SLIME!  platformer

Instructions: なんか…1pあり！\nスクロールってプログラムむずい…\n↑なのでだいぶステージ短くなりました((((あと簡単\n"How to operate"\n・Arrow keys\n・Tap operation\n\n「操作方法」\n・矢印キー\n・タップ操作\n

@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-20)\npoint in direction (90)\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]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n    switch costume to (コスチューム2 v)\n    point in direction (90)\n    change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n    switch costume to (コスチューム2 v)\n    point in direction (-90)\n    change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n    if <touching (ステージ v)?> then\n        change y by (1)\n    end\nend\nif <touching (ステージ v)?> then\n    change y by (-6)\n    位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n        set [yの力 v] to [14]\n        set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n        point in direction (90)\n    else\n        set [xの力 v] to [0]\n        point in direction (-90)\n    end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n    位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n    set [yの力 v] to [16]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n    初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n    change [i v] by (1)\n    change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n    change [i v] by (1)\n    change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n    switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\n@ステージ\n\nwhen flag clicked\nset [ステージの数 v] to [11]\nset [配置 v] to [0]\nset [番号 v] to [1]\nhide\nステージ配置 [0] [0] (番号)\nrepeat ((ステージの数) - (1))\n    ステージ配置 ((配置) + (480)) [] (番号)\nend\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)\nset [配置 v] to (x座標)\nswitch costume to (none v)\nset [番号 v] to ((ステージ番号) + (1))\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n    hide\nelse\n    show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n    broadcast (プログラム v)\nelse\n    移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\n@障害物\n\nwhen flag clicked\nset [棘のスプライト v] to [8]\nset [棘の配置 v] to [0]\nset [コスチューム番号 v] to [1]\nhide\nset [ghost v] effect to (100)\nhide\nrepeat ((棘のスプライト) - (1))\n    ステージ配置 ((棘の配置) + (480)) [0] (コスチューム番号)\nend\nswitch costume to (none 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 [コスチューム番号 v] to ((コスチューム番号) + (1))\nset [棘の配置 v] to (x座標)\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    set [ghost v] effect to (100)\n    hide\nelse\n    clear graphic effects\n    show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n    移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\n\nステージ配置 [0] [0] (コスチューム番号)\n\nwhen flag clicked\n\ngo to [back v] layer\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    go to (player v)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    play sound [Attracted v] until done\nend\n\n