Prairie//A scrolling platformer

Instructions: 矢印キーまたはタップで操作です。落ちるまたは針などに触れると最初からやり直しです。\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隠し通路あります。

@Stage\n\nwhen flag clicked\nforever\n    play sound [Elec Piano Loop v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (right v)\ngo to x: (0) y: (-20)\nshow\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\nwhen I receive [プログラム v]\nforever\n    動作\nend\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <not <key (any v) pressed?>> then\n    switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n    switch costume to (left v)\n    change [xの力 v] by (-1)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    switch costume to (right v)\n    change [xの力 v] by (1)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n    switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n    switch costume to (right up v)\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3 v)?> then\n        change y by (1)\n    end\nend\nif <touching (ステージ3 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3 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3 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 <<<(Y) < [-400]> or <<touching (刺とか v)?> or <touching (障害物2 v)?>>> or > then\n    start sound [crashed oof v]\n    やられた\nend\n処理\nbroadcast (プログラム2 v)\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3 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3 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3 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3 v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nclear graphic effects\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 (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\ndefine やられた\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n初期位置\n\n@刺とか\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\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\nwhen flag clicked\nhide\nステージ配置 [700] [60] [1]\nステージ配置 [750] [-100] [2]\nステージ配置 [960] [-50] [3]\nステージ配置 [1500] [70] [4]\nステージ配置 [2880] [0] [5]\n\nステージ配置 [3360] [0] [6]\nステージ配置 [3400] [0] [7]\n\nbroadcast (プログラム v)\n\nswitch costume to (none v)\n\n@障害物2\n\nhide\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\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))\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))\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset size to (50) %\nステージ配置 [960] [115] [1]\nswitch costume to (none v)\nforever\n    turn right (15) degrees\nend\n\nステージ配置 [2900] [0] [2]\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\n@Player2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nforever\n    if <[0.0000001] > (timer)> then\n        repeat (10)\n            change [ghost v] effect by (-10)\n        end\n    end\nend\n\n@ステージ3\n\nwhen flag clicked\nhide\nステージ配置 [-90] [-50] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\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\nhide\n\n@ステージ2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@障害物3\n\ngo to [back v] layer\n\nshow\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@刺とか2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (237) y: (189)\nset size to (100) %\ngo to [back v] layer\nforever\n    set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@スプライト2\n\nset [ghost v] effect to (50)\n\nset [ghost v] effect to (10)\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト3\n\nforever\n    go to [back v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n