Stickman Platformer Marathon/棒人間【マラソン】ver1.0

Instructions: ついに10000超えた!\nクリアしたときはTIMEが止まります。止まっていなかったら、クリアではありません(どれかの旗を取り忘れています)\n日本語は下です\n<English>\nRun the course, take all the flags and return to the first point. This is an enhanced version of the original and will take 5 minutes.\n<Controls.\nArrow keys or WASD to move the player.\nYou can also crouch with Z.\nYou can also crouch with SPACE.\nPress N to display all players' names.\nE or R key for pictograms.\nAfter a goal is scored, you can use the parachute with the SPACE key.\nMouse over a player to see his/her user name.\nQ and R keys to go back to the start.\nThe down arrow key crouches the player.\nYou can jump from a crouch to a big jump.\nYou can jump far by crouching down for a moment while running and jumping while spinning.\nCrouching and jumping at an angle allows you to slide.\nJumping on a wall will make you fly in the opposite direction of the wall while spinning.\nElevator jump is required. If you can't do the elevator jump,\nhttps://scratch.mit.edu/projects/835302073/\nto practice. If you don't know what an elevator jump is, do the original work. It is hard unless you can do it within 1 minute and 30 seconds of the original work.\n\n＜日本語＞\nコースを走り、すべての旗を取って最初の地点に戻ってきます。原作の強化版となっていて、5分はかかります。\n<操作方法>\n・矢印キーまたはWASDでプレイヤーを移動\n・Zでもしゃがめます\n・SPACEでもしゃがめます\n・Nキーですべてのプレイヤーの名前を表示\n・EキーまたはRキーで絵文字\n・ゴールした後は、スペースキーでパラシュートが使えます\n・プレイヤーにマウスオーバーを当てるとユーザー名がわかります\n・QキーとRキーでスタートに戻ります\n・下向き矢印キーでしゃがめます\n・しゃがみからジャンプで大ジャンプできます\n・走りながら一瞬しゃがんでジャンプすると回転しながら遠くまで飛べます\n・斜めのところでしゃがみ+ジャンプすると滑ることができます\n・壁でジャンプすると回転しながら壁と反対の方向に飛びます\nエレベータージャンプが必須です。エレベータージャンプができない方は、\nhttps://scratch.mit.edu/projects/835302073/\nで練習しましょう。そもそもエレベータージャンプって何って言う人は、原作やりましょう。原作1分30秒以内にデキる人じゃないときついです。\n#Game #GAME #game #Stickman #stickman #Marathon #marathon #棒人間 #マラソン #Platformer #platformer

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n    stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n    set [@spawn x v] to (@Player X)\n    set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n    set [@player x v] to ((x) + (item (t) of [fix v]))\n    set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n    Check Collide\n    if <(touch) = [0]> then\n        stop [this script v]\n    end\n    change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n    change [@player x v] by (dx)\n    change [@player y v] by (dy)\n    change [lim v] by (1)\n    Check Collide\nend\nif <(lim) > (limit)> then\n    change [@player x v] by ((0) - ((dx) * (limit)))\n    change [@player y v] by ((0) - ((dy) * (limit)))\n    if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n        set [@player die v] to [1]\n    else\n        Check Collide\n        if <(@Player SX) > []> then\n            if <(@Player SX) > [0.01]> then\n                Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n            else\n                if <(@Player SX) < [-0.01]> then\n                    Move Out Of Collision dir x,y: (1) (0) limit: (24)\n                end\n            end\n        end\n        set [@player sx v] to [0]\n    end\n    set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n    set [touch v] to [101]\nelse\n    if <touching (moving platform v)?> then\n        set [touch v] to [102]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n    set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n    set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n    change [jump key v] by (1)\nelse\n    set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    set [key left right v] to [1]\n    set [mouse inactive v] to [0]\nelse\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        set [key left right v] to [-1]\n        set [mouse inactive v] to [0]\n    else\n        set [key left right v] to [0]\n    end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n    set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n    set [reload v] to [29]\n    set [☁ online v] to (reload)\nelse\n    if <not <(reload) = (☁ ONLINE)>> then\n        \n            broadcast (Message - Show v) and wait\n        end\n    end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n    set [@spawn x v] to [-500]\n    set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until < or <(MOUSE INACTIVE) > [10000]>>\n    broadcast (Player - pre-move v)\n    broadcast (Player - Begin Frame v)\n    broadcast (game loop tick v)\n    broadcast (Cloud - tick v)\n    broadcast (Players - Tick v)\n    if <(DEBUG) = [1]> then\n        if <key (p v) pressed?> then\n            wait until <not <key (p v) pressed?>>\n            repeat until <key (p v) pressed?>\n                broadcast (game loop tick v)\n            end\n            wait until <not <key (p v) pressed?>>\n        end\n    end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n    Show Time (@Fastest Time)\n    set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\n    set [fastest v] to (join [Fastest: ] (TIME))\nelse\n    set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n    change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n    set [mouse x v] to (mouse x)\n    set [mouse y v] to (mouse y)\n    set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n    set [@fastest time v] to (@Best Time)\n    set [@fastest player v] to (username)\nelse\n    set [@fastest time v] to [9999999]\n    set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n    Player Tick\n    if <(@Player Y) < [-200]> then\n        set [@player die v] to [25]\n    end\nelse\n    change [@player die v] by (1)\n    if <(@Player Die) > [60]> then\n        Reset Player\n    end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n    set [@spawn x v] to [-500]\n    set [@spawn y v] to [76]\n    set [clock v] to [0]\n    Reset Player\n    broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n    Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n    stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n    set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n    set [@slope v] to [0]\nelse\n    switch costume to (slope-4 v)\n    if <<touching (level v)?> or <touching (moving platform v)?>> then\n        next costume\n        if <<touching (level v)?> or <touching (moving platform v)?>> then\n            next costume\n            if <<touching (level v)?> or <touching (moving platform v)?>> then\n                next costume\n                if <<touching (level v)?> or <touching (moving platform v)?>> then\n                    next costume\n                end\n            end\n        end\n    end\n    set [@slope v] to ((costume [number v]) - (7))\n    switch costume to (slope4 v)\n    if <<touching (level v)?> or <touching (moving platform v)?>> then\n        switch costume to (slope3 v)\n        if <<touching (level v)?> or <touching (moving platform v)?>> then\n            switch costume to (slope2 v)\n            if <<touching (level v)?> or <touching (moving platform v)?>> then\n                switch costume to (slope1 v)\n                if <<touching (level v)?> or <touching (moving platform v)?>> then\n                    switch costume to (slope-1 v)\n                end\n            end\n        end\n    end\n    change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n    Check Collide\n    if <(touch) = [102]> then\n        set [pushed sx v] to (@Player X)\n        change [@player x v] by (@Platform SX)\n        Check Collide\n        if <(touch) > [100]> then\n            if <(touch) = [102]> then\n                fix player (@Player X) (@Player Y)\n            else\n                Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n                if <(@Player Die) > [0]> then\n                    set [pushed sx v] to [0]\n                    stop [this script v]\n                end\n                set [@player sy v] to [0]\n                set [@falling v] to [0]\n            end\n        end\n        set [pushed sx v] to ((@Player X) - (pushed sx))\n        set [@platform sx v] to [0]\n    end\nelse\n    Check Collide\n    if <(touch) > [0]> then\n        fix player (@Player X) (@Player Y)\n    end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n    if <key (2 v) pressed?> then\n        set [@player sy v] to [8]\n        set [@falling v] to [4]\n        set [@player mode v] to []\n        stop [this script v]\n    end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n    set [@on wall v] to [0]\n    \n        Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n    end\n    if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n        if <([abs v] of (@Slope) ) > [1]> then\n            if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n                set [@crouching v] to [2]\n            end\n        end\n    end\n    if <(@crouching) < [2]> then\n        if <([abs v] of (@Slope) ) < [2]> then\n            set [@crouching v] to [1]\n        else\n            if <(@crouching) > [0]> then\n                set [@crouching v] to [-3]\n            end\n            if <(@crouching) < [0]> then\n                change [@crouching v] by (1)\n            end\n        end\n    end\nelse\n    if <(@crouching) > [0]> then\n        set [@crouching v] to [-3]\n    end\n    if <(@crouching) < [0]> then\n        change [@crouching v] by (1)\n    end\n    if <<(t) = [true]> and <(@On Wall) > [0]>> then\n        set [@on wall v] to [0]\n    end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n    set [@falling v] to [3]\n    set [onground v] to [0]\n    if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n        set [@crouching v] to [0]\n        if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n            accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n            set [@player sy v] to [10]\n            set [@player mode v] to [long jump]\n            if <([abs v] of (@Player SX) ) > [9]> then\n                set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n            end\n        else\n            set [@player sy v] to [17]\n            set [@player mode v] to [High jump]\n        end\n    else\n        set [@crouching v] to [0]\n        set [@player sy v] to [14]\n        set [@player mode v] to [jump]\n    end\nelse\n    if <(@On Wall) > [0]> then\n        if <(JUMP KEY) = [1]> then\n            Wall Kick / Jump\n        else\n            if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n                Wall Kick / Jump\n            end\n        end\n    end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n    if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n        change [@player sy v] by (-0.6)\n    else\n        if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n            change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n        else\n            change [@player sy v] by (-1.2)\n        end\n    end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n    set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n    set [@player sy v] to ((@Player SY) * (0.6))\n    if <not <key (space v) pressed?>> then\n        set [@player mode v] to []\n    end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n    change [@player y v] by (-5)\n    Check Collide\n    if <not <(touch) = [102]>> then\n        change [@player y v] by (5)\n    end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n    change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n    set [on platform v] to (@Platform SX)\nelse\n    set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n    set [@player mode v] to []\nend\nif <(touch) > [100]> then\n    if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n        set [@player mode v] to []\n    end\n    if <(@Player SY) > [0]> then\n        Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n        if <(@Player Die) > [0]> then\n            set [@player die v] to [0]\n            Move Out Of Collision dir x,y: (0) (1) limit: (22)\n            set [@player sy v] to ((@Player SY) / (2))\n            set [@falling v] to [0]\n        else\n            set [@falling v] to [3]\n            set [@player sy v] to [0]\n        end\n        set [onground v] to [0]\n    else\n        slide off ledge\n        if <(@Player Mode) = [Parachute]> then\n            set [@player mode v] to []\n        end\n        Move Out Of Collision dir x,y: (0) (1) limit: (22)\n        if <(@Player Die) > [0]> then\n            set [@player die v] to [0]\n            Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n            set [@falling v] to [3]\n            set [@player sy v] to ((@Platform SY) - (2))\n        else\n            if <(@crouching) = [2]> then\n                set [@player sy v] to ((@Player SY) / (1.5))\n            else\n                set [@player sy v] to ((@Player SY) / (2))\n            end\n            set [@falling v] to [0]\n        end\n    end\nelse\n    set [onground v] to [0]\n    change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n    if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n        set [@player mode v] to []\n    end\n    Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n    if <<(lim) > [2]> and <(lim) < [999]>> then\n        set [@player sx v] to ((@Player SX) * (0.6))\n        Check Still On Wall\n    else\n        if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n            if <not <(@Player Mode) = [Parachute]>> then\n                change [@on wall v] by (1)\n                set [@player mode v] to []\n            end\n        else\n            set [@on wall v] to [0]\n        end\n    end\nelse\n    Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n    accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n    set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n    stop [this script v]\nend\nif <(@Falling) < [1]> then\n    set [@on wall v] to [0]\n    stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n    set [@on wall v] to [0]\n    stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n    change [@player y v] by (-1)\n    change y by (-1)\n    if <<touching (level v)?> or <touching (moving platform v)?>> then\n        change y by (1)\n        change [@player y v] by (1)\n        set [@falling v] to [0]\n        stop [this script v]\n    end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n    set [@slope v] to [0]\n    set [@crouching v] to [0]\nelse\n    switch costume to (slope-8 v)\n    if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n        set [@slope v] to [0]\n        set [@crouching v] to [0]\n    else\n        switch costume to (slope8 v)\n        if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n            set [@slope v] to [0]\n            set [@crouching v] to [0]\n        else\n            switch costume to (slope-4 v)\n            if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                set [@slope v] to [-4]\n            else\n                switch costume to (slope4 v)\n                if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                    set [@slope v] to [4]\n                else\n                    switch costume to (slope-3 v)\n                    if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                        set [@slope v] to [-3]\n                    else\n                        switch costume to (slope3 v)\n                        if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                            set [@slope v] to [3]\n                        else\n                            switch costume to (slope-2 v)\n                            if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                                set [@slope v] to [-2]\n                            else\n                                switch costume to (slope2 v)\n                                if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                                    set [@slope v] to [2]\n                                else\n                                    switch costume to (slope-1 v)\n                                    if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                                        set [@slope v] to [-1]\n                                    else\n                                        switch costume to (slope1 v)\n                                        if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                                            set [@slope v] to [1]\n                                        else\n                                            set [@slope v] to [0]\n                                            set [@crouching v] to [0]\n                                            set [@player y v] to (t)\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n    set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n    stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n    change [@player sx v] by (lim)\n    stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n    change [@player sx v] by (lim)\n    stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n    set [@slope v] to [0]\nelse\n    switch costume to (slope-4 v)\n    if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n        set [@slope v] to [-4]\n    else\n        switch costume to (slope4 v)\n        if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n            set [@slope v] to [4]\n        else\n            switch costume to (slope-3 v)\n            if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                set [@slope v] to [-3]\n            else\n                switch costume to (slope3 v)\n                if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                    set [@slope v] to [3]\n                else\n                    switch costume to (slope-2 v)\n                    if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                        set [@slope v] to [-2]\n                    else\n                        switch costume to (slope2 v)\n                        if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                            set [@slope v] to [2]\n                        else\n                            switch costume to (slope-1 v)\n                            if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                                set [@slope v] to [-1]\n                            else\n                                switch costume to (slope1 v)\n                                if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n                                    set [@slope v] to [1]\n                                else\n                                    set [@slope v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n    Check Collide\n    if <(touch) = [0]> then\n        stop [this script v]\n    end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n    Check Collide\n    if <(touch) = [0]> then\n        stop [this script v]\n    end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n    switch costume to (costume#)\n    if <(costume#) = [14]> then\n        point in direction (90)\n        set rotation style [all around v]\n    else\n        set rotation style [left-right v]\n    end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n    if <(last Die) > [0]> then\n        set size to (100) %\n        set [ghost v] effect to (0)\n    end\n    if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n        Set Costume (14)\n        turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n        change y by (12)\n    else\n        if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n            if <(@Player SY) > [12]> then\n                Set Costume (2)\n            else\n                set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n                if <(t) > []> then\n                    Set Costume (t)\n                else\n                    Set Costume (4)\n                end\n            end\n        else\n            if <(@On Wall) > [0]> then\n                Set Costume (20)\n            else\n                if <(@Player Mode) = [Parachute]> then\n                    Set Costume (13)\n                else\n                    if <(@crouching) > [0]> then\n                        if <(@crouching) = [2]> then\n                            Set Costume (21)\n                        else\n                            Set Costume (8)\n                        end\n                    else\n                        if <(@Falling) > [3]> then\n                            if <(@Player SY) > [0]> then\n                                Set Costume (2)\n                            else\n                                if <(@Player SY) > [-2]> then\n                                    Set Costume (3)\n                                else\n                                    Set Costume (4)\n                                end\n                            end\n                        else\n                            if <(@walking) < [0]> then\n                                if <(@Slope) = [0]> then\n                                    Set Costume (1)\n                                else\n                                    if <(@Slope) < [0]> then\n                                        set [@player dir v] to [90]\n                                        Set Costume ((8) + ([abs v] of (@Slope) ))\n                                    else\n                                        set [@player dir v] to [-90]\n                                        Set Costume ((8) + ([abs v] of (@Slope) ))\n                                    end\n                                end\n                            else\n                                if <((@walking) mod (9)) < [3]> then\n                                    Set Costume (5)\n                                else\n                                    if <((@walking) mod (9)) < [6]> then\n                                        Set Costume (6)\n                                    else\n                                        Set Costume (7)\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        if <not <(@Player Dir) = (direction)>> then\n            point in direction (@Player Dir)\n        end\n    end\nelse\n    if <(@Player Die) < [25]> then\n        set size to ((size) + (10)) %\n        change [ghost v] effect by (4)\n        change [@player y v] by (-1)\n    else\n        change [ghost v] effect by (100)\n    end\n    set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n    add (round (@Player X)) to [record v]\n    add (round (@Player Y)) to [record v]\n    if <(@Player Die) > [0]> then\n        add [0] to [record v]\n    else\n        if <(@Player Emoji) > [0]> then\n            add ((@Player Emoji) + (100)) to [record v]\n            set [@player emoji v] to []\n        else\n            if <(direction) < [0]> then\n                add ((0) - (costume [number v])) to [record v]\n            else\n                add (costume [number v]) to [record v]\n            end\n        end\n    end\nend\nif <(username) = ([last fastest v] of [game v])> then\n    change [color v] effect by (10)\nelse\n    set [color v] effect to (0)\nend\n\nwhen flag clicked\nshow variable [time v]\nshow variable [active players v]\nshow variable [fastest v]\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n    Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n    set [username v] to (name)\n    set [¬inactive v] to [0]\n    delete all of [parsenext v]\n    set [player best v] to [0]\n    set [parsestr v] to []\n    set [lastframestart v] to []\n    if <(name) = []> then\n        hide\n    else\n        init\n    end\nend\nif <(name) = []> then\n    stop [this script v]\nend\nif <[] = [apm2149ay7350donguri]> then\n    say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n    if <not <(skip) < [7]>> then\n        set [parsestr v] to []\n    end\n    set [skip v] to [0]\n    set [¬inactive v] to [0]\n    add (item (pid) of [pdata v]) to [parsenext v]\n    add (item (pid) of [pidx v]) to [parsenext v]\n    replace item (pid) of [pdata v] with []\n    if <(length of [parsenext v]) > [12]> then\n        repeat until <(length of [parsenext v]) < [7]>\n            delete (1) of [parsenext v]\n            delete (1) of [parsenext v]\n        end\n        if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n            skip forward (¬frame)\n        else\n            set [parsestr v] to []\n        end\n    end\n    if <(parseStr) = []> then\n        Catch up\n    end\nend\nif <(parseStr) > []> then\n    if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n        change [¬frame v] by (1)\n        if <(skip) < [7]> then\n            if <((¬frame) mod (2)) = [0]> then\n                Process Tick [2]\n            else\n                change [~x v] by (sx)\n                change [~y v] by (sy)\n            end\n        else\n            change [parseidx v] by (3)\n        end\n    end\nelse\n    change [¬inactive v] by (1)\n    if <(¬inactive) > [30]> then\n        replace item (pid) of [player names v] with []\n        hide\n        stop [this script v]\n    end\nend\nif <(~y) < [-240]> then\n    hide\n    if <[] = [apm2149ay7350donguri]> then\n        show\n        say (~y)\n    end\n    stop [this script v]\nend\nif <(costume) = [0]> then\n    set size to ((size) + (10)) %\n    change [ghost v] effect by (4)\n    position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n    Set Costume ([abs v] of (costume) )\n    set [ghost v] effect to (0)\n    if <(costume [number v]) = [14]> then\n        turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n        position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n    else\n        if <<(costume) < [0]> = <(direction) > [0]>> then\n            point in direction ((0) - (direction))\n        end\n        position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n    end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n    if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n        set [@fastest time v] to (player best)\n        set [@fastest player v] to (username)\n    end\nend\nif <(username) = ([last fastest v] of [game v])> then\n    change [color v] effect by (10)\nelse\n    set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [apm2149ay7350donguri]> or <(username) = [driffpatch]>> then\n    set [color v] effect to (15)\nelse\n    set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n    change [parseidx v] by (1)\n    set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n    set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n    Read Number\nelse\n    change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n    if <(skip) < [1]> then\n        set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n    end\n    switch costume to (offscreen v)\n    set rotation style [left-right v]\n    set size to (100) %\n    set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n    if <([abs v] of (_i) ) < [175]> then\n        go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n    else\n        set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n        go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n    end\nelse\n    set [skip v] to [0]\n    if <(costume) = [0]> then\n        go to x: (round (x)) y: (round (y))\n    else\n        go to x: (round (x)) y: (round (y))\n        if <not <(size) = [100]>> then\n            set size to (100) %\n        end\n    end\n    if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n        if <(name time) < [1]> then\n            say (username)\n        end\n        set [name time v] to [30]\n    end\nend\nif <(name time) > [0]> then\n    change [name time v] by (-1)\n    if <not <(name time) > [0]>> then\n        say []\n    end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n    if <(length of [parsenext v]) = [0]> then\n        set [parsestr v] to []\n        stop [this script v]\n    end\n    Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n    add (?Val) to [emoji spawn v]\n    add (~x) to [emoji spawn v]\n    add (~y) to [emoji spawn v]\nelse\n    set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n    delete (1) of [parsenext v]\n    delete (1) of [parsenext v]\n    set [parsestr v] to (item (3) of [parsenext v])\n    set [parseidx v] to (item (4) of [parsenext v])\n    Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n    set [¬ok v] to [0]\n    set [parsestr v] to []\n    stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n    set [_i v] to ((¬frame) - (lastFrameStart))\n    Read Number\n    set [~x v] to (?Val)\n    Read Number\n    set [~y v] to (?Val)\n    Read Change\n    repeat ([floor v] of (((_i) / (2)) - (1)) )\n        Read Change\n        if <(?Val) < [-49]> then\n            Catch up\n            stop [this script v]\n        end\n        change [~x v] by (?Val)\n        Read Change\n        change [~y v] by (?Val)\n        Read Change\n    end\n    set [costume v] to (?Val)\n    set [sx v] to [0]\n    set [sy v] to [0]\nelse\n    set [¬frame v] to (lastFrameStart)\n    Read Number\n    set [~x v] to (?Val)\n    Read Number\n    set [~y v] to (?Val)\n    Read Change\n    set [costume v] to (?Val)\n    set [sx v] to [0]\n    set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n    switch costume to (costume#)\n    if <(costume#) = [14]> then\n        point in direction (90)\n        set rotation style [all around v]\n    else\n        set rotation style [left-right v]\n    end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n    switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    set [showing v] to [1]\n    switch costume to (costume)\n    show\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n    set [t v] to (costume [name v])\n    if <(letter (1) of (t)) = [L]> then\n        set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n        set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n        setup clone at x,y: (round (x)) (round (y))\n    end\n    next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-280) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (960) (30) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (3450) (0) typ [22] width [40] time [0,5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (6850) (250) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (7100) (200) typ [21] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (7350) (150) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (13700) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n    if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n        set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n        set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n    end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n    if <(typ) = [1]> then\n        switch costume to (barriernew v)\n    else\n        switch costume to (barrier2 v)\n        if <(typ) = [3]> then\n            set [time iterations v] to [2]\n        else\n            if <(typ) = [4]> then\n                switch costume to (stomper v)\n            end\n        end\n    end\nelse\n    if <(typ) < [20]> then\n        if <(typ) < [12]> then\n            switch costume to (lift2 v)\n            set [height v] to [1000]\n        else\n            if <(typ) = [13]> then\n                switch costume to (3white v)\n            else\n                if <(typ) = [14]> then\n                    set [time iterations v] to [0.25]\n                    set [height v] to (width)\n                    switch costume to (escalator v)\n                end\n            end\n        end\n    else\n        if <(typ) = [22]> then\n            switch costume to (lift3 v)\n            set [height v] to [300]\n        else\n            if <(typ) = [24]> then\n                switch costume to (barriernew2 v)\n            else\n                if <(width) = [100]> then\n                    set [time iterations v] to [1]\n                    switch costume to (squareeye v)\n                else\n                    if <(costume) = []> then\n                        switch costume to (circle4 v)\n                    else\n                        switch costume to (costume)\n                    end\n                end\n                set [height v] to (width)\n            end\n        end\n    end\nend\nif <(mul) > []> then\n    set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n    switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    set [showing v] to [1]\n    switch costume to (costume)\n    show\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n    pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n    move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n    if <(typ) = [2]> then\n        move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n    else\n        if <(typ) = [3]> then\n            move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n        else\n            if <(typ) = [4]> then\n                move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n            end\n        end\n    end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n    move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n    if <(percent) > [0.85]> then\n        move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n    else\n        move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n    end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n    move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n    if <(typ) = [11]> then\n        move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n    else\n        if <(typ) = [12]> then\n            move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n        else\n            if <(typ) = [13]> then\n                move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n            else\n                if <(typ) = [14]> then\n                    move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (-32)))) cycle [32]\n                else\n                    if <(typ) = [22]> then\n                        move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n    if <(typ) < [10]> then\n        moving platform? (time)\n    else\n        if <(typ) < [20]> then\n            move lift (time)\n        else\n            if <(typ) = [20]> then\n                rotate (((1) - (time)) mod (1))\n            else\n                if <(typ) = [21]> then\n                    rotate (time)\n                else\n                    if <(typ) = [22]> then\n                        move lift (time)\n                    else\n                        if <(typ) = [24]> then\n                            move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n                        else\n                            moving platform? (time)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n    set [oy v] to (((@Player Y) - (y)) * (1))\n    if <([abs v] of (oy) ) < (height)> then\n        set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n        set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n    end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(showing) = [0]> then\n        set [showing v] to [1]\n        show\n    end\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        set [showing v] to [-2]\n        hide\n    end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n    next costume\nend\nif <touching (game v)?> then\n    set [showing v] to [2]\n    set [@spawn x v] to (x)\n    set [@spawn y v] to (y)\n    change [@totalflags v] by (-1)\n    if <(flag id) = [1]> then\n        set [flag count v] to [0]\n        if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n            set [@best time v] to ([clock v] of [game v])\n        end\n    end\n    if <(flag id) = (FLAG COUNT)> then\n        set [flag count v] to [1]\n    end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n    stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n    setup\nelse\n    delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3600) (101)\nsetup clone at x,y: (5014) (475)\nsetup clone at x,y: (6650) (240)\nsetup clone at x,y: (9350) (15)\nsetup clone at x,y: (11000) (-80)\nsetup clone at x,y: (12900) (-90)\nsetup clone at x,y: (13200) (960)\nsetup clone at x,y: (13400) (2665)\nsetup clone at x,y: (9500) (2280)\nsetup clone at x,y: (7800) (3200)\nsetup clone at x,y: (6200) (3187)\nsetup clone at x,y: (4500) (3285)\nsetup clone at x,y: (4500) (3600)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n    stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n    if <(_i) < [3]> then\n        if <(_i) < [2]> then\n            set [☁ cloud1 v] to (parseStr)\n        else\n            set [☁ cloud2 v] to (parseStr)\n        end\n    else\n        if <(_i) < [4]> then\n            set [☁ cloud3 v] to (parseStr)\n        else\n            set [☁ cloud4 v] to (parseStr)\n        end\n    end\nelse\n    if <(_i) < [7]> then\n        if <(_i) < [6]> then\n            set [☁ cloud5 v] to (parseStr)\n        else\n            set [☁ cloud6 v] to (parseStr)\n        end\n    else\n        if <(_i) < [8]> then\n            set [☁ cloud7 v] to (parseStr)\n        else\n            if <(_i) < [9]> then\n                set [☁ cloud8 v] to (parseStr)\n            else\n                set [☁ cloud9 v] to (parseStr)\n            end\n        end\n    end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n    if <(val) < [-99999999]> then\n        set [?val v] to [0]\n    else\n        set [?val v] to (join [0] ([abs v] of (round (val)) ))\n    end\nelse\n    if <(val) > [99999999]> then\n        set [?val v] to [0]\n    else\n        set [?val v] to (round (val))\n    end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n    set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n    if <(i2) < [10]> then\n        set [?val v] to (join (?Val) (join [0] (i2)))\n    else\n        set [?val v] to (join (?Val) (i2))\n    end\n    change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n    set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n    set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n    set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n    set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n    change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n    change [parseidx v] by (1)\n    set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n    set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n    add (username) to [player names v]\n    add [] to [pidx v]\n    add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n    stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n    stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n    set [pid v] to (item # of [] in [player names v])\n    if <(pid) = [0]> then\n        if <(length of [player names v]) = [199]> then\n            stop [this script v]\n        end\n        add (?Val) to [player names v]\n        add [] to [pidx v]\n        add [] to [pdata v]\n        set [pid v] to (length of [player names v])\n        create clone of (cloud players v)\n    else\n        replace item (pid) of [player names v] with (?Val)\n    end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n    set [lx v] to (nx)\n    set [ly v] to (ny)\n    set [nx v] to (item (_i) of [record v])\n    set [ny v] to (item ((_i) + (1)) of [record v])\n    Write Change ((nx) - (lx))\n    Write Change ((ny) - (ly))\n    Write Change (item ((_i) + (2)) of [record v])\n    change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n    delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n    if <(val) < [-40]> then\n        set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n    else\n        set [parsestr v] to (join (parseStr) ((val) + (50)))\n    end\nelse\n    set [parsestr v] to (join (parseStr) [00])\n    Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n    set [show names v] to [0]\n    show list [player names v]\nelse\n    set [show names v] to [1]\n    hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n    forever\n        play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n    end\nend\n\n@YouTube\n\nwhen flag clicked\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n    wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n    set [@player emoji v] to [0]\n    if <key (r v) pressed?> then\n        spawn ui [34] [60]\n    else\n        spawn ui [1] [33]\n    end\n    hide\n    wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n    set [@player emoji v] to []\n    wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n    set x to (((11) - (1)) * (-20))\n    repeat (11)\n        create clone of (_myself_ v)\n        if <(costume [number v]) = (to)> then\n            set [id v] to []\n            stop [this script v]\n        end\n        change x by (40)\n        next costume\n    end\n    change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n    UI\nelse\n    set size to (20) %\n    change [y v] by (22)\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    repeat (5)\n        change [ghost v] effect by (-20)\n        change size by (4)\n    end\n    wait (1.5) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n        change size by (-5)\n    end\n    delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n    change size by (4)\n    change y by (1)\n    change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n    if <(distance to [mouse-pointer v]) < [20]> then\n        if <(size) < [90]> then\n            change size by (10)\n        end\n    else\n        if <(size) > [60]> then\n            change size by (-5)\n        end\n    end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n    set [@player emoji v] to (costume [number v])\n    set [id v] to [1]\n    set [x v] to (@Player X)\n    set [y v] to (@Player Y)\n    create clone of (_myself_ v)\n    set [id v] to []\nend\nrepeat (5)\n    change [ghost v] effect by (10)\n    change y by (-1)\n    change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n    change [y v] by (1)\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n    if <(id) = []> then\n        spawn emoji\n    end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n    set [x v] to (item (2) of [emoji spawn v])\n    set [y v] to (item (3) of [emoji spawn v])\n    if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n        switch costume to ((item (1) of [emoji spawn v]) - (100))\n        create clone of (_myself_ v)\n    end\n    delete (1) of [emoji spawn v]\n    delete (1) of [emoji spawn v]\n    delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(showing) = [0]> then\n        set [showing v] to [1]\n        show\n    end\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n    stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n    change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n    set [x v] to ((0) - (rad))\n    repeat (((rad) * (2)) + (1))\n        set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n        insert (t) (x) (round (y))\n        change [x v] by (1)\n    end\n    change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((2) + ((10) * ([sin v] of ((timer) * (120)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n