Platformer Only up! 登れ！[拡散希望]

Instructions: 　　　　　 【 Platforme Only up!登れ！】\n\n❙ 操作方法（ English below )\n1.バネに乗ってジャンプ！\n2.登るだけ！\n3.矢印キーで操作\n\n▶ぜひ面白いと思ったら⭐と❤を押してください！\n−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−\n❙ How to play\n1.Jump on the spring!\n2.Only up!\n3.Operated by arrow keys\n\n▶Please ☆ and ♡ to display a message of thanks.\n▶世界記録を目指せ！作者6413m\n▶もとにしたゲーム   ジェリージャンプ\n−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−\n▶クレジット表記\n1.BGM @Yuto1226 さん\n2.文字　フォント fontmeme.com/jfont/\n3.Jelly jump　@BuStudios さん\n−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−\n▶タグ表記\n#game　#game　#art　#傾向　#プラットフォーマー\n#おもしろ　#Only up

@Stage\n\nwhen I receive [screen v]\nset [prevrealmeters v] to [0]\nswitch backdrop to (pick random (1) to (2))\n\nwhen I receive [menu v]\nswitch backdrop to (menu1 v)\nstop all sounds\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n    play sound [ゲーム v] until done\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nforever\n    play sound (pick random (1) to (2)) until done\nend\n\nset [☁ highscore v] to [10]\n\nwait (pick random (10) to (12)) seconds\n\nwhen I receive [screen v]\nwait (5) seconds\nswitch backdrop to (sky2 v)\n\nforever\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nshow\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@キャラ\n\nwhen I receive [game v]\nstart sound [start v]\ngo to x: (0) y: (0)\nshow\nif  then\n    delete this clone\nend\nset [clone? v] to [true]\ncreate clone of (_myself_ v)\nset [clone? v] to [false]\nset [y v] to [30]\nset [realmeters v] to [-1]\nset [prevrealmeters v] to [0]\nset [playerx v] to [0]\nset [meters v] to [0]\ndelete all of [nnn v]\nadd [Ding] to [nnn v]\nadd [Ding] to [nnn v]\nadd [Ding] to [nnn v]\nclear graphic effects\nset size to (60) %\n\nwhen I receive [game v]\nforever\n    if <(clone?) = [false]> then\n        if <<(Y) < [-35]> or <(Meters) < [0]>> then\n            broadcast (Game Over v) and wait\n        end\n        Update\n    end\nend\n\ndefine Update\nif <(clone?) = [false]> then\n    go to [front v] layer\n    switch costume to (1 v)\n    point in direction ((xvel) + (90))\n    set [xvel v] to ((xvel) * (.8))\n    change [playerx v] by (xvel)\n    go to x: (playerX) y: ((Y) / (5))\n    change [y v] by (-1)\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n        change [xvel v] by (3)\n    end\n    if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n        change [xvel v] by (-3)\n    end\n    set size to (75) %\n    clear graphic effects\n    skin\n    if <(playerX) < [-210]> then\n        point in direction (90)\n        set x to (-210)\n        change [xvel v] by (2)\n        change [playerx v] by (2)\n        set [playerx v] to [-210]\n    end\n    if <(playerX) > [210]> then\n        point in direction (90)\n        set x to (210)\n        change [xvel v] by (-2)\n        change [playerx v] by (-2)\n        set [playerx v] to [210]\n    end\n    change [meters v] by (round ((Y) / (5)))\n    replace item (1) of [nnn v] with (round (x position))\n    replace item (2) of [nnn v] with (round (y position))\n    replace item (3) of [nnn v] with (round (direction))\n    if <(Y) > [0]> then\n        if <not <(prevRealMeters) = (realMeters)>> then\n            set [realmeters v] to (Meters)\n            set [prevrealmeters v] to ((Meters) + (100))\n        end\n    end\nend\n\nwhen I receive [regular jump v]\nstart sound (pick random (4) to (7))\nset [y v] to [27]\n\nwhen I receive [super jump v]\nstart sound [super_jump v]\nif <(clone?) = [false]> then\n    set [y v] to [70]\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nstart sound [death v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\n\ndefine costume (down)\n\nwhen I start as a clone\nif <(clone?) = [true]> then\n    set size to (75) %\n    switch costume to (stand3 v)\n    point in direction (item (3) of [nnn v])\n    forever\n        go [forward v] (60) layers\n        go to x: (item (1) of [nnn v]) y: (item (2) of [nnn v])\n        point in direction (item (3) of [nnn v])\n        if <(xvel) > [0]> then\n            switch costume to (stand3 v)\n        end\n        if <(xvel) < [0]> then\n            switch costume to (stand3 v)\n        end\n    end\nend\n\nwhen I receive [sort v]\n\ndefine skin\nif <(skin) = [1]> then\n    set [color v] effect to (50)\n    set [brightness v] effect to (0)\nelse\n    if <(skin) = [2]> then\n        set [color v] effect to (100)\n        set [brightness v] effect to (0)\n    else\n        if <(skin) = [3]> then\n            set [color v] effect to (30)\n            set [brightness v] effect to (0)\n        else\n            if <(skin) = [4]> then\n                set [color v] effect to (0)\n                set [brightness v] effect to (10)\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide variable [☁ highscore1 v]\n\ndefine costume (up) \n\n@クモ\n\nwhen I start as a clone\nset [parent v] to [false]\nchange [clones v] by (1)\nif <(middle) = [yes]> then\n    spawn clouds\nend\n\ndefine Setup\npoint in direction (90)\ngo [forward v] (4) layers\nswitch costume to (mountain v)\nset [ghost v] effect to (50)\nset [costume v] to [1]\nset [offsety v] to [0]\nset y to (0)\nset [parallaxx v] to [0]\nCreate Clone X: [0] Y: [0] Clone ID: [100]\n\ndefine spawn clouds\nset [middle v] to [no]\nset [parallaxx v] to [480]\ncreate clone of (_myself_ v)\nset [parallaxx v] to [-480]\ncreate clone of (_myself_ v)\nset [parallaxx v] to [0]\nset [middle v] to [yes]\n\ndefine Create Clone X: (x) Y: (y) Clone ID: (cid)\nhide\nset [parallaxx v] to (x)\nset [parallaxy v] to (y)\nset [clone v] to (cid)\ncreate clone of (_myself_ v)\n\ndefine Update\nset size to (400) %\ngo to x: (parallaxX) y: (y position)\nchange y by (((Y) * (-1)) / (clone))\nif <(y position) < [-180]> then\n    change [clones v] by (-1)\n    delete this clone\nend\nshow\nset size to (100) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [meters v] to [0]\n\nwhen I receive [game v]\nif <(parent) = [false]> then\n    change [clones v] by (-1)\n    delete this clone\nend\nSetup\nset [size v] to [100]\nset [movex v] to [yes]\nset [planetsonscreen v] to [0]\nset [waituntil v] to [0]\nif <(parent) = [true]> then\n    wait until <(Meters) > [-1]>\n    set [waituntil v] to [0]\n    forever\n        if <<(Meters) > (waitUntil)> and <(CLONES) < [130]>> then\n            set [waituntil v] to ((Meters) + (pick random (20) to (50)))\n            set [ghost v] effect to (pick random (20) to (80))\n            set [size v] to (pick random (20) to (50))\n            switch costume to (pick random (2) to (3))\n            set y to (180)\n            Create Clone X: (pick random (-240) to (240)) Y: [180] Clone ID: (pick random (1) to (3))\n        end\n    end\nend\n\nwhen flag clicked\nset [parent v] to [true]\nhide\nset [clones v] to [0]\n\nwhen I receive [parallaxupdate v]\nif <(parent) = [false]> then\n    Update\nend\n\nwhen I receive [game v]\nforever\n    broadcast (ParallaxUpdate v)\nend\n\nwhen I receive [sort v]\nif <(parent) = [true]> then\n    go [forward v] (10) layers\nend\n\nwhen I receive [del v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@バネ\n\ndefine Spawn Dem\nset y to (200)\nrepeat (3)\n    change y by (-100)\nend\n\nwhen I receive [game v]\nswitch costume to (normal v)\nrepeat (1)\n    delete this clone\nend\nset [waituntilspawn v] to [0]\nset [canspawnspecialplatforms v] to [True]\nset [specialplatformsonscreen v] to [0]\nset [prevcreatedplatforms v] to [0]\nset [maxspecialplatformsonscreen v] to [1]\nhide\nSpawn Dem\nset [platformscreated v] to [0]\nforever\n    if <(Meters) > (WaitUntilSpawn)> then\n        set [waituntilspawn v] to ((Meters) + (19))\n        Reset\n        set [platformy v] to [200]\n        change [platformscreated v] by (1)\n        create clone of (_myself_ v)\n        if <<(canSpawnSpecialPlatforms) = [False]> and <(platformsCreated) > (prevCreatedPlatforms)>> then\n            if <(Meters) > [6200]> then\n                change [prevcreatedplatforms v] by (1)\n            else\n                if <(Meters) > [5000]> then\n                    change [prevcreatedplatforms v] by (2)\n                else\n                    if <(Meters) > [2500]> then\n                        change [prevcreatedplatforms v] by (4)\n                    else\n                        if <(Meters) < [1500]> then\n                            change [prevcreatedplatforms v] by (7)\n                        end\n                    end\n                end\n            end\n            set [canspawnspecialplatforms v] to [True]\n        end\n    end\nend\n\nwhen I start as a clone\nGet Costume\nclear graphic effects\nset [platformsize v] to [100]\nset [platformx v] to (pick random (200) to (-200))\nset [random v] to (pick random (1) to (4))\nset [i v] to (pick random (-5000) to (50000))\nif <(random) < [2]> then\n    set [random v] to (pick random (1) to (3))\n    set [movingplatform v] to [yes]\n    forever\n        change [platformx v] by (((([sin v] of ((i) * (1)) ) * (10)) * <<(random) = [1]> and <(Meters) > [500]>>) + ((([sin v] of ((i) * (1)) ) * (-10)) * <<(random) = [2]> and <(Meters) > [600]>>))\n    end\nelse\n    set [movingplatform v] to [no]\nend\n\ndefine Update\nset [ghost v] effect to (0)\nif <(Y) < [0]> then\n    if <<[] < [50]> and <touching (キャラ v)?>> then\n        if <(costume [name v]) = [wood_platform_1]> then\n            broadcast (Regular Jump v)\n            start sound [crack v]\n            repeat (20)\n                change [platformy v] by (-20)\n                change [ghost v] effect by (10)\n                set x to (platformX)\n                set y to (platformY)\n                turn right (2) degrees\n                change size by (-5)\n            end\n            change [clones v] by (-1)\n            delete this clone\n        else\n            if < (costume [name v]) contains [normal]?> then\n                broadcast (Regular Jump v)\n            else\n                if < (costume [name v]) contains [bouncy_platform]?> then\n                    broadcast (Super Jump v)\n                else\n                    if < (costume [name v]) contains [lava_platform]?> then\n                        broadcast (Game Over v)\n                    end\n                end\n            end\n        end\n    end\nend\nPosition\nif <(costume [name v]) = [lava_platform_3]> then\n    turn right (2) degrees\nelse\n    point in direction (90)\nend\n\nwhen I start as a clone\nset [parent v] to [false]\nchange [clones v] by (1)\nif <(parent) = [false]> then\n    point in direction (90)\n    set [costume v] to (costume [name v])\n    forever\n        Update\n    end\nend\n\ndefine Position\nchange [i v] by (6)\nif <(platformY) < [-500]> then\n    change [clones v] by (-1)\n    delete this clone\nend\nif <(platformY) > [180]> then\n    set y to (170)\n    set size to (400) %\n    hide\n    set x to (platformX)\n    set y to (platformY)\nelse\n    show\n    set x to (platformX)\n    set y to (platformY)\n    switch costume to (costume)\nend\nset size to (100) %\nif <(platformY) < [-185]> then\n    set [ghost v] effect to (100)\nend\nchange [platformy v] by ((Y) * (-1))\nif <(platformX) > [200]> then\n    set [platformx v] to [200]\nend\nif <(platformX) < [-200]> then\n    set [platformx v] to [-200]\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n    if <(platformY) < [-180]> then\n        if <not < (costume [name v]) contains [normal]?>> then\n            change [specialplatformsonscreen v] by (-1)\n            \n        end\n    end\nend\n\ndefine Get Costume\nset [maxspecialplatformsonscreen v] to (((1) * <(Meters) < [3500]>) + (((2) * <<(Meters) > [3500]> and <not <(Meters) > [4500]>>>) + ((3) * <(Meters) > [4500]>)))\nswitch costume to (normal v)\nif <<(specialPlatformsOnScreen) < (maxSpecialPlatformsOnScreen)> and <(canSpawnSpecialPlatforms) = [True]>> then\n    set [random v] to (pick random (1) to (100))\n    set [canspawnspecialplatforms v] to [False]\n    if <<(random) < [20]> and <(Meters) > [300]>> then\n        switch costume to (bouncy_platform_1 v)\n        change [specialplatformsonscreen v] by (1)\n    else\n        if <<(random) < [60]> and <(Meters) > [350]>> then\n            set [random v] to (pick random (1) to (3))\n            if <(random) = [1]> then\n                switch costume to (lava_platform_1 v)\n                change [specialplatformsonscreen v] by (1)\n            else\n                if <(random) = [3]> then\n                    switch costume to (lava_platform_2 v)\n                    change [specialplatformsonscreen v] by (1)\n                else\n                    if <(Meters) > [2500]> then\n                        switch costume to (lava_platform_3 v)\n                        change [specialplatformsonscreen v] by (1)\n                    else\n                        switch costume to (lava_platform_1 v)\n                        change [specialplatformsonscreen v] by (1)\n                    end\n                end\n            end\n        else\n            if <<(random) < [90]> and <(Meters) > [500]>> then\n                switch costume to (wood_platform_1 v)\n                change [specialplatformsonscreen v] by (1)\n            else\n                switch costume to (normal v)\n            end\n        end\n    end\nelse\n    switch costume to (normal v)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [sort v]\ngo [forward v] (20) layers\n\ndefine Reset\nset size to (400) %\nset y to (200)\nset size to (100) %\nset x to (pick random (-180) to (180))\n\nset [meters v] to [3000]\n\nwhen I receive [del v]\ndelete this clone\n\n@エフェクト\n\nwhen I start as a clone\nchange [clones v] by (1)\nshow\ngo to x: ([x position v] of [キャラ v]) y: ([y position v] of [キャラ v])\nchange y by (40)\nclear graphic effects\nrepeat (20)\n    set size to (400) %\n    change y by (y change)\n    move (speed) steps\n    change [ghost v] effect by (5)\n    set [speed v] to ((speed) * (.9))\n    change [size v] by (-5)\n    set size to (size) %\nend\nchange [clones v] by (-1)\ndelete this clone\n\nwhen flag clicked\nset [parent v] to [true]\nhide\n\nwhen I receive [regular jump v]\nif <(parent) = [true]> then\n    particels [9] ((Y) * (-.75)) costume [1]\nend\n\ndefine particels (amount) (y) costume (costume)\nswitch costume to (costume)\npoint in direction (90)\nrepeat (amount)\n    turn right ((360) / (amount)) degrees\n    set [size v] to (pick random (100) to (150))\n    set [speed v] to (pick random (5) to (15))\n    set [y change v] to (y)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [game over v]\nif <(parent) = [true]> then\n    particels [20] [0] costume [2]\nend\n\nturn right ([sin v] of () ) degrees\n\n@設定\n\ndefine side highscore;\nset size to (50) %\nset [ghost v] effect to (80)\npoint in direction (90)\nerase all\nset pen size to (13)\nset pen color to (#ffffff)\nset pen (transparency v) to (50)\nstamp costume []\nLine from X [200] Y [-125] to X2 [200] Y2 [125]\nset pen size to (16)\nset pen color to (#7dbc3f)\nset pen (transparency v) to (0)\nif <(Meters) > (☁ Highscore1)> then\n    Line from X [200] Y [-125] to X2 [200] Y2 [125]\nelse\n    Line from X [200] Y [-125] to X2 [200] Y2 ((((Meters) / (☁ Highscore1)) * (250)) - (125))\nend\n\ndefine Text: (text) size: (size)\nset [i v] to [1]\nset [textlength v] to [0]\nif <not <(length of [numbers v]) = [10]>> then\n    delete all of [numbers v]\n    repeat (10)\n        add [] to [numbers v]\n    end\nend\nrepeat (10)\n    if <not <(letter (i) of (text)) = []>> then\n        replace item (i) of [numbers v] with (letter (i) of (text))\n        change [textlength v] by (1)\n        change [i v] by (1)\n    else\n        replace item (i) of [numbers v] with []\n        change [i v] by (1)\n    end\nend\n\nwhen I receive [game v]\nif <(parent) = [true]> then\n    delete all of [numbers v]\n    create clones [0] [0]\n    forever\n        Text: (realMeters) size: [100]\n        set [textx v] to [0]\n        set [texty v] to [140]\n        side highscore;\n        if <(Meters) > (☁ Highscore1)> then\n            set [sethighscore v] to [yes]\n        end\n    end\nend\n\nwhen I start as a clone\nset [parent v] to [false]\nshow\nif <not <(clone) = [yay]>> then\n    go to [front v] layer\n    forever\n        go to [front v] layer\n        set size to ((<(mode) = [menu]> * (40)) + (<(mode) = [game]> * (75))) %\n        switch costume to (item (clone) of [numbers v])\n        clear graphic effects\n        go to x: (((textX) + ((clone) * ((<(mode) = [menu]> * (15)) + (<(mode) = [game]> * (25))))) + ((textLength) * ((<(mode) = [menu]> * (-10)) + (<(mode) = [game]> * (-16))))) y: (textY)\n    end\nend\n\nwhen I receive [del v]\ndelete this clone\n\ndefine create clones (x) (y)\ngo to x: (-120) y: (130)\nset [clone v] to [0]\nrepeat (10)\n    change [clone v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I receive [game over v]\nif <(parent) = [true]> then\n    if <(setHighscore) = [yes]> then\n        set [☁ highscore1 v] to (realMeters)\n    end\n    hide\n    stop [other scripts in sprite v]\n    wait (2) seconds\n    set [sethighscore v] to [no]\n    broadcast (del v)\n    broadcast (screen v)\nend\n\nwhen I receive [game v]\nset [once v] to [0]\nhide\n\nwhen I receive [game v]\nif <(parent) = [false]> then\n    repeat (20)\n        change size by (10)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nset [parent v] to [true]\n\ndefine Line from X (x) Y (y) to X2 (x2) Y2 (y2)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nforever\n    erase all\nend\n\ndefine stamp costume (costume)\nshow\nswitch costume to (costume)\nstamp\nhide\n\nwhen I receive [del v]\nstop [other scripts in sprite v]\nerase all\n\nwhen I receive [menu v]\nif <(parent) = [true]> then\n    delete all of [numbers v]\n    create clones [0] [0]\n    forever\n        Text: (☁ Highscore1) size: [50]\n        set [textx v] to [0]\n        set [texty v] to [140]\n    end\nend\n\nwhen I receive [screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@ホーム\n\nwhen flag clicked\nset [sethighscore v] to [no]\nset [skin v] to [1]\nhide\nbroadcast (menu v)\n\nwhen I receive [menu v]\nset [m v] to [0]\nset [mode v] to [menu]\nhide\nset [id v] to [buton]\ncreate clone of (_myself_ v)\nset [id v] to [text]\ncreate clone of (_myself_ v)\nset [id v] to [S]\ncreate clone of (_myself_ v)\nset [id v] to [left]\ncreate clone of (_myself_ v)\nset [id v] to [right]\ncreate clone of (_myself_ v)\nset [id v] to [high]\ncreate clone of (_myself_ v)\nforever\n    change [m v] by (1)\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine blackscreen\nbroadcast (screen v)\n\ndefine x (x) y (y) size (size) ghost (ghost) dir (dir)\nshow\ngo to x: (x) y: (y)\nset size to (size) %\nset [ghost v] effect to (ghost)\npoint in direction (dir)\n\nwhen I start as a clone\nif <(id) = [buton]> then\n    x [0] y [-125] size [70] ghost [0] dir [90]\n    switch costume to (kostüm1 v)\n    forever\n        Sin\n        set y to ((([sin v] of (((timer) * (10)) * (12)) ) * (5)) + (-135))\n        if <touching (mouse-pointer v)?> then\n            change size by (((90) - (size)) / (5))\n            if <mouse down?> then\n                blackscreen\n                wait until <not <mouse down?>>\n            end\n        else\n            change size by (((80) - (size)) / (5))\n        end\n    end\nelse\n    if <(id) = [text]> then\n        x [0] y [85] size [70] ghost [0] dir [90]\n        switch costume to (text v)\n        forever\n            Sin\n            set y to ((([sin v] of (((timer) * (10)) * (12)) ) * (5)) + (50))\n            if <touching (mouse-pointer v)?> then\n                change size by (((90) - (size)) / (5))\n            else\n                change size by (((80) - (size)) / (5))\n            end\n        end\n    else\n        if <(id) = [S]> then\n            x [0] y [-35] size [70] ghost [0] dir [90]\n            switch costume to (コスチューム1 v)\n            forever\n                skin\n                Sin\n                set y to ((([sin v] of (((timer) * (10)) * (10)) ) * (10)) + (-60))\n                if <touching (mouse-pointer v)?> then\n                    change size by (((90) - (size)) / (5))\n                else\n                    change size by (((100) - (size)) / (5))\n                end\n            end\n        else\n        end\n    end\nend\n\ndefine Sin\npoint in direction ((([sin v] of (((timer) * (12)) * (15)) ) * (5)) + (90))\n\ndefine skin\nif <(skin) = [1]> then\n    set [color v] effect to (50)\n    set [brightness v] effect to (0)\nelse\n    if <(skin) = [2]> then\n        set [color v] effect to (100)\n        set [brightness v] effect to (0)\n    else\n        if <(skin) = [3]> then\n            set [color v] effect to (30)\n            set [brightness v] effect to (0)\n        else\n            if <(skin) = [4]> then\n                set [color v] effect to (0)\n                set [brightness v] effect to (10)\n            end\n        end\n    end\nend\n\ndefine skin change + or - (+-)\nif <(+-) = [+]> then\n    change [skin v] by (1)\n    if <(skin) = [5]> then\n        set [skin v] to [1]\n    end\nelse\n    change [skin v] by (-1)\n    if <(skin) = [0]> then\n        set [skin v] to [4]\n    end\nend\n\nwhen I receive [menu v]\nset [next1 v] to [0]\nforever\n    if <(m) > (next1)> then\n        set [next1 v] to ((m) + (20))\n        set [id v] to [cloud]\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I receive [menu v]\nset [next v] to [0]\nforever\n    if <(m) > (next)> then\n        set [next v] to ((m) + (10))\n        set [id v] to [pl]\n        create clone of (_myself_ v)\n    end\nend\n\n@後ろ\n\ndefine x (x) y (y) size (size) ghost (ghost) dir (dir)\nshow\ngo to x: (x) y: (y)\nset size to (size) %\nset [ghost v] effect to (ghost)\npoint in direction (dir)\n\nwhen I receive [screen v]\nx [0] y [0] size [100] ghost [0] dir [90]\nwait (0.05) seconds\nfast\nrepeat (10)\n    front d\nend\nhide\nbroadcast (sort v)\n\nwhen flag clicked\nhide\n\ndefine front d\nchange [ghost v] effect by (10)\ngo to [front v] layer\n\ndefine fast\nswitch costume to (kostüm2 v)\nif <(mode) = [game]> then\n    go to [front v] layer\n    broadcast (menu v)\n    go to [front v] layer\nend\nif <(mode) = [menu]> then\n    go to [front v] layer\n    broadcast (Game v)\n    set [mode v] to [game]\n    go to [front v] layer\nend\ngo to [front v] layer\n\n