The Orb - Platformer

Instructions: 日本語は下です。リミックス数えぐw\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIt's getting hotter!!\nThere are days when the sun is dazzling.\nIt is a platformer set in such a day.\n\n▼ How to play\nOperate with the arrow keys or tap.\nMobile compatible !!\n\n▼ Goal\nTrend 1, 2, 3P\nNumber of references 3000\n⭐ and ❤100\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n暑くなってきましたね!! ⇨まだ春だけどなw\n太陽がまぶしい日もあります。\nそんな日を舞台にしたプラットフォーマーです。\n\n▼遊び方\n矢印キー、またはタップで操作。\nモバイル対応です!!\n\n▼目標\n傾向1、2、3P\n参照数3000\n⭐と❤100

@Stage\n\nwhen flag clicked\nforever\n    play sound [Tropical Birds v] until done\nend\n\nwhen flag clicked\nforever\n    play sound [mixkit-meadow-birds-isolated-28 v] until done\nend\n\nwhen I receive [broadcast v]\nset volume to (0) %\nrepeat (10)\n    change volume by (10)\n    wait (0.04) seconds\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (broadcast v)\nplay sound [amadeus legendary v] until done\nplay sound [amadeus legendary1.5 v] until done\nplay sound [amadeus legendary2 v] until done\nplay sound [amadeus legendary2.5 v] until done\n\nwhen I receive [game start v]\nforever\n    if <(Turbo?) = [true]> then\n        broadcast (Turboo v)\n        stop [all v]\n    end\nend\n\nwhen I receive [game start v]\nset [turbo? v] to [0]\nforever\n    set [turbo calculation v] to (timer)\n    repeat (5)\n        wait (0) seconds\n    end\n    set [turbo? v] to <((turbo calculation) + (0.1)) > (timer)>\nend\n\n@blank\n\n@guy\n\nwhen [r v] key pressed\nDie sequence\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nbroadcast (Game Start v)\n\ndefine Run\nreset timer\nshow\nset [level v] to [1]\nset [gravity v] to [-0.7]\nset [game speed v] to [1]\nDie sequence\nset [yv v] to [0]\nset [xv v] to [0]\nshow\nset size to (100) %\ngo to [front v] layer\nforever\n    set [ghost v] effect to (0)\n    set size to (100) %\n    da code\n    position\n    set size to (106) %\nend\n\nwhen I receive [game start v]\nshow\nRun\n\ndefine X COLLISION\nif <touching (level v)?> then\n    change [player y v] by (-1)\n    position\n    if <touching (level v)?> then\n        change [player y v] by (-1)\n        position\n        if <touching (level v)?> then\n            change [player y v] by (-1)\n            position\n            if <touching (level v)?> then\n                change [player y v] by (3)\n                position\n                repeat until <not <touching (level v)?>>\n                    if <(xv) > [0]> then\n                        change [player x v] by (-1)\n                    else\n                        if <[0] > (xv)> then\n                            change [player x v] by (1)\n                        else\n                            change [player x v] by (1)\n                        end\n                    end\n                    position\n                    if <([abs v] of (Player X) ) > [235]> then\n                        Die sequence\n                    end\n                end\n                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                    if <([abs v] of (xv) ) > [0.1]> then\n                        set [yv v] to [11]\n                        set [xv v] to ((<(xv) > [0]> * (-7)) + (<[0] > (xv)> * (7)))\n                    end\n                end\n                position\n            end\n        end\n    end\nend\n\ndefine Y COLLISION\nif <[-15] > (yv)> then\n    set [shake v] to ((([abs v] of (yv) ) / (5)) - (2))\n    set [shake y v] to ((([abs v] of (yv) ) / (5)) - (2))\nend\nrepeat until <not <touching (level v)?>>\n    if <(yv) > [0]> then\n        change [player y v] by (-1)\n    else\n        change [player y v] by (1)\n        set [in air v] to [0]\n    end\n    position\nend\nset [yv v] to [0]\nposition\n\ndefine da code\nchange [in air v] by (1)\nif <(Frozen?) = [0]> then\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        change [xv v] by ((Game speed) * (-0.75))\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        change [xv v] by ((Game speed) * (0.75))\n    end\nend\nset [xv v] to ((xv) * (0.9))\nchange [player x v] by (xv)\nposition\nif <touching (level v)?> then\n    change [player y v] by (1)\n    position\n    if <touching (level v)?> then\n        change [player y v] by (1)\n        position\n        if <touching (level v)?> then\n            change [player y v] by (1)\n            position\n            if <touching (level v)?> then\n                change [player y v] by (1)\n                position\n                if <touching (level v)?> then\n                    change [player y v] by (1)\n                    position\n                    if <touching (level v)?> then\n                        change [player y v] by (1)\n                        position\n                        if <touching (level v)?> then\n                            change [player y v] by (1)\n                            position\n                            if <touching (level v)?> then\n                                change [player y v] by (1)\n                                position\n                                if <touching (level v)?> then\n                                    change [player y v] by (-8)\n                                    position\n                                    X COLLISION\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nposition\nif <touching (level v)?> then\n    change [player y v] by (1)\n    position\n    if <touching (level v)?> then\n        change [player y v] by (1)\n        position\n        if <touching (level v)?> then\n            change [player y v] by (1)\n            position\n            if <touching (level v)?> then\n                change [player y v] by (-3)\n                change [player x v] by ((xv) * (-1))\n                position\n            end\n        end\n    end\nend\nif <(Frozen?) = [0]> then\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        if <(in air) < [5]> then\n            set [yv v] to [9]\n        end\n    end\nend\nposition\nchange [yv v] by ((gravity) * (Game speed))\nchange [player y v] by (([floor v] of (yv) ) * (Game speed))\nposition\nif <touching (level v)?> then\n    Y COLLISION\nelse\n    if <touching (level v)?> then\n        change [player y v] by ((([floor v] of (yv) ) * (Game speed)) * (-1))\n        if <<[0] > (yv)> or <(yv) = [0]>> then\n            set [in air v] to [0]\n        end\n        set [yv v] to [0]\n    end\nend\nposition\nif <(Player Y) > [179]> then\n    start sound [Ding v]\n    change [level v] by (1)\n    Die sequence\n    broadcast (Level complete v)\nend\nif <<(Player Y) < [-200]> or <([abs v] of (Player X) ) > [254]>> then\n    start sound [High Whoosh v]\n    hide\n    wait (0.3) seconds\n    show\n    Die sequence\nend\nif <touching (spikey spikes of death v)?> then\n    Die sequence\nend\nposition\n\ndefine Die sequence\nbroadcast (Die v)\nset [player y v] to [-120]\nset [player x v] to [125]\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nset [in air v] to [999]\nset [frozen? v] to [0]\n\nwhen [x v] key pressed\nif <(username) = [max-0]> then\n    broadcast (Level complete v)\n    change [level v] by (1)\n    Die sequence\nend\n\ndefine position\nswitch costume to (offscreen v)\nif <(Player X) > [255]> then\n    set [player x v] to [255]\nend\nif <[-250] > (Player X)> then\n    set [player x v] to [-250]\nend\nif <(Player Y) > [180]> then\n    set [player y v] to [180]\nend\nset [player x v] to (Player X)\nset [player y v] to (Player Y)\ngo to x: ((Player X) + (Shake)) y: ((Player Y) + (Shake y))\nbroadcast (Position shake v)\nswitch costume to (rounded square v)\n\nwhen [z v] key pressed\nif <(username) = [max-0]> then\n    broadcast (Level complete v)\n    change [level v] by (-1)\n    Die sequence\nend\n\nwhen I receive [position guy v]\nposition\n\nwhen I receive [game start v]\nshow\n\nstart sound [Ding v]\n\nset [yv v] to [9]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@level\n\nwhen flag clicked\ngo to x: (60) y: (0)\npoint in direction (0)\nshow\ngo to [front v] layer\nforever\n    switch costume to (level)\nend\n\n@spikey spikes of death\n\nwhen flag clicked\ngo to x: (60) y: (0)\npoint in direction (0)\ngo to [back v] layer\nshow\ngo [forward v] (4) layers\nforever\n    switch costume to (level)\nend\n\n@super good orbs of happiness I really need a long name because it's funny\n\nwhen flag clicked\nhide\n\ndefine Clone orb | Level, X position, Y position, Type | (level) (x) (y) (type)\nif <(level) = (level)> then\n    switch costume to (type)\n    set [variable v] to (level)\n    go to x: (x) y: (y)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nhide\nwait (0) seconds\nClone orb | Level, X position, Y position, Type | [3] [59] [-67] [1]\nClone orb | Level, X position, Y position, Type | [4] [-49] [66] [1]\nClone orb | Level, X position, Y position, Type | [5] [64] [-74] [1]\nClone orb | Level, X position, Y position, Type | [5] [-51] [-74] [1]\nClone orb | Level, X position, Y position, Type | [5] [-160] [-74] [1]\nClone orb | Level, X position, Y position, Type | [6] [125] [-94] [2]\nClone orb | Level, X position, Y position, Type | [6] [-23] [-12] [3]\nClone orb | Level, X position, Y position, Type | [6] [125] [61] [2]\nClone orb | Level, X position, Y position, Type | [9] [59] [-33] [1]\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (6) layers\nshow\nrepeat until <<<touching (guy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[2] > (time since up arrow)>>> or <not <(level) = (Variable)>>>\n    set size to ((100) + (([sin v] of ((timer) * (200)) ) * (4))) %\nend\nif <<touching (guy v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[2] > (time since up arrow)>>> then\n    if <(costume [number v]) = [1]> then\n        set [yv v] to [9]\n        set [in air v] to [-3]\n    else\n        if <(costume [number v]) = [2]> then\n            set [xv v] to [-25]\n            set [in air v] to [-3]\n        else\n            if <(costume [number v]) = [3]> then\n                set [xv v] to [25]\n                set [in air v] to [-3]\n            end\n        end\n    end\n    start sound [Orb v]\n    repeat (10)\n        change size by (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nelse\n    delete this clone\nend\n\nwhen I receive [die v]\ndelete this clone\n\nbroadcast (Die v)\n\nwhen I receive [game start v]\nforever\n    change [time since up arrow v] by (1)\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        set [time since up arrow v] to [0]\n        repeat until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n            change [time since up arrow v] by (1)\n        end\n    end\nend\n\ngo to [front v] layer\n\n@bg\n\nwhen flag clicked\nshow\nswitch costume to (1 far v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n    go to [back v] layer\n    go [forward v] (costume [number v]) layers\n    set y to ((level) * ((-4) * (costume [number v])))\nend\n\n@Ending text\n\nwhen I receive [game start v]\nif <(level) = [11]> then\n    set [level v] to [10]\nend\nset [ghost v] effect to (100)\nhide\nwait until <<<(Player Y) > [53]> and <(in air) = [0]>> and <(level) = [11]>>\nbroadcast (end v)\nif <[30] > (timer)> then\n    set [☁ sub 30 v] to ((round ((timer) * (1000))) / (1000))\nelse\n    if <<[32] > (timer)> or <[32] = (timer)>> then\n        set [☁ updated good finishing time v] to ((round ((timer) * (1000))) / (1000))\n    else\n        set [☁ updated finishing time v] to ((round ((timer) * (1000))) / (1000))\n    end\nend\nset [☁ frames: v] to (Frames)\nset [frozen? v] to [1]\ngo to [front v] layer\nshow\nswitch costume to (costume4 v)\nrepeat (3)\n    next costume\n    set [ghost v] effect to (100)\n    show\n    start sound [page v]\n    set y to (-25)\n    repeat (10)\n        change y by (((0) - (y position)) / (4))\n        change [ghost v] effect by (-10)\n    end\n    wait (4) seconds\nend\nrepeat (10)\n    change y by (-3)\n    change [ghost v] effect by (10)\nend\nwait (1.5) seconds\nswitch costume to (costume4 v)\nset y to (0)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (90)\ngo to [front v] layer\n\n@timer\n\nwhen flag clicked\nhide\n\ndefine gen clones\nrepeat (10)\n    change [-idclone v] by (1)\n    create clone of (_myself_ v)\nend\nset [-idclone v] to [man]\n\nwhen I receive [game start v]\nset [-idclone v] to [0]\ngen clones\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nclear graphic effects\nset y to (-157)\npoint in direction (90)\nforever\n    if <not <(-idClone) = [man]>> then\n        if <((length of (speedrun timer)) + (1)) > (-idClone)> then\n            show\n            switch costume to (letter (-idClone) of (speedrun timer))\n            set x to (((-240) + ((-idClone) * (20))) - (<<< (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> and <not <(letter (-idClone) of (speedrun timer)) = [.]>>> * (8)))\n            set y to ((145) + (((size) / (4)) - (12.5)))\n            if << (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> then\n                set size to (40) %\n                change x by (((-idClone) - ((length of ([floor v] of (speedrun timer) )) + (1))) * (-3))\n            else\n                set size to (50) %\n            end\n        else\n            hide\n        end\n    end\n    go to [front v] layer\nend\n\nwhen I receive [end v]\nset [speedrun timer v] to ((round ((timer) * (10))) / (10))\nstop [other scripts in sprite v]\nbroadcast (one last broadcast v)\n\nwhen I receive [game start v]\nswitch costume to (---- v)\nshow\nset size to (65) %\nforever\n    go to [front v] layer\n    go [backward v] ((length of (speedrun timer)) + (1)) layers\n    set x to ((-240) + (((length of ([floor v] of (speedrun timer) )) + (1)) * (30)))\nend\n\nwhen I receive [game start v]\nset [frames v] to [0]\nforever\n    change [frames v] by (1)\n    set [timer v] to ((Frames) / (30))\n    set [speedrun timer v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen I receive [one last broadcast v]\nif <not <(-idClone) = [man]>> then\n    if <((length of (speedrun timer)) + (1)) > (-idClone)> then\n        show\n        switch costume to (letter (-idClone) of (speedrun timer))\n        set x to (((-240) + ((-idClone) * (20))) - (<<< (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> and <not <(letter (-idClone) of (speedrun timer)) = [.]>>> * (8)))\n        set y to ((145) + (((size) / (4)) - (12.5)))\n        if << (speedrun timer) contains [.]?> and <(-idClone) > (length of ([floor v] of (speedrun timer) ))>> then\n            set size to (40) %\n            change x by (((-idClone) - ((length of ([floor v] of (speedrun timer) )) + (1))) * (-3))\n        else\n            set size to (50) %\n        end\n    else\n        hide\n    end\n    go to [front v] layer\nend\n\n@TN\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [turboo v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nstop [all v]\n\ngo to [front v] layer\n\nswitch costume to (costume2 v)\nstop [all v]\n\n@falling petals.\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\ngo to [front v] layer\nset size to (pick random (90) to (250)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nset [my wariable v] to (pick random (1) to (10000))\nrepeat (400)\n    change y by (([abs v] of ([cos v] of (my wariable) ) ) * (-2))\n    change [ghost v] effect by (0.25)\n    point in direction ((90) + (([sin v] of ((my wariable) * (0.1)) ) * (90)))\n    change x by ([sin v] of (my wariable) )\n    change [my wariable v] by ((size) / (65))\nend\ndelete this clone\n\nwhen I receive [game start v]\nshow\nset size to (0) %\nset [ghost v] effect to (99)\nforever\n    show\nend\n\nwhen I receive [game start v]\nforever\n    wait (pick random (0.1) to (0.5)) seconds\n    create clone of (_myself_ v)\nend\n\nhide\n\n