Climb Platformer #?

Instructions: 今回は簡単です。難しい場合は　キーボードでkdksと打ってください。そうするとドラッグで移動できるようになります。

@Stage\n\nwhen flag clicked\nforever\n    change [color v] effect by (0.1)\nend\n\n@Player\n\nwhen flag clicked\n初期位置\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n    change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n    change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n    if <touching (ステージ v)?> then\n        change y by (1)\n    end\nend\nif <touching (ステージ v)?> then\n    change y by (-6)\n    位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n        set [yの力 v] to [12]\n        set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n    else\n        set [xの力 v] to [0]\n    end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n    位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n    set [yの力 v] to [15]\nend\nchange y by (1.1)\nif  then\n    初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n    change [i v] by (1)\n    change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n    change [i v] by (1)\n    change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n    if <key (any v) pressed?> then\n        if <key (up arrow v) pressed?> then\n            switch costume to (コスチューム4 v)\n        end\n        if <key (right arrow v) pressed?> then\n            switch costume to (コスチューム2 v)\n        end\n        if <key (left arrow v) pressed?> then\n            switch costume to (コスチューム3 v)\n        end\n        if <key (down arrow v) pressed?> then\n            switch costume to (コスチューム7 v)\n        end\n        if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n            switch costume to (コスチューム5 v)\n        end\n        if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n            switch costume to (コスチューム6 v)\n        end\n        if <<key (right arrow v) pressed?> and <key (down arrow v) pressed?>> then\n            switch costume to (コスチューム8 v)\n        end\n        if <<key (left arrow v) pressed?> and <key (down arrow v) pressed?>> then\n            switch costume to (コスチューム9 v)\n        end\n    else\n        switch costume to (コスチューム1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (ゴール v)?> then\n        broadcast (GOAL v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] ((360) * (0)) [1]\nステージ配置 [0] ((360) * (1)) [2]\nステージ配置 [0] ((360) * (2)) [3]\nステージ配置 [0] ((360) * (3)) [4]\nステージ配置 [0] ((360) * (4)) [5]\nステージ配置 [0] ((360) * (5)) [6]\nステージ配置 [0] ((360) * (6)) [7]\nステージ配置 [0] ((360) * (7)) [8]\nステージ配置 [0] ((360) * (8)) [9]\nステージ配置 [0] ((360) * (9)) [10]\nステージ配置 [0] ((360) * (10)) [11]\nステージ配置 [0] ((360) * (11)) [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n    hide\nelse\n    show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n    broadcast (プログラム v)\nelse\n    移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [0] ((360) * (3)) [1]\nステージ配置 [0] ((360) * (4)) [1]\nステージ配置 [0] ((360) * (5)) [1]\nステージ配置 [0] ((360) * (6)) [1]\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nnext costume\n\n