Explore | A Platformer #Games #All #Platformer #Art #Trending #Fun

Instructions:        ⭐Explore!⭐\n    ⭐Platformer Game⭐\n========================================\nHello and welcome to my 1st platformer called Explore. It’s a platformer in which you dodge spikes and lava + saws. This project is made possible with nearly 3.4 hours of hard work. I will be very happy if you leave a ❤️ & ⭐️ and maybe a follow? Enjoy the game! :)\n✦✦✦ Instructions ✦✦✦\n➜ Click the Flag and begin to play\n➜ Use Arrow Keys or WASD in PC to move. (Has mobile controls)\n➜ Avoid spikes, lava, and saws\n➜ get to the end\n\nIf You Are Reading This, Comment Some Features I Can Add Into the Next Project! :D\n\nFollow Me for More Epic Games.\nHave a Nice Day :)

@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nwait (11) seconds\nforever\n    switch backdrop to (Level)\nend\n\nwhen flag clicked\nwait (13.3) seconds\nforever\n    play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\nbroadcast (Play Intro v)\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (0) y: (0)\nwait (11.5) seconds\nforever\n    switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n    turn right (10) degrees\n    go to [back v] layer\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        show\n        go to x: (0) y: (-95)\n    end\n    if <(Level) = [3]> then\n        show\n        go to x: (-25) y: (-95)\n    end\n    if <(Level) = [4]> then\n        show\n        go to x: (90) y: (-110)\n    end\n    if <(Level) = [7]> then\n        hide\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [8]> then\n        show\n        go to x: (28) y: (60)\n    end\n    if <(Level) = [9]> then\n        hide\n    end\nend\n\nshow\ngo to x: (20) y: (-90)\n\n@Ennemi\n\nwhen flag clicked\nswitch costume to (intro v)\nwait (11.5) seconds\nswitch costume to (costume1 v)\nforever\n    if <(Level) = [1]> then\n        show\n        go to x: (0) y: (-71)\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [5]> then\n        show\n        go to x: (110) y: (35)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        hide\n    end\n    if <(Level) = [8]> then\n        show\n        go to x: (-70) y: (30)\n    end\n    if <(Level) = [9]> then\n        hide\n    end\nend\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    repeat (20)\n        change y by (0.5)\n    end\n    repeat (20)\n        change y by (-0.5)\n    end\nend\n\nwhen flag clicked\nset y to (-115)\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [3]> then\n        show\n        switch costume to (costume1 v)\n    end\n    if <(Level) = [4]> then\n        show\n        switch costume to (level 4 v)\n        set x to (0)\n    end\n    if <(Level) = [5]> then\n        hide\n    end\n    if <(Level) = [8]> then\n        show\n        set x to (190)\n        set y to (-110)\n    end\n    if <(Level) = [9]> then\n        hide\n    end\nend\n\nwhen I receive [alert v]\n\nset y to (-5)\nforever\n    stop [this script v]\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (0) y: (0)\nwait (11.5) seconds\nforever\n    switch costume to (Level)\nend\n\n@Ennemi 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [5]> then\n        show\n        go to x: (60) y: (34)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        show\n        go to x: (-50) y: (-75)\n    end\n    if <(Level) = [8]> then\n        hide\n    end\nend\n\n@Trampolines (Not Done)\n\nwhen flag clicked\nhide\n\ndefine Clone at X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I start as a clone\nshow\nif <(Level) = [11]> then\n    switch costume to (costume6 v)\nelse\n    switch costume to (costume1 v)\nend\nclear graphic effects\nforever\n    if <<touching (enemies v)?> or <touching (player v)?>> then\n        set volume to (50) %\n        start sound [Big Boing v]\n        repeat (4)\n            next costume\n        end\n        repeat (4)\n            switch costume to ((costume [number v]) - (1))\n        end\n        wait (0.2) seconds\n    end\nend\n\nwhen I receive [done v]\ndelete this clone\n\nwhen I receive [next v]\nif  then\n    delete this clone\nend\nif <(Level) = [7]> then\n    go to x: (-116) y: (-75)\n    Clone at X: [-116] [-75]\nend\nif <(Level) = [9]> then\n    hide\nend\nif <(Level) = [10]> then\n    Clone at X: [30] [-73]\n    Clone at X: [140] [-73]\nend\nif <(Level) = [11]> then\n    Clone at X: [161] [-73]\nend\nif <(Level) = [13]> then\n    Clone at X: [-48] [-73]\nend\nif <(Level) = [14]> then\n    Clone at X: [106] [-73]\nend\nif <(Level) = [20]> then\n    Clone at X: [14] [30]\nend\n\ngo to x: (-1) y: (-73)\nClone at X: [-119] [-22]\nClone at X: [57] [-73]\n\nbroadcast (Next v)\n\n@Ennemi 3\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [5]> then\n        hide\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        show\n        go to x: () y: (-75)\n    end\n    if <(Level) = [9]> then\n        hide\n    end\nend\n\n@Hider\n\nwhen flag clicked\nhide\nwait (11.5) seconds\nshow\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nhide\nwait (11.5) seconds\nshow\nforever\n    set size to ((([sin v] of ((timer) * (100)) ) * (5)) + (100)) %\nend\n\n@Ennemi 4\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [5]> then\n        show\n        go to x: (-100) y: (-73)\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        show\n        go to x: (90) y: (30)\n    end\n    if <(Level) = [8]> then\n        hide\n        go to x: (90) y: (30)\n    end\nend\n\nshow\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n    repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n        change x by (1)\n    end\nelse\n    if <(x position) > (mouse x)> then\n        repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n            change x by (-1)\n        end\n    end\nend\nif <(mouse y) > (y position)> then\n    repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n        change y by (1)\n    end\nelse\n    if <(y position) > (mouse y)> then\n        repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n            change y by (-1)\n        end\n    end\nend\n\nwhen I receive [play v]\n\nforever\n    \n        say [Hello!]\n    else\n        say []\n    end\nend\n\n\n    move (1) steps\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nhide\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (50)\n        go to (mobile v)\n        show\n        repeat until <not <mouse down?>>\n            block name\n        end\n        hide\n    end\nend\n\n@Mobile\n\nwhen I receive [play v]\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (50)\n        go to (mouse-pointer v)\n        show\n        wait until <not <mouse down?>>\n        hide\n    end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (-200) y: (-45)\nset size to (100) %\nset [level v] to [1]\nset [player: xv v] to [0]\nset [player: yv v] to [0]\nhide variable [level v]\nhide variable [player: xv v]\nhide variable [player: yv v]\nwait (11.5) seconds\nswitch costume to (right v)\nforever\n    change [player: yv v] by (-1)\n    if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n        switch costume to (right v)\n        change [player: xv v] by (0.9)\n    end\n    if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n        switch costume to (left v)\n        change [player: xv v] by (-0.9)\n    end\n    set [player: xv v] to ((Player: Xv) * (0.9))\n    change x by (Player: Xv)\n    if <touching (platforms v)?> then\n        change y by (1)\n    end\n    if <touching (platforms v)?> then\n        change y by (1)\n    end\n    if <touching (platforms v)?> then\n        change y by (1)\n    end\n    if <touching (platforms v)?> then\n        change y by (1)\n    end\n    if <touching (platforms v)?> then\n        change y by (-4)\n        change x by ((Player: Xv) * (-1))\n        if <<<key (up arrow v) pressed?> or <mouse down?>> or <key (w v) pressed?>> then\n            switch costume to (right v)\n            set [player: yv v] to [14]\n            if <(Player: Xv) > [0]> then\n                set [player: xv v] to [-10]\n            else\n                set [player: xv v] to [10]\n            end\n        end\n    end\n    change y by (Player: Yv)\n    if <touching (platforms v)?> then\n        change y by ((Player: Yv) * (-1))\n        set [player: yv v] to [0]\n    end\n    change y by (-1)\n    if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <touching (platforms v)?>> then\n        start sound [jump1 v]\n        switch costume to (right v)\n        change [player: yv v] by (14)\n    end\n    change y by (1)\n    if <(x position) > [240]> then\n        broadcast (NEXT v)\n        change [level v] by (1)\n        start sound [High Whoosh v]\n        wait (2.5) seconds\n        go to x: (-278) y: (-15)\n    end\n    if <<<touching (ennemi 2 v)?> or <<touching (ennemi 3 v)?> or <touching (ennemi 4 v)?>>> or <<<touching (ennemi v)?> or <<touching (danger v)?> or <touching (lava v)?>>> or <(y position) < [-175]>>> then\n        broadcast (die v)\n        start sound [- Health v]\n        go to x: (-278) y: (-15)\n        change [health v] by (-1)\n        if <(Health) < [1]> then\n            set [health v] to [10]\n            set [level v] to [1]\n        end\n    end\n    if <touching (trampolines \(not done\) v)?> then\n        set [player: yv v] to [20]\n    end\nend\n\nwhen flag clicked\nwait (11.5) seconds\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n    switch costume to (new square clone v)\nelse\n    switch costume to (clone v)\nend\nrepeat (10)\n    change [ghost v] effect by (17)\nend\ndelete this clone\n\nwhen flag clicked\nwait (12.3) seconds\nstart sound [Connect v]\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\ndelete this clone\n\nwhen flag clicked\nset [health v] to [5]\nshow\nforever\n    show health bar (Health) of [5] offset y [-30]\nend\n\nwhen I receive [retry v]\ngo to x: (-200) y: (-45)\n\nchange size by (-1.8)\n\nwhen I receive [you liked and faved?!?! v]\nforever\n    switch costume to (new square v)\nend\n\nrepeat (10)\n\nif <not <key (any v) pressed?>> then\n    switch costume to (normal v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n    switch costume to (right 2 v)\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n    switch costume to (left 2 v)\nend\n\nwhen I receive [you liked and faved?!?! v]\n\n@| Intro\n\ndefine Line (Square) (x1) (y1) (x2) (y2)\nGo To (x1) (y1)\nP = (x2) (y2)\nPencap (📈X) (📈Y) + [180]\nset pen (transparency v) to (100)\npen down\nset pen (transparency v) to ((🎨Ghost) + ((1) / (📈S)))\nGo To (x2) (y2)\npen up\nGo To (x2) (y2)\nP = (x1) (y1)\nPencap (📈X) (📈Y) + ((180) * <not <<(x1) = (x2)> and <(y1) = (y2)>>>)\n\ndefine Pencap (x) (y) + (r)\nif <not <<(x) = (x position)> and <(y) = (y position)>>> then\n    switch costume to (cap v)\n    set [brightness v] effect to (🎨Brightness)\n    set [ghost v] effect to ((🎨Ghost) + ((1) / (📈S)))\n    Point In Direction (x) (y)\n    turn right (r) degrees\n    stamp\nend\n\ndefine Ease Elastic Out: (i) (o) power: (p) shake: (s) frame: (k1) (d1) (k2) (d2) <chain?>\nif <<(TIME) > ((item (k1) of [kfs v]) + (d1))> and <(TIME) < ((item (k2) of [kfs v]) + (d2))>> then\n    set [output v] to ((o) + (((i) - (o)) * (([cos v] of (((TIME) - ((item (k1) of [kfs v]) + (d1))) * (s)) ) * ((0) - (((0) - (1)) * ([e ^ v] of ((p) * ([ln v] of ((1) - (((TIME) - ((item (k1) of [kfs v]) + (d1))) / (((item (k2) of [kfs v]) + (d2)) - ((item (k1) of [kfs v]) + (d1))))) )) ))))))\nelse\n    if <not <chain?>> then\n        if <(TIME) < ((item (k1) of [kfs v]) + (d1))> then\n            set [output v] to (i)\n        end\n    end\n    if <(TIME) > ((item (k2) of [kfs v]) + (d2))> then\n        set [output v] to (o)\n    end\nend\n\ndefine Ease: (type) (i) (o) Power: (p) Frame: (ks1) (d1) (ks2) (d2) <chain?>\nif <<(TIME) > ((item (ks1) of [kfs v]) + (d1))> and <(TIME) < ((item (ks2) of [kfs v]) + (d2))>> then\n    if <(type) = [in]> then\n        set [output v] to ((i) + (((o) - (i)) * (([e ^ v] of ((p) * ([ln v] of ((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) )) ) / ([e ^ v] of ((p) * ([ln v] of (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) )) ))))\n    end\n    if <(type) = [out]> then\n        set [output v] to ((o) - (((o) - (i)) * ([e ^ v] of ((p) * ([ln v] of ((1) - (((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) / (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1)))))) )) )))\n    end\n    if <(type) = [inout]> then\n        if <(TIME) < (((item (ks1) of [kfs v]) + (d1)) + ((((item (ks2) of [kfs v]) + (d2)) - ((item (ks1) of [kfs v]) + (d1))) / (2)))> then\n            set [output v] to (((((o) - (i)) / (2)) * ([e ^ v] of ((p) * ([ln v] of ((2) * (((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) / (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1)))))) )) )) + (i))\n        else\n            set [output v] to (((0) - ((((o) - (i)) / (2)) * ([e ^ v] of ((p) * ([ln v] of ((2) * ((1) - (((TIME) + ((0) - ((item (ks1) of [kfs v]) + (d1)))) / (((item (ks2) of [kfs v]) + (d2)) + ((0) - ((item (ks1) of [kfs v]) + (d1))))))) )) ))) + (o))\n        end\n    end\nelse\n    if <not <chain?>> then\n        if <not <(TIME) > ((item (ks1) of [kfs v]) + (d1))>> then\n            set [output v] to (i)\n        end\n    end\n    if <not <(TIME) < ((item (ks2) of [kfs v]) + (d2))>> then\n        set [output v] to (o)\n    end\nend\n\ndefine Go To (x) (y)\nif <(🎥CAM?) = [true]> then\n    Size [999999999]\n    go to x: (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) )) - (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) )))) y: (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) )) + (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) ))))\n    Size ((📈S) * ((item (3) of [cam1 v]) + (item (3) of [cam2 v])))\n    switch costume to (costume)\n    point in direction ((📈R) + ((item (4) of [cam1 v]) + (item (4) of [cam2 v])))\n    set [color v] effect to ((🎨Color) + (item (1) of [effects cam v]))\n    set [brightness v] effect to ((🎨Brightness) + ((item (2) of [effects cam v]) * <not <(costume) = [Cap]>>))\n    set [ghost v] effect to (((🎨Ghost) + (item (3) of [effects cam v])) + ((0.5) / (size)))\nelse\n    Size [999999999]\n    go to x: (x) y: (y)\n    Size (📈S)\n    switch costume to (costume)\n    point in direction (📈R)\n    set [color v] effect to (🎨Color)\n    set [brightness v] effect to (🎨Brightness)\n    set [ghost v] effect to ((🎨Ghost) + ((0.5) / (size)))\nend\n\ndefine Size (s)\nif <(s) > [100]> then\n    switch costume to (size1 v)\nelse\n    if <(s) > [5]> then\n        switch costume to (size2 v)\n    else\n        switch costume to (size3 v)\n    end\nend\nset size to (s) %\nswitch costume to (size3 v)\n\ndefine P = (x) (y)\nif <(🎥CAM?) = [true]> then\n    set [📈x v] to (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) )) - (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) ))))\n    set [📈y v] to (((item (3) of [cam1 v]) + (item (3) of [cam2 v])) * ((((x) - ((item (1) of [cam1 v]) + (item (1) of [cam2 v]))) * ([sin v] of (item (4) of [cam1 v]) )) + (((y) - ((item (2) of [cam1 v]) + (item (2) of [cam2 v]))) * ([cos v] of (item (4) of [cam1 v]) ))))\nelse\n    set [📈x v] to (x)\n    set [📈y v] to (y)\nend\n\ndefine 🎨CBG (c) (b) (g)\nclear graphic effects\nset [🎨color v] to (c)\nset [🎨brightness v] to (b)\nset [🎨ghost v] to (g)\nset [color v] effect to (c)\nset [brightness v] effect to (b)\nset [ghost v] effect to (g)\nset pen (transparency v) to (g)\n\ndefine Pen Size (s)\nset [📈s v] to (s)\nif <(🎥CAM?) = [50]> then\n    set pen size to ((s) * (item (3) of [cam1 v]))\nelse\n    set pen size to (s)\nend\n\ndefine 📈Set (x) (y) (s) (r) <cam?>\nset [📈x v] to (x)\nset [📈y v] to (y)\nset [📈s v] to (s)\nset [📈r v] to (r)\nset [🎥cam? v] to <not <cam?>>\nPen Size (s)\n\ndefine Point In Direction (x) (y)\nif <(🎥CAM?) = [true]> then\n    point in direction ((((90) - ([atan v] of (((y) - (y position)) / ((x) - (x position))) )) - ((180) * <((x) - (x position)) < [0]>)) + (item (4) of [cam1 v]))\nelse\n    point in direction (((90) - ([atan v] of (((y) - (y position)) / ((x) - (x position))) )) - ((180) * <((x) - (x position)) < [0]>))\nend\n\ndefine Stamp (cos) Frame: (kf) (d)\nset [costume v] to (cos)\nGo To (📈X) (📈Y)\nswitch costume to (cos)\nif <(TIME) > ((item (kf) of [kfs v]) + (d))> then\n    stamp\nend\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [play intro v]\nInitialise\nset volume to (100) %\nstart sound [Marshmello feat. Khalid - Silence \(Slushii Remix\) v]\nreset timer\nset [starttime v] to (timer)\nset [time v] to ((timer) - (STARTTIME))\nrepeat until <((timer) - (STARTTIME)) > [13.12]>\n    erase all\n    set [.multiplier v] to ([abs v] of ((TIME) - ((timer) - (STARTTIME))) )\n    Render ((timer) - (STARTTIME))\nend\n\ndefine Initialise\nset [.color v] to [0]\ndelete all of [cam1 v]\ndelete all of [cam2 v]\ndelete all of [effects cam v]\nrepeat (4)\n    add [0] to [cam1 v]\n    add [0] to [cam2 v]\n    add [0] to [effects cam v]\nend\nadd [0] to [cam2 v]\nreplace item (3) of [cam1 v] with [1]\ndelete (4) of [effects cam v]\ndelete all of [kfs v]\nadd [3.37] to [kfs v]\nadd [3.70] to [kfs v]\nadd [4.10] to [kfs v]\nadd [4.78] to [kfs v]\nadd [5.14] to [kfs v]\nadd [5.39] to [kfs v]\nadd [5.82] to [kfs v]\nadd [6.55] to [kfs v]\nadd [7.01] to [kfs v]\nadd [7.28] to [kfs v]\nadd [7.99] to [kfs v]\nadd [8.36] to [kfs v]\nadd [9.13] to [kfs v]\nadd [9.79] to [kfs v]\n\ndefine Render (time)\nset [time v] to (time)\nCam Movement\nif <(TIME) < ((item (14) of [kfs v]) + (0))> then\n    Ease: [out] [0] [2700] Power: [2] Frame: [1] [-1.5] [1] [0] <>\n    🎨CBG [0] [0] [0]\n    📈Set [0] [0] (output) [90] \n    Stamp [Back] Frame: [1] [-1.5]\n    set [.a v] to [1]\n    set [.sync v] to [0]\n    repeat (length of [kfs v])\n        Ease: [out] [0] [1] Power: [2] Frame: (.A) [0] ((.A) + (1)) [0] <>\n        change [.sync v] by (output)\n        change [.a v] by (1)\n    end\n    📈Set [0] ((((.Sync) * (200)) mod (620)) - (600)) [85] [180] <>\n    Ease: [out] [100] [0] Power: [3] Frame: [1] [-0.5] [1] [0] <>\n    🎨CBG [0] [0] (output)\n    repeat (2)\n        set [.a v] to [A]\n        set [.b v] to [B]\n        repeat (2)\n            Diamond (join [Chevron1] (.A)) [25]\n            Diamond [BG] [30]\n            Diamond (join [Chevron2] (.B)) [60]\n            Diamond [BG] [30]\n            Diamond (join [Chevron1] (.A)) [60]\n            Diamond [BG] [120]\n            set [.a v] to [B]\n            set [.b v] to [A]\n        end\n    end\n    set [📈x v] to [-480]\n    repeat (3)\n        📈Set (📈X) ((((.Sync) + (TIME)) * (100)) mod (360)) [100] [90] <>\n        🎨CBG [0] [0] [0]\n        Stamp [Particles] Frame: [1] [-0.5]\n        change [📈x v] by (480)\n    end\n    Effects\nend\nEase: [in] [0] [2400] Power: [7] Frame: [14] [-1.5] [14] [0.6] <>\nEase: [out] [2400] [3400] Power: [7] Frame: [14] [0.6] [14] [2] \n📈Set [480] [0] (output) [90] <>\n🎨CBG [0] [100] [0]\nStamp [1/1Shock] Frame: [14] [-1.5]\nEase: [in] [0] [2000] Power: [7] Frame: [14] [-1.75] [14] [0.2] <>\nEase: [out] [2000] [3200] Power: [7] Frame: [14] [0.2] [14] [2] \n📈Set [480] [0] (output) [90] <>\n🎨CBG [0] [-100] [0]\nStamp [1/1Shock] Frame: [14] [-1.75]\n🎨CBG [0] [0] [0]\nEase Elastic Out: [0] [100] power: [3] shake: [480] frame: [1] [-0.5] [1] [0.5] <>\nEase: [in] [100] [50] Power: [7] Frame: [14] [-0.2] [14] [0.75] \nEase: [out] [50] [0] Power: [7] Frame: [14] [0.75] [14] [1.5] \nset [.a v] to (output)\nEase: [in] [0] [180] Power: [5] Frame: [11] [0] [13] [-0.5] <>\nEase: [out] [180] [360] Power: [7] Frame: [13] [-0.5] [14] [0] \n📈Set [0] [0] (.A) ((90) + (output)) <>\nStamp [Text] Frame: [1] [-0.5]\n📈Set [480] [0] (.A) ((90) + (output)) <>\nStamp [Text] Frame: [1] [-0.5]\n📈Set [-480] [0] (.A) ((90) + (output)) <>\nStamp [Text] Frame: [1] [-0.5]\nif <<(TIME) > ((item (7) of [kfs v]) - (0))> and <(TIME) < ((item (9) of [kfs v]) - (-0.1))>> then\n    Ease: [out] [300] [200] Power: [3] Frame: [7] [0] [8] [0.1] <>\n    Ease: [in] [200] [250] Power: [3] Frame: [8] [0.1] [8] [0.25] \n    Ease: [out] [250] [300] Power: [3] Frame: [8] [0.25] [9] [-0.1] \n    📈Set [0] [0] (output) [90] \n    Ease: [out] [100] [0] Power: [3] Frame: [7] [0] [8] [0.1] <>\n    Ease: [in] [0] [50] Power: [3] Frame: [8] [0.1] [8] [0.25] \n    Ease: [out] [50] [100] Power: [3] Frame: [8] [0.25] [9] [-0.1] \n    🎨CBG [0] [0] (output)\n    Stamp [Happy Birthday] Frame: [7] [0]\nend\n\ndefine Cam Movement\nset [.a v] to [1]\nEase: [out] [0] [0] Power: [1] Frame: [0] [0] [0] [0] <>\nrepeat until <(.A) > ((length of [kfs v]) - (1))>\n    Ease: [in] [0] [1] Power: [2] Frame: (.A) [-0.1] (.A) [0] \n    Ease: [out] [1] [0] Power: [1] Frame: (.A) [0] ((.A) + (1)) [-0.1] \n    change [.a v] by (1)\nend\nreplace item (1) of [cam2 v] with (((output) * (5)) * ([cos v] of ((820) * (TIME)) ))\nreplace item (2) of [cam2 v] with (((output) * (4)) * ([sin v] of ((820) * (TIME)) ))\nreplace item (4) of [cam2 v] with (((output) * (3)) * ([cos v] of ((820) * (TIME)) ))\nreplace item (5) of [cam2 v] with ((output) * (3))\nreplace item (1) of [effects cam v] with ((item (1) of [effects cam v]) + (((output) * (8)) * ((30) * (.Multiplier))))\nset [.a v] to [1]\nEase: [out] [0] [0] Power: [1] Frame: [0] [0] [0] [0] <>\nrepeat until <(.A) > ((length of [kfs v]) - (1))>\n    Ease: [in] [0] [.5] Power: [10] Frame: (.A) [-0.2] (.A) [0] \n    Ease: [out] [.5] [0] Power: [5] Frame: (.A) [0] ((.A) + (1)) [0.2] \n    change [.a v] by (1)\nend\nreplace item (3) of [cam2 v] with (((output) * (0.175)) + (0.15))\nEase: [in] [-480] [-10] Power: [5] Frame: [7] [-0.5] [8] [0.5] <>\nEase: [out] [-10] [480] Power: [3] Frame: [8] [0.5] [10] [0.5] \nreplace item (1) of [cam1 v] with (output)\n\ndefine Line Explosion | Coords (x) (y) Size (s1) (s2) (s3) Rot (r) (t) Count (c) | Frame (kf)\nif <<(TIME) > ((item (kf) of [kfs v]) - (0.1))> and <(TIME) < ((item (kf) of [kfs v]) + (2))>> then\n    Ease: [in] [0] (s2) Power: [6] Frame: (kf) [-0.1] (kf) [0.2] <>\n    Ease: [out] (s2) [0] Power: [1] Frame: (kf) [0.2] (kf) [2] \n    Pen Size (output)\n    Ease: [in] [0] ((s3) / (8)) Power: [3] Frame: (kf) [-0.1] (kf) [0.2625] <>\n    Ease: [out] ((s3) / (8)) (s3) Power: [3] Frame: (kf) [0.2625] (kf) [2] \n    set [.a v] to (output)\n    Ease: [out] ((t) - ((t) / (2))) ((t) + ((t) / (2))) Power: [3] Frame: (kf) [-0.1] (kf) [2] <>\n    set [.b v] to (output)\n    Ease: [out] [0] (s1) Power: [4] Frame: (kf) [-0.1] (kf) [1] <>\n    set pen color to (#000000)\n    🎨CBG [0] [-100] [20]\n    set [.c v] to ((r) + (.B))\n    repeat (c)\n        Line (Square) ((x) + (((.A) - ((output) / (2))) * ([sin v] of (.C) ))) (((y) - (10)) + (((.A) - ((output) / (2))) * ([cos v] of (.C) ))) ((x) + (((.A) + ((output) / (2))) * ([sin v] of (.C) ))) (((y) - (10)) + (((.A) + ((output) / (2))) * ([cos v] of (.C) )))\n        change [.c v] by ((360) / (c))\n    end\n    set pen color to (#ff0000)\n    change pen (color v) by ((item (1) of [effects cam v]) / (2))\n    🎨CBG [0] [0] [0]\n    set [.c v] to ((r) + (.B))\n    repeat (c)\n        Line (Square) ((x) + (((.A) - ((output) / (2))) * ([sin v] of (.C) ))) ((y) + (((.A) - ((output) / (2))) * ([cos v] of (.C) ))) ((x) + (((.A) + ((output) / (2))) * ([sin v] of (.C) ))) ((y) + (((.A) + ((output) / (2))) * ([cos v] of (.C) )))\n        change [.c v] by ((360) / (c))\n    end\nend\n\ndefine Shock Wave | Coords (x) (y) Size (s) Rot (r) Type (t) | Frame (kf) (d)\nif <<(TIME) > ((item (kf) of [kfs v]) + ((d) + (-0.5)))> and <(TIME) < ((item (kf) of [kfs v]) + ((d) + (1.5)))>> then\n    Ease: [in] [0] ((s) / (2)) Power: [8] Frame: (kf) ((d) - (0.5)) (kf) (d) <>\n    Ease: [out] ((s) / (2)) (s) Power: [9] Frame: (kf) (d) (kf) ((d) + (1.5)) \n    📈Set (x) (y) (output) (r) <>\n    Ease: [out] [0] [100] Power: [2] Frame: (kf) ((d) + (1)) (kf) ((d) + (1.5)) <>\n    🎨CBG [0] [0] (output)\n    Ease: [in] [-70] [3000] Power: [2] Frame: (kf) ((d) - (0.2)) (kf) ((d) + (0.75)) <>\n    Ease: [out] [3000] [40000] Power: [1] Frame: (kf) ((d) + (0.75)) (kf) ((d) + (1.5)) \n    set [fisheye v] effect to (output)\n    Stamp (join (t) [Shock]) Frame: [0] [0]\nend\n\ndefine Diamond (cos) (y)\nset [📈r v] to [180]\nset [📈x v] to [-480]\nrepeat (3)\n    if < (cos) contains [BG]?> then\n        Stamp [BG] Frame: [1] [-0.5]\n    else\n        Stamp (cos) Frame: [1] [-0.5]\n    end\n    change [📈x v] by (480)\nend\nchange [📈y v] by (y)\n\ndefine Effects\n🎨CBG [0] [0] [0]\nLine Explosion | Coords [-330] [50] Size [50] [10] [75] Rot [0] [0] Count [10] | Frame [2]\nLine Explosion | Coords [-630] [-50] Size [50] [10] [75] Rot [0] [0] Count [10] | Frame [3]\nShock Wave | Coords [-480] [0] Size [150] Rot [90] Type [1/4] | Frame [4] [0]\nShock Wave | Coords [-480] [0] Size [150] Rot [270] Type [1/4] | Frame [4] [0]\nShock Wave | Coords [-480] [0] Size [150] Rot [0] Type [1/4] | Frame [5] [0]\nShock Wave | Coords [-480] [0] Size [150] Rot [180] Type [1/4] | Frame [5] [0]\nShock Wave | Coords [340] [0] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [480] [0] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [620] [0] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [340] [125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [480] [125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [620] [125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [340] [-125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [480] [-125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\nShock Wave | Coords [620] [-125] Size [100] Rot [90] Type [1/1] | Frame [10] [0]\n\n@Transition\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n    go to x: (0) y: (-342)\n    forever\n        change y by (((0) - (y position)) / (5))\n    end\nelse\n    go to x: (-493) y: (0)\n    if <(costume [number v]) = [7]> then\n        forever\n            change x by (((0) - (x position)) / (5))\n        end\n    else\n        forever\n            change x by (((30) - (x position)) / (5))\n        end\n    end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n    create clone of (_myself_ v)\n    next costume\n    wait (0.1) seconds\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (1 v)\nbroadcast (YOU LIKED AND FAVED?!?! v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n    change y by ((y position) / (-15))\n    change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n    change y by (((y position) - (-100)) / (-15))\n    change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    go to x: (-15) y: (0)\n    set [loved__ v] to [0]\n    switch costume to (love v)\n    forever\n        set [love? v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [loved__ v] to [1]\n        end\n    end\nend\nif <(clone id) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (fave v)\n    set [faved___ v] to [0]\n    forever\n        set [fav v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [faved___ v] to [1]\n        end\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (11.5) seconds\ngo [forward v] (10) layers\n\n    wait (pick random (0) to (0.02)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nhide\nwait (12) seconds\nforever\n    wait (pick random (3) to (5)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (10))\nchange [ghost v] effect by (pick random (30) to (45))\nset [speed v] to (pick random (-2) to (-5))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n    go to x: (246) y: (pick random (140) to (50))\n    repeat until <(x position) < [-243]>\n        change x by ((0) - (pick random (0.5) to (2)))\n    end\nelse\n    go to x: (-246) y: (pick random (140) to (50))\n    repeat until <(x position) > [243]>\n        change x by (pick random (0.5) to (2))\n    end\nend\nset x to (240)\nset y to (pick random (40) to (180))\nset [speed v] to (pick random (-2) to (-5))\nrepeat until <(x position) < [-230]>\n    change x by (speed)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (10)\nshow\ngo [backward v] (10) layers\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (17) seconds\nforever\n    if <(Actions \(love/fave\)) < [2]> then\n        switch costume to (costume1 v)\n        go to x: (-100) y: (125)\n        show\n        go to [front v] layer\n        repeat (11)\n            change y by (-6)\n        end\n        repeat (7)\n            change y by (3)\n        end\n        repeat (6)\n            change y by (-2)\n        end\n        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        repeat (17)\n            change y by (7)\n        end\n        hide\n        stop [this script v]\n    else\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen [timer v] > (TIMER)\nhide\n\n@health bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((11) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n    go to [front v] layer\n    show\n    wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\n@animation\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [bird1]> then\n    forever\n        set size to (60) %\n        go to x: (-150) y: (-15)\n        repeat (4)\n            bird inamation\n            switch costume to (bird2 v)\n            bird inamation\n            switch costume to (bird1 v)\n        end\n        repeat (6)\n            bird outamation\n            switch costume to (bird2 v)\n            bird outamation\n            switch costume to (bird1 v)\n        end\n        repeat (20)\n            change [ghost v] effect by (5)\n            change x by (2)\n        end\n        wait (3) seconds\n    end\nend\n\ndefine motion, repeat: (n1) size: (n2)\nrepeat (n1)\n    change size by (n2)\n    change [ghost v] effect by (-5)\nend\n\ndefine bird inamation\nrepeat (10)\n    change size by (1)\n    change x by (1)\n    change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n    change x by (2)\n    change y by (0.2)\nend\ngo to [back v] layer\n\ndefine squirel animation (direction) (move)\npoint in direction (direction)\nrepeat (5)\n    change x by (move)\n    change y by (1)\nend\nrepeat (5)\n    change x by (move)\n    change y by (-1)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Commence THEE project v)\n\nwhen flag clicked\nwait (11) seconds\nswitch costume to (bird1 v)\ncreate clone of (_myself_ v)\n\n@TN/ThumbNail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    show\nend\n\n@Shadow\n\nwhen flag clicked\nhide\n\nwait (11) seconds\nshow\nforever\n    go to [back v] layer\n    go [backward v] (999) layers\n    switch costume to (Level)\nend\n\n