Minecraft Platformer 6 ネザー 


@Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n    set [max slope v] to [15]\nelse\n    set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n    repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n        change y by (1)\n        change [slope v] by (1)\n    end\nend\nif <(slope) = (max slope)> then\n    change y by (() - (slope))\n    set [x speed v] to [0]\n    if <(x speed) > [0]> then\n        repeat until <not <touching (platforms v)?>>\n            change x by (-1)\n        end\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n            start sound [drum v]\n            set [y speed v] to [15]\n            set [x speed v] to [-10]\n        end\n    else\n        repeat until <not <touching (platforms v)?>>\n            change x by (1)\n        end\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n            start sound [drum v]\n            set [y speed v] to [15]\n            set [x speed v] to [10]\n        end\n    end\nend\nif <(touching ground) = [1]> then\n    change y by (-15)\n    if <touching (platforms v)?> then\n        repeat until <not <touching (platforms v)?>>\n            change y by (1)\n        end\n    else\n        change y by (15)\n    end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n    set [y speed v] to [0]\n    if <<(y speed) > [0]> or <(y speed) = [0]>> then\n        repeat until <not <touching (platforms v)?>>\n            change y by (-1)\n        end\n    else\n        set [touching ground v] to [1]\n        repeat until <not <touching (platforms v)?>>\n            change y by (1)\n        end\n    end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n    switch costume to (hitbox v)\n    if <touching (sprite1 v)?> then\n        change [deaths v] by (1)\n        create clone of (_myself_ v)\n        Respawn [-200] [-130]\n        start sound [Hurt v]\n    end\n    if <(x position) > [230]> then\n        change [level v] by (1)\n        set [deaths v] to [0]\n        broadcast (Next Level v)\n        Respawn [-200] [-130]\n    end\n    change [y speed v] by (-2)\n    Change Y (y speed)\n    if <<<(yLengthWithinBounds) > ((slingMaxLength) / (2))> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(touching ground) = [1]>> then\n        set [y speed v] to [21]\n        start sound [Jump v]\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n        point in direction (90)\n        change [x speed v] by (2)\n    end\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> then\n        point in direction (-90)\n        change [x speed v] by (-2)\n    end\n    if <(x speed) > [8]> then\n        set [x speed v] to [8]\n    else\n        if <(x speed) < [-8]> then\n            set [x speed v] to [-8]\n        end\n    end\n    Change X (x speed)\n    if <(x speed) > [0]> then\n        change [x speed v] by (-1)\n    else\n        if <(x speed) < [0]> then\n            change [x speed v] by (1)\n        end\n    end\n    Animate <<(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> <<(xLengthWithinBounds) > ((slingMaxLength) / (2))> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n    set [animator v] to [0]\n    if <(switch costume to) = [6]> then\n        set [switch costume to v] to [2]\n    else\n        change [switch costume to v] by (1)\n    end\nend\nif <(touching ground) = [1]> then\n    if <<left arrow> or <right arrow>> then\n        start sound (pick random (4) to (9))\n        switch costume to (switch costume to)\n    else\n        switch costume to (steve1 v)\n    end\nelse\n    switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n    change [ghost v] effect by (5)\n    change x by (-2)\n    go to [front v] layer\n    turn left (2) degrees\n    change y by (YV)\n    change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n    play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n    stop [other scripts in sprite v]\n    stop all sounds\n    start sound [Goal Cheer v]\n    forever\n        play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n    go to x: (0) y: (-9)\n    set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n    go to [front v] layer\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n    show\n    repeat until <not <(level) = [10]>>\n        repeat (20)\n            change x by (-.5)\n        end\n        repeat (20)\n            change x by (.5)\n        end\n    end\n    hide\nelse\n    stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n    hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n    if <(deaths) > [4]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n    repeat (20)\n        change y by (.5)\n    end\n    repeat (20)\n        change y by (-.5)\n    end\nend\n\n@Analog Stick by AzureLightning\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n    set [xlengthwithinbounds v] to [0]\n    set [ylengthwithinbounds v] to [0]\n    if <mouse down?> then\n        if <(holding) = [0]> then\n            set [slingxorigin v] to (mouse x)\n            set [slingyorigin v] to (mouse y)\n            set [candraw v] to [1]\n        end\n        set [holding v] to [1]\n        if <(canDraw) = [1]> then\n            calculateLength\n        end\n    else\n        set [holding v] to [0]\n        set [candraw v] to [0]\n    end\n    set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n    if <(canDraw) = [1]> then\n        go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n        show\n    else\n        hide\n    end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n    erase all\n    go to x: (slingXOrigin) y: (slingYOrigin)\n    set pen color to (#424242)\n    pen down\n    go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n    go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n    set pen color to (#cacaca)\n    pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n    set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n    set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n    set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n    set [xlengthwithinbounds v] to (xLength)\n    set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n    if <(canDraw) = [1]> then\n        go to x: (slingXOrigin) y: (slingYOrigin)\n        show\n    else\n        hide\n    end\nend\n\ngo to [front v] layer\n\nforever\n\n