw cube x: (((x) + (Moving)) * (speed)) y: (y) z: (z) XL: (xl) YL: (yl) ZL: (zl) color (color)\n else\n if <(x?) = [-1]> then\n draw cube x: (((x) - (Moving)) * (speed)) y: (y) z: (z) XL: (xl) YL: (yl) ZL: (zl) color (color)\n else\n if <(y?) = [-1]> then\n draw cube x: (x) y: (((y) - (Moving)) * (speed)) z: (z) XL: (xl) YL: (yl) ZL: (zl) color (color)\n else\n if <(y?) = [1]> then\n draw cube x: (x) y: (((y) + (Moving)) * (speed)) z: (z) XL: (xl) YL: (yl) ZL: (zl) color (color)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [moving v] to [0]\nforever\n set [change x v] to [0]\n set [change z v] to [0]\n wait (0) seconds\n repeat (100)\n change [moving v] by (5)\n set [change x v] to ((5) * (MoveX))\n set [change z v] to ((5) * (Move Z))\n end\n set [change x v] to [0]\n set [change z v] to [0]\n wait (0) seconds\n repeat (100)\n change [moving v] by (-5)\n set [change x v] to ((-5) * (MoveX))\n set [change z v] to ((-5) * (Move Z))\n end\nend\n\nwhen [1 v] key pressed\nif <(Mouse Control?) = [1]> then\n set [mouse control? v] to [0]\nelse\n set [mouse control? v] to [1]\nend\n\ndraw cube x: [] y: [] z: [] XL: [] YL: [] ZL: [] color []\n\nMoving Block [] [] [] [] [] [] Color [] Z? [] X? [] Y? [] Speed []\n\nwhen [2 v] key pressed\nif <(VR?) = [1]> then\n set [vr? v] to [0]\nelse\n set [vr? v] to [1]\nend\n\nset [moving v] to [0]\nforever\n set [change x v] to [0]\n set [change z v] to [0]\n wait (1) seconds\n repeat (100)\n change [moving v] by (5)\n set [change x v] to ((5) * ())\n set [change z v] to ((5) * (Move Z))\n end\n set [change x v] to [0]\n set [change z v] to [0]\n wait (1) seconds\n repeat (100)\n change [moving v] by (-5)\n set [change x v] to ((-5) * ())\n set [change z v] to ((-5) * (Move Z))\n end\nend\n\nerase all\nbroadcast (backdrop v)\nforever\n set [level v] to [5]\n set [cam y vel v] to [0]\n set [cam y v] to [200]\n set [cam z v] to [500]\n set [cam x v] to [1000]\n set [shadow? v] to [0]\n erase all\n draw cube x: (1100) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\n Moving Block [1350] [-100] [-180] [100] [0] [100] Color [blueZ] Z? [0] X? [1] Y? [] Speed []\n draw cube x: [2000] y: [] z: [1200] XL: [100] YL: [] ZL: [200] color [green]\n Moving Block [2000] [-100] [500] [100] [0] [100] Color [yellow] Z? [1] X? [0] Y? [] Speed []\n Moving Block [2000] [-100] [30] [100] [0] [100] Color [yellow] Z? [1] X? [0] Y? [] Speed []\n draw cube x: (1650) y: (-50) z: (-220) XL: (0) YL: (80) ZL: (200) color [red]\n draw cube x: (2000) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\n draw cube x: (1200) y: (-100) z: (-220) XL: (0) YL: (80) ZL: (200) color [red]\n Moving Block [450] [-100] [-180] [100] [0] [100] Color [blueZ] Z? [0] X? [1] Y? [] Speed []\n draw cube x: (200) y: (-100) z: (-220) XL: (200) YL: (0) ZL: (200) color [blue]\nend\n\nif <(shadow?) = [0]> then\n set pen (brightness v) to (100)\nelse\n set pen (brightness v) to ((20000) / ([sqrt v] of (((((cam x) - (x)) * ((cam x) - (x))) + (((cam y) - (y)) * ((cam y) - (y)))) + (((cam z) - (z)) * ((cam z) - (z)))) ))\nend\n\nwhen I receive [start v]\nset [fov v] to [150]\nset [level v] to [1]\nset [zv v] to [0]\nset [xv v] to [0]\nset [cam y vel v] to [0]\nset [turn y v] to [0]\nset [turn x v] to [0]\nswitch costume to (costume3 v)\nset [near plane v] to [49]\nset [view factor v] to [150]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [shadow? v] to [1]\nset [cam z v] to [-200]\nset [cam x v] to [200]\nset [camspeed v] to [4]\nset [cam y v] to [0]\nset [near plane v] to [10]\nset pen size to (3)\nset pen color to (#179fd7)\nforever\n erase all\n Render\n if <<key (up arrow v) pressed?> and <not <(turn y) > [90]>>> then\n change [turn y v] by (5)\n end\n if <<key (down arrow v) pressed?> and <not <(turn y) < [-90]>>> then\n change [turn y v] by (-5)\n end\n if <key (left arrow v) pressed?> then\n change [turn x v] by (5)\n end\n if <key (right arrow v) pressed?> then\n change [turn x v] by (-5)\n end\n detector\n if <key (w v) pressed?> then\n move camra by ((0) - ((camspeed) * (Sin X))) (0) ((camspeed) * (cos X))\n end\n if <key (a v) pressed?> then\n move camra by ((0) - ((camspeed) * (cos X))) (0) ((0) - ((camspeed) * (Sin X)))\n end\n if <key (s v) pressed?> then\n move camra by ((camspeed) * (Sin X)) (0) ((0) - ((camspeed) * (cos X)))\n end\n if <key (d v) pressed?> then\n move camra by ((camspeed) * (cos X)) (0) ((camspeed) * (Sin X))\n end\n if <(VR?) = [0]> then\n set [rot x v] to (turn X)\n set [rot y v] to (turn y)\n else\n set [rot x v] to ([x position v] of [sprite1 v])\n set [rot y v] to ([y position v] of [sprite1 v])\n end\n if <key (h v) pressed?> then\n show variable [vr? v]\n else\n hide variable [vr? v]\n end\n if <(Mouse Control?) = [1]> then\n set [rot x v] to ((mouse x) * (-0.7))\n set [rot y v] to ((mouse y) * (0.5))\n end\nend\n\nset [level v] to [3]\n\nstop [all v]\n\nmove (10) steps\n\nchange pen size by (1)\n\n@Sprite2\n\nwhen flag clicked\nerase all\nhide\nswitch backdrop to (backdrop2 v)\nswitch costume to (kaylorb v)\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nswitch costume to (3d v)\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nbroadcast (start v)\nswitch costume to (level1 v)\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (wasd v)\nset [ghost v] effect to (100)\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (s v) pressed?> or <key (d v) pressed?>>>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (arrow v)\nset [ghost v] effect to (100)\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (arrow2 v)\nset [ghost v] effect to (100)\nshow\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (arrow3 v)\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (level1 v)\n\nwhen I receive [next level v]\nwait (1) seconds\nswitch costume to (join [level] (level))\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Settings\n\nwhen I receive [start v]\nset [settings v] to [off]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(settings) = [on]> then\n set [settings v] to [off]\n else\n set [settings v] to [on]\n end\n broadcast (settings v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen flag clicked\nhide\n\n@Mouse control\n\nwhen I receive [settings v]\nif <(settings) = [on]> then\n go to x: (-188) y: (10)\n switch costume to (Mouse Control?)\n show\n glide (1) secs to x: (21) y: (10)\n repeat until <(settings) = [off]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Mouse Control?) = [1]> then\n set [mouse control? v] to [0]\n else\n set [mouse control? v] to [1]\n end\n switch costume to (Mouse Control?)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\nif <(settings) = [off]> then\n glide (1) secs to x: (-188) y: (10)\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@VR\n\nwhen I receive [settings v]\nif <(settings) = [on]> then\n go to x: (-188) y: (-38)\n switch costume to (VR?)\n show\n glide (1) secs to x: (21) y: (-38)\n repeat until <(settings) = [off]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(VR?) = [1]> then\n set [vr? v] to [0]\n else\n set [vr? v] to [1]\n end\n switch costume to (VR?)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\nif <(settings) = [off]> then\n glide (1) secs to x: (-188) y: (-38)\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@sdw\n\nwhen I receive [settings v]\nif <(settings) = [on]> then\n show variable [fov v]\nend\nif <(settings) = [off]> then\n hide variable [fov v]\nend\n\ngo to x: (-188) y: (-80)\nshow\nglide (1) secs to x: (21) y: (-80)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nglide (1) secs to x: ((FOV) - (180)) y: (-80)\nrepeat until <(settings) = [off]>\n go to x: ((FOV) - (180)) y: (-80)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(mouse x) < [-90]> and <(mouse x) > [-200]>> then\n set [fov v] to ((mouse x) - (-180))\n end\n end\nend\n\nglide (1) secs to x: (-188) y: (-80)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nswitch costume to (0 v)\nwait until <(settings) = [off]>\ndelete this clone\n\nforever\n say ((mouse x) - (-180))\nend\n\n
This platformer is 90% pen! Simply click the green (sadly not pen) flag. Some computers are a little lagy. sorry.\nINSTRUCTIONS:\nArrow keys to look, W.A.S.D to move around. Don't touch red (DUH) Green is finish. Orange is bouncy. White is speed. \nIMPORTANT!!!\nPress settings to change modes, including the experimental VR mode. (warning, only works with a camera, probably not with an actual VR)\n\nSorry its short. Any levels made by YOU will be added to this game! There is a tutorial inside on how to do this! So get making and post your link below!\n\n@MathMathMath for the tutorial\n\nUse https://forkphorus.github.io/app.html?id=347270189 \nto get rid of lag. VR doesn't work on it though.\n\n\n\n\n\n\n\n\n\n\n\n#3D #3d #pen #platformer #neon #trigonometry #hard #yeet #VR #controls #rotation #x #y #z #spidertest
home || a mobile platformer
@Stage\n\nwhen I receive [introduction v]\nplay sound [Coldplay || Paradise v] until done\n\n@Intro\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nset [level v] to [0]\nswitch backdrop to (intro backdrop v)\nswitch costume to (giphy-1 v)\nstart sound [Something Just Like This || Short Version v]\nrepeat (199)\n next costume\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nswitch backdrop to (home v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000001)\ngo to x: (0) y: (200)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nglide (1) secs to x: (0) y: (0)\n\nwhen [s v] key pressed\nif <not <(Level) = [15]>> then\n change [level v] by (1)\n broadcast (change v)\n broadcast (next level v)\nend\n\n@Introduction\n\nwhen flag clicked\nhide\n\nwhen I receive [introduction v]\nshow\nswitch costume to (costume1 v)\nrepeat (5)\n wait (5) seconds\n broadcast (change v)\n next costume\nend\nwait (5) seconds\nhide\nbroadcast (change v)\nbroadcast (go v)\n\n@Change\n\nwhen flag clicked\nhide\n\nwhen I receive [change v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nhide\n\n@Player\n\nwhen flag clicked\nforever\n if <<touching (portal v)?> and <(Key) = [yes]>> then\n change [level v] by (1)\n broadcast (change v)\n go to x: (-175) y: (-50)\n switch costume to (costume1 v)\n broadcast (next level v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-175) y: (-50)\nswitch costume to (costume1 v)\nset [key v] to [no]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [level v]\ngo to x: (-175) y: (-50)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\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 <<mouse down?> and <(mouse y) > (y position)>>> 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 (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 <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [13]\n end\n end\n if <touching (spikes v)?> then\n broadcast (touched spikes v)\n repeat (10)\n change [ghost v] effect by (1)\n end\n wait (0.25) seconds\n go to x: (-175) y: (-50)\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n set [xv v] to [0]\n set [yv v] to [0]\n set [key v] to [no]\n end\n if <touching (storm v)?> then\n broadcast (boss fight v)\n repeat (10)\n change [ghost v] effect by (1)\n end\n wait (0.25) seconds\n go to x: (-175) y: (-50)\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n set [xv v] to [0]\n set [yv v] to [0]\n set [key v] to [no]\n end\n if <touching (bouncy v)?> then\n set [yv v] to [20]\n end\n change y by (1)\nend\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-0.5)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (spikes v)?> then\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-175) y: (-50)\nswitch costume to (costume1 v)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [go v]\nwait until <(Level) = [15]>\nsay [Thank you for finding a new home!]\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(Level) = [13]> then\n forever\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat until <(y position) = [-175]>\n change y by (-5)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n end\n end\n if <(Level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\n@Bouncy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n go [backward v] (1) layers\n glide (0.15) secs to x: (0) y: (-10)\n glide (0.15) secs to x: (0) y: (0)\n else\n go to x: (0) y: (0)\n end\nend\n\n@Story\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nshow\nrepeat until <(Level) = [14]>\n switch costume to (Level)\nend\nswitch costume to (costume14 v)\nwait until <key (q v) pressed?>\nswitch costume to (costume15 v)\nwait until <key (space v) pressed?>\nbroadcast (boss fight v)\nhide\n\nwhen I receive [go v]\nforever\n if <<(Level) = [14]> and <key (s v) pressed?>> then\n hide\n end\nend\n\n@Portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [go v]\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (1.3)\n end\n repeat (10)\n change size by (-1.3)\n end\n repeat (10)\n change size by (-1.3)\n end\n repeat (10)\n change size by (1.3)\n end\nend\n\nwhen I receive [go v]\npoint in direction (90)\nshow\nforever\n repeat (20)\n turn right (-2.5) degrees\n end\n repeat (20)\n turn right (2.5) degrees\n end\n repeat (20)\n turn right (2.5) degrees\n end\n repeat (20)\n turn right (-2.5) degrees\n end\nend\n\nwhen I receive [go v]\nshow\nforever\n if <(Level) = [1]> then\n go to x: (187) y: (-40)\n end\n if <(Level) = [2]> then\n go to x: (175) y: (75)\n end\n if <(Level) = [3]> then\n go to x: (200) y: (125)\n end\n if <(Level) = [4]> then\n go to x: (-175) y: (125)\n end\n if <(Level) = [5]> then\n go to x: (212) y: (120)\n end\n if <(Level) = [6]> then\n go to x: (90) y: (-40)\n end\n if <(Level) = [7]> then\n go to x: (165) y: (120)\n end\n if <(Level) = [8]> then\n go to x: (100) y: (125)\n end\n if <(Level) = [9]> then\n go to x: (140) y: (0)\n end\n if <(Level) = [10]> then\n go to x: (185) y: (45)\n end\n if <(Level) = [11]> then\n go to x: (90) y: (-90)\n end\n if <(Level) = [12]> then\n go to x: (75) y: (-90)\n end\n if <(Level) = [13]> then\n go to x: (180) y: (-85)\n end\n if <(Level) = [14]> then\n go to x: (200) y: (-90)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nif <not <(Level) = [15]>> then\n switch costume to (costume1 v)\n show\nend\n\nwhen I receive [key v]\nswitch costume to (costume2 v)\n\nwhen I receive [touched spikes v]\nwait (0.5) seconds\nswitch costume to (costume1 v)\n\n@Touched Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [touched spikes v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (0.5) seconds\nhide\n\nwhen I receive [change v]\nhide\n\n@Clouds\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (3))\n show\n go to [back v] layer\n point in direction (-90)\n go to x: (210) y: (pick random (0) to (200))\n set size to (pick random (65) to (100)) %\n set [ghost v] effect to (pick random (5) to (65))\n repeat until <(x position) < [-230]>\n change x by (-1)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <(Level) = [14]> then\n delete this clone\n else\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Home1\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Home]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (120) %\n if <mouse down?> then\n broadcast (introduction v)\n broadcast (change v)\n switch backdrop to (game v)\n hide\n end\n else\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [go v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Home2\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Home]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (120) %\n go to x: (0) y: (10)\n if <mouse down?> then\n broadcast (go v)\n broadcast (change v)\n switch backdrop to (game v)\n hide\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [introduction v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Home3\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Home]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n go to x: (-35) y: (5)\n set size to (120) %\n if <mouse down?> then\n broadcast (instructions v)\n broadcast (change v)\n switch backdrop to (credits and stuff v)\n hide\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [introduction v]\nhide\n\n@Back Home\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(backdrop [name v]) = [Credits and Stuff]> then\n show\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n go to x: (35) y: (20)\n set size to (120) %\n if <mouse down?> then\n broadcast (change v)\n switch backdrop to (home v)\n hide\n end\n else\n go to x: (0) y: (0)\n set size to (100) %\n end\n else\n hide\n end\nend\n\n@Key\n\nwhen I receive [go v]\nset [key v] to [no]\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (key v)\n set [key v] to [yes]\n end\n if <(Key) = [no]> then\n show\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nset [key v] to [no]\n\n@The End\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nwait until <(Level) = [15]>\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Shadows\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (50)\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (Level)\n go [backward v] (1) layers\nend\n\n@Storm\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nhide\nset size to (100) %\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\n\nwhen I receive [boss fight v]\nerase all\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nrepeat (100)\n change [ghost v] effect by (-1)\n change volume by (-1)\nend\nstamp\nhide\nswitch costume to (costume2 v)\nrepeat (7)\n set size to (pick random (100) to (150)) %\n set [brightness v] effect to (pick random (0) to (20))\n go to x: (pick random (-100) to (125)) y: (0)\n wait (pick random (0.5) to (1.5)) seconds\n show\n wait (0.5) seconds\n hide\nend\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nerase all\nset [key v] to [yes]\nbroadcast (key v)\nrepeat (100)\n change [ghost v] effect by (1)\n change volume by (1)\nend\nhide\n\nwhen I receive [go v]\nset volume to (100) %\nwait (0.5) seconds\nforever\n play sound [Coldplay || Something Just Like This v] until done\nend\n\n
==========================================\nᕼOᗰE || ᗩ ᗰOᗷIᒪE ᑭᒪᗩTᖴOᖇᗰEᖇ\n==========================================\n[ play first part before ]\n[ https://scratch.mit.edu/projects/341786992 ]\n==========================================\n[ use arrow keys or touch to move ]\n[ don't touch ∆ ]\n[ π makes you jump very high ]\n[ get to the portal to pass the level ]\n[ all levels are possible ]\n[ press R to restart a level ]\n[ press S to skip a level ]\n[ find a new home, and have fun ]\n==========================================\nOnce upon a time...\nA storm blew away your family.\nNow you found them.\nBut your journey around Earth is not over.\nYou must find a new home.\nYour old house was destroyed.\nSearch for the keys...\nAnd travel through the portals that will open.\n==========================================\n#home #a #mobile #platformer
complete reversed 2 || a mobile platformer
@Stage\n\n@player\n\ndefine engine\nif <(y position) < [-170]> then\n set [vy v] to [25]\nend\nif <[-220] > (x position)> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (200) y: (-139)\n change [level v] by (1)\nend\nif <<[170] < (y position)> or <touching color (#000000)?>> then\n broadcast (2 v)\n go to x: (200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [vx v] by (-1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [vx v] by (1)\nend\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [8]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-10))\n else\n set [m v] to [wallslide]\n set [vx 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 (hitbox v)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<(y position) > (mouse y)> and <mouse down?>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [m v] to [jump]\n set [vy v] to [9]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox 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 (vy)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#ffb236)?> then\n set [vy v] to [15]\n start sound [Jump v]\nend\nif <touching color (#36b3ff)?> then\n set [vx v] to [-35]\nend\nif <touching color (#ca36ff)?> then\n set [vx v] to [35]\nend\nif <touching color (#c3ff36)?> then\n set [vy v] to [-15]\nend\n\nwhen I receive [redinchoose v]\nset [color v] effect to (0)\n\nwhen I receive [blue v]\nset [color v] effect to (100)\n\nwhen I receive [darkblue v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreen v]\nset [color v] effect to (70)\n\nwhen I receive [green v]\nset [color v] effect to (40)\n\nwhen I receive [orange v]\nset [color v] effect to (30)\n\nwhen I receive [red v]\nset [color v] effect to (0)\n\nwhen I receive [yellow v]\nset [color v] effect to (30)\n\nwhen I receive [blueinchoose v]\nset [color v] effect to (100)\n\nwhen I receive [orange v]\nset [color v] effect to (20)\n\nwhen I receive [darkblueinchoose v]\nset [color v] effect to (120)\n\nwhen I receive [darkgreeninchoose v]\nset [color v] effect to (70)\n\nwhen I receive [orangeinchoose v]\nset [color v] effect to (20)\n\nwhen I receive [yellowinchoose v]\nset [color v] effect to (30)\n\nwhen I receive [greeninchoose v]\nset [color v] effect to (40)\n\nwhen I receive [start v]\nset [done? v] to [0]\nshow\nset [vx v] to [0]\nset [vy v] to [0]\nif <not <(sellected?) = [1]>> then\n repeat until <(done?) = [1]>\n go to x: (0) y: (75)\n set size to (400) %\n end\nend\nset size to (150) %\ngo to x: (200) y: (-139)\nshow\nforever\n if <(level) = [14]> then\n hide\n else\n engine\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [Vexento_-_Sunrise\[Converterino v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [to start v]\ngo to x: (200) y: (-139)\n\ndefine clones\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (150) %\nset [ghost v] effect to (50)\nwait (0.1) seconds\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\n@color choose\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to x: (-75) y: (-200)\nif <(whichcolor?) = [1]> then\n set [color v] effect to (0)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (redinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [2]> then\n set [color v] effect to (20)\n go to x: (-50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (orangeinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [3]> then\n set [color v] effect to (30)\n go to x: (-25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (yellowinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [4]> then\n set [color v] effect to (40)\n go to x: (0) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (greeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [5]> then\n set [color v] effect to (70)\n go to x: (25) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkgreeninchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkgreen v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [6]> then\n set [color v] effect to (100)\n go to x: (50) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (blueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(whichcolor?) = [7]> then\n set [color v] effect to (120)\n go to x: (75) y: (-200)\n repeat (25)\n change y by ((y position) / (-7))\n end\n repeat until <(done?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n broadcast (darkblueinchoose v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (darkblue v)\n set [done? v] to [1]\n end\n end\n hide\n go to x: (1000) y: (1000)\nend\n\nwhen I receive [start v]\nset [whichcolor? v] to [0]\nhide\ngo to x: (1000) y: (1000)\nif <not <(sellected?) = [1]>> then\n repeat (7)\n create clone of (_myself_ v)\n change [whichcolor? v] by (1)\n wait (0.1) seconds\n end\n change [sellected? v] by (1)\nend\n\nwhen I receive [start v]\nforever\n if <(done?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset [sellected? v] to [0]\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nrepeat until <(done?) = [1]>\n switch costume to (0 v)\nend\nshow\nforever\n switch costume to ((level) + (1))\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nwhen I receive [2 v]\nrepeat (7)\n change x by (pick random (-1) to (1))\n change y by (pick random (-0.5) to (0.2))\nend\nset x to (0)\nset y to (0)\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [19]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (20)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nstart sound [Zaza - Be Together v]\nset volume to (75) %\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\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)\nswitch costume to (logo v)\nwait (3) seconds\nrepeat (100)\n turn right ((3.45) - ((direction) * (0.2))) degrees\n change size by ((-2) - ((size) / (5)))\n change [ghost v] effect by (10)\n change volume by (-1)\nend\nhide\npoint in direction (90)\nbroadcast (start v)\n\nwhen I start as a clone\nswitch costume to (n v)\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)\ndelete this clone\n\n@outro\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(level) = [14]>\nstop all sounds\nshow\nstart sound [Zaza - Be Together v]\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nswitch costume to (n v)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\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)\nswitch costume to (logo v)\nwait (2) seconds\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\nend\nwait (1) seconds\nswitch costume to (luv fav fuloe v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nwait (1) seconds\nforever\n set size to ((100) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [n]> then\n switch costume to (n v)\n show\n set [ghost v] effect to (100)\n go to x: (180) y: (0)\n repeat (9)\n change x by ((-5) - ((x position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n go to x: (0) y: (0)\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (-50)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (-10)\n wait (0.03) seconds\n end\n wait (1) seconds\n forever\n set size to ((75) + ((10) * ([cos v] of (((timer) - (1)) * (200)) ))) %\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (2)) * (275)) )))\n end\nend\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nrepeat until <(done?) = [1]>\n switch costume to (0 v)\nend\nshow\nforever\n set [ghost v] effect to (100)\n switch costume to ((level) + (1))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\ngo to x: (pick random (-250) to (250)) y: (0)\nset [speed v] to (pick random (-1.5) to (1.5))\nrepeat until <(level) > [13]>\n change x by (speed)\n point in direction (speed)\n if <(x position) > [280]> then\n set x to (-270)\n set [speed v] to (pick random (0.3) to (1.5))\n end\n if <[-280] > (x position)> then\n set x to (270)\n set [speed v] to (pick random (-0.3) to (-1.5))\n end\nend\n\nwhen I receive [start v]\nwait until <(done?) = [1]>\nhide\ngo to [back v] layer\nset [ghost v] effect to (85)\nswitch costume to (costume2 v)\nset size to (300) %\nswitch costume to (costume1 v)\nrepeat (7)\n create clone of (_myself_ v)\nend\n\n
WASD, arrow keys (reversed) / press x to skip a level\norange is bouncy\nblue makes you fast\nmore levels coming soon\nFOLLOW ME FOR MORE PLS\nPLS LOVE AND FAVE
sharkyshar a platformer (reshared)
@Stage\n\nwhen I receive [yay! v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (sorry! v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [steampianist - the Undertaker's Daughter Instrumental v] until done\nend\n\nswitch backdrop to (backdrop12 v)\n\n@sharky\n\nwhen I receive [sorry! v]\ngo to x: (-139) y: (-63)\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (yay! v)\n end\nend\n\nwhen I receive [yay! v]\ngo to x: (-139) y: (-63)\n\nwhen flag clicked\ngo to x: (-139) y: (-63)\n\nwhen I receive [done v]\nrepeat until <(backdrop [name v]) = [hsgfhjkdhcgdh]>\n if <touching color (#000000)?> then\n change y by (0.5)\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 change x by ((x) * (-1))\n set [x v] to [0]\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)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left 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)\nend\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [sound]> then\n repeat (15)\n play sound [Scream2 v] until done\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nswitch backdrop to (backdrop1 v)\nbroadcast (done v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@easter egg\n\nwhen flag clicked\nforever\n if <touching (sharky v)?> then\n switch backdrop to (sound3 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [sound2]> then\n show\n end\nend\n\n@detector\n\nwhen flag clicked\nforever\n hide\n set [clone id v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [clone id v] to [1]\n create clone of (_myself_ v)\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (0.5) seconds\n show\n go to x: (0) y: (-100)\n reset timer\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\n end\n if <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\n end\nend\n\n
ARROWW KKEYSS TTO MMMOVEE.there is an easter egg. hope you enjoy it! This is my first platformer ever!\n@shrkyshar loved!\nworld record no deaths: 17 sec by @hipsterfox19
Escape - A Mobile Platformer
@Stage\n\n@player\n\nwhen flag clicked\nbroadcast (start v)\ngo to x: (-196) y: (-142)\n\ndefine clones\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nshow\ngo to x: (-200) y: (-139)\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (150) %\nset [ghost v] effect to (50)\nwait (0.1) seconds\nrepeat (10)\n go to [back v] layer\n change size by (-10)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\ndefine engine\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [vx v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [vx v] by (-1)\nend\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-2)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [8]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-8))\n else\n set [m v] to [wallslide]\n set [vx 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)?> or <touching (sprite2 v)?>> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching color (#ffac39)?>>> then\n set [m v] to [jump]\n set [vy v] to [8]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by (-0.5)\nend\nchange y by (-2)\nif <not <<touching (ground v)?> or <touching (sprite2 v)?>>> then\n change y by (-1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-1)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-1)\n if <<touching (ground v)?> or <touching (sprite2 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 (vy)\nif <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by (-2)\n if <<touching (ground v)?> or <touching (sprite2 v)?>> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching (trampoline v)?> then\n set [vy v] to [15]\nend\nif <touching color (#c3ff36)?> then\n set [vy v] to [-3]\nend\nif <touching (finish v)?> then\n broadcast (next level v)\nend\nif <<touching color (#b22626)?> or <touching color (#ff3636)?>> then\n go to x: (-200) y: (-139)\nend\n\nturn right (15) degrees\n\nwhen flag clicked\nplay sound [1 v] until done\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n engine\nend\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-139)\n\n@ground\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\nwhen I receive [next level v]\nwait (0.002) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (start v)\n\n@Finish\n\nset size to (200) %\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (195) y: (-160)\n\nwhen flag clicked\nforever\n wait (0.02) seconds\n next costume\n show\nend\n\n@Play\n\nwhen flag clicked\nshow\ngo to x: (-10) y: (-40)\npoint in direction (90)\nforever\n Set Size ((([sin v] of ((timer) * (90)) ) * (7)) + (100))\n turn right ((((mouse x) / (20)) - (direction)) / (8)) degrees\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n if <mouse down?> then\n set [ghost v] effect to (50)\n wait until <not <mouse down?>>\n broadcast (start v)\n hide\n end\n else\n clear graphic effects\n end\nend\n\nchange size by (((100) - (size)) / (3))\n\ndefine Set Size (siz)\nswitch costume to (costume2 v)\nset size to (siz) %\nswitch costume to (1 v)\n\nchange size by (((100) - (size)) / (3))\n\nchange size by (((20) - (size)) / (3))\n\n@trampoline\n\nwhen flag clicked\nhide\n\nshow\n\ngo to x: (91) y: (202)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [3]> then\n go to x: (-2) y: (-59)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (spikes v)\nset [level v] to [1]\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n go to x: (15) y: (0)\n show\n end\n if <(Level) = [4]> then\n go to x: (74) y: (0)\n show\n end\n if <(Level) = [5]> then\n switch costume to (spikes2 v)\n show\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [5]> then\n go to x: (36) y: (40)\n show\n glide (1.5) secs to x: (245) y: (40)\n glide (1.5) secs to x: (36) y: (40)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n stop [all v]\n end\nend\n\n
ANY ADVERTISING WILL BE DELETED\nALL LEVELS ARE POSSIBLE\nDO NOT REMIX WITHOUT CHANGING AS I MAY REPORT\nHOW TO PLAY\n1.arrow keys or wasd to move (mobile friendly)\n2.r to retry level and s to skip level\n3.Please ❤️ and ⭐️ If you enjoyed!\n4.Song: Mission impossible (credit to @StevenTheSquare for idea)\n5.@FUNUT for flag\n6.@dn_scrtch for player (modified by me) and spikes\n7. @chickenluv24 for the awesome thumbnail
Dreams– A Platformer (More coming soon!)
@Stage\n\n@Scratch Cat\n\nwhen I receive [green flag clicked v]\npoint in direction (90)\nset [level v] to [1]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <(Can Move?) = [1]> then\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <touching (water v)?> then\n set [speed y v] to ((speed y) * (0.5))\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n change [speed y v] by (3)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(Sound Effects?) = [1]> then\n start sound [Jump v]\n end\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (0)\n Reset\n set [speed y v] to [0]\n end\n if <touching (spikes v)?> then\n switch costume to (die2 v)\n if <(Sound Effects?) = [1]> then\n start sound [whoop v]\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n Reset\n go to x: (-200) y: (0)\n end\n if <touching (bounce v)?> then\n set [speed y v] to [25]\n end\n if <touching (portal v)?> then\n if <not <(LEVEL) = (Total Levels)>> then\n if <(Sound Effects?) = [1]> then\n start sound [Connect v]\n end\n Reset\n change [level v] by (1)\n end\n end\n Set Costume\n else\n Set Costume\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 (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n if <(Sound Effects?) = [1]> then\n start sound [Jump v]\n end\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand2 v)\n else\n switch costume to ([floor v] of ((5) + ((frame) mod (17))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Reset\npoint in direction (90)\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [skip v]\nReset\nchange [level v] by (1)\n\nwhen I receive [retry v]\nReset\n\nwhen I receive [start menu v]\n\n@Ground\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start menu v]\nforever\n if <(Music?) = [1]> then\n play sound [bensound-anewbeginning v] until done\n end\nend\n\nwhen I receive [start menu v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [start menu v]\nforever\n if <(Music?) = [0]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Intro\n\ndefine Next\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 [skip intro v]\nstop [other scripts in sprite v]\nbroadcast (Green Flag clicked v)\nbroadcast (Green Flag clicked v)\nhide\n\nwhen I receive [setup v]\n\nbroadcast (Fade v)\n\nwhen I receive [start intro v]\nswitch costume to (costume2 v)\nshow\nwait (0) seconds\ngo to [front v] layer\nwait (3) seconds\nNext\nwait (3) seconds\nNext\nwait (3) seconds\nNext\nwait (3) seconds\nNext\nwait (3) seconds\nNext\nwait (3) seconds\nNext\nwait (3) seconds\nNext\nwait (3) seconds\nbroadcast (Fade v)\nrepeat (50)\n change [ghost v] effect by (2)\n broadcast (Green Flag clicked v)\nend\nbroadcast (Green Flag clicked v)\nbroadcast (Green Flag clicked v)\n\nNext\nwait (3) seconds\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [fade v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [skip intro v]\nhide\n\n@Decor\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Water\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (LEVEL)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (10)))\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Portal\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n broadcast (Position Portal v)\n turn right (5) degrees\n set [ghost v] effect to (50)\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n turn left (5) degrees\nend\n\nwhen I receive [position portal v]\nPosition (((LEVEL) mod (Total Levels)) + (0))\n\ndefine Position (level)\nif <(level) = [1]> then\n go to x: (190) y: (30)\nend\nif <(level) = [2]> then\n go to x: (130) y: (100)\nend\nif <(level) = [3]> then\n go to x: (25) y: (100)\nend\nif <(level) = [4]> then\n go to x: (-180) y: (140)\nend\nif <(level) = [5]> then\n go to x: (190) y: (-20)\nend\nif <(level) = [6]> then\n go to x: (130) y: (-20)\nend\nif <(level) = [7]> then\n go to x: (190) y: (-50)\nend\nif <(level) = [8]> then\n go to x: (190) y: (-50)\nend\nif <(level) = [9]> then\n go to x: (150) y: (-140)\nend\nif <(level) = [10]> then\n go to x: (-200) y: (130)\nend\nif <(level) = [0]> then\n go to x: (150) y: (-50)\nend\n\nwhen I receive [skip intro v]\n\n@Background Effects\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to (random position v)\nset x to (240)\nif <(Game Started?) = [1]> then\n set [ghost v] effect to (pick random (80) to (99))\nelse\n if <(Game Started?) = [2]> then\n set [ghost v] effect to (pick random (98) to (99))\n else\n set [ghost v] effect to (pick random (90) to (99))\n end\nend\nshow\nset size to (pick random (50) to (120)) %\ngo to [front v] layer\npoint in direction (pick random (-75) to (-105))\nset [speed v] to (pick random (4) to (5))\nrepeat until <(x position) < [-220]>\n go to [front v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start menu v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start menu v]\ndelete this clone\n\nwhen flag clicked\nset [game started? v] to [0]\n\nwhen I receive [green flag clicked v]\nset [game started? v] to [2]\n\nwhen I receive [start intro v]\nset [game started? v] to [1]\n\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nhide\nforever\n set [my level v] to (LEVEL)\n Spawn Level (My Level)\n wait until <not <(My Level) = (LEVEL)>>\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nset [my level v] to (LEVEL)\nrepeat until <not <(My Level) = (LEVEL)>>\n if <touching (scratch cat v)?> then\n if <not < ([costume name v] of [scratch cat v]) contains [Die ]?>> then\n switch costume to (1 v)\n repeat (6)\n next costume\n end\n end\n end\nend\ndelete this clone\n\ndefine Spawn Level (level)\nif <(level) = [6]> then\n go to x: (-165) y: (-69)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n go to x: (-180) y: (-75)\n create clone of (_myself_ v)\nend\n\nif <(level) = [4]> then\n go to x: (-140) y: (-80)\n create clone of (_myself_ v)\nend\n\n@Skip Intro\n\nwhen flag clicked\nrepeat (2)\n broadcast (Setup v)\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nhide\n\nwhen this sprite clicked\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nhide\nbroadcast (Skip Intro v)\n\nwhen I receive [skip intro v]\nhide\n\nwhen I receive [setup v]\nwait (0.1) seconds\ngo to [front v] layer\n\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start intro v]\nshow\n\n@Skip\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Menu Showing?) = [1]> then\n Hide/Show\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nreset timer\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nif <not <(Total Levels) = (LEVEL)>> then\n broadcast (Skip v)\nend\n\nif <(Sound Effects?) = [1]> then\n\ndefine Hide/Show\nshow\nif <<touching (scratch cat v)?> or <touching (ground v)?>> then\n hide\nend\n\n@Retry\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Menu Showing?) = [1]> then\n Hide/Show\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nreset timer\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nbroadcast (Retry v)\n\ndefine Hide/Show\nshow\nif <<touching (scratch cat v)?> or <touching (ground v)?>> then\n hide\nend\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (skip v)?> then\n switch costume to (skip v)\nelse\n if <touching (retry v)?> then\n switch costume to (retry v)\n else\n if <touching (skip intro v)?> then\n switch costume to (skip intro v)\n else\n if <touching (help v)?> then\n switch costume to (help v)\n else\n if <touching (menu v)?> then\n switch costume to (menu v)\n else\n hide\n end\n end\n end\n end\nend\n\nif <touching (play button v)?> then\n\nswitch costume to (play game v)\n\n@Help\n\nwhen flag clicked\nset [can move? v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Menu Showing?) = [1]> then\n Hide/Show\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nreset timer\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nwait until <not <mouse down?>>\nif <(Can Move?) = [1]> then\n set [can move? v] to [0]\nelse\n set [can move? v] to [1]\nend\n\nif then\nend\n\ndefine Hide/Show\nshow\nif <<touching (scratch cat v)?> or <touching (ground v)?>> then\n hide\nend\n\n@Help Menu\n\nwhen flag clicked\n\nwhen this sprite clicked\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nset [can move? v] to [1]\nhide\n\nwhen I receive [start menu v]\nforever\n set [ghost v] effect to (20)\n if <(Can Move?) = [0]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n@Start Screen\n\nwhen flag clicked\n\nwhen I receive [start intro v]\nhide\n\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [start menu v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\n@Play Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nhide\nbroadcast (Start Intro v)\n\nwhen flag clicked\n\nwhen I receive [start menu v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start menu v]\nrepeat (10)\n go to [front v] layer\n wait (0.001) seconds\nend\n\n@Settings\n\nwhen flag clicked\ngo to x: (169) y: (-156)\nset [settings showing? v] to [0]\nshow\nrepeat (10)\n wait (0.1) seconds\n go to [front v] layer\nend\n\nwhen this sprite clicked\nreset timer\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nif <(Settings Showing?) = [1]> then\n set [settings showing? v] to [0]\nelse\n set [settings showing? v] to [1]\nend\n\nwhen I receive [start menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Settings Showing?) = [1]> then\n change x by (((110) - (x position)) / (4))\n else\n change x by (((210) - (x position)) / (4))\n end\n if <(timer) > [3]> then\n set [settings showing? v] to [0]\n end\nend\n\n@Music\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [music? v] to [1]\nforever\n if <(Settings Showing?) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Music?) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(Music?) = [1]> then\n set [music? v] to [0]\nelse\n set [music? v] to [1]\nend\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\n\nwhen flag clicked\nrepeat (10)\n wait (0.1) seconds\n go to [front v] layer\nend\n\n@SFX\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [music? v] to [1]\nforever\n if <(Settings Showing?) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Sound Effects?) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nif <(Sound Effects?) = [1]> then\n set [sound effects? v] to [0]\nelse\n set [sound effects? v] to [1]\nend\n\nwhen flag clicked\nrepeat (10)\n wait (0.1) seconds\n go to [front v] layer\nend\n\n@Menu\n\nwhen flag clicked\nbroadcast (Start Menu v)\nwait (0.1) seconds\nbroadcast (Start Menu v)\nset [menu showing? v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n go to [front v] layer\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (60)\n end\n if <(Menu Showing?) = [1]> then\n change x by (((-129) - (x position)) / (2))\n else\n change x by (((-218) - (x position)) / (2))\n end\n if <(timer) > [2]> then\n set [menu showing? v] to [0]\n end\nend\n\nwhen this sprite clicked\nreset timer\nif <(Sound Effects?) = [1]> then\n start sound [Click v]\nend\nif <(Menu Showing?) = [1]> then\n set [menu showing? v] to [0]\nelse\n set [menu showing? v] to [1]\nend\n\n@Grunge\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (90)\n\nrepeat until <(timer) > [5]>\nend\n\n@Buttons Assets\n\n
Normal controls!
Christmas! - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (cenário1 v)\n\n@player\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to (hitbox v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\n@hitbox\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-204) y: (-76)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (levels 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 (levels v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (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 y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(x position) = [244]> then\n next backdrop\n go to x: (-204) y: (-76)\n end\n if <touching (water v)?> then\n go to x: (-204) y: (-76)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@levels\n\nwhen flag clicked\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\n@snowflakes\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nnext costume\nshow\ngo to x: (pick random (-217) to (217)) y: (164)\npoint in direction (pick random (-217) to (217))\nforever\n change y by (-10)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n play sound [Santa Claus Is Coming To Town - Instrumental v] until done\nend\n\n@snowflakes2\n\nwhen flag clicked\nhide\nforever\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-217) to (217)) y: (164)\npoint in direction (pick random (-217) to (217))\nforever\n change y by (-10)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@snowflakes3\n\nwhen flag clicked\nhide\nforever\n wait (0.4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nnext costume\ngo to x: (pick random (-217) to (217)) y: (164)\npoint in direction (pick random (-217) to (217))\nforever\n change y by (-10)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@thumb\n\nwhen flag clicked\nshow\nforever\n change [ghost v] effect by (1000)\n go to [front v] layer\nend\n\n@Candy\n\nwhen backdrop switches to [cenário1 v]\nshow\ngo to x: (16) y: (-66)\n\nwhen backdrop switches to [cenário2 v]\nshow\ngo to x: (51) y: (-7)\n\nwhen backdrop switches to [cenário3 v]\nshow\ngo to x: (52) y: (81)\n\nwhen backdrop switches to [cenário4 v]\nshow\ngo to x: (148) y: (100)\n\nwhen flag clicked\nshow\nforever\n if <<touching (player v)?> or <touching (hitbox v)?>> then\n hide\n broadcast (mensagem 1 v)\n end\nend\n\nwhen backdrop switches to [cenário5 v]\nhide\n\nwhen flag clicked\nforever\n wait (0.02) seconds\n next costume\nend\n\n@ counter\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\n\nwhen I receive [mensagem 1 v]\nnext costume\n\n@tree\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n next costume\nend\n\n@water\n\nwhen flag clicked\nforever\n hide\n if <([backdrop # v] of [_stage_ v]) = [3]> then\n show\n end\nend\n\n
Use arrow keys to move (mobile controls are glitchy because player has a hitbox) \nPls love, fav and follow me!
Mega Man: Return of Gemini Man -- PLATFORMER
@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nset volume to (100) %\nstart sound [43-get-the-punk-out-special-stage-2-.mp3 v]\n\nwhen I receive [player start v]\nstop all sounds\nforever\n if <([costume # v] of [ground v]) = [16]> then\n play sound [Mega Man 5 Boss Music \(Arranged\) v] until done\n else\n play sound [Mega Man 3 - Gemini Man Stage \(Sega Genesis Remix\).mp3 v] until done\n end\nend\n\nwhen I receive [gemini die v]\nstop [other scripts in sprite v]\nrepeat (10)\n change volume by (-10)\nend\nstart sound [reee v]\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [die v]\nwait (.1) seconds\nstop all sounds\n\n@random stars\n\nwhen flag clicked\nhide\nforever\n wait (.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\ngo to [back v] layer\nshow\nrepeat (10)\n turn right (15) degrees\nend\nrepeat (10)\n turn right (15) degrees\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (gemini3 v)\nshow\nforever\n wait (1) seconds\n next costume\nend\n\nwhen flag clicked\nwait (.5) seconds\nwait until <<mouse down?> or <key (any v) pressed?>>\nbroadcast (PLAYER START v)\n\nwhen I receive [player start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@tiles\n\n@ground\n\nwhen I receive [player start v]\nswitch costume to (crysal v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (crysal v)\nclear graphic effects\nshow\n\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [nextsectiom v]\nnext costume\n\nwhen I receive [die v]\nswitch costume to (crysal v)\n\nwhen flag clicked\nforever\n wait until <(costume [number v]) = [16]>\n broadcast (BOSSFIGHT v)\n wait until <not <(costume [number v]) = [16]>>\nend\n\nwhen I receive [gemini die v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@animations\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nhide\nbroadcast (Teleportin v)\n\nwhen I receive [die v]\nif <(dead:) = [0]> then\n set [canmove? v] to [0]\n hide\n death\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(CanMove?) = [1]> then\n if <not <(dead:) = [1]>> then\n if <([falling? v] of [hitbox v]) > [0]> then\n if <(using gun?) = [1]> then\n switch costume to (jumpgun v)\n else\n switch costume to (jump v)\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(using gun?) = [1]> then\n Do [GunRun]\n else\n Do [Walk]\n end\n end\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(using gun?) = [1]> then\n switch costume to (idlegun v)\n else\n if <<key (down arrow v) pressed?> and <not <(Scroll X) < (SCROLL STOP)>>> then\n switch costume to (swipe v)\n if <(direction) = [-90]> then\n repeat (3)\n change [scroll x v] by ((speed) / (-3))\n end\n repeat (3)\n change [scroll x v] by ((speed) / (-5))\n end\n repeat (2)\n change [scroll x v] by ((speed) / (-8))\n end\n else\n repeat (3)\n change [scroll x v] by ((speed) / (3))\n end\n repeat (3)\n change [scroll x v] by ((speed) / (5))\n end\n repeat (2)\n change [scroll x v] by ((speed) / (8))\n end\n end\n switch costume to (idle v)\n wait (.2) seconds\n else\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Do (what?)\nif <(CanMove?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (run1 v)\n wait (0.1) seconds\n switch costume to (run2 v)\n wait (0.1) seconds\n switch costume to (run3 v)\n wait (0.1) seconds\n switch costume to (run4 v)\n wait (0.1) seconds\n end\n end\n if <(what?) = [GunRun]> then\n if <not <(dead:) = [1]>> then\n switch costume to (gunrun1 v)\n wait (0.1) seconds\n switch costume to (gunrun2 v)\n wait (0.1) seconds\n switch costume to (gunrun3 v)\n wait (0.1) seconds\n switch costume to (gunrun4 v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\nchange [scroll x v] by (10)\n\nwhen I receive [teleportin v]\ngo to x: (0) y: (-120)\nhide\nset [canmove? v] to [0]\nset [scroll x v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\nset [ghost v] effect to (100)\nshow\nstart sound [Mega Man 5 SFX \(4\) v]\nrepeat (3)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\n set [ghost v] effect to (100)\nend\nwait (.2) seconds\nclear graphic effects\n\nwhen flag clicked\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(4\) v]\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [18]>> then\n switch costume to (laser v)\n repeat (12)\n move (20) steps\n end\n delete this clone\nend\n\nwhen I receive [die v]\nwait (1) seconds\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nwhen I receive [teleportin v]\nset [scroll stop v] to [-1079]\n\nwhen flag clicked\nforever\n if <(CanMove?) = [1]> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-12))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n go to [front v] layer\n show\n repeat (10)\n move (5) steps\n end\n repeat (5)\n move (3) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n forever\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\ndefine death\nstart sound [Mega Man 5 SFX \(7\) v]\nswitch costume to (death v)\npoint in direction (0)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\npoint in direction (90)\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\ndelete this clone\n\nchange [color v] effect by (25)\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\nend\n\nwhen flag clicked\nclear graphic effects\n\nTick <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or > \n\nwhen I receive [gemini die v]\nset [canmove? v] to [0]\n\n@hitbox\n\ndefine Walk (direction) (speed)\nif <(CanMove?) = [1]> then\n point in direction (direction)\n change x by ((0) - (speed))\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change x by (speed)\n change y by ((0) - (slope))\n end\nend\n\nwhen flag clicked\nwait until <(Health) < [1]>\nstop [other scripts in sprite v]\nbroadcast (game over v)\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nbroadcast (Teleportin v)\nforever\n if <(CanMove?) = [1]> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n if <touching (spikes v)?> then\n Reset\n end\n end\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nchange [scroll x v] by (10)\n\nwhen I receive [teleportin v]\ngo to x: (-210) y: (-78)\nset [ghost v] effect to (100)\nshow\nset [canmove? v] to [0]\nset [scroll x v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\nstart sound [Mega Man 5 SFX \(2\) v]\n\nwhen flag clicked\nset [canmove? v] to [0]\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-4]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-4]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nset [scroll stop v] to [-1079]\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<> then\n point in direction (-90)\n change [speed x v] by (-3)\n end\n if <>> then\n point in direction (90)\n change [speed x v] by (3)\n end\n set [speed x v] to ((speed x) * (0.7))\n Walk (direction) ((speed x) * (-1))\n if <<^> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n change [speed y v] by (-1)\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\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\nset y to (0)\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwait (4) seconds\nset [canmove? v] to [1]\nstart sound [Mega Man 5 SFX \(2\) v]\n\ndefine Do (what?)\n\nif <(CanMove?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (run1 v)\n wait (0.1) seconds\n switch costume to (run2 v)\n wait (0.1) seconds\n switch costume to (run3 v)\n wait (0.1) seconds\n switch costume to (run4 v)\n wait (0.1) seconds\n end\n end\n if <(what?) = [GunRun]> then\n if <not <(dead:) = [1]>> then\n switch costume to (gunrun1 v)\n wait (0.1) seconds\n switch costume to (gunrun2 v)\n wait (0.1) seconds\n switch costume to (gunrun3 v)\n wait (0.1) seconds\n switch costume to (gunrun4 v)\n wait (0.1) seconds\n end\n end\nend\n\ndefine Touch Ground <up?>\n\ngo to x: (-172) y: (-81)\n\nchange x by (1)\n\nwhen flag clicked\n\nforever\n if <<<key (down arrow v) pressed?> and <(falling?) < [1]>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n repeat (5)\n move (5) steps\n end\n wait (.2) seconds\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <<(x position) > [238]> and <not <([costume # v] of [ground v]) = [16]>>>\n broadcast (NextSectiom v)\n set x to (-220)\nend\n\nwhen flag clicked\n\nwhen I receive [knockback v]\nrepeat (3)\n Walk [90] [15]\nend\nrepeat (3)\n Walk [90] [8]\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(y position) < [-166]>\n broadcast (NextSectiom v)\n set y to (166)\n set x to (-220)\nend\n\nTick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n\nwhen I receive [gemini die v]\nset [canmove? v] to [0]\n\n@sheor\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nswitch costume to (sheor v)\ngo to x: (-210) y: (300)\nset size to (200) %\nrepeat (1)\n create clone of (_myself_ v)\nend\nwait (1) seconds\ngo to x: (-210) y: (-120)\nstart sound [Mega Man 5 SFX \(2\) v]\nswitch costume to (pwor v)\ncreate clone of (_myself_ v)\nswitch costume to (pwoer v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n repeat (30)\n change y by (-10)\n end\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n repeat (10)\n change size by (30)\n end\n delete this clone\n else\n repeat (15)\n change size by (20)\n end\n delete this clone\n end\nend\n\n@hpbar\n\nwhen flag clicked\npoint in direction (0)\ngo to x: (-209) y: (91)\nclear graphic effects\nset size to (200) %\nshow\nforever\n switch costume to (HEALTH)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n wait until <(HEALTH) > [14]>\n broadcast (die v)\n wait (1) seconds\n broadcast (1stHalf v)\n set [health v] to [1]\nend\n\nbroadcast (die v)\n\nwhen flag clicked\nrepeat (10)\n set [health v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nshow\n\nwhen I receive [take dmg v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\nend\n\nwhen I receive [gemini die v]\nwait (1) seconds\nhide\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [nextsectiom v]\nwait (.05) seconds\nif <([costume # v] of [ground v]) = [2]> then\n Create Enemy [joe] [152] [42]\nend\nif <([costume # v] of [ground v]) = [3]> then\n Create Enemy [joe] [-65] [58]\nend\nif <([costume # v] of [ground v]) = [5]> then\n Create Enemy [met] [105] [-118]\n wait (.3) seconds\n Create Enemy [met] [-95] [25]\nend\nif <([costume # v] of [ground v]) = [6]> then\n Create Enemy [bow] [211] [137]\nend\nif <([costume # v] of [ground v]) = [7]> then\n Create Enemy [met] [36] [-105]\n wait (.3) seconds\n Create Enemy [bow] [220] [137]\nend\nif <([costume # v] of [ground v]) = [8]> then\n Create Enemy [joe] [112] [-50]\nend\nif <([costume # v] of [ground v]) = [9]> then\n Create Enemy [trap] [14] [-55]\nend\nif <([costume # v] of [ground v]) = [10]> then\n Create Enemy [met] [91] [-62]\n wait (.3) seconds\n Create Enemy [bow] [200] [137]\nend\nif <([costume # v] of [ground v]) = [11]> then\n Create Enemy [trap] [-65] [-130]\n Create Enemy [trap] [50] [-130]\n Create Enemy [trap] [160] [-130]\nend\nif <([costume # v] of [ground v]) = [12]> then\n Create Enemy [joe] [93] [-39]\nend\nif <([costume # v] of [ground v]) = [13]> then\n Create Enemy [trap] [18] [-33]\n Create Enemy [bow] [220] [137]\n wait (.5) seconds\n Create Enemy [bow] [220] [137]\nend\nif <([costume # v] of [ground v]) = [14]> then\n Create Enemy [met] [-57] [-33]\n wait (.3) seconds\n Create Enemy [met] [138] [-107]\nend\nif <([costume # v] of [ground v]) = [15]> then\n Create Enemy [trap] [18] [-105]\n Create Enemy [bow] [220] [137]\nend\n\ndefine Create Enemy (what enemy ) (x) (y)\nset size to (150) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [nextsectiom v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n point towards (animations v)\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [hp v] to [8]\n forever\n repeat (3)\n switch costume to (joe v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n set [projectile name v] to [chain]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n switch costume to (joe5 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (1) seconds\n end\nend\nif <(costume [number v]) = [11]> then\n set [hp v] to [2]\n forever\n switch costume to (met v)\n wait (2) seconds\n repeat (2)\n wait (.1) seconds\n change y by (2)\n next costume\n end\n repeat (3)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.1) seconds\n end\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (-2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (-2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met2 v)\n change y by (-2)\n wait (.1) seconds\n change y by (-2)\n end\nend\nif <(costume [number v]) = [16]> then\n set [hp v] to [3]\n forever\n switch costume to (bow v)\n wait (.1) seconds\n switch costume to (bow2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [18]> then\n point in direction (90)\n set [hp v] to [3]\n wait until <touching (hitbox v)?>\n wait (.2) seconds\n switch costume to (trap2 v)\n start sound [Mega Man 5 SFX \(34\) v]\n if <touching (hitbox v)?> then\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching color (#ffeda0)?>\n if <<not <(costume [number v]) = [11]>> and <not <(costume [number v]) = [12]>>> then\n change [hp v] by (-1)\n end\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 5 SFX \(6\) v]\n switch costume to (expl1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.2) seconds\n delete this clone\n else\n start sound [Mega Man 5 SFX \(2\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (4)\n broadcast (TAKE DMG v)\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\nend\nif <(costume [number v]) = [16]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (15)\n change x by (x)\n change y by (y)\n change [y v] by (-.2)\n change [x v] by (-.5)\n end\n repeat (15)\n change x by (x)\n change y by (y)\n change [y v] by (.2)\n change [x v] by (-.2)\n end\n repeat until <(x position) < [-245]>\n change x by (x)\n change y by (y)\n change [y v] by (.2)\n change [x v] by (-.2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n wait (.3) seconds\n repeat (5)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [drop]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n end\nend\n\n@Projectiles\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n switch costume to (PROJECTILE NAME)\n go to x: (PROJ X) y: (PROJ Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\nif <(costume [number v]) = [1]> then\n forever\n switch costume to (chain v)\n wait (.05) seconds\n switch costume to (chain2 v)\n wait (.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (x) steps\n change [x v] by (1)\n end\n if <touching (hitbox v)?> then\n change [health v] by (4)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (12) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n point in direction (90)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n change y by (-10)\n end\n if <touching (hitbox v)?> then\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (15) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n point towards (hitbox v)\n set rotation style [left-right v]\n repeat (30)\n move (10) steps\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n delete this clone\n end\n end\n delete this clone\nend\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [gemini die v]\nwait (1) seconds\nhide\n\n@Gemini Man\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [bossfight v]\nset rotation style [left-right v]\nclear graphic effects\nswitch costume to (gemini1 v)\nstop all sounds\ngo to x: (138) y: (7)\npoint in direction (-90)\nhide\nstart sound [Mega Man 5 SFX \(45\) v]\nrepeat (3)\n hide\n wait (.1) seconds\n show\n wait (.1) seconds\nend\nswitch costume to (geminishoot v)\nrepeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\nend\nswitch costume to (gemini1 v)\nstart sound [Mega Man 5 SFX \(45\) v]\nrepeat (3)\n show\n wait (.1) seconds\n hide\n wait (.1) seconds\nend\nforever\n go to x: (-101) y: (63)\n create clone of (_myself_ v)\n go to x: (138) y: (7)\n start sound [Mega Man 5 SFX \(45\) v]\n repeat (3)\n hide\n wait (.1) seconds\n show\n wait (.1) seconds\n end\n go to x: (138) y: (7)\n switch costume to (gemini2 v)\n set [y v] to [3]\n repeat (17)\n change y by (Y)\n change [y v] by (-1)\n end\n change y by (-15)\n switch costume to (gemini1 v)\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (geminishoot v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\n switch costume to (gemini1 v)\n wait (1) seconds\n repeat (3)\n switch costume to (gemini3 v)\n change x by (-20)\n repeat (3)\n wait (.1) seconds\n change x by (-20)\n next costume\n end\n wait (.1) seconds\n end\n switch costume to (gemini2 v)\n set [y v] to [15]\n repeat (22)\n change y by (Y)\n change x by (11)\n change [y v] by (-1)\n end\n switch costume to (gemini1 v)\n wait (.2) seconds\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (geminishoot v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [seek]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\n switch costume to (gemini2 v)\n go to x: (140) y: (6)\n set [y v] to [3]\n repeat (17)\n change y by (Y)\n change [y v] by (-1)\n end\n change y by (-15)\n switch costume to (gemini1 v)\n wait (.3) seconds\n switch costume to (gemini2 v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n change y by (5)\n wait (.05) seconds\n end\n repeat (3)\n change y by (-5)\n end\n switch costume to (gemini2 v)\n set [y v] to [15]\n repeat (22)\n change y by (Y)\n change [y v] by (-1)\n end\n switch costume to (gemini1 v)\n wait (1) seconds\n broadcast (NEW CLONE v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [8]> then\n set size to (250) %\n repeat (25)\n switch costume to (death v)\n move (5) steps\n change size by (-10)\n end\n delete this clone\nend\n\nwhen I receive [gemini die v]\nstart sound [Mega Man 5 SFX \(7\) v]\nswitch costume to (death v)\nhide\npoint in direction (0)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\npoint in direction (90)\nforever\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [geminidmg v]\nstart sound [Mega Man 5 SFX \(2\) v]\nset [brightness v] effect to (100)\nwait (.1) seconds\nclear graphic effects\nwait (.1) seconds\n\nwhen I start as a clone\nstart sound [Mega Man 5 SFX \(45\) v]\ngo to x: (-101) y: (63)\nswitch costume to (gemini1 v)\nrepeat (3)\n hide\n wait (.1) seconds\n show\n wait (.1) seconds\nend\nrepeat (2)\n switch costume to (gemini2 v)\n set [y v] to [3]\n repeat (21)\n change y by (Y)\n change [y v] by (-1)\n end\n change y by (-10)\n switch costume to (gemini1 v)\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (geminishoot v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\n switch costume to (gemini1 v)\n wait (1) seconds\n repeat (3)\n switch costume to (gemini3 v)\n change x by (20)\n repeat (3)\n wait (.1) seconds\n change x by (20)\n next costume\n end\n wait (.1) seconds\n end\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (geminishoot v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\n switch costume to (gemini2 v)\n set [y v] to [15]\n repeat (20)\n change y by (Y)\n change [y v] by (-1)\n end\n change y by (-10)\n switch costume to (gemini1 v)\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (geminishoot v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\n go to x: (139) y: (6)\n switch costume to (gemini2 v)\n set [y v] to [15]\n repeat (27)\n change y by (Y)\n change x by (-9)\n change [y v] by (-1)\n end\n switch costume to (gemini1 v)\n wait (.2) seconds\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (geminishoot v)\n repeat (3)\n start sound [Mega Man 5 SFX \(32\) v]\n set [projectile name v] to [laser]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n end\nend\n\nwhen I start as a clone\nset [hp v] to [3]\nforever\n wait until <touching color (#ffeda0)?>\n change [hp v] by (-1)\n if <(HP) < [1]> then\n delete this clone\n else\n start sound [Mega Man 5 SFX \(45\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\nwhen I receive [new clone v]\ndelete this clone\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [bossfight v]\nset [gemini hp v] to [1]\nwait (1) seconds\nwait until <(GEMINI HP) > [14]>\nstop [other scripts in sprite v]\nbroadcast (Gemini Die v)\n\nwhen I receive [bossfight v]\nwait (1) seconds\nforever\n wait until <touching color (#ffeda0)?>\n change [gemini hp v] by (1)\n start sound [Mega Man 5 SFX \(45\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\n\nwhen I receive [gemini die v]\ndelete this clone\n\n@bossicon\n\nwhen I receive [die v]\nhide\n\nwhen I receive [gemini die v]\nhide\n\nwhen I receive [bossfight v]\nshow\n\nwhen flag clicked\ngo to x: (211) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\n@hpbar2\n\nwhen flag clicked\npoint in direction (0)\ngo to x: (209) y: (70)\nclear graphic effects\nset size to (200) %\nhide\nforever\n switch costume to (GEMINI HP)\nend\n\nwhen flag clicked\n\nwhen I receive [geminidmg v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\nend\n\nwhen I receive [bossfight v]\nrepeat (10)\n set [gemini hp v] to [1]\n go to [front v] layer\nend\nshow\nwait until <(GEMINI HP) > [14]>\nbroadcast (Gemini Die v)\n\nwhen I receive [die v]\nhide\n\n@toenail/end\n\nwhen flag clicked\nswitch costume to (costume5 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [gemini die v]\nwait (2) seconds\nswitch costume to (costume3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n
{THIS GAME IS MOBILE SUPPORTED}\n\n This platformer I created is based off of the Gemini Man Stage from Mega Man III. Use your blaster to fight off many enemies and face off against Gemini Man as the boss at the very end.\n\n\n Gemini Man is a pretty interesting and underrated Robot Master from Mega Man. I thought it would be cool to create a custom stage based on him.\n\n-- Remember to Love and Favorite to see more custom Mega Man Stages like this! --\n\n-----\n*Credit to Mega Man III for all sounds used
Minecraft Platformer 3 ✪✪✪✪✪ Games with Earth Air Fire Ice Music animations
@Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nbroadcast (gamemusic v)\nforever\n switch backdrop to (Level)\nend\n\n@Platforms\n\nwhen flag clicked\nset [timesofar v] to [0]\nreset timer\nhide\n\ndefine PlatformLeft\nchange y by (-1)\nif <not <touching (font v)?>> then\n change x by (-2)\nend\nif <touching (font v)?> then\n set [xvelocity v] to [0]\n change x by (2)\nend\nchange y by (1)\n\ndefine PlatformRight\nchange y by (-1)\nif <not <touching (font v)?>> then\n change x by (2)\nend\nif <touching (font v)?> then\n set [xvelocity v] to [0]\n change x by (-2)\nend\nchange y by (1)\n\ndefine SmoothenMovement\nswitch costume to (Level)\nif <not <(Level) = [2]>> then\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PlatformPosition v)\n\nwhen I receive [platformleft v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (-1.2)\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n end\n if <(XVelocity) < [-1]> then\n PlatformLeft\n if <(XVelocity) < [-2]> then\n PlatformLeft\n if <(XVelocity) < [-3]> then\n PlatformLeft\n if <(XVelocity) < [-4]> then\n PlatformLeft\n if <(XVelocity) < [-5]> then\n PlatformLeft\n end\n end\n end\n end\n end\nend\n\nwhen I receive [platformright v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (1.2)\n if <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\n if <(XVelocity) > [1]> then\n PlatformRight\n if <(XVelocity) > [2]> then\n PlatformRight\n if <(XVelocity) > [3]> then\n PlatformRight\n if <(XVelocity) > [4]> then\n PlatformRight\n if <(XVelocity) > [5]> then\n PlatformRight\n end\n end\n end\n end\n end\nend\n\nwhen I receive [-tntdestroywall v]\nchange y by (428)\n\nwhen I receive [platformgoingright v]\nchange x by (-1)\n\nwhen I receive [platformgoingleft v]\nchange x by (1)\n\nwhen I receive [start v]\nbroadcast (PlatformPosition v)\n\nwhen I receive [platformposition v]\nchange [timesofar v] by (round (timer))\nreset timer\nset [maxxvelocity v] to [4]\nshow\nset [holdingitem v] to [Nothing]\nswitch costume to (Level)\nset [xvelocity v] to [0]\nif <(Level) = [1]> then\n go to x: (917) y: (-570)\nend\nif <(Level) = [2]> then\n go to x: (650) y: (-570)\nend\nif <(Level) = [3]> then\n go to x: (650) y: (-185)\nend\nif <(Level) = [4]> then\n go to x: (800) y: (-570)\nend\nbroadcast (PlatformLeft v)\nbroadcast (PlatformRight v)\nforever\n SmoothenMovement\nend\n\nwhen I receive [levelup v]\nbroadcast (PlatformPosition v)\ngo to [front v] layer\n\nif <(Mode) = [Trainer]> then\nend\n\nif <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\nend\n\n@Controller!\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n go to (font v)\n if <touching (movingplatforms v)?> then\n set [touchingmovingplatforms? v] to [Yes]\n else\n set [touchingmovingplatforms? v] to [No]\n end\nend\n\nwhen flag clicked\nhide\n\nwait until <(Level) = [4]>\n\nif <not <touching (platforms v)?>> then\n broadcast (SlideDown v)\nend\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\nswitch costume to (normal v)\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\n\nwhen I receive [heropointright v]\npoint in direction (90)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nbroadcast (WalkSounds v)\nforever\n if <<(Level) = [4]> and <<not <key (any v) pressed?>> and <(TouchingMovingPlatforms?) = [Yes]>>> then\n switch costume to (normal v)\n else\n if <not <(OldPlatformX\(Walking?\)) = ([x position v] of [platforms v])>> then\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n end\n end\n set [oldplatformx\(walking?\) v] to ([x position v] of [platforms v])\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset [holdingitem v] to [Normal]\nwait (0.05) seconds\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [walksounds v]\n\nforever\n if <not <(OldPlatformX\(Walking?\)) = (x position)>> then\n play sound [Walk v] until done\n end\nend\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [tnt_explosionprompt v]\nsay [Can I blow up the door?] for (4) seconds\n\nwhen I receive [l1ladderprompt v]\nsay [Go higher then craft again.] for (4) seconds\n\nwhen I receive [-showladder v]\nrepeat (2)\n go to [front v] layer\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\nswitch costume to (normal v)\ngo to [front v] layer\nforever\n show\n go to (font v)\n if <(Level) = [4]> then\n if <touching color (#ff0000)?> then\n broadcast (RestartLevel v)\n end\n end\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n say [Ice is slippy!] for (3) seconds\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [2]> then\n say [Ice is slippy!] for (3) seconds\nend\n\n@Controller\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (1) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nwait (3) seconds\nwait (3) seconds\n\nset [level v] to [0]\n\n@Collectables\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (31) layers\nswitch costume to (blank v)\nset size to (400) %\nhide\nforever\n set x to (([x position v] of [platforms v]) + ((XVelocity) * (1.6)))\n if <([x position v] of [platforms v]) = ((x position) - ((XVelocity) * (1.6)))> then\n show\n else\n hide\n end\nend\n\nwhen I receive [-positionitem v]\nif <(Level) = [1]> then\n switch costume to (l1 v)\n set y to (-560)\n wait until <touching (font v)?>\n set [holdingitem v] to [Sword]\n set y to (-1000)\nend\nif <(Level) = [2]> then\n switch costume to (l2 v)\n set y to (-732)\n wait until <touching (font v)?>\n wait (0.1) seconds\n broadcast (NextCraftingStage v)\n change y by (350)\n wait until <touching (font v)?>\n broadcast (NextCraftingStage v)\n change y by (350)\n wait until <touching (font v)?>\n broadcast (NextCraftingStage v)\n change y by (350)\n wait until <touching (font v)?>\n set [holdingitem v] to [Pickaxe]\n change y by (-3000)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (l3 v)\n go to [front v] layer\n set y to (-560)\n wait until <touching (font v)?>\n set [holdingitem v] to [Water]\n change y by (350)\n wait until <touching (font v)?>\n set [holdingitem v] to [Water]\n change y by (-500)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (l4 v)\n set y to (-400)\n wait until <touching (font v)?>\n broadcast (NextCraftingStage v)\n set [holdingitem v] to [Nothing]\n set y to (-1000)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (-PositionItem v)\n\nwhen I receive [restartlevel v]\nbroadcast (-PositionItem v)\n\nshow\n\nset y to (-600)\n\nwhen I receive [levelup v]\nbroadcast (-PositionItem v)\n\nwait () seconds\n\n@L1\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nwait until <(Level) = [3]>\ngo to x: (-170) y: (-173)\nset size to (70) %\nset [lavax v] to [-900]\nrepeat (12)\n next costume\n create clone of (_myself_ v)\n change [lavax v] by (260)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n repeat (2)\n set x to (([x position v] of [platforms v]) + (LavaX))\n if <(x position) = (([x position v] of [platforms v]) + (LavaX))> then\n show\n go to [front v] layer\n else\n hide\n end\n end\n next costume\n else\n hide\n if <(Level) = [4]> then\n stop [other scripts in sprite v]\n delete this clone\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nShowTrees\n\nwhen flag clicked\ngo to x: (500) y: (500)\nhide\n\nwhen I start as a clone\n\nwhen I receive [#action v]\nif <(distance to [hero v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n hide\n go to x: (500) y: (500)\n end\nend\n\nwhen I receive [start v]\nShowTrees\n\nwhen I receive [restartlevel v]\nShowTrees\n\ndefine ShowTrees\nstop [other scripts in sprite v]\nhide\nset [color v] effect to (25)\nswitch costume to (tree v)\nif <(Level) = [1]> then\n set y to (-90)\n forever\n set x to (([x position v] of [platforms v]) + (420))\n if <(x position) = (([x position v] of [platforms v]) + (420))> then\n show\n else\n hide\n end\n end\nend\nif <(Level) = [4]> then\n switch costume to (tree2 v)\n set y to (43)\n forever\n set x to (([x position v] of [platforms v]) + (150))\n if <(x position) = (([x position v] of [platforms v]) + (150))> then\n show\n else\n hide\n end\n end\nend\n\n@portal\n\nwhen flag clicked\nhide\nset size to (33) %\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPortalPositioning\n\nwhen I receive [start v]\nPortalPositioning\n\ndefine PortalPositioning\nset size to (100) %\nhide\nwait (0.2) seconds\nif <(Level) = [1]> then\n set [portalx v] to [58]\n set y to (90)\nend\nif <(Level) = [2]> then\n set [portalx v] to [430]\n set y to (29)\nend\nif <(Level) = [3]> then\n set [portalx v] to [-100]\n set y to (19)\nend\nif <(Level) = [4]> then\n set [portalx v] to [-930]\n set y to (-118)\nend\nset x to (([x position v] of [platforms v]) - (PortalX))\nwait (0.2) seconds\nforever\n set x to (([x position v] of [platforms v]) - (PortalX))\n if <(x position) = (([x position v] of [platforms v]) - (PortalX))> then\n show\n next costume\n if <touching (hero v)?> then\n hide\n if <(Mode) = [Normal]> then\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n wait until <(Level) > (LevelWas)>\n else\n if <(Mode) = [Hardcore]> then\n if <(Level) = [4]> then\n broadcast (gameover v)\n stop [this script v]\n end\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n broadcast (Training level complete v)\n end\n end\n end\n else\n hide\n end\nend\n\nshow\n\nset x to (([x position v] of [platforms v]) - (PortalX))\n\nset y to (90)\n\n@Ladders\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [-showladder v]\nswitch costume to (Level)\ngo to [front v] layer\ngo [backward v] (20) layers\nforever\n go to (platforms v)\n if <(x position) = ([x position v] of [platforms v])> then\n show\n else\n hide\n end\n if <(Level) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nhide\n\n@MineBlocks\n\nforever\n wait until <(Level) = [2]>\n switch costume to (l2sand v)\n go to [front v] layer\n go [backward v] (40) layers\n repeat until <(Level) = [3]>\n go to (platforms v)\n if <(x position) = ([x position v] of [platforms v])> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nPositionItem\n\nwhen I receive [restartlevel v]\nPositionItem\n\ndefine PositionItem\nif <(Level) = [2]> then\n switch costume to (l2sand v)\n repeat until <(Level) = [3]>\n go to [front v] layer\n go [backward v] (40) layers\n go to (platforms v)\n if <(x position) = ([x position v] of [platforms v])> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [#crafting v]\nif <touching (cloudscore v)?> then\n if <(HoldingItem) = [Pickaxe]> then\n next costume\n if <(costume [number v]) = [6]> then\n broadcast (NextCraftingStage v)\n set [holdingitem v] to [Nothing]\n end\n end\nend\n\nwhen I receive [levelup v]\nPositionItem\n\n@clouds\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (250) %\nswitch costume to (water v)\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n set y to (-270)\n switch costume to (Level)\n set x to (([x position v] of [platforms v]) / (4))\nend\n\n@Land\n\nwhen I receive [start v]\nswitch costume to (blank v)\nshow\nset size to (250) %\nset y to (-290)\ngo to [back v] layer\ngo [forward v] (1) layers\nset [lavacoloureffect v] to [0]\nforever\n switch costume to (Level)\n set x to (([x position v] of [platforms v]) / (3))\n if <(Level) = [3]> then\n if <(LavaColourEffect) > [10]> then\n change [lavacoloureffect v] by (-4)\n else\n if <(LavaColourEffect) < [-25]> then\n change [lavacoloureffect v] by (4)\n else\n change [lavacoloureffect v] by (pick random (-1) to (1))\n end\n end\n set [color v] effect to (LavaColourEffect)\n else\n set [color v] effect to (0)\n set [brightness v] effect to (5)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nif <[1] = [1]> then\n delete this clone\nend\nset [numberofxpbonusclones v] to [5]\nset [timerstampforchests v] to (timer)\nif <(Level) = [1]> then\n repeat until <(TimerStampForChests) < [22]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n repeat until <(TimerStampForChests) < [34]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n repeat until <(TimerStampForChests) < [23]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n repeat until <(TimerStampForChests) < [23]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\ngo to [front v] layer\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n set [chestx v] to [-111]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (-130)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [2]> then\n change [chestx v] by (132)\n else\n change [chestx v] by (68)\n end\n end\n stop [this script v]\nend\nif <(Level) = [2]> then\n set [chestx v] to [260]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (10)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n change [chestx v] by (34)\n end\n stop [this script v]\nend\nif <(Level) = [3]> then\n set [chestx v] to [-10]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (4)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [1]> then\n change [chestx v] by (68)\n else\n change [chestx v] by (34)\n end\n end\n stop [this script v]\nend\nif <(Level) = [4]> then\n set [chestx v] to [-567]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (-130)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n change [chestx v] by (34)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (font v)?>\n set x to (([x position v] of [platforms v]) - (ChestX))\n if <(x position) = (([x position v] of [platforms v]) - (ChestX))> then\n next costume\n show\n else\n hide\n end\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nset [color v] effect to (150)\nshow\nset size to (50) %\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nrepeat (20)\n change x by (7)\n point towards (score v)\n move ((DistanceToScore) / (20)) steps\nend\ndelete this clone\n\n@XP\n\nwhen I start as a clone\nshow\nset [myx v] to (([x position v] of [platforms v]) - (x position))\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change [myx v] by (XVelocityXP)\n set x to (([x position v] of [platforms v]) - (MyX))\n if <(distance to [font v]) < [36]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [10]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\ngo to x: (-237) y: (pick random (0) to (150))\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-16) to (-10))\n set [yvelocityxp v] to [4.5]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\n@explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [tnt_balst v]\nstop [other scripts in sprite v]\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset y to (13)\nrepeat (30)\n set x to (([x position v] of [platforms v]) - (370))\nend\nstart sound [boom v]\nset [localcount v] to [0]\nrepeat (25)\n set x to (([x position v] of [platforms v]) - (370))\n change [localcount v] by (1)\n if <(LocalCount) = [5]> then\n set [localcount v] to [0]\n next costume\n end\nend\nbroadcast (-TNTDestroyWall v)\nrepeat (20)\n set x to (([x position v] of [platforms v]) - (370))\n change [localcount v] by (1)\n if <(LocalCount) = [5]> then\n set [localcount v] to [0]\n next costume\n end\nend\nstop [other scripts in sprite v]\nhide\n\nhide\nwait (1) seconds\nwait until <([costume # v] of [crafting v]) = [11]>\nforever\n go to x: (214) y: (119)\n show\n go to [front v] layer\n next costume\n set size to (20) %\n wait (0.1) seconds\nend\n\n@crafting\n\ndefine StartLevelWithRightCostume\nwait (0.5) seconds\nswitch costume to (level 1 v)\nif <(Level) = [1]> then\n switch costume to (level 1 v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 4 v)\n stop [this script v]\nend\n\nwhen I receive [start v]\nStartLevelWithRightCostume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n if <([y position v] of [font v]) > [-10]> then\n next costume\n broadcast (-ShowLadder v)\n stop [this script v]\n else\n broadcast (L1LadderPrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n set [holdingitem v] to [TNT]\nend\nif <(costume [number v]) = [22]> then\n next costume\n set [holdingitem v] to [BowAndArrow]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\nwhen I receive [tnt_balst v]\nset [holdingitem v] to [Nothing]\nnext costume\n\nstop [this script v]\n\nwhen flag clicked\n\nforever\n say (timer)\nend\n\n@Snow etc\n\nwhen I receive [start v]\nhide\nforever\n repeat until <not <(Level) = [1]>>\n set [myx v] to (([x position v] of [platforms v]) + (-235))\n set y to (pick random (80) to (150))\n set [ghost v] effect to (5)\n switch costume to (costume1 v)\n set size to (100) %\n create clone of (_myself_ v)\n wait ((pick random (1) to (10)) / (5)) seconds\n end\n repeat until <not <(Level) = [2]>>\n set y to (180)\n set [ghost v] effect to (5)\n switch costume to (snowflake v)\n set size to (200) %\n set [myx v] to (([x position v] of [platforms v]) + (pick random (-250) to (319)))\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n repeat until <not <(Level) = [4]>>\n set [myx v] to (([x position v] of [platforms v]) + (-235))\n set y to (pick random (80) to (150))\n set [ghost v] effect to (5)\n switch costume to (costume1 v)\n set size to (100) %\n create clone of (_myself_ v)\n wait ((pick random (1) to (10)) / (5)) seconds\n end\n repeat until <not <(Level) = [3]>>\n set y to (pick random (140) to (175))\n clear graphic effects\n set size to (100) %\n switch costume to (shooting star2 v)\n set [myx v] to (([x position v] of [platforms v]) + (pick random (0) to (320)))\n create clone of (_myself_ v)\n wait (pick random (1) to (16)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <<(Level) = [1]> or <(Level) = [4]>> then\n repeat until <(x position) < [-235]>\n set x to (([x position v] of [platforms v]) - (MyX))\n if <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <not <(x position) = (([x position v] of [platforms v]) - (MyX))>> then\n delete this clone\n end\n change [myx v] by (3)\n change y by ((pick random (-1) to (1)) / (3))\n end\n delete this clone\nend\nif <(Level) = [2]> then\n repeat until <(y position) < [-170]>\n change y by (-3)\n set x to (([x position v] of [platforms v]) - (MyX))\n if <not <(x position) = (([x position v] of [platforms v]) - (MyX))>> then\n delete this clone\n end\n change [myx v] by (1)\n end\n delete this clone\nend\nif <(Level) = [3]> then\n repeat until <(y position) < [-170]>\n change y by (-1)\n set x to (([x position v] of [platforms v]) - (MyX))\n change [ghost v] effect by (1)\n if <not <(x position) = (([x position v] of [platforms v]) - (MyX))>> then\n delete this clone\n end\n change [myx v] by (-8)\n end\n delete this clone\nend\n\n@Blaze\n\nwhen I receive [start v]\nforever\n if <touching (holding v)?> then\n if <(HoldingItem) = [Water]> then\n start sound [Splash v]\n set [holdingitem v] to [EmptyWater]\n if <(y position) < [0]> then\n set [zombiex2 v] to [-450]\n set y to (27)\n broadcast (UpperBlazePath v)\n else\n stop [other scripts in sprite v]\n hide\n end\n end\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [Low Whoosh v]\n end\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [start v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\ndefine PositionZombie\nhide\nclear graphic effects\nif <(Level) = [3]> then\n set [zombiex2 v] to [80]\n broadcast (UpperBlazePath v)\n set y to (-107)\n show\n forever\n repeat (2)\n set x to (([x position v] of [platforms v]) - (ZombieX2))\n if <(x position) = (([x position v] of [platforms v]) - (ZombieX2))> then\n show\n else\n hide\n end\n end\n next costume\n end\nend\n\nwhen I receive [upperblazepath v]\nforever\n repeat (100)\n change [zombiex2 v] by (1)\n point in direction (90)\n end\n repeat (100)\n change [zombiex2 v] by (-1)\n point in direction (-90)\n end\nend\n\n@Zombie1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (LocalZombie v)\n\nwhen I receive [start v]\nif <(Level) = [1]> then\n set [zombiex v] to [145]\nend\nbroadcast (LocalZombie v)\ngo to [front v] layer\nset y to (-120)\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n switch costume to (hit v)\n if <(y position) < [0]> then\n if <(Level) = [1]> then\n set [zombiex v] to [-50]\n end\n if <(Level) = [????]> then\n set [zombiex v] to [0]\n end\n stop [other scripts in sprite v]\n repeat (3)\n next costume\n wait (0.1) seconds\n end\n hide\n set y to (83)\n broadcast (LocalZombie v)\n else\n stop [other scripts in sprite v]\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n stop [this script v]\n end\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nbroadcast (LocalZombie v)\n\nwhen I receive [zombiecostume v]\nforever\n repeat (5)\n wait (0.1) seconds\n switch costume to (vtinyz16 v)\n change [zombiex v] by (-3)\n wait (0.1) seconds\n switch costume to (right v)\n change [zombiex v] by (-3)\n wait (0.1) seconds\n switch costume to (vtinyz18 v)\n change [zombiex v] by (-3)\n wait (0.1) seconds\n switch costume to (right v)\n change [zombiex v] by (-3)\n end\n repeat (8)\n next costume\n end\n wait (0.1) seconds\n switch costume to (vtinyz2 v)\n change [zombiex v] by (3)\n repeat (5)\n wait (0.1) seconds\n switch costume to (vtinyz3 v)\n change [zombiex v] by (3)\n wait (0.1) seconds\n switch costume to (left v)\n change [zombiex v] by (3)\n wait (0.1) seconds\n switch costume to (vtinyz5 v)\n change [zombiex v] by (3)\n wait (0.1) seconds\n switch costume to (left v)\n change [zombiex v] by (3)\n end\n repeat (8)\n next costume\n end\nend\n\nif <(Level) = [3]> then\n set [brightness v] effect to (10)\n set [color v] effect to (130)\n set [zombiex v] to [200]\n broadcast (ZombieCostume v)\n set y to (-124)\n show\n forever\n set x to (([x position v] of [platforms v]) - (ZombieX))\n end\nend\n\nwhen I receive [localzombie v]\nhide\nclear graphic effects\nbroadcast (ZombieCostume v)\nif <(Level) = [1]> then\n forever\n set x to (([x position v] of [platforms v]) - (ZombieX))\n if <(x position) = (([x position v] of [platforms v]) - (ZombieX))> then\n show\n else\n hide\n end\n end\nend\n\n@MovingPlatforms\n\nwhen I receive [start v]\nswitch costume to (blank v)\ngo to [front v] layer\nset size to (400) %\nswitch costume to (slidersset1 v)\ngo to x: (650) y: (-570)\nhide\nwait until <(Level) = [4]>\nshow\ncreate clone of (_myself_ v)\nforever\n set [airplatformx v] to [-25]\n repeat (50)\n change [airplatformx v] by (1)\n set x to (([x position v] of [platforms v]) + (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) + (AirPlatformX))> then\n show\n else\n hide\n end\n if <touching (controller! v)?> then\n broadcast (PlatformGoingRight v)\n end\n end\n repeat (50)\n change [airplatformx v] by (-1)\n set x to (([x position v] of [platforms v]) + (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) + (AirPlatformX))> then\n show\n else\n hide\n end\n if <touching (controller! v)?> then\n broadcast (PlatformGoingLeft v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (PlatformLeft v)\nbroadcast (PlatformRight v)\n\nwhen I start as a clone\nswitch costume to (slidersset2 v)\nforever\n repeat (50)\n set x to (([x position v] of [platforms v]) - (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) - (AirPlatformX))> then\n show\n if <touching (controller! v)?> then\n broadcast (PlatformGoingLeft v)\n end\n else\n hide\n end\n end\n repeat (50)\n set x to (([x position v] of [platforms v]) - (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) - (AirPlatformX))> then\n show\n if <touching (controller! v)?> then\n broadcast (PlatformGoingRight v)\n end\n else\n hide\n end\n end\nend\n\nif <touching (controller! v)?> then\n broadcast (PlatformGoingLeft v)\nend\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.3) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nwait (0.1) seconds\ngo to [front v] layer\n\nrepeat (2)\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n if <(☁ #BestScore) > (ReadHighScore)> then\n set [readhighscore v] to (☁ #BestScore)\n end\n switch costume to (10 v)\n switch costume to (letter ((length of (ReadHighScore)) - (Numeral)) of (ReadHighScore))\n wait (1) seconds\n if <(Score) > (ReadHighScore)> then\n set [☁ #bestscore v] to (Score)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nif <(username) = [atomicmagicnumber]> then\n\n@CloudScore\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\nwait until <touching (piston v)?>\nbroadcast (Dismount v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nJump\n\ngo to x: (-19) y: (-126)\n\nwhen [w v] key pressed\nJump\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-19) y: (-109)\nswitch costume to (normal v)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\ngo to x: (-210) y: (50)\n\nwhen I receive [levelup v]\nif <(Mode) = [Hardcore]> then\n repeat (5)\n set y to (-109)\n end\nend\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nshow\n\ndefine Jump\nchange y by (-1)\nif <<touching (platforms v)?> or <<touching (mineblocks v)?> or <touching (movingplatforms v)?>>> then\n set [yvelocity v] to (MaxYJump)\nend\nchange y by (1)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\ndefine Gravity\nif <(YVelocity) < [0]> then\n if <not <<touching (platforms v)?> or <<touching (mineblocks v)?> or <touching (movingplatforms v)?>>>> then\n change y by (-1)\n end\nend\n\ndefine GoingUp\nchange y by (1)\nif <not <<touching (<touching (platforms v)?> v)?> or <touching (movingplatforms v)?>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (movingplatforms v)?>> then\n change y by (-1)\n set [yvelocity v] to [0]\nend\n\nset [yvelocity v] to [0]\n\nchange y by (-1)\n\ndefine LadderCheck\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (100)\n set [yvelocity v] to [0]\n end\nend\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (3)\n set [yvelocity v] to [0]\n end\nend\n\nwait (0.2) seconds\n\nwait (0.1) seconds\n\nwhen I receive [start v]\ngo to x: (-19) y: (-109)\nswitch costume to (normal v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nbroadcast (PositionControlCharacter v)\nbroadcast (Walk v)\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nforever\n switch costume to (normal v)\n change [yvelocity v] by (-0.5)\n LadderCheck\n if <(YVelocity) < [0]> then\n switch costume to (goingdown v)\n Gravity\n if <(YVelocity) < [-1]> then\n Gravity\n if <(YVelocity) < [-2]> then\n Gravity\n if <(YVelocity) < [-3]> then\n Gravity\n if <(YVelocity) < [-4]> then\n Gravity\n end\n end\n end\n end\n end\n if <(y position) < [-125]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n if <(YVelocity) > [1]> then\n switch costume to (goingup v)\n GoingUp\n if <(YVelocity) > [2]> then\n GoingUp\n if <(YVelocity) > [3]> then\n GoingUp\n if <(YVelocity) > [4]> then\n GoingUp\n if <(YVelocity) > [5]> then\n GoingUp\n end\n end\n end\n end\n end\nend\n\nsay [Ow]\n\nsay [Ouch!] for (2) seconds\n\ngo to x: (-19) y: (-109)\n\nwhen I receive [jump v]\nJump\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [16]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n if <(Level) = [4]> then\n hide\n broadcast (gameover v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n broadcast (#ShowLevelTransition v)\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@MobB\n\nwhen I receive [start v]\nwait until <(Level) = [4]>\nforever\n if <touching (arrow v)?> then\n start sound [Squawk v]\n if <(y position) > [-10]> then\n set [mobbx v] to [-800]\n set y to (-80)\n broadcast (MobBPath v)\n else\n stop [other scripts in sprite v]\n hide\n end\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [Seagulls v]\n end\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [start v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\ndefine PositionZombie\nhide\nclear graphic effects\nif <(Level) = [4]> then\n set [mobbx v] to [-600]\n broadcast (MobBPath v)\n set y to (0)\n show\n forever\n repeat (2)\n set x to (([x position v] of [platforms v]) - (MobBX))\n if <(x position) = (([x position v] of [platforms v]) - (MobBX))> then\n show\n else\n hide\n end\n end\n next costume\n end\nend\n\nwhen I receive [mobbpath v]\nforever\n repeat (100)\n change [mobbx v] by (2)\n point in direction (90)\n end\n repeat (100)\n change [mobbx v] by (-2)\n point in direction (-90)\n end\nend\n\n@HOLDING\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nset [holdingitem v] to [Nothing]\nhide\n\nwhen I receive [levelup v]\ngo to x: (500) y: (500)\nhide\n\nwhen I receive [#crafting v]\n\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [#crafting v]\ngo to [front v] layer\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\nend\nif <(costume [number v]) = [6]> then\n if <<([x position v] of [platforms v]) > [226]> and <<([x position v] of [platforms v]) < [360]> and <(y position) > [0]>>> then\n broadcast (TNT_Balst v)\n end\nend\nif <(costume [number v]) = [9]> then\n create clone of (arrow v)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n show\n switch costume to (HoldingItem)\n go to (hero v)\n point in direction ([direction v] of [hero v])\n if <(HoldingItem) = [BowAndArrow]> then\n set rotation style [all around v]\n change y by (-10)\n if <(direction) = [90]> then\n turn right ([costume # v] of [hero v]) degrees\n else\n turn right ([costume # v] of [hero v]) degrees\n end\n else\n if <<(HoldingItem) = [TNT]> or <<(HoldingItem) = [Water]> or <(HoldingItem) = [EmptyWater]>>> then\n go to [front v] layer\n set rotation style [left-right v]\n else\n if <(direction) = [90]> then\n turn right ([costume # v] of [hero v]) degrees\n end\n end\nend\n\nwhen I receive [localpixaxe v]\nforever\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [madesaddle v]\nset [holdingitem v] to [Saddle]\nswitch costume to (saddle v)\n\nwhen I receive [saddlehorse v]\nhide\n\nwhen I receive [restartlevel v]\nset [holdingitem v] to [Nothing]\ngo to x: (500) y: (500)\n\n@Arrow\n\nwhen I start as a clone\nshow\ngo to (holding v)\nif <([direction v] of [holding v]) < [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nrepeat until <touching (_edge_ v)?>\n if <(direction) = [90]> then\n change x by (10)\n else\n change x by (-10)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Start End screens\n\nwhen I receive [showmodeoptions v]\nswitch costume to (explosion v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nwait (0.1) seconds\nset size to (100) %\nswitch costume to (explosion v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (bigblock v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nbroadcast (LaunchMinecraftVictory v)\n\nglide (1) secs to x: (0) y: (0)\n\nwhen [9 v] key pressed\nif <mouse down?> then\n show\n stop [other scripts in sprite v]\n switch costume to (thumb v)\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (explosion v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (bigblock v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nbroadcast (LaunchMinecraftSign v)\n\nwhen I receive [movelogoforinstructions v]\nif <(costume [number v]) = [2]> then\n repeat (33)\n change [ghost v] effect by (3)\n end\n switch costume to (instructions v)\n go to x: (0) y: (0)\n set size to (100) %\n repeat (33)\n change [ghost v] effect by (-3)\n end\n clear graphic effects\n create clone of (_myself_ v)\n broadcast (ShowPlayButton v)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Instructions]> then\n wait (0.5) seconds\n set [ghost v] effect to (100)\n switch costume to (instructions3 v)\n repeat (33)\n change [ghost v] effect by (-3)\n end\n clear graphic effects\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nif <(Mode) = [Hardcore]> then\n broadcast (gameover v)\n stop [other scripts in sprite v]\n switch costume to (explosion v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n broadcast (Hardcore Death v)\nend\n\nwhen I receive [training level complete v]\nif <(Mode) = [Trainer]> then\n broadcast (gameover v)\n stop [other scripts in sprite v]\n switch costume to (explosion v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n broadcast (ShowTrainingLevelComplete v)\nend\n\nwhen I receive [levelup v]\nif <(Mode) = [Trainer]> then\n broadcast (gameover v)\n stop [other scripts in sprite v]\n switch costume to (explosion v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n broadcast (ShowTrainingLevelComplete v)\nend\n\ngo to x: (0) y: (0)\n\n@minecraft\n\nwhen I receive [showmodeoptions v]\nhide\ndelete this clone\n\nwhen I receive [movelogoforinstructions v]\nrepeat (33)\n change y by (3)\nend\n\nwhen I receive [instructionspage v]\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (platformer v)\nshow\nglide (1) secs to x: (0) y: (50)\nbroadcast (Bump v)\nwait (0.1) seconds\nbroadcast (ShowEpisode v)\n\nwhen I receive [bump v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [5]\n repeat (11)\n change y by (Bump)\n change [bump v] by (-1)\n end\nend\n\nif <(costume [number v]) = [1]> then\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nelse\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [launchminecraftsign v]\nswitch costume to (minecraft v)\nwait (0.4) seconds\ngo to x: (0) y: (300)\nset size to (80) %\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (50)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [nudgelogoleft v]\nchange x by (-15)\n\nhide\ndelete this clone\n\n@Episode 2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [showepisode v]\nhide\nwait (0.6) seconds\nset size to (200) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (600) y: (00)\nshow\nglide (0.5) secs to x: (260) y: (0)\nbroadcast (NudgeLogoLeft v)\nglide (0.4) secs to x: (280) y: (0)\nglide (0.3) secs to x: (240) y: (0)\nbroadcast (NudgeLogoLeft v)\nglide (0.2) secs to x: (260) y: (0)\nglide (0.2) secs to x: (220) y: (0)\nbroadcast (NudgeLogoLeft v)\nwait (0.3) seconds\nbroadcast (MoveLogoForInstructions v)\n\nwhen I receive [movelogoforinstructions v]\nrepeat (33)\n change y by (3)\nend\n\nwhen I receive [fadeoutinstructions v]\nbroadcast (Start v)\nhide\n\nwhen I receive [gameover v]\nif <[1] = [1]> then\n delete this clone\nend\nwait (3) seconds\nset size to (170) %\nshow\nclear graphic effects\ngo to x: (-300) y: (130)\nswitch costume to (centre2 v)\nglide (0.9) secs to x: (182) y: (130)\n\nwhen I receive [showmodeoptions v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nwait (1.5) seconds\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-80)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (ShowModeOptions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (ShowModeOptions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@gAMEPLAYsELECTION\n\nwhen I receive [showmodeoptions v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (normal v)\nset [clickable v] to [Yes]\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n start sound [249615__vincentm400__confirm v]\n repeat until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change size by (0.5)\n end\n repeat (7)\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Clickable) = [Yes]> then\n reset timer\n set [clickable v] to [No]\n set [mode v] to [Normal]\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [1]\n set [mode v] to [Hardcore]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [1]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [2]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [3]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [4]\n set [mode v] to [Trainer]\n end\n stop [other scripts in sprite v]\n broadcast (Start v)\n delete this clone\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [hardcore death v]\nset [clickable v] to [No]\nswitch costume to (hardcore v)\ngo to x: (-170) y: (-80)\nset size to (1) %\nshow\nrepeat (30)\n go to [front v] layer\n change size by (5)\nend\n\nwhen I receive [showtraininglevelcomplete v]\nset [clickable v] to [No]\nwait (0.1) seconds\nset size to (300) %\nchange [level v] by (0)\nif <(Level) = [1]> then\n switch costume to (earth v)\n go to x: (525) y: (600)\nend\nif <(Level) = [2]> then\n switch costume to (ice v)\n go to x: (200) y: (600)\nend\nif <(Level) = [3]> then\n switch costume to (fire v)\n go to x: (-175) y: (600)\nend\nif <(Level) = [4]> then\n switch costume to (air v)\n go to x: (-525) y: (600)\nend\nshow\ngo to [front v] layer\nglide (1) secs to x: (x position) y: (350)\nbroadcast (ShowBestTimes v)\n\n@ShowLevel\n\nwhen I receive [start v]\nset y to (0)\nforever\n if <(Level) = [3]> then\n set x to ((([x position v] of [platforms v]) * (1.5)) - (1000))\n if <(x position) = ((([x position v] of [platforms v]) * (1.5)) - (1000))> then\n switch costume to (Level)\n show\n else\n hide\n end\n else\n set x to ((([x position v] of [platforms v]) * (1.5)) - (1111))\n if <(x position) = ((([x position v] of [platforms v]) * (1.5)) - (1111))> then\n switch costume to (Level)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [this script v]\n\nthink [Hmm...] for (2) seconds\n\n@Sprite1\n\nwhen I receive [hardcore death v]\nshow\nswitch costume to (hardcore v)\ngo to x: (0) y: (-120)\nset size to (1) %\nrepeat (20)\n go to [front v] layer\n change size by (5)\nend\n\nbroadcast (Training level complete v)\n\nwhen flag clicked\nhide\n\nwhen I receive [showtraininglevelcomplete v]\n\nshow\nswitch costume to (trainin v)\ngo to x: (0) y: (-120)\nset size to (1) %\nrepeat (20)\n go to [front v] layer\n change size by (5)\nend\n\ngo to [front v] layer\n\nif <[] = [50]> then\n\n@hifive\n\nwhen I receive [showthefont v]\nif <(Mode) = [Trainer]> then\n stop [this script v]\nend\nwait (10) seconds\ngo to [front v] layer\nswitch costume to (hifive2 v)\nshow\ngo to x: (8) y: (300)\nglide (1) secs to x: (8) y: (-30)\nforever\n next costume\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nbroadcast (gameover v)\n\n@Final talking\n\nwhen I receive [showthefont v]\nif <(Mode) = [Trainer]> then\n stop [this script v]\nend\nwait (13) seconds\nshow\nset x to (-30)\nset y to (10)\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nsay (join [You beat ] (join (Mode) [ mode!])) for (4) seconds\nwait (3) seconds\nsay [High 5 time!] for (4) seconds\nwait (2) seconds\nsay (join (username) [ is the GREATEST!]) for (2) seconds\nforever\n wait (2) seconds\n say [How about a love, fav and FOLLOW?] for (5) seconds\n wait (2) seconds\n say (join (username) [ THRASHED episode 3!]) for (4) seconds\n wait (2) seconds\n say (join [Please be awesome ] (join (username) [ and follow me!])) for (4) seconds\n wait (2) seconds\n say [Still there?] for (2) seconds\n wait (2) seconds\n say [Ok...] for (2) seconds\n wait (2) seconds\n say [Free jokes coming up!] for (4) seconds\n wait (2) seconds\n set x to (-30)\n say [Where do you search for lost spiders?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [Websites] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [Why was the computer annoyed?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [It had a chip on its shoulder!] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [What do tiny robots eat?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [Microchips!] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [Why did the computer cross the road?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [To get a byte to eat!] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [What did Steve say to his girlfriend?] for (10) seconds\n set x to (30)\n wait (0.5) seconds\n say [I dig you!] for (5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (10) y: (0)\n\nwait (13) seconds\n\ngo to [front v] layer\n\n@minecraft font\n\nwhen I start as a clone\nset [digitx v] to (x position)\nset [digity v] to (y position)\nif <(y position) > [160]> then\n show\n go to [front v] layer\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: ((LineHeight) + (50))\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: ((LineHeight) + (20))\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (LineHeight)\n set [digitclonenumber v] to [0]\n wait (1) seconds\n repeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-1)\n change y by (1)\n change [digitclonenumber v] by (1)\n end\n hide\nend\nwait (2) seconds\nbroadcast (3DTextRipple v)\nforever\n change [color v] effect by (1)\nend\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (300)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nstart sound [FunWin v]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [showbesttimes v]\nset [timetakenonlevel v] to (round (timer))\nset [timertexttosay v] to (join (TimeTakenOnLevel) [ seconds])\nif <(Level) = [1]> then\n if <(TimeTakenOnLevel) < (☁ L1Time)> then\n wait (1) seconds\n set [☁ l1time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L1Time)\nend\nif <(Level) = [2]> then\n if <(TimeTakenOnLevel) < (☁ L2Time)> then\n wait (1) seconds\n set [☁ l2time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L2Time)\nend\nif <(Level) = [3]> then\n if <(TimeTakenOnLevel) < (☁ L3Time)> then\n wait (1) seconds\n set [☁ l3time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L3Time)\nend\nif <(Level) = [4]> then\n if <(TimeTakenOnLevel) < (☁ L4Time)> then\n wait (1) seconds\n set [☁ l4time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L4Time)\nend\nbroadcast (ShowTheFont v)\n\nwhen I receive [showthefont v]\nhide\nclear graphic effects\nset [color v] effect to (-100)\ngo to [front v] layer\nset size to (130) %\nset [lineheight v] to [130]\nset [texttoshow v] to (join [WR ] (join (WR) [ seconds]))\nShowTextOnScreen\nset size to (120) %\nset [lineheight v] to [-120]\nset [texttoshow v] to (username)\nShowTextOnScreen\nset size to (140) %\nset [lineheight v] to [-160]\nset [texttoshow v] to (TimerTextToSay)\nShowTextOnScreen\n\nset [wr v] to (☁ L1Time)\n\nset [wr v] to (☁ L3Time)\n\nwhen I receive [launchminecraftvictory v]\nif <(Mode) = [Hardcore]> then\n if <(TimeSoFar) < (☁ HardcoreTime)> then\n wait (1) seconds\n set [☁ hardcoretime v] to (TimeSoFar)\n wait (1) seconds\n end\n set [wr v] to (☁ HardcoreTime)\n set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nif <(Mode) = [Normal]> then\n if <(TimeSoFar) < (☁ NormalTime)> then\n wait (1) seconds\n set [☁ normaltime v] to (TimeSoFar)\n wait (1) seconds\n end\n set [wr v] to (☁ NormalTime)\n set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nbroadcast (ShowTheFont v)\n\nset [☁ l1time v] to [60]\n\nset [☁ l2time v] to [60]\n\nset [☁ l3time v] to [60]\n\nset [☁ l4time v] to [60]\n\nset [☁ normaltime v] to [260]\n\nset [☁ hardcoretime v] to [260]\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\n\nchange [digitclonenumber v] by (1)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\nchange [color v] effect by (1)\n\nchange y by (10)\n\nset y to (DigitY)\n\nwait (0.1) seconds\n\nset [☁ #bestscore v] to [0]\nset [☁ l1time v] to [60]\nset [☁ l2time v] to [60]\nset [☁ l3time v] to [60]\nset [☁ l4time v] to [60]\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\n@Font\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nbroadcast (Walk v)\nbroadcast (PositionControlCharacter v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nshow\nset [ghost v] effect to (99)\ngo to x: (-19) y: (-126)\nforever\n set y to ([y position v] of [cloudscore v])\nend\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-19) y: (-109)\nswitch costume to (normal v)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (50)\nset [ghost v] effect to (99)\nset [maxyjump v] to [6]\nset [maxxvelocity v] to [4]\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (100)\n set [yvelocity v] to [0]\n end\nend\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (3)\n set [yvelocity v] to [0]\n end\nend\n\n@modeonly\n\nwhen I receive [launchminecraftvictory v]\ngo to x: (0) y: (0)\nif <(Mode) = [Hardcore]> then\n switch costume to (hard v)\n go to [front v] layer\n show\nend\nif <(Mode) = [Normal]> then\n switch costume to (norm v)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n broadcast (Jump v)\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (1.2)\n if <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n broadcast (HeroPointLeft v)\n broadcast (Jump v)\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (1.2)\n if <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (-1.2)\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n broadcast (HeroPointRight v)\n broadcast (Jump v)\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (-1.2)\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nbroadcast (HeroPointRight v)\nbroadcast (Jump v)\n\nswitch costume to (e v)\n\n
✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪\nMinecraft Platformer 4\nhttps://scratch.mit.edu/projects/554690423/\n✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪\n\nMinecraft Platformer 3 \n\n➊ Use ARROW keys, WASD keys or touchscreen.\n➋ SPACEBAR or ACTION to chop, hit or craft.\n\nTONS of new features and awesome new gameplay!\n__________________________________________\nMinecraft platformer 1 has a full in game tutorial:\nhttps://scratch.mit.edu/projects/332477974/\n__________________________________________\n\nFirst 100 to love and comment win chance to be added to the credit crew!\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #2 #animation #atomicmagicnumber #episode #mobile #earth #air #fire #ice #water #scrolling #2019 #awesome #cool #ipad #android\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement.
Rainbow Platformer!
@Stage\n\nwhen flag clicked\nwait (0.1) seconds\nstart sound [Electroman Adventures v]\nwait until <([costume # v] of [ground v]) = [9]>\nstop all sounds\nstart sound [dreamscape 009 v]\n\n@Character\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo to x: (-200) y: (-50)\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n create clone of (_myself_ v)\n switch costume to (hitbox v)\n if <<(Speed Y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <(Speed Y) < [-16]> then\n set [speed y v] to [-16]\n end\n change y by (Speed Y)\n Touch Ground <(Speed Y) > [0]>\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk (-90) (-5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk (90) (5)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling?) < [4]>> then\n set [speed y v] to [12]\n end\n if <touching (bad v)?> then\n go to x: (-200) y: (0)\n set [speed y v] to [0]\n set [falling? v] to [10]\n end\n if <touching (bouncy v)?> then\n set [speed y v] to [25]\n end\n if <touching (water v)?> then\n set [falling? v] to [0]\n end\n switch costume to (red square v)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\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\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (red square2 v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Goal\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <touching (character v)?> then\n broadcast (next level v)\n wait until <not <touching (character v)?>>\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\n@Bad\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Water\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat until <<(x position) = [0]> and <(y position) = [0]>>\n go to x: (0) y: (0)\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n
~~~~~~~READ!~~~~~~~\nHello everyone! Use the arrow keys to move. All the other instructions are in the game. It's colorful! The flags are changing colors each level. And the colorful paint are changing colors, also the colorful bouncy is changing. The background is rainbow too! Have fun! \n\nCHALLENGE: Try to finish all of the levels before the music does!
LOST CUBE-- A PLATFORMER
@Stage\n\n@Sprite1\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nset [⇤xv v] to [0]\nset [↓yv v] to [0]\nset [✺level v] to [1]\nReset\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) * (0.85))\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 [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 [↓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 end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <key (up arrow v) pressed?> then\n set [↓yv v] to [12]\n end\n end\n change y by (1)\n if <touching (sprite4 v)?> then\n Reset\n end\n if <(x position) > [240]> then\n broadcast (next level v)\n change [✺level v] by (1)\n wait (1) seconds\n Reset\n end\n if <touching (sprite9 v)?> then\n Reset\n end\nend\n\ndefine Reset\ngo to x: (-200) y: (-100)\nset [↓yv v] to [0]\nset [⇤xv v] to [0]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#14d5ef)?> then\n if <key (up arrow v) pressed?> then\n change [↓yv v] by (1)\n else\n change [↓yv v] by (.1)\n end\n end\n if <touching color (#02b0fd)?> then\n if <key (up arrow v) pressed?> then\n change [↓yv v] by (1)\n else\n change [↓yv v] by (.25)\n end\n end\n if <touching color (#007fff)?> then\n if <key (up arrow v) pressed?> then\n change [↓yv v] by (1)\n else\n change [↓yv v] by (.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Relaxing Anti-Stress Music - slow and positive - rd N°026 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (.5) seconds\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nforever\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (.5) seconds\nnext costume\n\nwhen I receive [play v]\nswitch costume to (costume10 v)\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(✺LEVEL) = [6]> then\n hide\n else\n show\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [yyyyyyyyvvvvvvvv v] to [0]\ngo to x: (0) y: (100000)\nhide\n\nwhen I receive [next level v]\nshow\nset [yyyyyyyyvvvvvvvv v] to [-30]\nrepeat until <(y position) < [-215]>\n change [yyyyyyyyvvvvvvvv v] by (1)\nend\nset [yyyyyyyyvvvvvvvv v] to [0]\nwait (.1) seconds\nrepeat until <(y position) > [132]>\n change [yyyyyyyyvvvvvvvv v] by (1)\n change y by (yyyyyyyyvvvvvvvv)\n go to [front v] layer\nend\nset [yyyyyyyyvvvvvvvv v] to [0]\nhide\n\nrepeat until <(y position) < [-176]>\n change [yyyyyyyyvvvvvvvv v] by (1)\n change y by (yyyyyyyyvvvvvvvv)\n go to [front v] layer\nend\nset [yyyyyyyyvvvvvvvv v] to [0]\nwait (.1) seconds\nrepeat until <(y position) > [132]>\n change [yyyyyyyyvvvvvvvv v] by (1)\n change y by (yyyyyyyyvvvvvvvv)\n go to [front v] layer\nend\nset [yyyyyyyyvvvvvvvv v] to [0]\nhide\n\nchange y by (yyyyyyyyvvvvvvvv)\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n change y by (yyyyyyyyvvvvvvvv)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\n@Sprite7\n\nwhen flag clicked\nshow\nset [✺level v] to [0]\n\nwhen this sprite clicked\nhide\nbroadcast (Play v)\n\n@Sprite8\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nforever\n turn right (7) degrees\nend\n\nwhen flag clicked\nhide\ngo to x: (-4) y: (-134)\nwait until <(✺LEVEL) = [5]>\nwait (.5) seconds\nshow\nwait until <(✺LEVEL) = [6]>\nwait (.5) seconds\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to x: (-40) y: (-134)\nwait until <(✺LEVEL) = [7]>\nwait (.5) seconds\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (100) y: (-134)\nwait until <(✺LEVEL) = [7]>\nwait (.5) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (7) degrees\nend\n\n@Sprite10\n\nwhen flag clicked\ngo to [back v] layer\nforever\n set [ghost v] effect to (10)\nend\n\nwhen flag clicked\nhide\nwait until <(✺LEVEL) = [6]>\nwait (.5) seconds\nshow\nwait until <(✺LEVEL) = [7]>\nwait (.5) seconds\nhide\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [ghost v] effect to (10)\nend\n\nwhen flag clicked\nhide\nwait until <(✺LEVEL) = [6]>\nwait (.5) seconds\nshow\nwait until <(✺LEVEL) = [7]>\nwait (.5) seconds\nhide\n\n@Sprite12\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nforever\n set [ghost v] effect to (10)\nend\n\nwhen flag clicked\nhide\nwait until <(✺LEVEL) = [6]>\nwait (.5) seconds\nshow\nwait until <(✺LEVEL) = [7]>\nwait (.5) seconds\nhide\n\n@Sprite13\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000001)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite14\n\n@Sprite15\n\nwhen flag clicked\nGenerate clones\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\nset [ghost v] effect to (pick random (70) to (95))\ngo to [back v] layer\nshow\nforever\n wait (pick random (5.0000) to (10.0000)) seconds\n switch costume to (costume2 v)\n set [ghost v] effect to (75)\n wait (.1) seconds\n set [ghost v] effect to (pick random (70) to (95))\n switch costume to (costume1 v)\nend\n\ndelete this clone\n\ndefine Generate clones\nswitch costume to (costume1 v)\ngo to x: (-220) y: (150)\nhide\nrepeat (5)\n change y by (-5)\n repeat (5)\n create clone of (_myself_ v)\n wait (0) seconds\n change x by (100)\n change y by (1)\n end\n change y by (-5)\n change y by (-50)\n repeat (5)\n create clone of (_myself_ v)\n wait (0) seconds\n change x by (-100)\n change y by (1)\n end\n change y by (-50)\nend\n\n
I Added a story line\n-Use arrow keys only\n-Not mobile friendly\n-Bounce on water\n-Avoid lava and saws\n The hardest part of this was either trying to make the water realistic or making the saws cemetrical so they don't look weird while they spin or coding the big black square go down pretty fast, slow down, stop, and then go back up at a good speed.\n My absolute favorite part about making this project was making the art which I always love to do\n\n And if you have successfully scrolled all the way down to here please Heart, Star, Comment and Follow!!!
Snowfall: A Winter Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [We Wish You v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v) and wait\n\n@Play Game Button\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n@Player\n\nwhen flag clicked\nhide\n\ngo to x: (128) y: (-180)\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\n\nwhen backdrop switches to [backdrop21 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-207) y: (-80)\nset rotation style [left-right v]\nset [player: x v] to [0]\nset [player: y v] to [0]\nshow\nforever\n if <(y position) = [-194]> 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: (-80)\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 (#b9b9b9)?> 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 (#ff00ae)?> then\n set [player: y v] to [16]\n end\nend\n\n@Snow\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-250) to (250)) y: (180)\nrepeat until <touching color (#030303)?>\n change y by (pick random (-1) to (-.1))\nend\ndelete this clone\n\nwhen I receive [message1 v]\nhide\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Love\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nshow\n\n@Fav\n\nwhen backdrop switches to [backdrop21 v]\nshow\n\nwhen backdrop switches to [backdrop21 v]\nshow\n\nwhen flag clicked\nhide\n\n
Snowfall: A Winter Platformer\nFRONT PAGED ON 12/31/2019 thanks, @miriyanguyen!!\nYou are a snowman traveling through a snowy land to reach your friend's house so that you can sit by a nice, blazing fire and drink hot chocolate.\n\nInstructions:\n--Arrow Keys to Move\n--R to Restart any Level\n--S to Skip any Level\n--Have Fun!
Determination - A Platformer
@Stage\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [green flag clicked v]\nforever\n play sound [Undertale - Hopes and Dreams v] until done\nend\n\n@Player\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag clicked v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [restart v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (idle v)\n set [color v] effect to (Color)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n broadcast (Die v)\n repeat (1)\n switch costume to (idle v)\n wait (1) seconds\n switch costume to (dead1 v)\n start sound [snd_break1 v]\n switch costume to (dead2 v)\n wait (.5) seconds\n repeat (11)\n next costume\n wait (.1) seconds\n change [ghost v] effect by (10)\n end\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (100)\n end\nend\n\nswitch costume to (idle v)\n\nwhen [s v] key pressed\nwait until <key (a v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (s v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (d v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (r v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (l v) pressed?>\nwait until <key (e v) pressed?>\nplay sound [Sans v] until done\nswitch costume to (sans v)\n\nwhen [p v] key pressed\nwait until <key (e v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (r v) pressed?>\nplay sound [Family Guy v] until done\nswitch costume to (peter v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Green Flag clicked v)\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [22]>> then\n next costume\n next backdrop\nend\n\nwhen flag clicked\n\nif <not <(costume [number v]) = [13]>> then\n\nnext costume\nnext backdrop\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (1a v)\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [20]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@BG Text\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n switch costume to (1 v)\n end\n if <(backdrop [number v]) = [2]> then\n switch costume to (2 v)\n end\n if <(backdrop [number v]) = [3]> then\n switch costume to (3 v)\n end\n if <(backdrop [number v]) = [4]> then\n switch costume to (4 v)\n end\n if <(backdrop [number v]) = [5]> then\n switch costume to (5 v)\n end\n if <(backdrop [number v]) = [6]> then\n switch costume to (6 v)\n end\n if <(backdrop [number v]) = [7]> then\n switch costume to (7 v)\n end\n if <(backdrop [number v]) = [8]> then\n switch costume to (8 v)\n end\n if <(backdrop [number v]) = [9]> then\n switch costume to (9 v)\n end\n if <(backdrop [number v]) = [10]> then\n switch costume to (10 v)\n end\n if <(backdrop [number v]) = [11]> then\n switch costume to (11 v)\n end\n if <(backdrop [number v]) = [12]> then\n switch costume to (12 v)\n end\n if <(backdrop [number v]) = [13]> then\n switch costume to (13 v)\n end\n if <(backdrop [number v]) = [14]> then\n switch costume to (14 v)\n end\n if <(backdrop [number v]) = [15]> then\n switch costume to (15 v)\n end\n if <(backdrop [number v]) = [16]> then\n switch costume to (16 v)\n end\n if <(backdrop [number v]) = [17]> then\n switch costume to (17 v)\n end\n if <(backdrop [number v]) = [18]> then\n switch costume to (18 v)\n end\n if <(backdrop [number v]) = [19]> then\n switch costume to (19 v)\n end\n if <(backdrop [number v]) = [20]> then\n switch costume to (20 v)\n end\n if <(backdrop [number v]) = [21]> then\n switch costume to (21 v)\n end\n if <(backdrop [number v]) = [22]> then\n switch costume to (22 v)\n end\nend\n\n
Comment an inspirational message to be featured in the game!\n\nDisclaimer: This project is useful and great when you are in a emotional state and need to get better. Use this game as emotional support or to have fun if you are happy and ok.\n\nHello, and welcome to "Determination - A Platformer." You are a heart named HEART.\nHelpful\nEnlighting\nAwesome\nRespectful\nTyke\n\nYour goal is to go through all of the levels as HEART and gain your happiness up. Watch out for problems and unkind words. Press W or UP ARROW lightly to do a short leap of faith, and W or UP ARROW heavily to do a long leap of faith.\n\nThere are secrets in the game. Can you find them all?\n\n#lifegoals #determination #nevergiveup #love # flyhigh\n#loved #platformer #inspirationalplatformer\n#anti-depression #nodepression #inspiration\n#platformer #heart #help #depression #advice
Cute platformer
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (60)\n\nwhen [l v] key pressed\n\nwhen I receive [next level v]\nif <(World) = [1]> then\n switch backdrop to (backdrop1 v)\n set [ghost v] effect to (60)\n set [brightness v] effect to (0)\nelse\n if <(World) = [2]> then\n switch backdrop to (backdrop2 v)\n set [ghost v] effect to (60)\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [start1 v]\nif <(World) = [1]> then\n switch backdrop to (backdrop1 v)\nelse\n if <(World) = [2]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [main menu v]\nif <(World) = [1]> then\n switch backdrop to (backdrop1 v)\nelse\n if <(World) = [2]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [@@@@changed world v]\nif <(World) = [1]> then\n switch backdrop to (backdrop1 v)\nelse\n if <(World) = [2]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player's costume\n\nwhen I receive [start2 v]\nset [skin v] to (========Skin select)\nset size to (40) %\nrepeat until <not <(Game mod) = [2]>>\n a\nend\n\nwhen flag clicked\nhide\n\nset [skin v] to [1]\n\nset [level v] to [14]\n\nbroadcast (next level v)\n\nbroadcast (Boss Fight 1 v)\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nbroadcast (Game over v)\n\nbroadcast (spooky skin unlock v)\n\nset [world v] to [2]\n\nset [level v] to [14]\nbroadcast (next level v)\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\nbroadcast (Angel skin unlock v)\n\nwhen [m v] key pressed\nbroadcast (spooky skin unlock v)\nbroadcast (Angel skin unlock v)\nbroadcast (Candy skin unlock v)\n\nwhen I receive [-1 live v]\nrepeat (2)\n set [ghost v] effect to (10)\n set [brightness v] effect to (10)\n wait (0.375) seconds\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n wait (0.375) seconds\nend\n\nset [live v] to [15]\n\nwhen [c v] key pressed\nset [skin v] to [5]\nbroadcast (change skin v)\n\ndefine a\nshow\ngo to (player's hit box v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(skin) = [1]> then\n switch costume to (droite v)\n end\n if <(skin) = [2]> then\n switch costume to (candy droite v)\n end\n if <(skin) = [3]> then\n switch costume to (spooky droite v)\n end\n if <(skin) = [4]> then\n switch costume to (angel droite v)\n end\n if <(skin) = [5]> then\n switch costume to (chat droite v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (q v) pressed?> or <key (a v) pressed?>>> then\n if <(skin) = [1]> then\n switch costume to (gauche v)\n end\n if <(skin) = [2]> then\n switch costume to (candy gauche v)\n end\n if <(skin) = [3]> then\n switch costume to (spooky gauche v)\n end\n if <(skin) = [4]> then\n switch costume to (angel gauche v)\n end\n if <(skin) = [5]> then\n switch costume to (chat gauche v)\n end\n end\nend\n\nwhen [j v] key pressed\nset [world v] to [2]\n\n@player's hit box\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\nset [ghost v] effect to (99)\nset size to (40) %\nif <(World) = [1]> then\n go to x: (-205) y: (-40)\nelse\n go to x: (-205) y: (-55)\nend\nset [speedx v] to [0]\nset [speedy v] to [0]\nset [game mod v] to [2]\nwait (2) seconds\nrepeat until <not <(Game mod) = [2]>>\n if <<touching color (#ff7fea)?> or <touching color (#ff7fea)?>> then\n Speed: [0.3] Friction: [0.8] Jump hight: [5] Gravity: [0.6] Gliding: [1]\n else\n if <touching color (#00bf01)?> then\n Speed: [0.35] Friction: [0.9] Jump hight: [15] Gravity: [0.6] Gliding: [6]\n else\n if <touching color (#830000)?> then\n Speed: [0.2] Friction: [0.97] Jump hight: [10] Gravity: [0.6] Gliding: [6]\n else\n Speed: [0.4] Friction: [0.9] Jump hight: [10] Gravity: [0.6] Gliding: [6]\n end\n end\n end\n if <touching (end v)?> then\n if <not <(Level) = [16]>> then\n broadcast (next level v)\n stop [this script v]\n else\n wait (3) seconds\n broadcast (Boss animation v)\n set [game mod v] to [1]\n broadcast (main menu v)\n end\n end\nend\n\nset [game mod v] to [2]\n\nbroadcast (start2 v)\n\ndefine Speed: (speed) Friction: (friction) Jump hight: (jump hight) Gravity: (gravity) Gliding: (gliding)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speedx v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<key (q v) pressed?> or <key (a v) pressed?>>> then\n change [speedx v] by ((speed) * (-1))\nend\nchange x by (speedX)\nif <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (-2)\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n end\nelse\n set [speedx v] to ((speedX) * (friction))\nend\nchange y by (speedY)\nif <touching (platform v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>>> then\n set [speedy v] to (jump hight)\n set [lock v] to [1]\n end\n end\nelse\n if <(speedY) < [0]> then\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>>> then\n change [speedy v] by (((gravity) / (gliding)) * (-1))\n else\n change [speedy v] by ((gravity) * (-1))\n end\n else\n change [speedy v] by ((gravity) * (-1))\n end\n set [lock v] to [0]\nend\n\nchange x by ((speedX) * (-1))\n\nchange x by (10)\n\nif <touching (platform2 v)?> then\n if <(y position) < [30]> then\n change y by (2)\n end\n if <touching (platform2 v)?> then\n if <(y position) < [30]> then\n change y by (-2)\n end\n change x by ((speedX) * (-1))\n end\nelse\n set [speedx v] to ((speedX) * (friction))\nend\nif <(y position) < [30]> then\n change y by (speedY)\nend\nif <touching (platform2 v)?> then\n if <(x position) < [0]> then\n change y by ((speedY) * (-1))\n end\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speedy v] to (jump hight)\n set [lock v] to [1]\n end\n end\nelse\n if <(speedY) < [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [speedy v] by (((gravity) / (gliding)) * (-1))\n else\n change [speedy v] by ((gravity) * (-1))\n end\n else\n change [speedy v] by ((gravity) * (-1))\n end\n set [lock v] to [0]\nend\nchange x by (speedX)\nif <touching (platform v)?> then\n change x by ((speedX) * (-1))\nend\n\nset [speedx v] to [0]\n\nset [speedx v] to [0]\n\nif <(x position) < [0]> then\n\n\n\nchange y by (2)\n\nif <[] = [1]> then\n change y by (10)\nend\n\nwhen I receive [next level v]\nshow\nset [ghost v] effect to (99)\nbroadcast (start2 v)\nif <(World) = [1]> then\n go to x: (-205) y: (-40)\nelse\n go to x: (-205) y: (-55)\nend\nset size to (40) %\nset [speedx v] to [0]\nset [speedy v] to [0]\nset [game mod v] to [2]\nwait (2) seconds\n\nwhen I receive [start2 v]\nrepeat until <not <(Game mod) = [2]>>\n if <<<touching color (#a50000)?> or <<touching color (#ff5bbc)?> or <<touching color (#20d1e2)?> or <touching color (#cff5ff)?>>>> and <touching (enemies w1 v)?>> then\n broadcast (-1 live v)\n wait (1) seconds\n end\n if <<touching (enemies w1 v)?> and <<([costume # v] of [enemies w1 v]) = [4]> or <([costume # v] of [enemies w1 v]) = [5]>>> then\n broadcast (-1 live v)\n wait (1) seconds\n end\n if <<touching (_edge_ v)?> and <(y position) < [-179]>> then\n broadcast (-1 live v)\n wait (1) seconds\n end\n if <<touching (bosses head v)?> or <<touching (bosses right fist v)?> or <<touching (bosses 1 attack v)?> or <touching (bosses left fist v)?>>>> then\n broadcast (-1 live v)\n wait (1.5) seconds\n end\n if <<<touching color (#a500ff)?> or <<touching color (#ff92fa)?> or <<touching color (#fffdca)?> or <<touching color (#310045)?> or <<touching color (#560084)?> or <<touching color (#fff3f3)?> or <<touching color (#560084)?> or <<touching color (#f5a300)?> or <<touching color (#191000)?> or >>>>>>>>> and <touching (enemies w2 v)?>> then\n broadcast (-1 live v)\n wait (1) seconds\n end\n if <<touching (bosses head2 v)?> or <touching (boss 2 attack 1 v)?>> then\n broadcast (-1 live v)\n wait (1.5) seconds\n end\nend\n\nwhen I receive [-1 live v]\nshow\nset [ghost v] effect to (99)\nif <(World) = [1]> then\n go to x: (-205) y: (-40)\nelse\n go to x: (-205) y: (-55)\nend\nset size to (40) %\nchange [live v] by (-1)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\nif <(World) = [1]> then\n go to x: (-205) y: (-40)\nelse\n go to x: (-205) y: (-55)\nend\n\nstop [other scripts in sprite v]\n\nset [world v] to [2]\n\nwhen I receive [start2 v]\nrepeat until <not <(Game mod) = [2]>>\n if <<touching (pcp platform change physique v)?> and <<([costume # v] of [pcp platform change physique v]) = [5]> or <<([costume # v] of [pcp platform change physique v]) = [6]> or <([costume # v] of [pcp platform change physique v]) = [7]>>>> then\n if <[100] < (Liquide rouge pv)> then\n set [liquide rouge pv v] to [100]\n else\n if <(Liquide rouge pv) = [100]> then\n set [liquide rouge pv v] to [0]\n broadcast (-1 live v)\n broadcast (liquide rouge v)\n else\n change [liquide rouge pv v] by (1.1)\n broadcast (liquide rouge v)\n end\n end\n else\n if <(Liquide rouge pv) < [0]> then\n set [liquide rouge pv v] to [0]\n else\n if <not <(Liquide rouge pv) = [0]>> then\n change [liquide rouge pv v] by (-0.75)\n broadcast (liquide rouge v)\n end\n end\n end\n wait (0.01) seconds\nend\n\nwhen I receive [-1 live v]\nset [liquide rouge pv v] to [0]\nbroadcast (liquide rouge v)\n\n@continue button\n\nwhen I receive [start1 v]\nshow\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [1]>>\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nset [game mod v] to [1]\ngo to x: (0) y: (-115)\nhide\n\nwhen this sprite clicked\nhide\nset [game mod v] to [2]\nbroadcast (next level v)\nchange [level v] by (-1)\nbroadcast (start2 v)\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [main menu v]\nshow\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [main menu v]\nshow\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [1]>>\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [worlds v]\nhide\n\n@Save button2\n\nwhen I receive [home v]\nshow\ngo [forward v] (99999999999999999) layers\ngo to x: (-110) y: (110)\nrepeat until <not <(Game mod) = [2]>>\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\nset size to (60) %\nhide\n\nwhen this sprite clicked\nhide\nset [game mod v] to [1]\nbroadcast (main menu v)\nstop [other scripts in sprite v]\n\nwhen I receive [skins v]\nhide\n\nset [game mod v] to [1]\nhide\n\nwhen I receive [game over v]\nshow\nset size to (75) %\ngo to x: (0) y: (-130)\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [5]>>\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 [home 4356262654524 v]\nhide\n\nwhen I receive [worlds v]\nhide\n\n@Worlds button\n\nwhen flag clicked\ngo to x: (0) y: (-10)\nhide\nset [level w1 v] to [1]\nset [level w2 v] to [1]\n\nwhen I receive [worlds v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [main menu v]\nshow\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [1]>>\n go to x: (0) y: (-10)\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 [start2 v]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [game mod v] to [10]\n switch costume to (2_1 v)\n broadcast (Worlds v)\n show\n go to x: (-165) y: (100)\nelse\n set [game mod v] to [1]\n go to x: (0) y: (105)\n broadcast (main menu v)\nend\n\nwhen I receive [start1 v]\nshow\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [1]>>\n go to x: (0) y: (-10)\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 [worlds v]\nshow\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(World) = [1]> then\n set [level w1 v] to (Level)\nelse\n if <(World) = [2]> then\n set [level w2 v] to (Level)\n end\nend\n\n@Skins button\n\nwhen I receive [start1 v]\nshow\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [1]>>\n if <touching (mouse-pointer v)?> then\n switch costume to (1_2 v)\n else\n switch costume to (1_1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (105)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [game mod v] to [3]\n switch costume to (2_1 v)\n broadcast (Skins v)\n show\nelse\n set [game mod v] to [1]\n go to x: (0) y: (105)\n broadcast (main menu v)\nend\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [skins v]\nshow\ngo to x: (-165) y: (100)\ngo [forward v] (1000000000000000) layers\n\nbroadcast (main menu v)\n\n\n\nbroadcast (Skins v)\nhide\nwait (1) seconds\n\nwhen I receive [main menu v]\nshow\ngo [forward v] (99999999999999999) layers\nrepeat until <not <(Game mod) = [1]>>\n if <touching (mouse-pointer v)?> then\n switch costume to (1_2 v)\n else\n switch costume to (1_1 v)\n end\nend\n\nwhen I receive [worlds v]\nhide\n\n@platform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [world v] to [1]\nset [level v] to [1]\nswitch costume to (level 1 v)\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nwait (1) seconds\ngo [backward v] (8575758965746288723495469436314734764395349645) layers\ngo to [back v] layer\nif <(World) = [1]> then\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n broadcast (Boss Fight 1 v)\n end\nelse\n if <(World) = [2]> then\n if <(Level) = [1]> then\n switch costume to (w2 level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (w2 level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (w2 level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (w2 level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (w2 level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (w2 level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (w2 level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (w2 level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (w2 level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (w2 level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (w2 level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (w2 level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (w2 level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (w2 level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (w2 level 15 v)\n broadcast (===Boss Fight 2 v)\n end\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\ngo to x: (0) y: (0)\n\nif <(Level) = [12]> then\n switch costume to (level 12 v)\nend\nif <(Level) = [13]> then\n switch costume to (level 13 v)\nend\nif <(Level) = [14]> then\n switch costume to (level 14 v)\nend\nif <(Level) = [15]> then\n switch costume to (level 15 v)\n broadcast (Boss Fight 1 v)\nend\n\nset [world v] to [2]\n\nset [world v] to [2]\n\nbroadcast (===Boss Fight 2 v)\n\nset [level v] to [15]\n\n@sub nail\n\nwhen flag clicked\ngo [forward v] (9999999999999999999) layers\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\nset size to (105) %\nset [ghost v] effect to (0)\nwait (1) seconds\nswitch costume to (2 v)\nwait until <not <mouse down?>>\nwait until <mouse down?>\nbroadcast (start1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [start1 v]\nrepeat (35)\n wait (0.01) seconds\n change [ghost v] effect by (3)\nend\n\nwhen I start as a clone\nswitch costume to (main menu v)\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (0)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [start2 v]\nrepeat (35)\n wait (0.01) seconds\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen I receive [game over v]\nset [game mod v] to [5]\nshow\nset [ghost v] effect to (0)\nswitch costume to (game over v)\nset [level v] to [1]\n\nwhen I receive [main menu v]\nshow\nswitch costume to (main menu v)\nset [ghost v] effect to (0)\n\nwhen I receive [skins v]\nswitch costume to (skins menu v)\n\nset [======= spooky skin v] to [2]\nset [======== angel skin v] to [2]\nset [======== candy skin v] to [2]\n\nwhen I receive [start2 v]\ndelete this clone\n\nwhen I receive [worlds v]\nshow\nswitch costume to (worlds menu v)\nset [ghost v] effect to (0)\n\n@Enemies W1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (2) seconds\nif <(World) = [1]> then\n if <(Level) = [4]> then\n point in direction (90)\n show\n switch costume to (lollipop v)\n set size to (80) %\n Lolipop x: [30] y: [85] speed [3] level [4]\n else\n if <(Level) = [5]> then\n point in direction (90)\n show\n switch costume to (lollipop v)\n set size to (80) %\n Lolipop x: [-50] y: [80] speed [2] level [5]\n else\n if <(Level) = [6]> then\n point in direction (90)\n show\n switch costume to (lollipop v)\n set size to (80) %\n Lolipop x: [-50] y: [50] speed [2.5] level [6]\n else\n if <(Level) = [7]> then\n point in direction (90)\n set size to (60) %\n switch costume to (cute cloud1 v)\n Cute Cloud x: [0] y: [80] level [7] speed [3]\n else\n if <(Level) = [8]> then\n point in direction (90)\n set size to (60) %\n switch costume to (cute cloud1 v)\n Cute Cloud x: [0] y: [0] level [8] speed [2.5]\n else\n if <(Level) = [9]> then\n point in direction (90)\n set size to (60) %\n switch costume to (lollipop v)\n Lolipop x: [0] y: [-40] speed [4.25] level [9]\n else\n if <(Level) = [11]> then\n point in direction (90)\n set size to (60) %\n switch costume to (lollipop v)\n create clone of (_myself_ v)\n Cute Cloud x: [-75] y: [80] level [11] speed [2]\n else\n if <(Level) = [12]> then\n show\n point in direction (90)\n set size to (50) %\n switch costume to (gum ball machine1 v)\n Gum Ball Machine x: [200] y: [-40] level: [12] Speed of Shoot: [1.75]\n else\n if <(Level) = [13]> then\n show\n point in direction (90)\n set size to (30) %\n switch costume to (gum ball machine1 v)\n Gum Ball Machine x: [200] y: [95] level: [13] Speed of Shoot: [2]\n else\n if <(Level) = [14]> then\n show\n point in direction (90)\n set size to (28) %\n switch costume to (gum ball machine1 v)\n Gum Ball Machine x: [215] y: [82] level: [14] Speed of Shoot: [1.8]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Lolipop x: (x) y: (y) speed (speed) level (level)\ngo [forward v] (10) layers\nshow\nset size to (80) %\ngo to x: (x) y: (y)\nrepeat until <<not <(Level) = (level)>> or <not <(Game mod) = [2]>>>\n turn right (speed) degrees\nend\nhide\n\ndefine Cute Cloud x: (x) y: (y) level (level) speed (speed)\npoint in direction (90)\nshow\nset size to (60) %\ngo to x: (x) y: (y)\nrepeat until <<not <(Level) = (level)>> or <not <(Game mod) = [2]>>>\n switch costume to (cute cloud1 v)\n wait (speed) seconds\n switch costume to (cute cloud2 v)\n wait (1) seconds\n repeat (10)\n switch costume to (cute cloud3 v)\n wait (0.1) seconds\n switch costume to (cute cloud4 v)\n wait (0.1) seconds\n end\nend\nhide\n\ndefine Gum Ball Machine x: (x) y: (y) level: (level) Speed of Shoot: (speed of shoot)\npoint in direction (90)\nshow\ngo to x: (x) y: (y)\nrepeat until <<not <(Level) = (level)>> or <not <(Game mod) = [2]>>>\n wait (0.2) seconds\n switch costume to (gum ball machine1 v)\n wait (speed of shoot) seconds\n switch costume to (gum ball machine2 v)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(Level) = [11]> then\n point in direction (90)\n show\n set size to (60) %\n go to x: (120) y: (80)\n switch costume to (cute cloud1 v)\n repeat until <<not <(Level) = [11]>> or <not <(Game mod) = [2]>>>\n switch costume to (cute cloud1 v)\n wait (2) seconds\n switch costume to (cute cloud2 v)\n wait (1) seconds\n repeat (10)\n switch costume to (cute cloud3 v)\n wait (0.1) seconds\n switch costume to (cute cloud4 v)\n wait (0.1) seconds\n end\n end\n hide\nend\nif <(Level) = [12]> then\n point in direction (90)\n go [forward v] (10) layers\n show\n set size to (50) %\n go to x: (x position) y: (y position)\n switch costume to (gum ball machine 3 v)\n repeat until <<<touching (player's hit box v)?> or <touching (_edge_ v)?>> or <not <(Game mod) = [2]>>>\n change x by (-4)\n end\n change x by (-4)\n wait (0.1) seconds\n delete this clone\nend\nif <(Level) = [13]> then\n point in direction (90)\n go [forward v] (10) layers\n switch costume to (gum ball machine 3 v)\n show\n set size to (50) %\n go to x: (x position) y: (y position)\n repeat until <<<touching (player's hit box v)?> or <touching (_edge_ v)?>> or <not <(Game mod) = [2]>>>\n change x by (-4)\n end\n change x by (-4)\n wait (0.1) seconds\n delete this clone\nend\nif <(Level) = [14]> then\n point in direction (90)\n go [forward v] (10) layers\n switch costume to (gum ball machine 3 v)\n show\n set size to (50) %\n go to x: (x position) y: (y position)\n repeat until <<<touching (player's hit box v)?> or <touching (_edge_ v)?>> or <not <(Game mod) = [2]>>>\n change x by (-4)\n end\n change x by (-4)\n wait (0.1) seconds\n delete this clone\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nbroadcast (Angel skin unlock v)\n\nbroadcast (Candy skin unlock v)\n\nbroadcast (spooky skin unlock v)\n\n@end\n\nbroadcast (next level v)\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (200) y: (-40)\n\nwhen I receive [start2 v]\nhide\nwait (0) seconds\nif <(World) = [1]> then\n show\n if <(Level) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(Level) = [2]> then\n go to x: (210) y: (-50)\n end\n if <(Level) = [3]> then\n go to x: (195) y: (-30)\n end\n if <(Level) = [4]> then\n go to x: (195) y: (-30)\n end\n if <(Level) = [5]> then\n go to x: (-190) y: (105)\n end\n if <(Level) = [6]> then\n go to x: (205) y: (165)\n end\n if <(Level) = [7]> then\n go to x: (195) y: (-60)\n end\n if <(Level) = [8]> then\n go to x: (195) y: (-60)\n end\n if <(Level) = [9]> then\n go to x: (195) y: (-60)\n end\n if <(Level) = [10]> then\n go to x: (204) y: (-70)\n end\n if <(Level) = [11]> then\n go to x: (215) y: (-65)\n end\n if <(Level) = [12]> then\n go to x: (195) y: (115)\n end\n if <(Level) = [13]> then\n go to x: (205) y: (-60)\n end\n if <(Level) = [14]> then\n go to x: (215) y: (-65)\n end\n if <(Level) = [15]> then\n go to x: (0) y: (10)\n hide\n end\nelse\n if <(World) = [2]> then\n if <(Level) = [1]> then\n hide\n go to x: (-218) y: (18)\n end\n if <(Level) = [2]> then\n go to x: (201) y: (159)\n show\n end\n if <(Level) = [3]> then\n hide\n go to x: (-200) y: (0)\n end\n if <(Level) = [4]> then\n go to x: (-215) y: (47)\n show\n end\n if <(Level) = [5]> then\n go to x: (215) y: (40)\n show\n end\n if <(Level) = [6]> then\n go to x: (200) y: (27)\n show\n end\n if <(Level) = [7]> then\n hide\n go to x: (-195) y: (0)\n end\n if <(Level) = [8]> then\n go to x: (210) y: (147)\n show\n end\n if <(Level) = [9]> then\n go to x: (205) y: (155)\n show\n end\n if <(Level) = [10]> then\n go to x: (-128) y: (135)\n show\n end\n if <(Level) = [11]> then\n go to x: (215) y: (-65)\n show\n end\n if <(Level) = [12]> then\n go to x: (195) y: (-67)\n show\n end\n if <(Level) = [13]> then\n go to x: (-143) y: (132)\n show\n end\n end\nend\n\ngo to x: (205) y: (-65)\n\nwhen I receive [next level v]\nhide\nwait (0) seconds\nif <(World) = [1]> then\n show\n if <(Level) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(Level) = [2]> then\n go to x: (210) y: (-50)\n end\n if <(Level) = [3]> then\n go to x: (195) y: (-30)\n end\n if <(Level) = [4]> then\n go to x: (195) y: (-30)\n end\n if <(Level) = [5]> then\n go to x: (-190) y: (105)\n end\n if <(Level) = [6]> then\n go to x: (205) y: (165)\n end\n if <(Level) = [7]> then\n go to x: (195) y: (-60)\n end\n if <(Level) = [8]> then\n go to x: (195) y: (-60)\n end\n if <(Level) = [9]> then\n go to x: (195) y: (-60)\n end\n if <(Level) = [10]> then\n go to x: (204) y: (-70)\n end\n if <(Level) = [11]> then\n go to x: (215) y: (-65)\n end\n if <(Level) = [12]> then\n go to x: (195) y: (115)\n end\n if <(Level) = [13]> then\n go to x: (205) y: (-60)\n end\n if <(Level) = [14]> then\n go to x: (215) y: (-65)\n end\n if <(Level) = [15]> then\n go to x: (0) y: (10)\n hide\n end\nelse\n if <(World) = [2]> then\n if <(Level) = [1]> then\n hide\n go to x: (-218) y: (18)\n end\n if <(Level) = [2]> then\n go to x: (201) y: (159)\n show\n end\n if <(Level) = [3]> then\n hide\n go to x: (-200) y: (0)\n end\n if <(Level) = [4]> then\n go to x: (-215) y: (47)\n show\n end\n if <(Level) = [5]> then\n go to x: (215) y: (40)\n show\n end\n if <(Level) = [6]> then\n go to x: (200) y: (27)\n show\n end\n if <(Level) = [7]> then\n hide\n go to x: (-195) y: (0)\n end\n if <(Level) = [8]> then\n go to x: (210) y: (147)\n show\n end\n if <(Level) = [9]> then\n go to x: (205) y: (155)\n show\n end\n if <(Level) = [10]> then\n go to x: (205) y: (-65)\n show\n end\n if <(Level) = [11]> then\n go to x: (208) y: (-155)\n show\n end\n if <(Level) = [12]> then\n go to x: (200) y: (-67)\n show\n end\n if <(Level) = [13]> then\n go to x: (-143) y: (132)\n show\n end\n if <(Level) = [14]> then\n go to x: (-210) y: (100)\n show\n end\n if <(Level) = [15]> then\n go to x: (0) y: (10)\n hide\n end\n else\n end\nend\n\ngo to x: (-128) y: (135)\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [boss fight 1 v]\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\n\nwhen I receive [fake end v]\n\nwhen I receive [___fake candy v]\nshow\n\nset [world v] to [2]\n\nshow\n\nhide\n\nset [world v] to [2]\n\ngo to x: (207) y: (-70)\n\nset [level v] to [9]\n\nset [world v] to [2]\n\nwhen I receive [===boss fight 2 v]\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\n\n@PCP platform change physique \n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(World) = [1]> then\n if <(Level) = [3]> then\n go [forward v] (100) layers\n show\n switch costume to (sticky jelly. lv 3 v)\n go to x: (-65) y: (-120)\n else\n if <(Level) = [5]> then\n go [forward v] (100) layers\n show\n switch costume to (sticky jelly lv5 v)\n go to x: (-65) y: (-120)\n else\n if <(Level) = [11]> then\n show\n switch costume to (bounce jelly. lv11 v)\n go to x: (-65) y: (-140)\n go [forward v] (100) layers\n else\n if <(Level) = [14]> then\n show\n switch costume to (bounce jelly. lv11 v)\n go to x: (-65) y: (-140)\n go [forward v] (100) layers\n else\n hide\n end\n end\n end\n end\nelse\n if <(World) = [2]> then\n if <(Level) = [12]> then\n go [forward v] (100) layers\n show\n switch costume to (bloody jelly. lv12 v)\n go to x: (-43) y: (-120)\n else\n if <(Level) = [13]> then\n show\n switch costume to (bloody jelly. lv2 v)\n go to x: (-23) y: (-127)\n go [forward v] (100) layers\n else\n if <(Level) = [14]> then\n show\n switch costume to (bloody jelly. lv3 v)\n go to x: (-26) y: (21)\n go [forward v] (100) layers\n else\n hide\n end\n end\n end\n end\nend\n\nswitch costume to (chocolat v)\n\ngo to x: (-65) y: (-120)\n\nset [level v] to [11]\nbroadcast (next level v)\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\n@Life 1\n\nwhen flag clicked\nhide\nset [live v] to [15]\n\nwhen I receive [start2 v]\nshow\nswitch costume to (no damage v)\ngo [forward v] (100000000) layers\ngo to x: (-200) y: (-150)\nforever\n go to [front v] layer\n if <(Live) > [5]> then\n switch costume to (no damage v)\n end\n if <(Live) = [4]> then\n switch costume to (1 v)\n end\n if <(Live) = [3]> then\n switch costume to (2 v)\n end\n if <(Live) = [2]> then\n switch costume to (3 v)\n end\n if <(Live) = [1]> then\n switch costume to (4 v)\n end\n if <(Live) < [1]> then\n switch costume to (5 v)\n broadcast (Game over v)\n set [live v] to [15]\n end\nend\n\ngo [forward v] (100000000) layers\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\ngo to [front v] layer\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen [b v] key pressed\nif <not <(Live) > [9]>> then\n change [live v] by (1)\nend\n\nwhen I receive [next level v]\nwait (0.12) seconds\ngo [forward v] (100000000) layers\n\n@Life 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\nswitch costume to (no damage v)\ngo [forward v] (100000000) layers\ngo to x: (-130) y: (-150)\nforever\n go to [front v] layer\n if <(Live) > [9]> then\n switch costume to (no damage v)\n end\n if <(Live) = [9]> then\n switch costume to (1 v)\n end\n if <(Live) = [8]> then\n switch costume to (2 v)\n end\n if <(Live) = [7]> then\n switch costume to (3 v)\n end\n if <(Live) = [6]> then\n switch costume to (4 v)\n end\n if <(Live) < [6]> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\nwait (0.12) seconds\ngo [forward v] (100000000) layers\n\n@Life 3\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nshow\nswitch costume to (no damage v)\ngo [forward v] (100000000) layers\ngo to x: (-60) y: (-150)\nforever\n go to [front v] layer\n if <(Live) = [15]> then\n switch costume to (no damage v)\n end\n if <(Live) = [14]> then\n switch costume to (1 v)\n end\n if <(Live) = [13]> then\n switch costume to (2 v)\n end\n if <(Live) = [12]> then\n switch costume to (3 v)\n end\n if <(Live) = [11]> then\n switch costume to (4 v)\n end\n if <(Live) < [11]> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\nwait (0.12) seconds\ngo [forward v] (100000000) layers\n\nwhen [h v] key pressed\nchange [live v] by (1)\n\n@1 Default Skin \n\nwhen flag clicked\ngo to x: (-135) y: (-20)\nswitch costume to (sélectionner v)\nset [======= spooky skin v] to [1]\nset [======== angel skin v] to [1]\nset [======== candy skin v] to [1]\nset [========skin select v] to [1]\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (sélectionner v)\n set [========skin select v] to [1]\n broadcast (change skin v)\nelse\n switch costume to (sélectionner v)\nend\n\ngo to x: (-135) y: (-20)\n\nwhen I receive [change skin v]\nif <(========Skin select) = [1]> then\n switch costume to (sélectionner v)\nelse\n switch costume to (non selectionné v)\nend\n\nwhen I receive [start1 v]\nhide\n\n@2 Candy Skin\n\nwhen I receive [main menu v]\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nhide\n\nwhen this sprite clicked\nif <not <(======== Candy Skin) = [1]>> then\n if <(costume [number v]) = [2]> then\n switch costume to (sélectionner v)\n set [========skin select v] to [2]\n broadcast (change skin v)\n else\n switch costume to (sélectionner v)\n end\nend\n\nwhen I receive [skins v]\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nshow\nif <(======== Candy Skin) = [1]> then\n switch costume to (locked2 v)\nend\n\nwhen flag clicked\nset [======== candy skin v] to [2]\ngo to x: (-45) y: (-20)\nswitch costume to (non selectionné v)\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nhide\n\nwhen I receive [change skin v]\nif <(========Skin select) = [2]> then\n switch costume to (sélectionner v)\nelse\n if <(======== Candy Skin) = [1]> then\n switch costume to (locked v)\n else\n switch costume to (non selectionné v)\n end\nend\n\nbroadcast (Candy skin unlock v)\n\nbroadcast (Candy skin unlock v)\n\nwhen I receive [start1 v]\nhide\n\n@3 Spooky Skin\n\nwhen I receive [main menu v]\nhide\n\nwhen this sprite clicked\nif <not <(======= Spooky Skin) = [1]>> then\n if <(costume [number v]) = [2]> then\n switch costume to (sélectionner v)\n set [========skin select v] to [3]\n broadcast (change skin v)\n else\n switch costume to (sélectionner v)\n end\nend\n\nwhen flag clicked\ngo to x: (55) y: (-20)\nswitch costume to (locked v)\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nhide\n\nwhen I receive [skins v]\nshow\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nif <(======= Spooky Skin) = [1]> then\n switch costume to (locked2 v)\nend\n\nwhen I receive [change skin v]\nif <(========Skin select) = [3]> then\n switch costume to (sélectionner v)\nelse\n if <(======= Spooky Skin) = [1]> then\n switch costume to (locked v)\n else\n switch costume to (non selectionné v)\n end\nend\n\nwhen I receive [spooky skin unlock v]\nswitch costume to (non selectionné v)\nset [======= spooky skin v] to [2]\n\nbroadcast (spooky skin unlock v)\n\nwhen I receive [start1 v]\nhide\n\n@4 Angel Skin\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nshow\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nif <(======== Angel Skin) = [1]> then\n switch costume to (locked2 v)\nend\n\nwhen this sprite clicked\nif <not <(======== Angel Skin) = [1]>> then\n if <(costume [number v]) = [2]> then\n switch costume to (sélectionner v)\n set [========skin select v] to [4]\n broadcast (change skin v)\n else\n switch costume to (sélectionner v)\n end\nend\n\nwhen flag clicked\ngo to x: (150) y: (-20)\ngo [forward v] (9999999999999999999999999999999999999908999999999987899897988987985708876969860859878975809359768096783097869508907860980956) layers\nswitch costume to (locked2 v)\nhide\n\nset [======= spooky skin v] to [2]\n\nwhen I receive [change skin v]\nif <(========Skin select) = [4]> then\n switch costume to (sélectionner v)\nelse\n if <(======== Angel Skin) = [1]> then\n switch costume to (locked v)\n else\n switch costume to (non selectionné v)\n end\nend\n\nwhen I receive [angel skin unlock v]\nswitch costume to (non selectionné v)\nset [======== angel skin v] to [2]\n\nbroadcast (Candy skin unlock v)\n\nbroadcast (Angel skin unlock v)\n\nwhen I receive [start1 v]\nhide\n\n@Home Button\n\nwhen I receive [start2 v]\nbroadcast (home 4356262654524 v)\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [3]>> then\n broadcast (Home v)\n stop [other scripts in sprite v]\n switch costume to (home menu v)\n show variable [music volume v]\nelse\n broadcast (home 4356262654524 v)\nend\n\nwhen I receive [main menu v]\nhide\nhide variable [music volume v]\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\ngo [forward v] (9999999999999999999999999999999999999999999999999999999999999999999999999847653789287367892873647839287364738298736473828736473829873674839187673829283746782983654738374654372876) layers\nhide variable [music volume v]\ngo to x: (-60) y: (40)\nhide\n\nwhen I receive [home 4356262654524 v]\nshow\nrepeat until <not <(Game mod) = [2]>>\n hide variable [music volume v]\n if <touching (mouse-pointer v)?> then\n switch costume to (home button2 v)\n else\n switch costume to (home button v)\n end\nend\n\nset size to (75) %\n\n@Text\n\nwhen I receive [next level v]\nwait (1) seconds\ngo [backward v] (8575758965746288723495469436314734764395349645) layers\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\ngo [forward v] (9) layers\nif <(World) = [1]> then\n if <(Level) = [1]> then\n show\n switch costume to (level 1_ part1 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [2]> then\n show\n switch costume to (level 2 v)\n go to [front v] layer\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [3]> then\n show\n switch costume to (level 3 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [4]> then\n show\n switch costume to (level 4 v)\n set [ghost v] effect to (0)\n go to [front v] layer\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [7]> then\n show\n switch costume to (level 7 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [12]> then\n show\n switch costume to (level 12 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [15]> then\n show\n switch costume to (boss 1 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(World) = [2]> then\n if <(Level) = [1]> then\n show\n switch costume to (level 1 w2 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [2]> then\n show\n switch costume to (level 2 w2 v)\n go to [front v] layer\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [5]> then\n show\n switch costume to (level 5 w2 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [7]> then\n show\n switch costume to (level 7 w2 v)\n set [ghost v] effect to (0)\n go to [front v] layer\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [12]> then\n show\n switch costume to (level 12 w2 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n if <(Level) = [15]> then\n show\n switch costume to (boss w2 v)\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n go to [front v] layer\n set [ghost v] effect to (0)\n wait until <key (space v) pressed?>\n Fade animation\n go to [front v] layer\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (-160)\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\ngo to x: (200) y: (-160)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start2 v]\ngo to x: (200) y: (-160)\n\nif <(Level) = [2]> then\n switch costume to (level 3 v)\nend\nif <(Level) = [3]> then\n switch costume to (level 3 v)\nend\nif <(Level) = [4]> then\n switch costume to (level 4 v)\nend\nif <(Level) = [5]> then\n switch costume to (level 5 v)\nend\nif <(Level) = [6]> then\n switch costume to (level 6 v)\nend\nif <(Level) = [7]> then\n switch costume to (level 7 v)\nend\nif <(Level) = [8]> then\n switch costume to (level 8 v)\nend\nif <(Level) = [9]> then\n switch costume to (level 9 v)\nend\nif <(Level) = [10]> then\n switch costume to (level 10 v)\nend\nif <(Level) = [11]> then\n switch costume to (level 11 v)\nend\nif <(Level) = [12]> then\n switch costume to (level 12 v)\nend\nif <(Level) = [13]> then\n switch costume to (level 13 v)\nend\nif <(Level) = [14]> then\n switch costume to (level 14 v)\nend\nif <(Level) = [15]> then\n switch costume to (level 15 v)\n broadcast (Boss Fight 1 v)\nend\n\nwhen I receive [boss fight 1 v]\nshow\nswitch costume to (boss 1 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nhide\n\nswitch costume to (level 1 v)\n\ndefine Fade animation\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nset [@@@@world 2 unlocked v] to [1]\n\ndefine World 2\n\n@world 1\n\nwhen flag clicked\ngo to x: (-135) y: (-20)\nhide\n\nwhen I receive [start1 v]\nhide\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [worlds v]\nshow\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen this sprite clicked\nif <not <(World) = [1]>> then\n set [world v] to [1]\n set [level v] to (level W1)\n broadcast (@@@@changed world v)\nend\nset size to (75) %\nwait (0.2) seconds\nset size to (85) %\n\nset [@@@@world 2 unlocked v] to [2]\n\n@world 2\n\nwhen flag clicked\nset [@@@@world 2 unlocked v] to [0]\ngo to x: (0) y: (-20)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [worlds v]\nshow\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start1 v]\nhide\n\nwhen this sprite clicked\nif <(@@@@World 2 Unlocked) = [1]> then\n if <not <(World) = [2]>> then\n set [world v] to [2]\n set [level v] to (level W2)\n broadcast (@@@@changed world v)\n end\n set size to (75) %\n wait (0.2) seconds\n set size to (85) %\nend\n\nwhen I receive [boss animation v]\nswitch costume to (costume2 v)\n\nset [@@@@world 2 unlocked v] to [1]\n\n@world 3\n\nwhen flag clicked\ngo to x: (140) y: (-20)\nhide\n\nwhen I receive [worlds v]\n\nshow\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start1 v]\nhide\n\nwhen I receive [worlds v]\nshow\ngo to [front v] layer\n\nif <(World unlocked:) > [2]> then\nend\n\n@Level indicator\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\ngo [forward v] (8760987654334567876543234567876543456786545676545656787294357264938764096149749349319746537634976765418734879745438567493146996665466674673479749963496603445) layers\nswitch costume to (boss - 01 v)\nif <(World) = [1]> then\n switch costume to ((Level) + (1))\nelse\n if <(World) = [2]> then\n switch costume to (((Level) + (1)) + (16))\n end\nend\nif <(costume [number v]) = [10]> then\n change [live v] by (5)\n if <(Live) > [15]> then\n set [live v] to [15]\n end\nend\nshow\nreset timer\nrepeat until <(timer) > [2]>\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\nhide\n\nif <(Level) = [0]> then\n\nwhen I receive [start2 v]\n\nbroadcast (next level v)\nchange [level v] by (-1)\n\n@bow\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight 1 v]\nset size to (40) %\ngo to x: (0) y: (-50)\nswitch costume to (item v)\nshow\nrepeat until <touching (player's costume v)?>\n point in direction (90)\n go to [front v] layer\n repeat (25)\n change y by (0.5)\n end\n repeat (25)\n change y by (-0.5)\n end\nend\nswitch costume to (1 v)\npoint in direction (120)\nrepeat until <(Boss 1 pv) < [1]>\n go to [back v] layer\n if <<([costume # v] of [player's costume v]) = [2]> or <<([costume # v] of [player's costume v]) = [4]> or <<([costume # v] of [player's costume v]) = [6]> or <<([costume # v] of [player's costume v]) = [10]> or <([costume # v] of [player's costume v]) = [8]>>>>> then\n point in direction (120)\n go to x: (([x position v] of [player's hit box v]) + (30)) y: (([y position v] of [player's hit box v]) + (55))\n else\n if <<([costume # v] of [player's costume v]) = [1]> or <<([costume # v] of [player's costume v]) = [3]> or <<([costume # v] of [player's costume v]) = [5]> or <<([costume # v] of [player's costume v]) = [9]> or <([costume # v] of [player's costume v]) = [7]>>>>> then\n point in direction (60)\n go to x: (([x position v] of [player's hit box v]) + (-30)) y: (([y position v] of [player's hit box v]) + (55))\n end\n end\nend\nswitch costume to (1 v)\n\nset size to (50) %\n\nset [boss 1 pv v] to [4]\n\nwhen I receive [boss fight 1 v]\nwait (0.1) seconds\nrepeat until <(Boss 1 pv) < [1]>\n if <mouse down?> then\n if <(costume [number v]) = [2]> then\n switch costume to (2 v)\n wait (0.000001) seconds\n switch costume to (3 v)\n wait (0.000001) seconds\n create clone of (_myself_ v)\n switch costume to (4 v)\n wait (0.000001) seconds\n switch costume to (1 v)\n wait (2) seconds\n end\n end\nend\nswitch costume to (1 v)\n\nset size to (35) %\n\nwhen I start as a clone\nif <(World) = [1]> then\n show\n switch costume to (costume1 v)\n go to x: (x position) y: (y position)\n if <(direction) = [60]> then\n point in direction (-30)\n else\n if <(direction) = [120]> then\n point in direction (30)\n end\n end\n repeat until <<touching (bosses head v)?> or <touching (_edge_ v)?>>\n move (20) steps\n end\n move (20) steps\n move (20) steps\n wait (0.1) seconds\n delete this clone\nelse\n if <(World) = [2]> then\n show\n switch costume to (costume2 v)\n go to x: (x position) y: (y position)\n if <(direction) = [60]> then\n point in direction (-30)\n else\n if <(direction) = [120]> then\n point in direction (30)\n end\n end\n repeat until <<touching (bosses head2 v)?> or <touching (_edge_ v)?>>\n move (25) steps\n end\n move (25) steps\n move (25) steps\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [boss 1 death v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [===boss fight 2 v]\nset size to (40) %\ngo to x: (0) y: (-50)\nswitch costume to (item2 v)\nshow\nrepeat until <touching (player's costume v)?>\n point in direction (90)\n go to [front v] layer\n repeat (25)\n change y by (0.5)\n end\n repeat (25)\n change y by (-0.5)\n end\nend\nswitch costume to (2-1 v)\npoint in direction (120)\nrepeat until <(Boss 2 Pv) < [1]>\n go to [back v] layer\n if <<([costume # v] of [player's costume v]) = [2]> or <<([costume # v] of [player's costume v]) = [4]> or <<([costume # v] of [player's costume v]) = [6]> or <<([costume # v] of [player's costume v]) = [10]> or <([costume # v] of [player's costume v]) = [8]>>>>> then\n point in direction (120)\n switch costume to (2-2 v)\n go to x: (([x position v] of [player's hit box v]) + (30)) y: (([y position v] of [player's hit box v]) + (55))\n else\n if <<([costume # v] of [player's costume v]) = [1]> or <<([costume # v] of [player's costume v]) = [3]> or <<([costume # v] of [player's costume v]) = [5]> or <<([costume # v] of [player's costume v]) = [9]> or <([costume # v] of [player's costume v]) = [7]>>>>> then\n point in direction (60)\n switch costume to (2-1 v)\n go to x: (([x position v] of [player's hit box v]) + (-30)) y: (([y position v] of [player's hit box v]) + (55))\n end\n end\nend\nswitch costume to (1 v)\n\nwhen I receive [===boss fight 2 v]\nrepeat until <(Boss 2 Pv) < [1]>\n if <mouse down?> then\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\nswitch costume to (1 v)\n\nwhen I receive [boss 2 death v]\nhide\n\n@Bosses left fist\n\nbroadcast (Attack 3 boss 1 v)\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [-1 live v]\n\nwhen I receive [attack2 boss 1 v]\nswitch costume to (costume2 v)\nrepeat (30)\n point towards (player's hit box v)\nend\nrepeat (2)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\nrepeat until <touching (platform v)?>\n move (20) steps\nend\nbroadcast (Shaking effect v)\nwait (1) seconds\nswitch costume to (costume1 v)\nturn left (90) degrees\nglide (0.5) secs to x: (-105) y: (50)\npoint in direction (90)\n\nwhen I receive [boss fight 1 v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (-105) y: (50)\nset [boss 1 pv v] to [30]\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [boss 1 death v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\n@Bosses head\n\nwhen I receive [boss fight 1 v]\nset [brightness v] effect to (0)\ngo to x: (0) y: (80)\nset [boss 1 pv v] to [30]\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nrepeat until <(Boss 1 pv) < [1]>\n if <touching (bow v)?> then\n change [boss 1 pv v] by (-1)\n repeat (1)\n set [brightness v] effect to (20)\n broadcast (Boss damage v)\n set [ghost v] effect to (20)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n wait (0.3) seconds\n end\n end\nend\nbroadcast (Boss 1 death v)\n\nwhen flag clicked\nhide\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [attack 3 boss 1 v]\nif <not <(Boss 1 pv) < [11]>> then\n switch costume to (normal v)\n wait (0.05) seconds\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n wait (0.5) seconds\n switch costume to (mentos 4 v)\n broadcast (Shaking effect v)\n wait (0.2) seconds\n switch costume to (mentos 3 v)\n wait (0.5) seconds\n switch costume to (mentos 2 v)\n wait (0.1) seconds\n switch costume to (mentos 1 v)\n wait (0.1) seconds\n switch costume to (normal v)\nelse\n if <(Boss 1 pv) < [11]> then\n switch costume to (normal2 v)\n wait (0.05) seconds\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n wait (0.5) seconds\n switch costume to (mentos 5 v)\n broadcast (Shaking effect v)\n wait (0.2) seconds\n switch costume to (mentos 13 v)\n wait (0.5) seconds\n switch costume to (mentos 12 v)\n wait (0.1) seconds\n switch costume to (mentos 11 v)\n wait (0.1) seconds\n switch costume to (normal2 v)\n end\nend\n\nwhen I receive [boss 1 death v]\nshow\nset [brightness v] effect to (0)\nswitch costume to (end v)\nwait (2) seconds\nrepeat (24)\n change x by (5)\n change y by (-5)\n wait (0.05) seconds\n change x by (-5)\n change y by (5)\n wait (0.05) seconds\nend\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [boss fight 1 v]\nset [brightness v] effect to (0)\nswitch costume to (normal v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (1) seconds\nAttack aléatoire [7] [2]\nwait (pick random (0.25) to (1)) seconds\nrepeat until <(Boss 1 pv) < [11]>\n Attack aléatoire (pick random (1) to (15)) (pick random (1) to (4))\nend\nswitch costume to (normal2 v)\nrepeat until <(Boss 1 pv) < [1]>\n Attack aléatoire (pick random (1) to (12)) (pick random (1) to (4))\nend\n\nAttack aléatoire [7] [1]\n\ndefine Attack aléatoire (nombre d'attack) (choix de l'attaque)\nif <(nombre d'attack) > [3]> then\n if <(choix de l'attaque) = [1]> then\n broadcast (Attack boss 1 v)\n wait (8) seconds\n else\n if <(choix de l'attaque) = [2]> then\n broadcast (Attack2 boss 1 v)\n wait (4) seconds\n else\n if <(choix de l'attaque) = [3]> then\n broadcast (Attack2 boss 1 v)\n wait (4) seconds\n else\n if <(choix de l'attaque) = [4]> then\n broadcast (Attack 3 boss 1 v)\n wait (8) seconds\n end\n end\n end\n end\nelse\n if <<(nombre d'attack) = [2]> or <(nombre d'attack) = [3]>> then\n if <(choix de l'attaque) = [1]> then\n broadcast (Attack boss 1 v)\n broadcast (Attack2 boss 1 v)\n wait (6) seconds\n else\n if <(choix de l'attaque) = [2]> then\n broadcast (Attack boss 1 v)\n wait (6) seconds\n else\n if <(choix de l'attaque) = [3]> then\n broadcast (Attack 3 boss 1 v)\n broadcast (Attack boss 1 v)\n wait (8) seconds\n else\n if <(choix de l'attaque) = [4]> then\n broadcast (Attack 3 boss 1 v)\n broadcast (Attack2 boss 1 v)\n wait (8) seconds\n end\n end\n end\n end\n else\n if <(nombre d'attack) = [1]> then\n broadcast (Attack 3 boss 1 v)\n broadcast (Attack boss 1 v)\n broadcast (Attack2 boss 1 v)\n wait (9) seconds\n end\n end\nend\nwait (pick random (1) to (2)) seconds\n\nif <(choix de l'attaque) = [4]> then\n broadcast (Attack boss 1 v)\n wait (7) seconds\nend\n\nif <(choix de l'attaque) = [4]> then\n broadcast (Attack boss 1 v)\n broadcast (Attack2 boss 1 v)\nend\n\nset [world v] to [2]\n\n@Bosses right fist\n\nwhen I receive [attack boss 1 v]\npoint in direction (90)\nrepeat until <(direction) = [180]>\n turn right (9) degrees\nend\nglide (0.15) secs to x: (105) y: (-85)\nbroadcast (Shaking effect v)\nwait (1) seconds\nglide (0.5) secs to x: (105) y: (50)\nrepeat until <(direction) = [90]>\n turn right (-9) degrees\nend\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\nbroadcast (Attack boss 1 v)\n\nshow\n\nwhen I receive [boss fight 1 v]\ngo to x: (105) y: (50)\npoint in direction (90)\nset [boss 1 pv v] to [30]\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [boss 1 death v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nset [boss 1 pv v] to [3]\n\n@Bosses 1 attack\n\nwhen I receive [attack boss 1 v]\nwait (1) seconds\nrepeat (pick random (10) to (15))\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.4)) seconds\nend\n\nwhen I start as a clone\nset size to (60) %\nshow\ngo to x: (pick random (220) to (-220)) y: (195)\nswitch costume to (pick random (1) to (4))\nrepeat (10)\n change y by (-6)\nend\nrepeat until <<touching (player's hit box v)?> or <touching (_edge_ v)?>>\n change y by (-6)\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nbroadcast (Attack2 boss 1 v)\n\ngo to (enemies w2 v)\n\n@mantos\n\nwhen I receive [attack 3 boss 1 v]\nwait (3) seconds\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume1 v)\nset size to (60) %\nshow\nRandomiser for mantos (pick random (1) to (2))\nset [attack 3 boss 1a v] to [1]\nrepeat until <touching (platform v)?>\n turn right (5) degrees\n change y by ((Attack 3 Boss 1A) * (-1))\n change [attack 3 boss 1a v] by (0.5)\nend\nrepeat (1)\n turn right (5) degrees\n change y by ((Attack 3 Boss 1A) * (-1))\n change [attack 3 boss 1a v] by (0.5)\nend\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [attack 3 boss 1a v] to [10]\nset size to (100) %\nset y to (-170)\nswitch costume to (costume2 v)\nrepeat until <(y position) < [-170]>\n change y by (Attack 3 Boss 1A)\n change [attack 3 boss 1a v] by (-0.5)\nend\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to x: (x position) y: (-145)\npoint in direction (90)\nset size to (100) %\nswitch costume to (costume4 v)\nshow\ngo to [front v] layer\n\nbroadcast (Attack 3 boss 1 v)\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [attack 3 boss 1 v]\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\ndefine Randomiser for mantos (number or text)\nif <(number or text) = [1]> then\n go to x: (pick random (-235) to (235)) y: (190)\nend\nif <(number or text) = [2]> then\n go to x: ([x position v] of [player's hit box v]) y: (190)\nend\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nhide\n\nset [level v] to [14]\n\n@Health Bar for bosses\n\nwhen I receive [boss fight 1 v]\nswitch costume to (30/30 v)\ngo to x: (0) y: (160)\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [boss damage v]\nif <(World) = [1]> then\n switch costume to ((Boss 1 pv) + (1))\nelse\n if <(World) = [2]> then\n switch costume to ((Boss 2 Pv) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss 1 death v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [boss fight 1 v]\npoint in direction (90)\nswitch costume to (30/30 v)\ngo to x: (0) y: (160)\nset [boss 1 pv v] to [30]\nshow\n\ngo to x: (-105) y: (50)\n\nwhen I receive [===boss fight 2 v]\nswitch costume to (30/30 v)\ngo to x: (0) y: (160)\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [===boss fight 2 v]\npoint in direction (90)\nswitch costume to (30/30 v)\ngo to x: (0) y: (160)\nset [boss 2 pv v] to [30]\nshow\n\nwhen I receive [boss 2 death v]\nhide\n\n@End Boss\n\nbroadcast (next level v)\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (200) y: (-40)\n\nwhen I receive [start2 v]\nwait (0.5) seconds\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [boss fight 1 v]\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\n\nwhen I receive [boss 1 death v]\nwait (6) seconds\nshow\nwait until <touching (player's hit box v)?>\nbroadcast (Boss animation v)\nhide\n\nwhen I receive [next level v]\nwait (0.5) seconds\nhide\n\nwhen I receive [===boss fight 2 v]\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\nwait (1) seconds\nhide\n\nwhen I receive [boss 2 death v]\nwait (6) seconds\nshow\nwait until <touching (player's hit box v)?>\nbroadcast (Boss animation2 v)\nhide\n\n@Animation boss\n\nset [game mod v] to [1]\n\nbroadcast (next level v)\nset [level v] to [14]\n\nset [level v] to [1]\n\nwhen I receive [boss animation v]\nshow\nset [ghost v] effect to (100)\nswitch costume to (world 2 animation 1 v)\nrepeat (16)\n change [ghost v] effect by (-6.25)\nend\nswitch costume to (world 2 animation 1 v)\nwait (2) seconds\nrepeat (10)\n wait (0.1) seconds\n switch costume to (world 2 animation 2 v)\n wait (0.1) seconds\n switch costume to (world 2 animation 3 v)\nend\nswitch costume to (world 2 animation 4 v)\nwait (0.5) seconds\nswitch costume to (world 2 animation 5 v)\nwait (1.5) seconds\nrepeat (5)\n wait (0.5) seconds\n switch costume to (world 2 animation 6 v)\n wait (0.5) seconds\n switch costume to (world 2 animation 7 v)\n wait (0.5) seconds\n switch costume to (world 2 animation 8 v)\nend\nswitch costume to (skin animation 1 v)\nwait (1.5) seconds\nswitch costume to (skin animation 1 v)\nrepeat (10)\n wait (0.1) seconds\n switch costume to (skin animation 2 v)\n wait (0.1) seconds\n switch costume to (skin animation 3 v)\nend\nswitch costume to (skin animation 4 v)\nwait (0.5) seconds\nrepeat (5)\n wait (0.5) seconds\n switch costume to (skin animation 5 v)\n wait (0.5) seconds\n switch costume to (skin animation 6 v)\n wait (0.5) seconds\n switch costume to (skin animation 7 v)\nend\nset [ghost v] effect to (0)\nset [@@@@world 2 unlocked v] to [1]\nset [level w1 v] to [1]\nset [game mod v] to [1]\nset [world v] to [2]\nset [level v] to (level W2)\nbroadcast (spooky skin unlock v)\nbroadcast (main menu v)\nrepeat (16)\n change [ghost v] effect by (6.25)\nend\nhide\nset [ghost v] effect to (0)\nstop [other scripts in sprite v]\n\nwhen I receive [boss animation v]\nrepeat (10000)\n go to [front v] layer\nend\n\ndefine Ghost effect (speed)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss animation2 v]\nshow\nset [ghost v] effect to (100)\nswitch costume to (boss - 4 v)\nrepeat (16)\n change [ghost v] effect by (-6.25)\nend\nswitch costume to (boss - 4 v)\nwait (4) seconds\nswitch costume to (boss - 3 v)\n\nrepeat (10)\n wait (0.1) seconds\nend\nswitch costume to (world 2 animation 4 v)\nwait (0.5) seconds\nswitch costume to (world 2 animation 5 v)\nwait (1.5) seconds\nrepeat (5)\n wait (0.5) seconds\n switch costume to (world 2 animation 6 v)\n wait (0.5) seconds\n switch costume to (world 2 animation 7 v)\n wait (0.5) seconds\n switch costume to (world 2 animation 8 v)\nend\nswitch costume to (skin animation 1 v)\nwait (1.5) seconds\nswitch costume to (skin animation 1 v)\nrepeat (10)\n wait (0.1) seconds\n switch costume to (skin animation 2 v)\n wait (0.1) seconds\n switch costume to (skin animation 3 v)\nend\nswitch costume to (skin animation 4 v)\nwait (0.5) seconds\nrepeat (5)\n wait (0.5) seconds\n switch costume to (skin animation 5 v)\n wait (0.5) seconds\n switch costume to (skin animation 6 v)\n wait (0.5) seconds\n switch costume to (skin animation 7 v)\nend\nset [ghost v] effect to (0)\nset [@@@@world 2 unlocked v] to [1]\nset [game mod v] to [1]\nset [world v] to [2]\nbroadcast (spooky skin unlock v)\nbroadcast (main menu v)\nrepeat (16)\n change [ghost v] effect by (6.25)\nend\nhide\nset [ghost v] effect to (0)\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nhide\n\n@Enemies W2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (2) seconds\nstop [other scripts in sprite v]\nif <(World) = [2]> then\n if <(Level) = [2]> then\n set [w2 enemies variable v] to [2]\n create clone of (_myself_ v)\n Fantôme position initiale [-73] [-110] position finale [-73] [160] Taille: [30] Level: [2] Speed [3]\n else\n if <(Level) = [3]> then\n set [w2 enemies variable v] to [2]\n create clone of (_myself_ v)\n set [w2 enemies variable v] to [3]\n create clone of (_myself_ v)\n Fantôme position initiale [0] [75] position finale [0] [-110] Taille: [30] Level: [3] Speed [1.75]\n else\n if <(Level) = [4]> then\n set [w2 enemies variable v] to [2]\n create clone of (_myself_ v)\n Fantôme position initiale [-215] [85] position finale [87] [85] Taille: [20] Level: [4] Speed [2]\n else\n if <(Level) = [5]> then\n Canon a citrouille [155] [43] level [5] speed [4] taille [30]\n else\n if <(Level) = [6]> then\n Canon a citrouille [195] [-73] level [6] speed [2] taille [30]\n else\n if <(Level) = [7]> then\n Chauderon position: [0] [100] speed [2] level [7]\n else\n if <(Level) = [8]> then\n Canon a citrouille [207] [-70] level [8] speed [0.5] taille [35]\n else\n if <(Level) = [9]> then\n Chauderon position: [0] [125] speed [2] level [9]\n else\n if <(Level) = [10]> then\n Canon a citrouille [187] [-26] level [10] speed [5.5] taille [60]\n else\n if <(Level) = [11]> then\n Canon a citrouille [207] [43] level [11] speed [1.85] taille [35]\n else\n if <(Level) = [12]> then\n Fantôme position initiale [143] [30] position finale [-135] [30] Taille: [50] Level: [12] Speed [1.6]\n else\n if <(Level) = [13]> then\n set [w2 enemies variable v] to [2]\n create clone of (_myself_ v)\n Canon a citrouille [187] [-26] level [13] speed [5.5] taille [60]\n else\n if <(Level) = [14]> then\n Canon a citrouille [210] [-75] level [14] speed [2.1] taille [25]\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [skins v]\nhide\n\ndefine Canon a citrouille (x) (y) level (level) speed (speed) taille (taille)\nswitch costume to (canon v)\npoint in direction (90)\nset size to (taille) %\nshow\ngo [forward v] (10) layers\ngo to x: (x) y: (y)\nrepeat until <<not <(Level) = (level)>> or <not <(Game mod) = [2]>>>\n change x by (3)\n set [w2 enemies variableyyy v] to (taille)\n set [w2 enemies variable v] to [0]\n create clone of (_myself_ v)\n wait (0.0000001) seconds\n change x by (-3)\n wait (speed) seconds\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nif <<(Level) = [15]> and <(World) = [2]>> then\n show\n set size to (pick random (90) to (110)) %\n go to x: (0) y: (160)\n Random (pick random (1) to (4))\n point in direction (pick random (50) to (130))\n set [w2 enemiianfaijn v] to (pick random (-8) to (8.0001))\n set [w2 enemies variable v] to (pick random (1) to (4.000005))\n broadcast (W2 enemies 2 v)\n if <(W2 enemiianfaijn) > [0]> then\n repeat until <<<touching (_edge_ v)?> and <(y position) < [-155]>> or <touching (player's hit box v)?>>\n change y by (W2 Enemies variable)\n change [w2 enemies variable v] by (-0.3)\n if <not <[0] > (W2 enemiianfaijn)>> then\n change x by (W2 enemiianfaijn)\n change [w2 enemiianfaijn v] by (-0.075)\n end\n end\n delete this clone\n else\n repeat until <<<touching (_edge_ v)?> and <(y position) < [-155]>> or <touching (player's hit box v)?>>\n change y by (W2 Enemies variable)\n change [w2 enemies variable v] by (-0.3)\n if <not <(W2 enemiianfaijn) > [0]>> then\n change x by (W2 enemiianfaijn)\n change [w2 enemiianfaijn v] by (0.075)\n end\n end\n delete this clone\n end\nelse\n if <(W2 Enemies variable) = [0]> then\n show\n switch costume to (citrouille v)\n set size to (W2 Enemies variableyyy) %\n set [w2 enemies variable v] to [0]\n set [w2 enemi citrouille direction v] to [-1]\n go to x: (0) y: (0)\n point in direction (90)\n go to (enemies w2 v)\n change x by (-30)\n repeat until <<<<<(x position) < [-180]> and <touching (_edge_ v)?>> or <<[180] < (x position)> and <touching (_edge_ v)?>>> or <<(y position) < [-180]> and <touching (_edge_ v)?>>> or <touching (player's hit box v)?>>\n change x by ((W2 Enemi citrouille direction) * (2))\n if <touching (platform v)?> then\n change x by (1)\n change y by (1)\n if <touching (platform v)?> then\n change x by (-1)\n change y by (-1)\n set [w2 enemi citrouille direction v] to ((W2 Enemi citrouille direction) * (-1))\n end\n end\n turn right ((W2 Enemi citrouille direction) * (3)) degrees\n change y by (W2 Enemies variable)\n if <touching (platform v)?> then\n change y by (((W2 Enemies variable) * (-1)) + (1))\n set [w2 enemies variable v] to [0]\n if <not <touching (platform v)?>> then\n change y by (-1)\n end\n else\n change [w2 enemies variable v] by (-0.6)\n end\n end\n wait (0.1) seconds\n change y by (((W2 Enemies variable) * (-1)) + (1))\n change y by (((W2 Enemies variable) * (-1)) + (1))\n delete this clone\n else\n if <(W2 Enemies variable) = [1]> then\n set size to (pick random (90) to (110)) %\n go to (enemies w2 v)\n Random (pick random (1) to (4))\n point in direction (pick random (50) to (130))\n set [w2 enemiianfaijn v] to (pick random (-4) to (4.0001))\n set [w2 enemies variable v] to (pick random (1) to (4.000005))\n broadcast (W2 enemies 2 v)\n if <(W2 enemiianfaijn) > [0]> then\n repeat until <<<touching (_edge_ v)?> and <(y position) < [-155]>> or <touching (player's hit box v)?>>\n change y by (W2 Enemies variable)\n change [w2 enemies variable v] by (-0.3)\n if <not <[0] > (W2 enemiianfaijn)>> then\n change x by (W2 enemiianfaijn)\n change [w2 enemiianfaijn v] by (-0.075)\n end\n end\n delete this clone\n else\n repeat until <<<touching (_edge_ v)?> and <(y position) < [-155]>> or <touching (player's hit box v)?>>\n change y by (W2 Enemies variable)\n change [w2 enemies variable v] by (-0.3)\n if <not <(W2 enemiianfaijn) > [0]>> then\n change x by (W2 enemiianfaijn)\n change [w2 enemiianfaijn v] by (0.075)\n end\n end\n delete this clone\n end\n else\n if <(W2 Enemies variable) = [2]> then\n if <(Level) = [2]> then\n Fantôme position initiale [73] [160] position finale [73] [-110] Taille: [30] Level: [2] Speed [3]\n else\n if <(Level) = [3]> then\n Fantôme position initiale [-100] [-110] position finale [-100] [75] Taille: [30] Level: [3] Speed [1.75]\n else\n if <(Level) = [4]> then\n Fantôme position initiale [200] [-40] position finale [-145] [-40] Taille: [20] Level: [4] Speed [2]\n else\n if <(Level) = [14]> then\n Fantôme position initiale [82] [138] position finale [-217] [138] Taille: [20] Level: [14] Speed [3]\n wait (0.1) seconds\n delete this clone\n end\n end\n end\n end\n else\n if <(W2 Enemies variable) = [3]> then\n if <(Level) = [3]> then\n Fantôme position initiale [100] [-110] position finale [100] [75] Taille: [30] Level: [3] Speed [1.75]\n end\n end\n end\n end\n end\nend\n\ndefine Fantôme position initiale (x) (y) position finale (x) (y) Taille: (taille) Level: (level) Speed (speed)\nshow\ngo [forward v] (11) layers\nset size to (taille) %\npoint in direction (90)\nswitch costume to (fantôme v)\nbroadcast (W2 enemies v)\ngo to x: (x) y: (y)\nrepeat until <<not <(Level) = (level)>> or <not <(Game mod) = [2]>>>\n glide (speed) secs to x: (x) y: (y)\n glide (speed) secs to x: (x) y: (y)\nend\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [w2 enemies v]\npoint in direction (90)\nrepeat (10)\n turn right (1) degrees\nend\nforever\n repeat (20)\n turn right (-1) degrees\n change size by (0.25)\n end\n repeat (20)\n turn right (1) degrees\n change size by (-0.25)\n end\nend\n\ndefine Random (random)\nif <(random) = [1]> then\n switch costume to (lolipop v)\nelse\n if <<(random) = [2]> or <(random) = [3]>> then\n switch costume to (m et ms v)\n else\n if <(random) = [4]> then\n switch costume to (bonbon 1 v)\n end\n end\nend\n\ndefine Chauderon position: (x) (y) speed (speed) level (level)\nshow\ngo [forward v] (12) layers\nset size to (40) %\npoint in direction (90)\ngo to x: (x) y: (y)\nswitch costume to (chaudron v)\nrepeat until <<not <(Level) = (level)>> or <not <(Game mod) = [2]>>>\n repeat (pick random (1) to (3))\n set [w2 enemies variable v] to [1]\n create clone of (_myself_ v)\n wait (pick random (0.01) to (-0.01)) seconds\n end\n wait ((speed) + (pick random (-0.5) to (0.5))) seconds\nend\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nset [world v] to [2]\n\nset [world v] to [2]\n\nCanon a citrouille [100] [0] level [10] speed [3] taille [100]\n\nset [======= normal skin v] to [0]\n\nif <(Level) = [3]> then\n\nChauderon position: [0] [0] speed [1] level [7]\n\nChauderon position: [0] [100] speed [1] level [10]\n\nCanon a citrouille [200] [42] level [10] speed [0] taille [100]\n\n\n\nset [level v] to [14]\n\nChauderon position: [0] [75] speed [3] level [15]\n\nset [level v] to [14]\n\nhide\n\nset [world v] to [2]\n\nset [world v] to [2]\n\nset [level v] to [12]\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(World) = [2]> then\n if <(Level) = [13]> then\n hide\n end\nend\n\ndelete this clone\n\n@Fake end\n\nwhen I receive [next level v]\nwait (0.5) seconds\nif <(World) = [2]> then\n if <(Level) = [1]> then\n go to x: (205) y: (70)\n show\n set [ghost v] effect to (0)\n wait until <touching (player's hit box v)?>\n broadcast (___Fake candy v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n else\n if <(Level) = [3]> then\n go to x: (205) y: (-55)\n show\n set [ghost v] effect to (0)\n wait until <touching (player's hit box v)?>\n broadcast (___Fake candy v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n else\n if <(Level) = [7]> then\n go to x: (205) y: (-55)\n show\n set [ghost v] effect to (0)\n wait until <touching (player's hit box v)?>\n broadcast (___Fake candy v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n else\n if <(Level) = [2]> then\n end\n end\n end\nend\n\nwhen I receive [start2 v]\nwait (0.5) seconds\nif <(World) = [2]> then\nend\n\ngo to x: (205) y: (-55)\nshow\nset [ghost v] effect to (0)\nwait until <touching (player's hit box v)?>\nbroadcast (___Fake candy v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\nhide\n\nset [world v] to [2]\nbroadcast (next level v)\n\nhide\n\nif <(Level) = [2]> then\n\n@Bosses head2\n\nwhen I receive [===boss fight 2 v]\nset [brightness v] effect to (0)\ngo to x: (0) y: (100)\nset [boss 2 pv v] to [30]\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nrepeat until <(Boss 2 Pv) < [1]>\n if <touching (bow v)?> then\n change [boss 2 pv v] by (-1)\n repeat (1)\n set [brightness v] effect to (20)\n broadcast (Boss damage v)\n set [ghost v] effect to (20)\n wait (0.3) seconds\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n wait (0.3) seconds\n end\n end\nend\nbroadcast (Boss 2 death v)\nswitch costume to (dead v)\n\nwhen flag clicked\nset size to (62) %\nhide\n\nwhen I receive [shaking effect v]\nrepeat (3)\n change x by (5)\n change y by (-5)\n wait (0.1) seconds\n change x by (-5)\n change y by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [boss 2 death v]\nshow\nset [brightness v] effect to (0)\nswitch costume to (end v)\nwait (2) seconds\nrepeat (24)\n change x by (5)\n change y by (-5)\n wait (0.05) seconds\n change x by (-5)\n change y by (5)\n wait (0.05) seconds\nend\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [===boss fight 2 v]\nset [brightness v] effect to (0)\nswitch costume to (1-3 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (3) seconds\nAttack aléatoire [7] [2]\nrepeat until <(Boss 2 Pv) < [11]>\n Attack aléatoire (pick random (1) to (12)) (pick random (1) to (4))\nend\nswitch costume to (normal2 v)\nrepeat until <(Boss 2 Pv) < [1]>\n Attack aléatoire (pick random (1) to (10)) (pick random (1) to (4))\nend\n\nwait (pick random (0.25) to (1)) seconds\n\nAttack aléatoire [7] [1]\n\ndefine Attack aléatoire (nombre d'attack) (choix de l'attaque)\nif <(nombre d'attack) > [3]> then\n if <(choix de l'attaque) = [1]> then\n broadcast (BOSS 2 attack 1 v)\n wait (6) seconds\n else\n if <(choix de l'attaque) = [2]> then\n broadcast (BOSS2 Attack 2 v)\n wait (4) seconds\n else\n if <(choix de l'attaque) = [3]> then\n broadcast (BOSS2 Attack 2 v)\n wait (4) seconds\n else\n if <(choix de l'attaque) = [4]> then\n broadcast (BOSS2 Attack3 v)\n wait (6) seconds\n end\n end\n end\n end\nelse\n if <<(nombre d'attack) = [2]> or <(nombre d'attack) = [3]>> then\n if <(choix de l'attaque) = [1]> then\n broadcast (BOSS 2 attack 1 v)\n broadcast (BOSS 2 attack 1 v)\n wait (6) seconds\n else\n if <(choix de l'attaque) = [2]> then\n broadcast (BOSS 2 attack 1 v)\n wait (6) seconds\n else\n if <(choix de l'attaque) = [3]> then\n broadcast (BOSS2 Attack 2 v)\n broadcast (BOSS 2 attack 1 v)\n wait (8) seconds\n else\n if <(choix de l'attaque) = [4]> then\n broadcast (BOSS2 Attack3 v)\n broadcast (BOSS2 Attack 2 v)\n wait (8) seconds\n end\n end\n end\n end\n else\n if <(nombre d'attack) = [1]> then\n broadcast (BOSS2 Attack3 v)\n broadcast (BOSS2 Attack 2 v)\n broadcast (BOSS 2 attack 1 v)\n wait (9) seconds\n end\n end\nend\nwait (pick random (0.5) to (1)) seconds\n\nset [world v] to [2]\n\ngo to [front v] layer\n\nrepeat (10)\n\nforever\n\nwhen I receive [boss2 attack 2 v]\nrepeat (pick random (5) to (10))\n create clone of (enemies w2 v)\n wait (pick random (0.01) to (0.025)) seconds\nend\n\nwhen I receive [boss2 attack3 v]\nBoss 2 Attack 3 (pick random (1) to (2))\n\ndefine Boss 2 Attack 3 (random)\nif <(random) = [1]> then\n glide (1.75) secs to x: (-190) y: (100)\nelse\n if <(random) = [2]> then\n glide (1.75) secs to x: (190) y: (100)\n end\nend\nrepeat until <([costume # v] of [boss 2 attack 3 v]) = [2]>\n go to (boss 2 attack 3 v)\nend\nglide (1.75) secs to x: (0) y: (100)\n\nwhen I receive [boss 2 attack 1 v]\nrepeat (20)\n if <(Boss 2 Pv) < [11]> then\n switch costume to (colere2 v)\n else\n switch costume to (colere 1 v)\n end\nend\n\nwhen I receive [boss 2 attack 1 v]\nif <(Boss 2 Pv) < [11]> then\n repeat (20)\n switch costume to (colere2 v)\n end\nelse\n repeat (20)\n switch costume to (colere 1 v)\n end\nend\n\nset [boss 2 pv v] to [30]\n\nbroadcast (===Boss Fight 2 v)\n\nforever\n switch costume to (2-1 v)\n wait (0.09) seconds\n switch costume to (2-2 v)\n wait (0.09) seconds\n switch costume to (2-3 v)\n wait (0.09) seconds\nend\n\nwhen I receive [===boss fight 2 v]\nset [brightness v] effect to (0)\ngo to x: (0) y: (100)\nset [boss 2 pv v] to [30]\nshow\nset [ghost v] effect to (100)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (3) seconds\nrepeat until <(Boss 2 Pv) < [1]>\n if <touching (bow v)?> then\nend\nbroadcast (Boss 2 death v)\n\nwhen I receive [===boss fight 2 v]\nset [brightness v] effect to (0)\nswitch costume to (1-3 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nwait (3) seconds\nAttack aléatoire [7] [2]\nrepeat until <(Boss 2 Pv) < [11]>\n switch costume to (1-1 v)\n wait (0.09) seconds\n switch costume to (1-2 v)\n wait (0.09) seconds\n switch costume to (1-3 v)\n wait (0.09) seconds\nend\nswitch costume to (normal2 v)\nrepeat until <(Boss 2 Pv) < [1]>\n switch costume to (2-1 v)\n wait (0.09) seconds\n switch costume to (2-2 v)\n wait (0.09) seconds\n switch costume to (2-3 v)\n wait (0.09) seconds\nend\n\n@Boss 2 Attack 1\n\nwhen I receive [boss 2 attack 1 v]\nset [boss 2 attack 1 v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [boss 2 attack 1 v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nif <(Boss 2 attack 1) = [0]> then\n go to x: (247) y: (-76)\n repeat (10)\n change x by (-4)\n end\n repeat until <touching (_edge_ v)?>\n change x by (-4)\n end\n repeat (10)\n change x by (-4)\n end\nelse\n if <(Boss 2 attack 1) = [1]> then\n go to x: (-247) y: (-16)\n repeat (10)\n change x by (4)\n end\n repeat until <touching (_edge_ v)?>\n change x by (4)\n end\n repeat (10)\n change x by (4)\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nrepeat (3)\n point in direction (90)\n repeat (10)\n turn right (1) degrees\n end\n forever\n repeat (20)\n turn right (-1) degrees\n change size by (0.25)\n end\n repeat (20)\n turn right (1) degrees\n change size by (-0.25)\n end\n end\nend\nrepeat until <touching (_edge_ v)?>\n point in direction (90)\n repeat (10)\n turn right (1) degrees\n end\n forever\n repeat (20)\n turn right (-1) degrees\n change size by (0.25)\n end\n repeat (20)\n turn right (1) degrees\n change size by (-0.25)\n end\n end\nend\nrepeat (3)\n point in direction (90)\n repeat (10)\n turn right (1) degrees\n end\n forever\n repeat (20)\n turn right (-1) degrees\n change size by (0.25)\n end\n repeat (20)\n turn right (1) degrees\n change size by (-0.25)\n end\n end\nend\ndelete this clone\n\nrepeat (10)\n\n@Boss 2 Attack 3\n\nwhen I receive [boss2 attack3 v]\nshow\nset [ghost v] effect to (99.99999999)\nswitch costume to (costume1 v)\nwait (1.71) seconds\ngo to (bosses head2 v)\nswitch costume to (costume1 v)\nif <(x position) > [0]> then\n point in direction (180)\n repeat (5)\n move (6) steps\n end\n repeat (90)\n move (6) steps\n turn right (2) degrees\n end\n repeat (5)\n move (6) steps\n end\nelse\n if <[0] > (x position)> then\n point in direction (180)\n repeat (5)\n move (6) steps\n end\n repeat (90)\n move (6) steps\n turn left (2) degrees\n end\n repeat (5)\n move (6) steps\n end\n end\nend\nswitch costume to (costume2 v)\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (28)\n\nwhen I receive [liquide rouge v]\nshow\nset [ghost v] effect to ((100) - (Liquide rouge pv))\n\n
DON'T FORGET TO REFRESH THE PAGE\n\n\nIn this game baggy will explain you everything ;)\nBut I will explain the instruction even so:\n- Move with WASD or Arrows Keys \n- You can glide by maintaining Up Arrow or W\n- Your goal is to reach the candy\n- You have only 15 lives and if you die you loose your progression\n\nGood Luck
Jump UP - A Platformer [Mobile]
@Stage\n\n@PLAYER\n\nwhen flag clicked\nshow\nforever\n go to x: (-215) y: (-107)\n forever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [xv v] to [6]\n switch costume to (magenta v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [xv v] to [-6]\n switch costume to (magenta2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#a8ffb9)?> then\n change y by (1)\n if <touching color (#a8ffb9)?> then\n change y by (1)\n if <touching color (#a8ffb9)?> then\n change y by (1)\n if <touching color (#a8ffb9)?> then\n change y by (1)\n if <touching color (#a8ffb9)?> then\n change y by (1)\n if <touching color (#a8ffb9)?> 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 <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#a8ffb9)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#a8ffb9)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n if <(Score) < (☁ High score)> then\n set [☁ high score v] to (Score)\n say [You've made the new HIGH SCORE!] for (5.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n change y by (10)\nend\n\nwhen flag clicked\nswitch costume to (magenta v)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-190) y: (-87)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff33)?> then\n go to x: (-194) y: (-81)\n next backdrop\n play sound [Pop v] until done\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (thumbail v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch backdrop to (backdrop3 v)\n\nwhen backdrop switches to [thumbail v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nforever\n show\nend\n\nwhen backdrop switches to [backdrop4 v]\nswitch backdrop to (backdrop4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch backdrop to (backdrop5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch backdrop to (backdrop6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch backdrop to (backdrop7 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch backdrop to (backdrop8 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch backdrop to (backdrop9 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch backdrop to (backdrop10 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch backdrop to (backdrop11 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [POL-bright-future-short v] until done\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [score v] to [0]\n\n@play\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n Sensing_Mouse\nend\n\ndefine Sensing_Mouse\nif <touching (mouse-pointer v)?> then\n set size to (120) %\nelse\n set size to (100) %\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen this sprite clicked\nforever\n switch backdrop to (backdrop1 v)\n hide\n broadcast (start counting v) and wait\nend\n\nwhen I receive [start counting v]\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\n@playertrail\n\nwhen I start as a clone\nset size to (70) %\nshow\ngo to (player v)\nrepeat (20)\n change size by (-1.5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@effect\n\nwhen flag clicked\nhide\ngo to x: (-202) y: (6)\n\nwhen flag clicked\nforever\n wait (0.2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n change [ghost v] effect by (50)\n glide (1) secs to (random position v)\n change [brightness v] effect by (5)\n change [brightness v] effect by (-5)\nend\n\n@scores\n\n@intro\n\nwhen flag clicked\nstart sound [Connect v]\ngo to [front v] layer\nshow\nset size to (10) %\npoint in direction (90)\nrepeat (20)\n change size by (5)\nend\nset volume to (120) %\nstart sound [pop v]\nwait (3) seconds\nstart sound [pop v]\nset volume to (100) %\nrepeat (40)\n turn right (9) degrees\nend\nstart sound [Disconnect v]\nrepeat (20)\n change size by (-5)\nend\nstop all sounds\nforever\n hide\nend\n\n
TOP LOVED >v<\nScratch: Jump UP got over 16k views and got top loved\nMe: faints\nI've added a little square jumping on the 'J' on the title. Do you guys like it? :D\nThe level(s) where you glide up platforms is NOT a glitch! Most people code this out, but I wanted mine to be different ;) Enjoy!\nIn this game, your player constantly wants to jump! So you can never stop jumping and when you fall back down, you almost glide down!\n- Click the green 'Play' button\n- Wall jumping gives you a 'super boost'\n- Use the arrow keys to move your player\n- Avoid the red spikes\n- Get to the green portals\n- Have fun!
Platformer Map/Contest
@Stage\n\n@platformer (2)\n\nwhen flag clicked\nshow\nswitch costume to (platformer \(2\) v)\ngo to x: (0) y: (0)\nset size to (50) %\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nhide\n\n@platformer (3)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (50) %\nhide\n\nshow\n\n
RESULTS: https://scratch.mit.edu/projects/355591300/\n
Platformer pack
@Stage\n\nwhen flag clicked\nforever\n play sound [Platform v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) - (-20))>>>> then\n if <(costume [number v]) = [6]> then\n switch costume to (screenshot 2019-11-27 at 5 v)\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <((x position) - (20)) > (mouse x)>>>> then\n if <(costume [number v]) = [6]> then\n switch costume to (screenshot 2019-11-27 at 11 v)\n end\n repeat until <(costume [number v]) = [5]>\n switch costume to ((costume [number v]) - (-1))\n end\n end\nend\n\nwhen flag clicked\nReset\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) - (-50))>>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <((x position) - (50)) > (mouse x)>>>> then\n change [xv v] by (-1)\n end\n change x by (Xv)\n change y by (-1)\n if <touching color (#97e7fb)?> then\n set [xv v] to ((Xv) * (0.95))\n else\n if <touching color (#fdf7a2)?> then\n set [xv v] to ((Xv) * (0.85))\n else\n set [xv v] to ((Xv) * (0.9))\n end\n end\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 x by ((Xv) * (-2))\n change y by (-5)\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 (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <touching (ground v)?> then\n if <not <touching color (#7e5000)?>> then\n start sound [Jump v]\n set [yv v] to [12]\n end\n end\n end\n if <touching color (#7e5000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n switch costume to (screenshot 2019-11-27 at 6 v)\n set [yv v] to [0]\n change y by (5)\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#35b8d3)?>> then\n start sound [hit v]\n Reset\n end\nend\n\ndefine Reset\nset [yv v] to [0]\nswitch costume to (screenshot 2019-11-27 at 11 v)\nset [xv v] to [0]\ngo to x: (-200) y: (-50)\n\nwhen I receive [reset v]\nReset\n\n@Tileset\n\n@ground\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n wait until <([x position v] of [sprite1 v]) > [225]>\n next costume\n broadcast (Reset v)\nend\n\n@decor\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n
This project includes all the assets you'll need to make a platformer! Contents include a tileset with many different blocks, including ground blocks for 4 different terrains and some sample levels (these samples aren't meant to be difficult, the are just to showcase the features of the engine). The platformer engine includes a ladder function, different amounts of friction depending on the terrain, and is easy to customize! If you have any questions on how to customize it for yourself, feel free to let me know!