Wall kick climb 〜platformer〜

Instructions: 日本語は下\n-How to play-\nKick the wall and climb the wall!\nThe yellow spring goes to the right!\nThe light blue spring jumps high!\nThe pink spring goes to the left!\n-遊び方-\n壁キックをして上に登ろう!\n水色のバネで大ジャンプできるよ!\n黄色のバネは右に進むよ!\nピンクのバネは左に進むよ!\n!と（よ）だらけでムカつくよ!\n-クレジット-\n魔王魂様\n#platformer #scroll #game #games #all #mobile #sug46\n傾向4位ありがとうございます。\n視聴回数だけで傾向載った気がする。

@Stage\n\n@自機\n\ndefine 移動処理\nchange [power\(y\) v] by (-1)\ngo to [front v] layer\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>>> then\n    switch costume to (c3 v)\nelse\n    switch costume to (c1 v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n    change [power\(x\) v] by (1)\n    point in direction (90)\n    if <not <key (down arrow v) pressed?>> then\n        switch costume to (c2 v)\n    end\n    if <<key (up arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n        switch costume to (c4 v)\n    end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n    change [power\(x\) v] by (-1)\n    point in direction (-90)\n    if <not <key (down arrow v) pressed?>> then\n        switch costume to (c2 v)\n    end\n    if <<key (up arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n        switch costume to (c4 v)\n    end\nend\nset [power\(x\) v] to ((Power\(x\)) * (0.88))\nchange x by (Power\(x\))\nrepeat (6)\n    if <<touching color (#00980c)?> or <touching color (#b60000)?>> then\n        change y by (1)\n    end\nend\nif <<touching color (#00980c)?> or <touching color (#b60000)?>> then\n    change y by (-6)\n    自機位置補修x (() - ((Power\(x\)) / ([abs v] of (Power\(x\)) ))) ([ceiling v] of ([abs v] of (Power\(x\)) ) )\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n        set [power\(y\) v] to [12]\n        set [power\(x\) v] to ((7) - (<(Power\(x\)) > [0]> * (14)))\n        broadcast (壁キック v)\n        play sound [puyon1 v] until done\n    else\n        set [power\(x\) v] to [0]\n    end\nend\nchange y by (power\(y\))\nif <<touching color (#00980c)?> or <touching color (#b60000)?>> then\n    自機位置補修y (() - ((power\(y\)) / ([abs v] of (power\(y\)) ))) ([ceiling v] of ([abs v] of (power\(y\)) ) )\nend\nchange y by (-1.1)\nif <<<touching color (#00980c)?> or <touching color (#b60000)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n    set [power\(y\) v] to [15]\n    broadcast (ジャンプ v)\n    play sound [switch1 v] until done\nend\nchange y by (1.1)\nif <<(y) < [-500]> or <<touching color (#ff0000)?> or <touching color (#d60000)?>>> then\n    set [死亡？ v] to [yes]\nend\nif <touching color (#00ffc2)?> then\n    set [power\(y\) v] to [20]\n    play sound [jump-cute1 v] until done\nend\nif <touching color (#ffde00)?> then\n    set [power\(x\) v] to [20]\nend\nif <touching color (#ef75ff)?> then\n    set [power\(x\) v] to [-20]\nend\nその他処理\nbroadcast (B v)\n\nif <(死亡？) = [no]> then\n\ndefine その他処理\nchange [x v] by ((x position) - ((x) - (x"B")))\nchange [y v] by ((y position) - (((y) - (y"B")) - (20)))\nchange [y"b" v] by ([floor v] of (((y) - (y"B")) * (0.2)) )\nset y to (((y) - (y"B")) - (20))\n\nchange [x"b" v] by ([floor v] of (((x) - (x"B")) * (0.1)) )\n\nset x to ((x) - (x"B"))\n\ndefine 自機位置補修x (向き) (回数)\nif <(Power\(x\)) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching color (#00980c)?> or <touching color (#b60000)?>>> 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 color (#00980c)?> or <touching color (#b60000)?>>>)))\n\ndefine 自機位置補修y (向き) (回数)\nif <(power\(y\)) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching color (#00980c)?> or <touching color (#b60000)?>>> 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 color (#00980c)?> or <touching color (#b60000)?>>>)))\nset [power\(y\) v] to [0]\n\ndefine Spawn位置\nclear graphic effects\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [power\(y\) v] to [0]\nset [x"b" v] to (respawn"X")\nset [y"b" v] to (respawn"Y")\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n    if <<(y) < [-500]> or <<touching color (#ff0000)?> or <touching color (#d60000)?>>> then\n        set [死亡？ v] to [yes]\n        Spawn位置\n        broadcast (A v)\n        set [死亡？ v] to [no]\n    end\nend\n\nwhen I receive [start! v]\n初期化\n\nwhen I receive [a v]\nset [ghost v] effect to (0)\nforever\n    移動処理\nend\n\nwhen I receive [fin v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nbroadcast (Start! v)\n\nbroadcast (Start! v)\n\ndefine 初期化\nset [死亡？ v] to [No]\nclear graphic effects\nshow\nset rotation style [left-right v]\nset size to (30) %\nswitch costume to (c2 v)\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [power\(x\) v] to [0]\nset [power\(y\) v] to [0]\nset [respawn"x" v] to (X"A")\nset [respawn"y" v] to (Y"A")\nset [x v] to (X"A")\nset [y v] to (Y"A")\nset [x"b" v] to [0]\nset [y"b" v] to [0]\nhide variable [i v]\nhide variable [power\(x\) v]\nhide variable [power\(y\) v]\nhide variable [respawn"x" v]\nhide variable [respawn"y" v]\nhide variable [x v]\nhide variable [x"a" v]\nhide variable [x"b" v]\nhide variable [y v]\nhide variable [y"a" v]\nhide variable [y"b" v]\nhide variable [死亡？ v]\nhide variable [太陽動き v]\nset [動きクローンid v] to [0]\nset [id"a" v] to [NO]\nset [id"b" v] to [NO]\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (124) y: (25)\npoint in direction (90)\nswitch costume to (c5 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\n\nchange x by (-10)\n\nchange x by (10)\n\ndelete this clone\n\nrepeat (30)\n\n@ステージ\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 [stage"x" v] to (x座標)\nset [stage"y" v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [stage v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (y)\nswitch costume to (none v)\nset y to (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 (Stage)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\nif <(costume [number v]) = [1]> then\n    broadcast (A v)\nelse\n    移動 ((Stage"y") - (y"B"))\nend\n\nwhen flag clicked\nset [死亡？ v] to [No]\n\nwhen I receive [start! v]\ngo to x: (0) y: (0)\nステージ配置 [0] [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]\nhide\nswitch costume to (none v)\nforever\n    broadcast (A v)\nend\n\nwhen flag clicked\nbroadcast (Start! v)\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen [timer v] > (0)\nshow\nswitch costume to (stage10 v)\n\n@cooltext378864850527988\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nforever\n    play sound [魔王魂  フィールド10 v] until done\nend\n\n@背景の\n\nwhen I start as a clone\nshow\nset size to (pick random (30) to (100)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (10) to (50))\nchange [color v] effect by (pick random (0) to (100))\nset x to (pick random (-240) to (240))\nglide (pick random (1) to (5)) secs to x: (pick random (-240) to (240)) y: (200)\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (pick random (-240) to (240)) y: (-200)\ngo to [back v] layer\nforever\n    create clone of (_myself_ v)\n    turn right (pick random (0) to (360)) degrees\n    wait (pick random (0.1) to (0.2)) seconds\nend\n\n