TROPICAL JUMP - CLOUD MULTIPLAYER PLATFORMER #GAMES #ALL #TRENDING

Instructions: #20 on Trending Games?  Wow, Thanks!\n\nThanks to @ASC-095 for donating the character Frost, which you have a 1 in 2 chance of getting!\n\nArrow keys, WASD or mobile to play!  Hold space to view the names of other players!\n\nSorry for the delay, I know I released it at a terrible time (9PM), but I worked really hard on it and I hope you like it!  :)\n\nIf you do like it, please love, favorite and follow!  It's a cloud multiplayer platformer, so you can soak up the last of the summer vibe!  5 random followers will get to play my next game early!

@Stage\n\nwhen flag clicked\nshow list [followers v]\nforever\n    play sound [Wherever I Go v] until done\nend\n\nwhen flag clicked\nforever\n    CHECK FOR PLAYERS\n    if <<key (space v) pressed?> and <(username) = [rgantzos]>> then\n        show variable [players v]\n    else\n        hide variable [players v]\n    end\nend\n\ndefine CHECK FOR PLAYERS\nset [players v] to [0]\nif <not <(item (1) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (2) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (3) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (4) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (5) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (6) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (7) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (8) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (9) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\nif <not <(item (10) of [cloud levels v]) = [0]>> then\n    change [players v] by (1)\nend\n\nwhen flag clicked\nforever\n    if <(level) = [10]> then\n        switch backdrop to (backdrop2 v)\n    else\n        switch backdrop to (backdrop3 v)\n    end\nend\n\n@character\n\nwhen flag clicked\nset [movable? v] to [0]\nset [fall v] to [0]\nset [jump v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nwait until <(movable?) = [1]>\nreset timer\nforever\n    if <<[0] = (jump)> and <[0] = (fall)>> then\n        if <[0] = (object below)> then\n            set [fall v] to [1]\n            set [y velocity v] to [0]\n            repeat until <(object below) = [1]>\n                change [y velocity v] by (-0.5)\n            end\n            set [y velocity v] to [0]\n            set [fall v] to [0]\n            GO TO TOP\n        end\n    end\nend\n\nwhen flag clicked\nwait until <(movable?) = [1]>\nforever\n    if <<(fall) = [0]> and <(jump) = [0]>> then\n        if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> then\n            set [jump v] to [1]\n            set [y velocity v] to [10]\n            change y by (10)\n            set [fall v] to [1]\n            set [jump v] to [0]\n            repeat (20)\n                change [y velocity v] by (-0.5)\n            end\n            set [y velocity v] to [0]\n            set [fall v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\ngo to x: (-190) y: (-30)\nshow\nforever\n    change y by (y velocity)\n    change x by (x velocity)\n    if <(object above) = [1]> then\n        if <[0] < (y velocity)> then\n            set [y velocity v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    if <[0] < (x velocity)> then\n        if <[1] = (object on right)> then\n            set [x velocity v] to [0]\n        end\n    end\n    if <[0] > (x velocity)> then\n        if <[1] = (object on left)> then\n            set [x velocity v] to [0]\n        end\n    end\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-190) y: (-30)\nchange [level v] by (1)\nshow\n\nwhen flag clicked\nforever\n    if <touching (dangerous v)?> then\n        go to x: (-190) y: (-30)\n    end\nend\n\nwhen I receive [it depends v]\nif <(username) = [rgantzos]> then\n    switch costume to (costume6 v)\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        switch costume to (pick random (1) to (4))\n    else\n        switch costume to (frost by asc-095 v)\n    end\nend\n\ndefine GO TO TOP\nif <touching color (#fff1a6)?> then\n    repeat until <<touching color (#fff1a6)?> = [false]>\n        change y by (1)\n    end\n    change y by (-1)\nelse\n    repeat until <<touching color (#fff1a6)?> = [true]>\n        change y by (-1)\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nwait until <(movable?) = [1]>\nforever\n    if <<<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<key (a v) pressed?> and <not <key (d v) pressed?>>>> then\n        if <[-6] < (x velocity)> then\n            if <(object on left) = [0]> then\n                change [x velocity v] by (-0.5)\n            end\n        end\n    else\n        if <<<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> or <<mouse down?> and <(x position) < (mouse x)>>> or <<key (d v) pressed?> and <not <key (a v) pressed?>>>> then\n            if <[6] > (x velocity)> then\n                if <(object on right) = [0]> then\n                    change [x velocity v] by (0.5)\n                end\n            end\n        else\n            if <[0] < (x velocity)> then\n                if <(object on right) = [0]> then\n                    change [x velocity v] by (-0.5)\n                else\n                    set [x velocity v] to [0]\n                end\n            end\n            if <[0] > (x velocity)> then\n                if <(object on left) = [0]> then\n                    change [x velocity v] by (0.5)\n                else\n                    set [x velocity v] to [0]\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nbroadcast (It Depends v)\n\n@ground\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    show\n    switch costume to (level)\nend\n\nwhen flag clicked\nforever\n    if <[rgantzos] = (username)> then\n        if <key (1 v) pressed?> then\n            change [level v] by (-1)\n        end\n        if <key (2 v) pressed?> then\n            change [level v] by (1)\n        end\n        wait until <not <key (any v) pressed?>>\n    end\nend\n\n@sensor\n\nwhen flag clicked\nforever\n    RUN\nend\n\ndefine RUN\ngo to x: ([x position v] of [character v]) y: ([y position v] of [character v])\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n    set [object below v] to [1]\nelse\n    set [object below v] to [0]\nend\n\n@sensor2\n\nwhen flag clicked\nforever\n    go to (character v)\nend\n\nwhen flag clicked\nforever\n    RUN\nend\n\ndefine RUN\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n    set [object on right v] to [1]\nelse\n    set [object on right v] to [0]\nend\n\n@sensor3\n\nwhen flag clicked\nforever\n    go to (character v)\nend\n\nwhen flag clicked\nforever\n    RUN\nend\n\ndefine RUN\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n    set [object on left v] to [1]\nelse\n    set [object on left v] to [0]\nend\n\n@sensor4\n\nwhen flag clicked\nforever\n    RUN\nend\n\ndefine RUN\ngo to x: ([x position v] of [character v]) y: ([y position v] of [character v])\nshow\nset [ghost v] effect to (100)\nif <touching (ground v)?> then\n    set [object above v] to [1]\nelse\n    set [object above v] to [0]\nend\n\n@end\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (0)\n    go to x: (0) y: (0)\n    show\n    switch costume to (level)\nend\n\nwhen flag clicked\nforever\n    wait until <touching (character v)?>\n    if <not <(level) = [10]>> then\n        broadcast (nextLevel v)\n    end\n    wait until <not <touching (character v)?>>\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    show\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\nwhen [timer v] > (0.03)\nrepeat (10)\n    go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\ngo to x: (0) y: (0)\n\n@package\n\nwhen I receive [start v]\nset [movable? v] to [1]\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n    if <<<(mouse x) > [-70]> and <(mouse x) < [70]>> and <<(mouse y) > [-35]> and <(mouse y) < [35]>>> then\n        broadcast (START v)\n    end\nend\n\nwhen I receive [it depends v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n    reset timer\nend\n\n@dangerous\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    show\n    switch costume to (level)\nend\n\n@message\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [found spot v]\nswitch costume to (costume3 v)\n\nwhen I receive [no room v]\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (costume3 v)\n\n@cloud\n\ndefine FIND SPOT 1\nif <(☁ P1) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P1) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [1]\n    else\n        FIND SPOT 2\n    end\nelse\n    FIND SPOT 2\nend\n\nwhen flag clicked\nset [playerid v] to [0]\nforever\n    set [currentsecond v] to (current [second v])\n    wait until <not <(currentsecond) = (current [second v])>>\n    PING\nend\n\ndefine FIND SPOT 5\nif <(☁ P5) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P5) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [5]\n    else\n        FIND SPOT 6\n    end\nelse\n    FIND SPOT 6\nend\n\ndefine FIND SPOT 4\nif <(☁ P4) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P4) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [4]\n    else\n        FIND SPOT 5\n    end\nelse\n    FIND SPOT 5\nend\n\ndefine FIND SPOT 3\nif <(☁ P3) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P3) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [3]\n    else\n        FIND SPOT 4\n    end\nelse\n    FIND SPOT 4\nend\n\nwhen flag clicked\nwait (1) seconds\nFIND SPOT 1\n\ndefine FIND SPOT 8\nif <(☁ P8) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P8) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [8]\n    else\n        FIND SPOT 9\n    end\nelse\n    FIND SPOT 9\nend\n\ndefine FIND SPOT 7\nif <(☁ P7) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P7) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [7]\n    else\n        FIND SPOT 8\n    end\nelse\n    FIND SPOT 8\nend\n\ndefine FIND SPOT 9\nif <(☁ P9) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P9) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [9]\n    else\n        FIND SPOT 10\n    end\nelse\n    FIND SPOT 10\nend\n\ndefine FIND SPOT 10\nif <(☁ P10) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P10) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [10]\n    else\n        broadcast (NO ROOM v)\n    end\nelse\n    broadcast (NO ROOM v)\nend\n\ndefine FIND SPOT 6\nif <(☁ P6) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P6) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [6]\n    else\n        FIND SPOT 7\n    end\nelse\n    FIND SPOT 7\nend\n\ndefine FIND SPOT 2\nif <(☁ P2) = [0]> then\n    wait (0.5) seconds\n    if <(☁ P2) = [0]> then\n        broadcast (found spot v)\n        set [playerid v] to [2]\n    else\n        FIND SPOT 3\n    end\nelse\n    FIND SPOT 3\nend\n\ndefine PING\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\n\nwhen flag clicked\nset [playerid v] to [0]\nforever\n    if <(playerID) = [1]> then\n        set [☁ p1 v] to (encoded)\n    end\n    if <(playerID) = [2]> then\n        set [☁ p2 v] to (encoded)\n    end\n    if <(playerID) = [3]> then\n        set [☁ p3 v] to (encoded)\n    end\n    if <(playerID) = [4]> then\n        set [☁ p4 v] to (encoded)\n    end\n    if <(playerID) = [5]> then\n        set [☁ p5 v] to (encoded)\n    end\n    if <(playerID) = [6]> then\n        set [☁ p6 v] to (encoded)\n    end\n    if <(playerID) = [7]> then\n        set [☁ p7 v] to (encoded)\n    end\n    if <(playerID) = [8]> then\n        set [☁ p8 v] to (encoded)\n    end\n    if <(playerID) = [9]> then\n        set [☁ p9 v] to (encoded)\n    end\n    if <(playerID) = [10]> then\n        set [☁ p10 v] to (encoded)\n    end\nend\n\n@cloud decode\n\nwhen flag clicked\ndelete all of [cloud levels v]\ndelete all of [cloud x v]\ndelete all of [cloud y v]\nrepeat (10)\n    add [] to [cloud levels v]\n    add [] to [cloud x v]\n    add [] to [cloud y v]\n    add [] to [rgantzos v]\nend\nforever\n    LEVEL PING\nend\n\ndefine LEVEL PING\nreplace item (1) of [rgantzos v] with (letter (9) of (☁ P1))\nreplace item (2) of [rgantzos v] with (letter (9) of (☁ P2))\nreplace item (3) of [rgantzos v] with (letter (9) of (☁ P3))\nreplace item (4) of [rgantzos v] with (letter (9) of (☁ P4))\nreplace item (5) of [rgantzos v] with (letter (9) of (☁ P5))\nreplace item (6) of [rgantzos v] with (letter (9) of (☁ P6))\nreplace item (7) of [rgantzos v] with (letter (9) of (☁ P7))\nreplace item (8) of [rgantzos v] with (letter (9) of (☁ P8))\nreplace item (9) of [rgantzos v] with (letter (9) of (☁ P9))\nreplace item (10) of [rgantzos v] with (letter (9) of (☁ P10))\nreplace item (1) of [cloud levels v] with (join (letter (1) of (☁ P1)) (letter (2) of (☁ P1)))\nreplace item (2) of [cloud levels v] with (join (letter (1) of (☁ P2)) (letter (2) of (☁ P2)))\nreplace item (3) of [cloud levels v] with (join (letter (1) of (☁ P3)) (letter (2) of (☁ P3)))\nreplace item (4) of [cloud levels v] with (join (letter (1) of (☁ P4)) (letter (2) of (☁ P4)))\nreplace item (5) of [cloud levels v] with (join (letter (1) of (☁ P5)) (letter (2) of (☁ P5)))\nreplace item (6) of [cloud levels v] with (join (letter (1) of (☁ P6)) (letter (2) of (☁ P6)))\nreplace item (7) of [cloud levels v] with (join (letter (1) of (☁ P7)) (letter (2) of (☁ P7)))\nreplace item (8) of [cloud levels v] with (join (letter (1) of (☁ P8)) (letter (2) of (☁ P8)))\nreplace item (9) of [cloud levels v] with (join (letter (1) of (☁ P9)) (letter (2) of (☁ P9)))\nreplace item (10) of [cloud levels v] with (join (letter (1) of (☁ P10)) (letter (2) of (☁ P10)))\nreplace item (1) of [cloud x v] with (join (letter (3) of (☁ P1)) (join (letter (4) of (☁ P1)) (letter (5) of (☁ P1))))\nreplace item (2) of [cloud x v] with (join (letter (3) of (☁ P2)) (join (letter (4) of (☁ P2)) (letter (5) of (☁ P2))))\nreplace item (3) of [cloud x v] with (join (letter (3) of (☁ P3)) (join (letter (4) of (☁ P3)) (letter (5) of (☁ P3))))\nreplace item (4) of [cloud x v] with (join (letter (3) of (☁ P4)) (join (letter (4) of (☁ P4)) (letter (5) of (☁ P4))))\nreplace item (5) of [cloud x v] with (join (letter (3) of (☁ P5)) (join (letter (4) of (☁ P5)) (letter (5) of (☁ P5))))\nreplace item (6) of [cloud x v] with (join (letter (3) of (☁ P6)) (join (letter (4) of (☁ P6)) (letter (5) of (☁ P6))))\nreplace item (7) of [cloud x v] with (join (letter (3) of (☁ P7)) (join (letter (4) of (☁ P7)) (letter (5) of (☁ P7))))\nreplace item (8) of [cloud x v] with (join (letter (3) of (☁ P8)) (join (letter (4) of (☁ P8)) (letter (5) of (☁ P8))))\nreplace item (9) of [cloud x v] with (join (letter (3) of (☁ P9)) (join (letter (4) of (☁ P9)) (letter (5) of (☁ P9))))\nreplace item (10) of [cloud x v] with (join (letter (3) of (☁ P10)) (join (letter (4) of (☁ P10)) (letter (5) of (☁ P10))))\nreplace item (1) of [cloud y v] with (join (letter (6) of (☁ P1)) (join (letter (7) of (☁ P1)) (letter (8) of (☁ P1))))\nreplace item (2) of [cloud y v] with (join (letter (6) of (☁ P2)) (join (letter (7) of (☁ P2)) (letter (8) of (☁ P2))))\nreplace item (3) of [cloud y v] with (join (letter (6) of (☁ P3)) (join (letter (7) of (☁ P3)) (letter (8) of (☁ P3))))\nreplace item (4) of [cloud y v] with (join (letter (6) of (☁ P4)) (join (letter (7) of (☁ P4)) (letter (8) of (☁ P4))))\nreplace item (5) of [cloud y v] with (join (letter (6) of (☁ P5)) (join (letter (7) of (☁ P5)) (letter (8) of (☁ P5))))\nreplace item (6) of [cloud y v] with (join (letter (6) of (☁ P6)) (join (letter (7) of (☁ P6)) (letter (8) of (☁ P6))))\nreplace item (7) of [cloud y v] with (join (letter (6) of (☁ P7)) (join (letter (7) of (☁ P7)) (letter (8) of (☁ P7))))\nreplace item (8) of [cloud y v] with (join (letter (6) of (☁ P8)) (join (letter (7) of (☁ P8)) (letter (8) of (☁ P8))))\nreplace item (9) of [cloud y v] with (join (letter (6) of (☁ P9)) (join (letter (7) of (☁ P9)) (letter (8) of (☁ P9))))\nreplace item (10) of [cloud y v] with (join (letter (6) of (☁ P10)) (join (letter (7) of (☁ P10)) (letter (8) of (☁ P10))))\n\nwhen flag clicked\nset [encoded v] to [1]\nforever\n    ENCODE X\n    ENCODE Y\n    if <(username) = [rgantzos]> then\n        if <(length of (level)) = [1]> then\n            set [encoded v] to (join (join (join [0] (level)) (join (encoded x) (join (encoded y) [1]))) (name encoded))\n        else\n            set [encoded v] to (join (join (level) (join (encoded x) (join (encoded y) [1]))) (name encoded))\n        end\n    else\n        if <(length of (level)) = [1]> then\n            set [encoded v] to (join (join (join [0] (level)) (join (encoded x) (join (encoded y) [0]))) (name encoded))\n        else\n            set [encoded v] to (join (join (level) (join (encoded x) (join (encoded y) [0]))) (name encoded))\n        end\n    end\nend\n\ndefine ENCODE X\nif <(length of ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240))) = [1]> then\n    set [encoded x v] to (join [00] ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240)))\nelse\n    if <(length of ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240))) = [2]> then\n        set [encoded x v] to (join [0] ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240)))\n    else\n        set [encoded x v] to ((([x position v] of [character v]) - (([x position v] of [character v]) mod (1))) + (240))\n    end\nend\n\ndefine ENCODE Y\nif <(length of ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240))) = [1]> then\n    set [encoded y v] to (join [00] ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240)))\nelse\n    if <(length of ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240))) = [2]> then\n        set [encoded y v] to (join [0] ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240)))\n    else\n        set [encoded y v] to ((([y position v] of [character v]) - (([y position v] of [character v]) mod (1))) + (240))\n    end\nend\n\n@opponent\n\nwhen flag clicked\nhide\n\ndefine CREATE CLONES\nset [clone v] to [0]\nrepeat (9)\n    change [clone v] by (1)\n    if <(playerID) = (clone)> then\n        change [clone v] by (1)\n    end\n    create clone of (_myself_ v)\nend\n\nwhen I receive [found spot v]\nwait (0.05) seconds\nCREATE CLONES\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n    wait (0.01) seconds\n    BE A GOOD CLONE\nend\n\ndefine BE A GOOD CLONE\nif <<(level) = (item (clone) of [cloud levels v])> or <<key (space v) pressed?> and <(username) = [rgantzos]>>> then\n    if <(Turbo Mode On?) = [1]> then\n        show\n    else\n        hide\n    end\nelse\n    hide\nend\nif <<key (space v) pressed?> and <(username) = [rgantzos]>> then\n    hide list [players v]\n    say (item (clone) of [players v])\nelse\n    show list [players v]\n    say []\nend\nif <key (space v) pressed?> then\n    if <(level) = (item (clone) of [cloud levels v])> then\n        say (item (clone) of [players v])\n    else\n        say []\n    end\nelse\n    say []\nend\n\ndefine BE IN THE RIGHT PLACE AT THE RIGHT TIME\ngo to x: ((item (clone) of [cloud x v]) - (240)) y: ((item (clone) of [cloud y v]) - (240))\nif <(item (clone) of [rgantzos v]) = [1]> then\n    switch costume to (costume2 v)\nelse\n    switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nforever\n    BE IN THE RIGHT PLACE AT THE RIGHT TIME\nend\n\n@players detector\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    show\n    if <[players v] contains [rgantzos]?> then\n        switch costume to (costume1 v)\n    else\n        if <(Players) < [2]> then\n            switch costume to (costume2 v)\n        else\n            switch costume to (costume3 v)\n        end\n    end\nend\n\n@names\n\nwhen flag clicked\nENCODE\nforever\n    MAKE PLAYERS LIST\nend\n\ndefine ENCODE\nset [name encoded v] to []\nset [current item in decode v] to [0]\nrepeat (length of (username))\n    change [current item in decode v] by (1)\n    set [name encoded v] to (join (name encoded) (item # of (letter (current item in decode) of (username)) in [characters v]))\nend\n\ndefine DECODE (name)\nset [code so far v] to []\nset [current item in decode v] to [10]\nrepeat (((length of (name)) - (8)) / (2))\n    set [code so far v] to (join (code so far) (item (join (letter (current item in decode) of (name)) (letter ((current item in decode) + (1)) of (name))) of [characters v]))\n    change [current item in decode v] by (2)\nend\nset [name decoded v] to (code so far)\n\ndefine MAKE PLAYERS LIST\ndelete all of [players v]\nDECODE (☁ P1)\nadd (name decoded) to [players v]\nDECODE (☁ P2)\nadd (name decoded) to [players v]\nDECODE (☁ P3)\nadd (name decoded) to [players v]\nDECODE (☁ P4)\nadd (name decoded) to [players v]\nDECODE (☁ P5)\nadd (name decoded) to [players v]\nDECODE (☁ P6)\nadd (name decoded) to [players v]\nDECODE (☁ P7)\nadd (name decoded) to [players v]\nDECODE (☁ P8)\nadd (name decoded) to [players v]\nDECODE (☁ P9)\nadd (name decoded) to [players v]\nDECODE (☁ P10)\nadd (name decoded) to [players v]\n\n@skip\n\nwhen flag clicked\nforever\n    show\nend\n\nwhen this sprite clicked\nbroadcast (nextLevel v)\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <(level) = [10]> then\n        hide\n    end\nend\n\n@Turbo Mode Sensor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n    change [current v] by (1)\nend\n\nwhen flag clicked\nforever\n    set [previous v] to (current)\n    wait (0.00000000000001) seconds\n    if <((previous) + (1)) < (current)> then\n        set [turbo mode on? v] to [1]\n    else\n        set [turbo mode on? v] to [0]\n    end\nend\n\nwhen flag clicked\nwait (1.01) seconds\nwait until <(Turbo Mode On?) = [1]>\nshow\nstop [all v]\n\nwhen [timer v] > (0.03)\ngo to [front v] layer\n\n@Banned\n\nwhen flag clicked\nhide\nforever\n    if <[banned v] contains (username)?> then\n        go to x: (0) y: (0)\n        show\n    end\nend\n\n