Search - Platformer [MOBILE] #games #all #trending

Instructions: NEW HALLOWEEN THEME\nI’m gaining 1 view every few seconds…\nPLZ FOLLOW ME \nhttps://scratch.mit.edu/studios/32155420\nFollow this studio \nTalk about popular… I’m watching this gain like 3k views per day lol\nFOLLOW THIS STUDIO!!! https://scratch.mit.edu/studios/32144544\n900 HEARTS!!\nCan we hit 1k hearts!?\n#31 on trending!\nOMG 13,000+ VIEWS!!!!!\nFollow me for +2 follows!\nNote: the intro is not rickroll its just the music I put with it\nI CANT REPLY TO EVERYONE I GAINED 2000 VIEWS LAST NIGHT SO YEA THIS GAME IS POPULAR!\nNew game: https://scratch.mit.edu/projects/734886225\nSTOP SAYING THAT THIS IS “generic” CUZ ITS NOT!!!\n> :( I report those comments cuz there hurtful\nSorry if I don’t reply instantly… I’ve been getting lots if scratch mail and I’ve been busy on weekends\nEngine: https://scratch.mit.edu/projects/730129831\nType _meow_ in the comments and I’ll follow you!\nNote:I won’t give shoutout for _meow_ \nMake sure to ❤️+⭐️+ REMIX+\nAnd follow!\nPart 2 coming soon! Part 2 will be built into this game so Yea….\n-Story-\n.Your family and friends have been taken…\n.You need a key…..\n\nAvoid spikes and don’t fall!\n\nRemember; we need a key\n▶️-Instructions-▶️\nPlease ❤️ + ⭐️ if you enjoy!\n55 views!!!!!!\nHello guys!\nThis is my best project yet!\nCONTROLS:\nMobile: Mouse\nPc|\nJump-space key\nMovement-Arrow keys-WASD\n_______________\nThanks for the support guys!\nVersions:\nV1.0 \nFirst version\nV1.1\nAdded new color trail\nV1.2 \nRemoved tail\nV1.3 \nAdded better death machanics\nV1.4\nAdded another level\nV1.5 \nAdded new intro!\nV2.0\nAdded new music to intro\nV2.1\nAdded new player coustumes\n\n-tags- ignore!\n  #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #fun #platformer #games #all #mobile #scrolling #platformer #games #all #mobile #platformer #games #all #mobile #fun #platformer #games #all #mobile #platformer #games #all #mobile #platformer #games #all #mobile #platformer #games #all #mobile #platformer #games #all #mobile #scrolling #platformer #games #all #mobile  #platformer #games #all #mobile #platformer #trending #mario\n#games #all #new #fun #scratch #scratch #spikes\n#games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer #games #all #trending #popular #lava #platformer\n

@Stage\n\nwhen I receive [stop music v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen I receive [start game v]\nforever\n    if <[14] > (Level)> then\n        stop all sounds\n        play sound [85046_newgrounds_parago.mp3 v] until done\n    else\n        stop all sounds\n        play sound [Stomp v] until done\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <[15] > (Level)> then\nend\n\nwhen I receive [start game v]\nswitch backdrop to (level1 v)\nforever\n    Level (join [Level] (Level))\nend\n\n@Blank\n\n@Player\n\ndefine Begin Game At: (x) (y)\ngo to x: (x) y: (y)\n\nwhen I start as a clone\n\nwhen flag clicked\nshow\nwait until <touching (key v)?>\nadd [Key] to [key v]\n\nwhen flag clicked\nwait until <<(Level) = [33]> and << (Key) contains [Key]?> and <[0] < (x position)>>>\nhide\nstop [other scripts in sprite v]\nbroadcast (end v)\nstop [this script v]\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\ndelete this clone\n\nwhen I receive [sound v]\nif <not <(Id) = [Clone]>> then\n    play sound [Jump v] until done\nend\n\nwhen I receive [start game v]\nset [cube v] to [Priyanjit is cube owner :\)]\nhide variable [level v]\nshow variable [deaths v]\nhide variable [deaths v]\nsay (Cube)\nshow\nset size to (100) %\nset [gravity v] to [-1.5]\nset [speedx v] to [0]\nset [speedy v] to [0]\nBegin Game At: [-222] [100]\ndelete all of [key v]\nset rotation style [don't rotate v]\nswitch costume to (playerstand v)\nforever\n    set [id v] to [Player]\n    switch costume to ((costume [number v]) + (1))\n    change [speedy v] by (-1)\n    set [acceleration v] to [1]\n    if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n        change [speedx v] by ((0) - (Acceleration))\n        point in direction (-90)\n    end\n    if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n        change [speedx v] by (Acceleration)\n        point in direction (90)\n    end\n    set [speedx v] to ((SpeedX) * (0.9))\n    change x by (SpeedX)\n    Collisions and jumping\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nhide variable [cube v]\nhide variable [deaths v]\nhide\n\nwhen I receive [wall v]\nif <not <(Id) = [Clone]>> then\n    play sound [Wall jump v] until done\nend\n\nwhen I receive [boing v]\nif <not <(Id) = [Clone]>> then\n    play sound [Boing v] until done\nend\n\nwhen flag clicked\nwait until <<(Level) = [14]> and <[-20] < (x position)>>\nbroadcast (Blink v)\nchange [level v] by (1)\nstop [this script v]\n\nwhen I receive [start game v]\nwait (2) seconds\nsay []\n\nwhen I receive [death v]\nset [deaths v] to ((Deaths) + (1))\nrepeat (2)\n    stop [this script v]\nend\n\ndefine Collisions and jumping\nif <<touching (level v)?> or <touching (boing v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (boing v)?>> then\n    change y by (-4)\n    change x by ((SpeedX) * (-1))\n    if <<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<mouse down?> and <(y position) < (mouse y)>> or <touching (boing v)?>>> then\n        start sound [Wall jump v]\n        set [speedy v] to [17]\n        if <(SpeedX) > [0]> then\n            set [speedx v] to [-10]\n        else\n            set [speedx v] to [10]\n        end\n    else\n        set [speedx v] to [0]\n    end\nend\nchange y by (SpeedY)\nif <<touching (level v)?> or <touching (boing v)?>> then\n    change y by ((SpeedY) - ((SpeedY) * (2)))\n    set [speedy v] to [0]\nend\nchange y by (-1)\nif <<<<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> or <<<mouse down?> and <(y position) < (mouse y)>> or <touching (boing v)?>>> and <<touching (boing v)?> or <touching (level v)?>>> then\n    if <not <touching (boing v)?>> then\n        start sound [Jump v]\n        set [speedy v] to [15]\n    else\n        start sound [Boing v]\n        set [speedy v] to [20]\n    end\nend\nif <<touching (boing v)?> or <touching (level v)?>> then\n    if <not <touching (boing v)?>> then\nend\nchange y by (1)\nif <(x position) > [238]> then\n    set x to (() - (x position))\n    set y to (40)\n    change [level v] by (1)\nend\nif <<<touching (spikes v)?> or <touching (water v)?>> or <(y position) < [-170]>> then\n    broadcast (Death v)\n    wait () seconds\n    Begin Game At: [-222] [100]\nend\n\n@Level\n\nwhen flag clicked\nhide\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    Level (join [Level] (Level))\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n    show\nend\n\n@Text\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nrepeat (10)\n    show\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    go to [back v] layer\n    Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n    show\nend\n\n@Key\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nwait until <touching (player v)?>\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n    show\nend\n\n@Outro\n\nwhen I receive [end v]\nbroadcast (Stop Music v) and wait\nstart sound [Travel The Galaxy \(HD\) \(128  kbps\) v]\nhide\nswitch costume to (costume1 v)\ngo to x: (-500) y: (0)\nset size to (80) %\nhide\nwait (1) seconds\nshow\nSmooth Glide x: (-100) y: (0) speed: (8)\nswitch costume to (costume1 v)\nset [sine v] to [1]\ngo to [front v] layer\nforever\n    point in direction ((([sin v] of (sine) ) * (7)) + (90))\n    set y to ([sin v] of (sine) )\n    change size by ([sin v] of (sine) )\n    change [sine v] by (10)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (speed))\n    change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\nrepeat (10)\n    broadcast (Stop Glitch v)\n    stop [other scripts in sprite v]\nend\n\nwhen I receive [end v]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (3) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    show\n    go to [back v] layer\n    point in direction (90)\n    go to x: (0) y: (0)\n    set size to (100) %\n    switch costume to (costume7 v)\n    forever\n        glide (1) secs to x: (220) y: (0)\n        go to x: (0) y: (0)\n    end\nend\nif <(clone id) = [2]> then\n    point in direction (90)\n    hide\n    switch costume to (costume3 v)\n    go to x: (500) y: (120)\n    show\n    Smooth Glide x: (100) y: (120) speed: (8)\nend\nif <(clone id) = [3]> then\n    point in direction (90)\n    hide\n    switch costume to (costume4 v)\n    go to x: (500) y: (60)\n    show\n    Smooth Glide x: (100) y: (60) speed: (8)\nend\nif <(clone id) = [4]> then\n    point in direction (90)\n    hide\n    switch costume to (costume5 v)\n    go to x: (500) y: (0)\n    show\n    Smooth Glide x: (100) y: (0) speed: (8)\nend\nif <(clone id) = [1]> then\n    point in direction (90)\n    hide\n    switch costume to (costume2 v)\n    go to x: (-500) y: (120)\n    show\n    Smooth Glide x: (-100) y: (120) speed: (8)\n    forever\n        point in direction ((([sin v] of (sine) ) * (7)) + (90))\n        set y to (([sin v] of (sine) ) + (120))\n        change size by ([sin v] of (sine) )\n    end\nend\n\nwhen I receive [stop glitch v]\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\nset [xpos v] to [0]\nset [ypos v] to [0]\ngo to x: (212) y: (160)\nforever\n    change [xpos v] by (0.1)\n    change [ypos v] by (0.1)\n    set x to ((([cos v] of (((Xpos) - (2)) * (100)) ) * (6)) + (90))\n    set y to ((([cos v] of (((Ypos) - (2)) * (100)) ) * (6)) + (90))\nend\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\nset [level v] to [1]\nforever\n    Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\n@Boing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    go to [back v] layer\n    Level (join [Level] (Level))\nend\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [e v]\nswitch costume to (boing! v)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n    show\nend\n\n@Sprite5\n\nwhen I start as a clone\nshow\nset [falling v] to [0]\nset rotation style [don't rotate v]\nset [dir v] to (pick random (-100) to (100))\nset [e v] to [1]\nforever\n    if <(E) = [0]> then\n        set size to (90) %\n        point in direction (90)\n        change [x vel v] by (([sin v] of (Dir) ) * (7))\n        change [y vel v] by (([cos v] of (Dir) ) * (7))\n        set [falling v] to [1]\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    set [x vel v] to ((x vel) * (0.9))\n    set [y vel v] to ((y vel) * (0.9))\n    change x by (x vel)\n    change y by (y vel)\nend\n\nwhen I start as a clone\nset [fall v] to (pick random (-1) to (-3))\nforever\n    if <(falling) = [1]> then\n        forever\n            change [y vel v] by (Fall)\n        end\n    end\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nrepeat (25)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [death v]\nhide\nset [dir v] to [0]\ngo to (player v)\nset [y vel v] to [0]\nset [x vel v] to [0]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nbroadcast (A v)\n\nwhen I receive [a v]\nset [e v] to [0]\nwait () seconds\nset [e v] to [1]\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (1) seconds\nforever\n    switch costume to (pick random (1) to (3))\n    go to x: (0) y: (150)\n    show\n    go to [front v] layer\n    start sound [High Whoosh v]\n    repeat (11)\n        change y by (-6)\n    end\n    repeat (7)\n        change y by (3)\n    end\n    repeat (6)\n        change y by (-2)\n    end\n    wait (5) seconds\n    start sound [High Whoosh v]\n    repeat (17)\n        change y by (7)\n    end\n    hide\n    wait (pick random (15) to (22)) seconds\nend\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (232) y: (-5)\nhide\nset size to (100) %\nforever\n    if <(Level) > [23]> then\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (pick random (100) to (300)) %\nset [ghost v] effect to (pick random (10) to (50))\npoint in direction (-90)\nset [steps v] to (pick random (1) to (3))\nrepeat until <touching (_edge_ v)?>\n    move (Steps) steps\n    turn left (pick random (10) to (-10)) degrees\n    change [ghost v] effect by (0.5)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [blink v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nhide\n\n@water\n\nwhen flag clicked\nhide\n\ndefine Level (#)\nswitch costume to (#)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    Level (join [Level] (Level))\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n    show\nend\n\nwhen flag clicked\nforever\n    set y to ((([cos v] of (((timer) - (2)) * (100)) ) * (6)) + (90))\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n    go to (player v)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\ngo to x: (400) y: (pick random (60) to (160))\nif <[15] > (Level)> then\n    switch costume to (pick random (1) to (3))\nelse\n    switch costume to (costume4 v)\nend\nset size to (80) %\nrepeat until <(x position) < [-200]>\n    change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen I receive [start game v]\nwait (0.01) seconds\nforever\n    wait (pick random (0.8) to (4.0)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro (by Bwenedian aka @SilasFrankendael )\n\nwhen I start as a clone\nif <(CloneId) = [Logo]> then\n    go to [front v] layer\n    switch costume to (logo v)\n    show\n    go to x: (0) y: (0)\n    set size to (100) %\n    clear graphic effects\n    repeat (3)\n        turn right (50) degrees\n    end\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) * (0.3)) degrees\n    end\n    set size to (115) %\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) * (0.3))\n    end\n    repeat (3)\n        turn right (1) degrees\n    end\n    repeat (3)\n        turn right (50) degrees\n    end\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) * (0.3)) degrees\n    end\n    repeat (3)\n        turn right (50) degrees\n    end\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) * (0.3)) degrees\n    end\n    set size to (115) %\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) * (0.3))\n    end\n    repeat (3)\n        turn right (1) degrees\n    end\n    repeat (3)\n        turn right (50) degrees\n    end\n    repeat until <(round (direction)) = [90]>\n        turn right (((90) - (direction)) * (0.3)) degrees\n    end\n    set size to (115) %\n    repeat until <(round (size)) = [100]>\n        change size by (((100) - (size)) * (0.3))\n    end\n    wait (0.5) seconds\n    go [backward v] (1) layers\n    smooth glide to these positions on grid: X [150] and: Y [0] change direction in glide to: Dir [130] and friction (speed of glide): Friction [10] and size: size [10] []\n    delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nset [cloneid v] to [Shutter]\ncreate clone of (_myself_ v)\nset [cloneid v] to [BackGround]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Screen]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Pinwheel]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Grid]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Logo]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Burst]\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (Vel v)\nset [cloneid v] to [Burst]\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (Vel v)\nset [cloneid v] to [Burst]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneId) = [Square]> then\n    go to [back v] layer\n    show\n    go to x: (0) y: (0)\n    switch costume to (chev2 v)\n    set size to () %\n    repeat (50)\n        switch costume to (sizehack v)\n        change size by (10)\n        switch costume to (chev2 v)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat (11)\n    set [cloneid v] to [Square]\n    create clone of (_myself_ v)\n    wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(CloneId) = [Burst]> then\n    go to [front v] layer\n    switch costume to (fractal burst v)\n    show\n    go to x: (0) y: (0)\n    set size to () %\n    set [ghost v] effect to (20)\n    repeat (20)\n        switch costume to (sizehack v)\n        change size by (50)\n        switch costume to (fractal burst v)\n        change [ghost v] effect by (3)\n    end\n    delete this clone\nend\n\nwhen I receive [vel v]\nchange [color v] effect by (25)\n\nwhen I start as a clone\nif <(CloneId) = [Particles]> then\n    change [color v] effect by (5)\n    go to [front v] layer\n    go [backward v] (1) layers\n    switch costume to (pick random (4) to (7))\n    set [changex v] to (pick random (-0.5) to (0.5))\n    go to x: (0) y: (0)\n    set size to (100) %\n    show\n    set [x v] to [0]\n    set [y v] to (pick random (15) to (17))\n    forever\n        change [x v] by (ChangeX)\n        change x by (X)\n        turn right (X) degrees\n        change y by (Y)\n        change [y v] by (-1)\n        if <touching (_edge_ v)?> then\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nstart sound [Prismo - Stronger v]\n\ndefine smooth glide to these positions on grid: X (x) and: Y (y) change direction in glide to: Dir (d) and friction (speed of glide): Friction (f) and size: size (s) (allow id?)\nif <not <(allow id?) = [4]>> then\n    repeat until <<<<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> and <(round (direction)) = (round (d))>> and <(round (size)) = (round (s))>>\n        turn right (((round (d)) - (round (direction))) / (f)) degrees\n        change x by (((round (x)) - (round (x position))) / (f))\n        change y by (((round (y)) - (round (y position))) / (f))\n        change size by (((round (s)) - (round (size))) / (f))\n    end\n    point in direction (d)\n    set size to (s) %\n    go to x: (x) y: (y)\nelse\n    set [c v] to (costume [name v])\n    repeat until <<<<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> and <(round (direction)) = (round (d))>> and <(round (size)) = (round (s))>>\n        switch costume to (sizehack v)\n        turn right (((round (d)) - (round (direction))) / (f)) degrees\n        change x by (((round (x)) - (round (x position))) / (f))\n        change y by (((round (y)) - (round (y position))) / (f))\n        change size by (((round (s)) - (round (size))) / (f))\n        switch costume to (c)\n    end\n    point in direction (d)\n    set size to (s) %\n    go to x: (x) y: (y)\nend\n\nwhen I start as a clone\nif <(CloneId) = [Pinwheel]> then\n    go to [back v] layer\n    go [forward v] (2) layers\n    switch costume to (pinwheel v)\n    show\n    go to x: (0) y: (0)\n    set size to (100) %\n    clear graphic effects\n    repeat (200)\n        turn right (5) degrees\n    end\nend\n\nwhen I start as a clone\nif <(CloneId) = [Grid]> then\n    Instant\n    forever\n        switch costume to (grid2 v)\n        go to [back v] layer\n        go [forward v] (2) layers\n        show\n        go to x: (0) y: (0)\n        set size to (100) %\n    end\nend\n\ndefine Instant\nswitch costume to (grid2 v)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I start as a clone\nif <(CloneId) = [BackGround]> then\n    forever\n        go to [back v] layer\n        switch costume to (background v)\n        show\n        go to x: (0) y: (0)\n    end\nend\n\nwhen I start as a clone\nif <(CloneId) = [Screen]> then\n    forever\n        go to [front v] layer\n        switch costume to (screen v)\n        show\n        go to x: (0) y: (0)\n    end\nend\n\nwhen I start as a clone\nif <(CloneId) = [Shutter]> then\n    switch costume to (sizehack v)\n    go to [front v] layer\n    go to x: (480) y: (0)\n    switch costume to (shutter v)\n    wait (6) seconds\n    start sound [Slice v]\n    show\n    repeat (100)\n        switch costume to (sizehack v)\n        set size to (100) %\n        switch costume to (shutter v)\n        change x by (((-440) - (x position)) / (12))\n    end\n    broadcast (Erase v)\n    repeat (70)\n        go to [front v] layer\n        go [forward v] (99999) layers\n        switch costume to (sizehack v)\n        set size to (100) %\n        switch costume to (shutter v)\n        change x by (((480) - (x position)) / (12))\n    end\n    broadcast (Start Game v)\n    delete this clone\nend\n\nwhen I receive [erase v]\nif <(CloneId) = [Shutter]> then\n    stop [this script v]\nelse\n    delete this clone\nend\n\nwhen I start as a clone\nif <(CloneId) = [Flash]> then\n    show\n    switch costume to (flash v)\n    repeat (4)\n        change [ghost v] effect by (33)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nwait (1) seconds\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nrepeat (35)\n    set [cloneid v] to [Particles]\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(CloneId) = [Arrow]> then\n    go to [back v] layer\n    show\n    switch costume to (arrow v)\n    go to x: (0) y: (-297)\n    glide (1) secs to x: (0) y: (297)\n    delete this clone\nend\n\nwhen flag clicked\nset [cloneid v] to [Start]\ncreate clone of (_myself_ v)\nwait (1) seconds\nrepeat (15)\n    set [cloneid v] to [Arrow]\n    create clone of (_myself_ v)\n    wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(CloneId) = [Start]> then\n    go to x: (0) y: (0)\n    switch costume to (costume1 v)\n    show\n    wait (1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\n