ＸＥＮＯＮ - glow platformer

Instructions: ＸＥＮＯＮ - glow platformer\n\npart2 : https://scratch.mit.edu/projects/665245229/\n\nif  ❤️ + ⭐ > 100  ➡️  part2\n[UTC 2022.3.16 15:09] ❤️ + ⭐ = 101 ;]\n\n랙이 싫으신가요? 더 나은 그래픽을 원하시나요? 그럼 turbowarp™을 이용하세요!\n↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓\nhttps://turbowarp.org/649865042?hqpen&stuck\n↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑\nDon't like lag? Want better graphics? Then use turbowarp™!\n\n*게임 시작시 왼쪽으로 빠져 죽으면 음소거가 됩니다.(물론 타이머와 스폰 포인트도 초기화 됩니다.)\n* At the start of the game, if you fall to the left and die, it will be muted. (Of course, the timer and spawn points are also initialized.)\n\n#all #game #art #music #x #e #n #o #xenon #glow #platformer 

@Stage\n\n@ \n\ndefine 렌더링\nset [shader_calculate v] to [1000]\nrepeat until <(shader_calculate) < [1]>\n    set [shader_calculate v] to ((shader_calculate) * (((16) + <is compiled?>) / (20)))\n    set pen (brightness v) to ((1000) / (shader_calculate))\n    set pen (saturation v) to ((shader_calculate) * (10))\n    set pen size to (shader_calculate)\n    set [data_read v] to [0]\n    repeat (length of [class v])\n        change [data_read v] by (1)\n        if <<<([abs v] of (((scroll_x) + (camera_x)) + (item (data_read) of [x_1 v])) ) < [340]> or <([abs v] of (((scroll_x) + (camera_x)) + (item (data_read) of [x_2 v])) ) < [340]>> and <<([abs v] of (((scroll_y) + (camera_y)) + (item (data_read) of [y_1 v])) ) < [280]> or <([abs v] of (((scroll_y) + (camera_y)) + (item (data_read) of [y_2 v])) ) < [280]>>> then\n            광선 (((scroll_x) + (camera_x)) + (item (data_read) of [x_1 v])) (((scroll_y) + (camera_y)) + (item (data_read) of [y_1 v])) (((scroll_x) + (camera_x)) + (item (data_read) of [x_2 v])) (((scroll_y) + (camera_y)) + (item (data_read) of [y_2 v])) (item (data_read) of [class v])\n        end\n    end\n    if <(clear?) = [0]> then\n        광선 ((camera_x) - (15)) (camera_y) ((camera_x) + (15)) ((camera_y) + (30)) [7]\n    end\nend\n\ndefine 광선 (시작x) (시작y) (끝x) (끝y) (클래스)\ngo to x: (시작x) y: (시작y)\nset pen (color v) to ((클래스) * (20))\npen down\nif <(클래스) > [4]> then\n    set x to (끝x)\n    set y to (끝y)\n    set x to (시작x)\n    set y to (시작y)\nelse\n    go to x: (끝x) y: (끝y)\nend\npen up\n\ndefine 물리\nset [player_velocity_x v] to (((player_velocity_x) + (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-100]>>> - <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [100]>>>)) * (0.85))\nchange [scroll_x v] by (player_velocity_x)\n충돌 계산 (<(player_velocity_x) < [0]> - (0.5)) [0]\nchange [player_velocity_y v] by (1)\nchange [scroll_y v] by (player_velocity_y)\n충돌 계산 [0] ((<(player_velocity_y) > [0]> * (-2)) + (1))\nchange [camera_x v] by ((((player_velocity_x) * (10)) - (camera_x)) / (10))\nchange [camera_y v] by (((((player_velocity_y) * (5)) - (<(scroll_x) > [-250]> * (80))) - (camera_y)) / (10))\n\ndefine 충돌 판정\ndelete all of [player_touch v]\nset [data_read v] to [0]\nrepeat (length of [class v])\n    change [data_read v] by (1)\n    if <<<((<(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])> * ((scroll_x) + (item (data_read) of [x_1 v]))) + (<not <(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])>> * ((scroll_x) + (item (data_read) of [x_2 v])))) < [15]> and <((<not <(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])>> * ((scroll_x) + (item (data_read) of [x_1 v]))) + (<(item (data_read) of [x_1 v]) < (item (data_read) of [x_2 v])> * ((scroll_x) + (item (data_read) of [x_2 v])))) > [-15]>> and <<((<(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])> * ((scroll_y) + (item (data_read) of [y_1 v]))) + (<not <(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])>> * ((scroll_y) + (item (data_read) of [y_2 v])))) > [0]> and <((<not <(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])>> * ((scroll_y) + (item (data_read) of [y_1 v]))) + (<(item (data_read) of [y_1 v]) > (item (data_read) of [y_2 v])> * ((scroll_y) + (item (data_read) of [y_2 v])))) < [30]>>> then\n        add (item (data_read) of [class v]) to [player_touch v]\n    end\nend\n\nwhen I receive [게임 v]\nset [player_velocity_x v] to [0]\nset [player_velocity_y v] to [0]\nset [scroll_x v] to (spawn_x)\nset [scroll_y v] to (spawn_y)\nset [camera_x v] to [0]\nset [camera_y v] to [-50]\nrepeat until <(clear?) = [1]>\n    change [your time v] by (timer)\n    reset timer\n    렌더링\n    물리\nend\nif <(your time) < (☁ world record)> then\n    set [☁ world record v] to (your time)\nend\nerase all\nshow variable [your time v]\nshow variable [☁ world record v]\nset [scroll_x v] to [0]\nset [scroll_y v] to [-150]\nset [movemont v] to [-1]\nset [pen_opacity v] to [95]\nforever\n    reset timer\n    렌더링\n    change [scroll_x v] by ((movemont) * (5))\n    if <([abs v] of ((scroll_x) + (2600)) ) > [2700]> then\n        set [movemont v] to ((<(movemont) = [-1]> * (2)) - (1))\n    end\n    if <(pen_opacity) > ((80) + (<is compiled?> * (5)))> then\n        change [pen_opacity v] by (-0.05)\n        set pen (transparency v) to (pen_opacity)\n    end\nend\n\nwhen flag clicked\nreset timer\nhide variable [your time v]\nhide variable [☁ world record v]\nset [clear? v] to [0]\nset [opacity v] to [100]\nset [your time v] to [0]\nset [spawn_x v] to [0]\nset [spawn_y v] to [-100]\nset pen (transparency v) to ((80) + (<is compiled?> * (5)))\nset volume to (50) %\nhide\nbroadcast (게임 v)\nforever\n    play sound (pick random (1) to (2)) until done\nend\n\ndefine 충돌 계산 (x) (y)\n충돌 판정\nif <<<[player_touch v] contains [0]?> or <[player_touch v] contains [5]?>> or <(scroll_y) > [300]>> then\n    if <(scroll_x) > [50]> then\n        change volume by ((<(volume) = [0]> * (100)) - (50))\n        set [your time v] to [0]\n        set [spawn_x v] to [0]\n        set [spawn_y v] to [-100]\n    end\n    broadcast (게임 v)\nend\nif <<[player_touch v] contains [1]?> or <[player_touch v] contains [6]?>> then\n    set [spawn_x v] to (scroll_x)\n    set [spawn_y v] to ((scroll_y) - (5))\nend\nif <<[player_touch v] contains [2]?> or <[player_touch v] contains [7]?>> then\n    set [clear? v] to [1]\nend\nif <<[player_touch v] contains [3]?> or <[player_touch v] contains [8]?>> then\n    repeat until <not <<[player_touch v] contains [3]?> or <[player_touch v] contains [8]?>>>\n        change [scroll_x v] by (x)\n        change [scroll_y v] by (y)\n        충돌 판정\n    end\n    if <(x) = [0]> then\n        set [player_velocity_y v] to (<<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > [100]>>> and <(player_velocity_y) > [0]>> * (-15))\n    else\n        set [player_velocity_x v] to [0]\n    end\nend\nif <<[player_touch v] contains [4]?> or <[player_touch v] contains [9]?>> then\n    set [player_velocity_y v] to [-25]\nend\n\nwhen [timer v] > (0.2)\nswitch costume to (컴포지션 1000 v)\ngo to x: (0) y: (0)\nhide variable [☁ world record v]\nhide variable [your time v]\nshow\nforever\n    set [ghost v] effect to (opacity)\n    set [opacity v] to ((opacity) * (0.8))\n    next costume\n    reset timer\nend\n\n