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Platformer | @Stage\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n if <touching color (#ff00bf)?> then\n switch costume to (costume2 v)\n wait (5) seconds\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-127)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\nswitch backdrop to (untitled v)\nset [level v] to [0]\nset [deaths v] to [0]\nforever\n if <touching color (#ffff00)?> then\n next backdrop\n go to x: (-215) y: (-127)\n change [level v] by (1)\n end\nend\n\nwhen I receive [play v]\ngo to x: (-215) y: (-127)\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n next backdrop\n wait (0.1) seconds\n next backdrop\n wait (0.1) seconds\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n if <(Deaths) = [20]> then\n hide\n switch backdrop to (backdrop19 v)\n wait (1) seconds\n switch backdrop to (backdrop21 v)\n wait (1) seconds\n switch backdrop to (backdrop20 v)\n wait (1) seconds\n switch backdrop to (backdrop23 v)\n wait (1) seconds\n switch backdrop to (backdrop22 v)\n wait (1) seconds\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\ngo to x: (-285) y: (-157)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n go to x: (-215) y: (-127)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e0e026)?> then\n say [Faked!] for (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [raystar123]> then\n if <key (space v) pressed?> then\n wait (0.5) seconds\n next backdrop\n change [level v] by (1)\n end\n end\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n hide\n wait (5) seconds\n stop [all v]\n end\nend\n\nswitch backdrop to (backdrop30 v)\n\nwhen flag clicked\nforever\n if <touching color (#0aff0a)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n if <touching color (#ff00bf)?> then\n switch costume to (costume2 v)\n wait (5) seconds\n switch costume to (costume3 v)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n go to x: (-19) y: (-75)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v)\n end\nend\n\nwhen I receive [play v]\nhide\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to x: (40) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n repeat (10)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n repeat (10)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n go to x: (150) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to x: (250) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n repeat (10)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n | This is the Platformer\nUse the arrow keys to move\nPress 'r' to reset\nIn this game there are platforms that you need to overcome and reach your goal, but be warned there are dangers among you and water levels so use them to your advantage,\nThe gems you gain will give you 5 seconds of smallness so you can fit through tight spots.\n\n |
Platform | @Stage\n\nwhen flag clicked\nshow list [alphabet v]\nhide variable [☁ usernameoflowscore v]\nset volume to (75) %\nhide variable [time v]\nhide variable [deaths v]\nstart sound [Crypt of the Necrodancer OST - Crypteque \(1-2\).mp3 v]\nforever\n if <<key (m v) pressed?> and <(volume) = [0]>> then\n set volume to (75) %\n wait (0.5) seconds\n end\n if <key (m v) pressed?> then\n set volume to (0) %\n wait (0.5) seconds\n end\nend\n\nwhen I receive [switch v]\nnext backdrop\nwait (0.1) seconds\n\nwhen I receive [end v]\nset [score v] to ((Time) + ((Deaths) * (7)))\nif <(☁ LowestScore) > (Score)> then\n set [☁ lowestscore v] to (Score)\n block name [] (username)\n set [☁ usernameoflowscore v] to (ltn)\nend\nshow variable [deaths v]\nshow variable [time v]\nshow variable [score v]\nshow variable [☁ lowestscore v]\nshow variable [ntl v]\nntl (☁ usernameoflowscore)\n\ndefine block name (variable) (text)\nset [counter v] to [0]\nset [ltn v] to []\nrepeat (30)\n if <<[alphabet v] contains (letter (counter) of (text))?> and <(item # of (letter (counter) of (text)) in [alphabet v]) > [9]>> then\n set [ltn v] to (join (ltn) (item # of (letter (counter) of (text)) in [alphabet v]))\n end\n if <<[alphabet v] contains (letter (counter) of (text))?> and <(item # of (letter (counter) of (text)) in [alphabet v]) < [11]>> then\n set [ltn v] to (join (join (ltn) [0]) (item # of (letter (counter) of (text)) in [alphabet v]))\n end\n change [counter v] by (1)\nend\n\ndefine ntl (numbers/ variables)\nset [counter v] to [1]\nset [ntl v] to []\nrepeat (30)\n set [finder v] to (join (letter (counter) of (numbers/ variables)) (letter ((counter) + (1)) of (numbers/ variables)))\n set [ntl v] to (join (ntl) (item (finder) of [alphabet v]))\n change [counter v] by (2)\nend\n\n@Title\n\nwhen backdrop switches to [back1 v]\nhide\n\nwhen flag clicked\nhide variable [☁ lowestscore v]\nhide variable [ntl v]\nhide variable [score v]\nswitch backdrop to (back0 v)\nshow\npoint in direction (90)\nset [movement v] to [0]\nset size to (100) %\ngo to x: (-5) y: (800)\nrepeat (7)\n change y by (-16)\nend\nrepeat (5)\n change y by (2)\nend\nforever\n turn right ([cos v] of (Movement) ) degrees\n change [movement v] by (9.5)\nend\n\nset size to (100) %\n\n@Playbutton\n\nwhen flag clicked\ngo to x: (0) y: (-800)\nrepeat (9)\n change y by (20)\nend\ngo to x: (0) y: (-35)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (century gothic3 v)\n else\n switch costume to (century gothic v)\n end\nend\n\nwhen backdrop switches to [back1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (start v)\nswitch backdrop to (back1 v)\n\n@Sprite1\n\nwhen flag clicked\nset size to (80) %\nset [deaths v] to [-2]\nset [time v] to [0]\nswitch backdrop to (1 v)\nhide\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#666666)?> then\n change y by (-2)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#666666)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#666666)?>> then\n change y by (-1)\n if <not <touching color (#666666)?>> then\n change y by (-1)\n if <not <touching color (#666666)?>> then\n change y by (-1)\n if <not <touching color (#666666)?>> then\n change y by (-1)\n if <not <touching color (#666666)?>> then\n change y by (-1)\n if <not <touching color (#666666)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#666666)?> then\n change y by (-2)\n if <touching color (#666666)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching color (#ff9400)?> then\n set [yv v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff6102)?> then\n change [deaths v] by (1)\n go to x: (-197) y: (-72)\n if <(backdrop [name v]) = [back4]> then\n go to x: (-212) y: (60)\n end\n if <(backdrop [name v]) = [back8]> then\n go to x: (-200) y: (32)\n end\n if <<<(backdrop [name v]) = [back5]> or <(backdrop [name v]) = [back6]>> or <(backdrop [name v]) = [back7]>> then\n go to x: (-212) y: (100)\n end\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (2 v)\nshow\ngo to x: (-197) y: (-72)\nforever\n repeat until <(backdrop [name v]) = [final]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n broadcast (switch v)\n go to x: (-197) y: (-72)\n wait (0.1) seconds\n if <(backdrop [name v]) = [back4]> then\n go to x: (-212) y: (60)\n end\n if <(backdrop [name v]) = [back8]> then\n go to x: (-200) y: (32)\n end\n if <<<(backdrop [name v]) = [back5]> or <(backdrop [name v]) = [back6]>> or <(backdrop [name v]) = [back7]>> then\n go to x: (-212) y: (100)\n end\n end\nend\n\nshow\nset size to (500) %\n\nwhen backdrop switches to [final v]\nhide\nbroadcast (end v)\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\ngo to x: (189) y: (-48)\nhide\nforever\n glide (3) secs to x: (-50) y: (-60)\n glide (3) secs to x: (200) y: (-60)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [back2]> then\n show\n else\n hide\n end\nend\n\nshow\nset size to (300) %\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [back2]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (189) y: (41)\nhide\nforever\n glide (2) secs to x: (-15) y: (10)\n glide (2) secs to x: (189) y: (10)\nend\n\n@costume1\n\nwhen flag clicked\ngo to x: (55) y: (20)\npoint in direction (180)\nforever\n if <(backdrop [name v]) = [back6]> then\n show\n repeat (20)\n change y by (1.2)\n end\n repeat (20)\n change y by (-1.2)\n end\n else\n hide\n end\nend\n\n@costume2\n\nwhen flag clicked\ngo to x: (-95) y: (20)\npoint in direction (180)\nforever\n if <(backdrop [name v]) = [back6]> then\n show\n repeat (20)\n change y by (1.2)\n end\n repeat (20)\n change y by (-1.2)\n end\n else\n hide\n end\nend\n\n | Arrow Keys or WASD to move.\n\nComment your score =D\n\nThanks @purplemoondust for curating this! \n+ What the community is loving! Thanks!\n+ What the community is remixing! \n\n\n |
Light - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [deaths v] to [0]\nhide variable [deaths v]\nwait (1) seconds\nwait until <(Level) = [7]>\nswitch backdrop to (backdrop2 v)\nshow variable [deaths v]\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Assassin's Creed Rogue OST - Animus Black \(Track 02\).mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(Attack) = [0]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n wait (0.06) seconds\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n wait (0.06) seconds\n end\n end\n if <not <key (left arrow v) pressed?>> then\n switch costume to (costume1 v)\n end\n if <not <key (right arrow v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nInit\nshow\nforever\n if <(Pause?) = [0]> then\n set [speed x v] to ((0.7) * (speed x))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(change y) < [4]>> then\n change [change y v] by (-1)\n else\n change [change y v] by (-2)\n end\n if <(Wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (2)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [change y v] to [16]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n change [change y v] by (-1)\n change y by (change y)\n Touch Ground <(change y) > [0]>\n Set Costume\n if <[230] < (x position)> then\n change [level v] by (1)\n go to x: (-148) y: (-80)\n end\n end\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (entities v)?>>\n set [change y v] to [0]\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nchange [frame v] by (0.5)\nrepeat until <<(slope) = [8]> or <not <touching (entities v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(Wall jump) = [0]> then\n set [speed x v] to ((-4) * (speed))\n set [change y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\nend\n\ndefine Set Costume\nif <(falling?) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to ([floor v] of ((4) + ((Frame) mod (9))) )\n end\nelse\n if <(change y) > [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume11 v)\n end\nend\n\ndefine Init\nset [level v] to [1]\nset [wall jump v] to [0]\nset [slope v] to [0]\nset [jump key v] to [0]\nset rotation style [left-right v]\nhide\nset [falling? v] to [0]\nset [change y v] to [0]\ngo to x: (-230) y: (-143)\nset [pause? v] to [0]\ngo to [front v] layer\nhide\nset [xv v] to [0]\nset [intro started? v] to [0]\nset [new game? v] to [0]\nset [yv v] to [0]\n\nchange [level v] by (1)\n\nchange y by (-10)\n\nchange y by (10)\n\nwhen I receive [reset v]\nchange [deaths v] by (1)\ngo to x: (-212) y: (-120)\n\nchange x by (10)\n\nchange y by (10000000)\n\nset y to (0)\nchange y by (100)\n\nforever\n if <(Pause?) = [0]> then\n if <(Attack) = [0]> then\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (198) y: (-143)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\n end\nend\n\nwhen [i v] key pressed\nchange [level v] by (1)\n\nset [change y v] to [200]\n\nset [pause? v] to [0]\n\nset [pause? v] to [1]\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n broadcast (rESET v)\n end\n if <(y position) < [-178]> then\n broadcast (rESET v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (rESET v)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Level) = [7]>\nhide\n\n@Dust\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\nforever\n point in direction (pick random (-180) to (180))\n wait (pick random (0.8) to (5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\nforever\n move (0.3) steps\n if <(distance to [torch v]) > [20]> then\n set [brightness v] effect to (80)\n show\n end\n if <(distance to [torch v]) > [40]> then\n set [brightness v] effect to (60)\n show\n end\n if <(distance to [torch v]) > [50]> then\n show\n set [brightness v] effect to (30)\n end\n if <(distance to [torch v]) > [75]> then\n show\n set [brightness v] effect to (20)\n end\n if <(distance to [torch v]) > [80]> then\n show\n set [brightness v] effect to (5)\n end\n if <(distance to [torch v]) > [95]> then\n set [brightness v] effect to (5)\n show\n end\n if <(distance to [torch v]) > [100]> then\n set [brightness v] effect to (0)\n hide\n end\nend\n\nset [lag saver v] to [1]\n\nif <(Lag saver) = [0]> then\nend\n\nset [lag reducer v] to [25]\n\ndefine Create Clones Of Myself\nrepeat (Lag reducer)\n create clone of (_myself_ v)\nend\n\nset [lag reducer v] to [0]\n\nif <(distance to [player v]) > [20]> then\n set [brightness v] effect to (80)\n show\nend\nif <(distance to [player v]) > [50]> then\n show\n set [brightness v] effect to (30)\nend\nif <(distance to [player v]) > [75]> then\n set [brightness v] effect to (5)\n show\nend\nif <(distance to [player v]) > [100]> then\n set [brightness v] effect to (0)\n hide\nend\n\nset [lag saver v] to [0]\n\nrepeat until <(CloneID) = [5]>\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nif <not <(CloneID) = [5]>> then\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [cloneid v] to [0]\nCreate Clones Of Myself\n\n@Torch\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset [xy v] to (direction)\nset [leftright? v] to [90]\nforever\n if <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (5)) y: ([y position v] of [player v])\n point in direction (90)\n end\n if <([direction v] of [player v]) = [-90]> then\n go to x: (([x position v] of [player v]) - (9)) y: ([y position v] of [player v])\n point in direction (-90)\n end\nend\n\nif then\n point in direction (90)\nelse\nend\n\nwhen flag clicked\nforever\nend\n\nif then\nend\n\nif <<([abs v] of (round (XY)) ) = [91]> or <<([abs v] of (round (XY)) ) = [90]> or <([abs v] of (round (XY)) ) = [89]>>> then\n set [leftright? v] to [1]\nend\n\nif <(Leftright?) = [0]> then\n point in direction (XY)\nend\nif <key (k v) pressed?> then\n change [xy v] by (3)\n set [leftright? v] to [0]\nend\nif <key (l v) pressed?> then\n change [xy v] by (-3)\n set [leftright? v] to [0]\nend\nif <(Leftright?) = [1]> then\n set rotation style [left-right v]\nelse\n set rotation style [all around v]\nend\n\nwhen I receive [reset v]\n\n@Entities\n\ndefine Glow Effect\nif <(distance to [torch v]) > [30]> then\n set [ghost v] effect to (0)\nend\nif <(distance to [torch v]) > [45]> then\n set [ghost v] effect to (15)\nend\nif <(distance to [torch v]) > [50]> then\n set [ghost v] effect to (25)\nend\nif <(distance to [torch v]) > [60]> then\n set [ghost v] effect to (40)\nend\nif <(distance to [torch v]) > [70]> then\n set [ghost v] effect to (50)\nend\nif <(distance to [torch v]) > [80]> then\n set [ghost v] effect to (65)\nend\nif <(distance to [torch v]) > [90]> then\n set [ghost v] effect to (85)\nend\nif <(distance to [torch v]) > [100]> then\n set [ghost v] effect to (100)\nend\n\nwhen I start as a clone\nshow\nwait until <(Level) = [1]>\nrepeat until <(Level) = [2]>\n Glow Effect\nend\ndelete this clone\n\nif <(distance to [sprite1 v]) > [30]> then\n set [brightness v] effect to (80)\nend\nif <(distance to [sprite1 v]) > [60]> then\n set [brightness v] effect to (60)\nend\nif <(distance to [sprite1 v]) > [80]> then\n set [brightness v] effect to (40)\nend\nif <(distance to [sprite1 v]) > [90]> then\n set [brightness v] effect to (20)\nend\nif <(distance to [sprite1 v]) > [100]> then\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\ngo to x: (-240) y: (-170)\nwait until <(Level) = [2]>\nCreate Vertical Line (4)\nCreate Horizontal Line (4)\nchange x by (90)\nCreate Horizontal Line (4)\ngo to x: (97) y: (-166)\nCreate Vertical Line (5)\nstop [this script v]\n\ndefine None\nrepeat (length)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\n change y by (10)\nend\n\nwhen I start as a clone\nwait (0.1) seconds\n\nwhen flag clicked\ngo to x: (-240) y: (-170)\nwait (1) seconds\nwait until <(Level) = [4]>\nwait (-1) seconds\ngo to x: (-240) y: (-170)\nCreate Vertical Line (4)\nchange x by (80)\nCreate Horizontal Line (2)\nchange y by (-30)\nCreate Vertical Line (1)\nchange x by (90)\nCreate Vertical Line (1)\n\nwhen I start as a clone\nwait until <(Level) = [4]>\nwait until <(Level) = [5]>\ndelete this clone\n\nwhen I start as a clone\nforever\n Glow Effect\nend\n\nwhen flag clicked\ngo to x: (-240) y: (-170)\nwait (1) seconds\nwait until <(Level) = [5]>\nwait (-1) seconds\ngo to x: (-210) y: (-170)\nCreate Vertical Line (2)\nchange x by (90)\nCreate Horizontal Line (1)\nchange x by (90)\nCreate Horizontal Line (7)\nchange x by (90)\nCreate Horizontal Line (3)\n\nwhen I start as a clone\nwait until <(Level) = [2]>\nrepeat until <(Level) = [3]>\n Glow Effect\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen I start as a clone\nwait until <(Level) = [4]>\nwait until <(Level) = [5]>\ndelete this clone\n\nwait until <(Level) = [5]>\nset x to (0)\nset y to (-180)\nCreate Horizontal Line (15)\nset x to (-200)\nset y to (-59)\nCreate Horizontal Line (1)\n\nchange x by (90)\nCreate Horizontal Line (7)\nchange x by (90)\n\nwhen [space v] key pressed\n\nwhen flag clicked\nset x to (-240)\nset y to (-175)\nhide\nset [cloneid v] to [0]\nCreate Vertical Line (20)\nset y to (0)\nset x to (-240)\nCreate Vertical Line (20)\n\ndefine None\nrepeat (lenght)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\n change x by (30)\nend\n\nwhen I start as a clone\nwait until <(Level) = [5]>\nwait until <(Level) = [6]>\ndelete this clone\n\nwhen I start as a clone\nwait until <(Level) = [3]>\nwait until <(Level) = [4]>\ndelete this clone\n\nwhen flag clicked\ngo to x: (-240) y: (-170)\nwait (1) seconds\nwait until <(Level) = [3]>\nwait (-1) seconds\ngo to x: (-220) y: (-170)\nCreate Vertical Line (4)\nchange x by (90)\nCreate Horizontal Line (3)\nchange x by (80)\nCreate Horizontal Line (3)\nchange x by (90)\nCreate Horizontal Line (1)\n\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (-240) y: (-170)\nwait (1) seconds\nwait until <(Level) = [6]>\nwait (-1) seconds\ngo to x: (-210) y: (-170)\nCreate Vertical Line (18)\nchange x by (90)\nCreate Horizontal Line (20)\ngo to x: (50) y: (-80)\nCreate Vertical Line (4)\ngo to x: (58) y: (20)\nCreate Vertical Line (3)\ngo to x: (62) y: (100)\nCreate Vertical Line (2)\n\n@Sprite1\n\nwhen flag clicked\nset [fpsstack v] to [0]\nforever\n wait (1) seconds\n set [fps v] to (fpsstack)\n set [fpsstack v] to [0]\nend\n\nwhen flag clicked\nforever\n change [fpsstack v] by (1)\nend\n\n | Use the WASD keys to move. You need to use your torch to see what's ahead. If you get stuck press R to reset. If your game is lagging click See Inside and go to the dust sprite and read the comments to know how to reduce the lag. And don't worry, the first and the last levels lag due to block increase.\n\nPress R if you are stuck.\n |
Horse Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (tree v)\n\nwhen backdrop switches to [backdrop4 v]\nbroadcast (message 2 v)\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (tree 2 v)\n\nwhen backdrop switches to [backdrop4 v]\nbroadcast (tree 3 v) and wait\n\n@horse\n\nwhen I receive [platform v]\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-90)\nswitch costume to (costume1 v)\ngo to x: (-178) y: (60)\nforever\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (-1)\n set [direction v] to [-5]\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (1)\n set [direction v] to [5]\n end\n set [xvel v] to ((XVel) * (0.9))\n change x by (XVel)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((XVel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(XVel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [yvel v] to [0]\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (YVel)\n if <touching color (#000000)?> then\n change y by ((YVel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\n if <<(x position) = [205]> or <(x position) > [205]>> then\n broadcast (message1 v)\n go to x: (-178) y: (60)\n end\n if <touching color (#003fff)?> then\n go to x: (-178) y: (60)\n end\nend\n\nwhen [left arrow v] key pressed\nrepeat until <<(costume [number v]) = [1]> and <not <key (left arrow v) pressed?>>>\n wait (0.1) seconds\n next costume\nend\n\nwhen [right arrow v] key pressed\nrepeat until <<(costume [number v]) = [1]> and <not <key (right arrow v) pressed?>>>\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (-178) y: (-126)\nshow\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n go to x: (-178) y: (-126)\n end\nend\n\ngo to x: (-178) y: (-126)\n\nforever\n if <key (right arrow v) pressed?> then\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <<key (up arrow v) pressed?> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n play sound [Horse Gallop Sound EffectYouTube v] until done\nend\n\nhide\n\nhide\n\n@apple\n\nwhen flag clicked\nset [apples v] to [0]\nset [pixelate v] effect to (25)\nshow\nforever\n if <touching (horse v)?> then\n start sound [chomp v]\n hide\n change [apples v] by (1)\n end\nend\n\nwhen I receive [message1 v]\nshow\n\n@Tree\n\nwhen flag clicked\ngo to x: (10) y: (-68)\nhide\n\nwhen I receive [message 2 v]\nhide\n\nwhen I receive [tree v]\nshow\n\nwhen I receive [tree 2 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-61) y: (-71)\n\nwhen I receive [tree 3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (10) y: (-68)\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@water\n\nwhen flag clicked\nswitch costume to (water v)\ngo to x: (29) y: (-252)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (water v)\ngo to x: (29) y: (-252)\nhide\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (water2 v)\ngo to x: (107) y: (-252)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Tree2\n\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@horse2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow variable [apples v]\n\nhide variable [apples v]\n\nshow\n\ngo to [front v] layer\n\n@Gingerbread House\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Gingerbread House2\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\ngo to [front v] layer\n\n | Note:\nI know horses typically like water, but they also don't climb trees. :) Also, this game is very old, so there will most likely not be any more levels, as I'm not active on Scratch anymore.\nInstructions:\nUse your arrow keys to move left, right or up. Move forward and up to wall jump. Do not touch the water (horses definitely hate water). Collect the apple and touch the right wall to go to the next level.\nCollect as many apples as you can (the levels just repeat)!\nHave fun <3 |
100 Lvl Platformer [Hard] | @Stage\n\n@Your\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [deaths v] to [0]\nhide variable [deaths v]\nset [level v] to [1]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-220) y: (-172)\npoint in direction (90)\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n if <touching color (#00cc44)?> then\n go to (portal v)\n end\n end\n if <touching color (#00ff55)?> then\n go to x: (216) y: (-160)\n end\nend\n\nwhen flag clicked\nset [your time v] to [0]\nforever\n change [your time v] by (1)\n wait (1) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (216) y: (-160)\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\n | ---------------------------------------------------------------------\nMAKE SURE TO PLAY IN PLAYER MODE TO GET THE HIGH SCORE (DO NOT PRESS "See Inside" IT WILL NOT COUNT YOUR HIGHSCORE IF YOU FINISH! ---------- GET TO LEVEL 100 TO SET HIGHSCORE!\n!!!Try to get the lowest TIme!!!\n---------------------------------------------------------------------\nIf you find any glitches or problems please comment down below to notify me!\n---------------------------------------------------------------------\n[Hard Levels]\n---------------------------------------------------------------------\nTry and defeat the 100 Levels and get the least amount of points as possible to get the HighScore!\n---------------------------------------------------------------------\nUse the Arrow Keys to Move\nYou can Wall Jump\nRed = Death\nBlue = Bouncy\nLight Blue = Water (Float/Climb)\nYellow = Next Level\nPress R to restart the Level\nGreen = Teleport to end |
SCRATCH WARS - A Star wars platformer | @Stage\n\nwhen [a v] key pressed\nif <(Intro) = [0]> then\n set [pause v] to [1]\n stop all sounds\n set [intro v] to [1]\n switch backdrop to (menu3 v)\n broadcast (INTRO_2 v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [pause v] to [1]\nset volume to (80) %\nforever\n if <(Intro) = [0]> then\n play sound [Star Wars-The Imperial March \( Darth Vader Theme Song \) 8-bit.mp3 v] until done\n end\n if <(Intro) = [3]> then\n play sound [Star Wars-The Imperial March \( Darth Vader Theme Song \) 8-bit.mp3 v] until done\n end\nend\n\nwhen I receive [z_sound_1 v]\nplay sound [ltsaberhit01 v] until done\n\nwhen I receive [z_sound_2 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_1 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [death_2 v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [destroyed v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [jump v]\nplay sound [270323__littlerobotsoundfactory__jump-03 v] until done\n\nwhen I receive [door_destroyed v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [fall_sound v]\nplay sound [270343__littlerobotsoundfactory__shoot-01 v] until done\n\nwhen I receive [death_1 v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [death_1 v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [scontro v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [vader_hit v]\nplay sound [ltsaberbodyhit01 v] until done\n\nrepeat until <(Intro) = [1]>\n if <(Intro) = [0]> then\n set [tempo v] to ((tempo) + (1))\n if <(tempo) = [600]> then\n switch backdrop to (menu2 v)\n end\n if <(tempo) = [1200]> then\n switch backdrop to (backdrop1 v)\n set [tempo v] to [0]\n end\n end\n if <(Intro) = [1]> then\n switch backdrop to (menu3 v)\n end\n if <(Intro) = [3]> then\n end\nend\n\nwhen I receive [fire_2 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_5 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_4 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_3 v]\nplay sound [pistol-1 v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\ndefine None\nset [dx v] to [0]\nrepeat until <(DX) = ([abs v] of (vx) )>\n set [dx v] to ((DX) + (1))\n change x by (-1)\n if <touching (sprite2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\nend\n\ndefine Jump_calc\nif <(GROUNDED) > [0]> then\n if <(GROUNDED) = (Jump_Delay)> then\n broadcast (JUMP v)\n end\n set [vy v] to (Jump_Strenght)\n set [grounded v] to ((GROUNDED) - (1))\nend\n\nwhen I receive [restart v]\nset [progressi v] to [0]\nset [gravity v] to [-4]\nset [jump_strenght v] to [15]\nset [jump_delay v] to [8]\nset [acc_x v] to [1]\nset [dec_x v] to [2]\nset [vx_max v] to [8]\nset [vx v] to [0]\nset [vy v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [add_v_max v] to [2]\nset [on_a_moving_plat v] to [0]\ngo to [front v] layer\ngo [backward v] (12) layers\nset [grounded v] to [0]\nwait (0.1) seconds\ngo to x: (-196) y: (-146)\npoint in direction (90)\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [2]> then\n go to x: (-196) y: (-146)\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n go to x: (-221) y: (75)\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n go to x: (-216) y: (76)\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n go to x: (-219) y: (-155)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n go to x: (-215) y: (94)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n go to x: (-219) y: (62)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n go to x: (-213) y: (93)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (-179) y: (-142)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n go to x: (-218) y: (-142)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n go to x: (-217) y: (75)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-217) y: (-142)\nend\nif <(PROGRESSI) = [22]> then\n go to x: (-161) y: (-142)\nend\n\ndefine None\nif <(vy) = [0]> then\nend\nif <(vy) < [0]> then\n set [dy v] to [0]\n repeat until <(DY) = ([abs v] of (vy) )>\n set [dy v] to ((DY) + (1))\n change y by (-1)\n if <touching (sprite2 v)?> then\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <not <touching (plaat_01 v)?>> then\n set [on_a_moving_plat v] to [0]\n end\n if <touching (plaat_01 v)?> then\n set [on_a_moving_plat v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to (VY_addizionale)\n end\n if <touching (falling_plaat v)?> then\n set [on_a_falling_plat v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [on_a_falling_plat2 v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [on_a_falling_plat3 v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n end\n change y by (ADD_VY)\nend\nif <(vy) > [0]> then\n set [dy v] to [0]\n repeat until <(DY) = ([abs v] of (vy) )>\n set [dy v] to ((DY) + (1))\n change y by (1)\n if <touching (sprite2 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-10)\n set [vy v] to [-10]\n end\n if <(y position) > [160]> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n end\nend\n\ndefine None\nset [dx v] to [0]\nrepeat until <(DX) = ([abs v] of (vx) )>\n set [dx v] to ((DX) + (1))\n change x by (1)\n if <touching (sprite2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\nend\n\ndefine Check_moving_plat\nif <(VY_addizionale) < [0]> then\n if <(Delta_Y) > [-17]> then\n go to x: (x position) y: (([y position v] of [plaat_01 v]) + (17))\n end\nend\nif <(VY_addizionale) > [0]> then\n if <(Delta_Y) > [-25]> then\n go to x: (x position) y: (([y position v] of [plaat_01 v]) + (25))\n end\nend\n\nwhen I receive [end_game v]\nrepeat until <(y position) = [-142]>\n change [vy v] by (Gravity)\n Collisioni_giù (Vy)\nend\npoint towards (vader_01 v)\n\nwhen I receive [level_change v]\nset [pause v] to [0]\nset [grounded v] to [0]\nif <(PROGRESSI) = [2]> then\n go to x: (-221) y: (75)\nend\nif <(PROGRESSI) = [4]> then\n go to x: (-221) y: (75)\nend\nif <(PROGRESSI) = [4]> then\n go to x: (-216) y: (76)\nend\nif <(PROGRESSI) = [6]> then\n go to x: (-219) y: (-155)\nend\nif <(PROGRESSI) = [8]> then\n go to x: (-215) y: (94)\nend\nif <(PROGRESSI) = [10]> then\n go to x: (-219) y: (62)\nend\nif <(PROGRESSI) = [12]> then\n go to x: (-213) y: (93)\nend\nif <(PROGRESSI) = [14]> then\n go to x: (-179) y: (-142)\nend\nif <(PROGRESSI) = [16]> then\n go to x: (-218) y: (-142)\nend\nif <(PROGRESSI) = [18]> then\n go to x: (-217) y: (75)\nend\nif <(PROGRESSI) = [20]> then\n go to x: (-217) y: (-142)\nend\nif <(PROGRESSI) = [22]> then\n go to x: (-161) y: (-142)\nend\nshow\n\ndefine Calc_V_max_SX\nif <(GROUNDED) = (Jump_Delay)> then\n if <(Vx) < ((Vx_MAX) * (-1))> then\n set [vx v] to ((Vx_MAX) * (-1))\n end\nelse\n if <(Vx) < (((Vx_MAX) * (-1)) + ((ADD_V_MAX) * (-1)))> then\n set [vx v] to (((Vx_MAX) * (-1)) + ((ADD_V_MAX) * (-1)))\n end\nend\n\nwhen I receive [death_1 v]\nset [vx v] to [0]\nset [vy v] to [0]\n\ndefine Calc_V_max_DX\nif <(GROUNDED) = (Jump_Delay)> then\n if <(Vx) > (Vx_MAX)> then\n set [vx v] to (Vx_MAX)\n end\nelse\n if <(Vx) > ((Vx_MAX) + (ADD_V_MAX))> then\n set [vx v] to ((Vx_MAX) + (ADD_V_MAX))\n end\nend\n\nwhen flag clicked\nset [progressi v] to [0]\nset [gravity v] to [-4]\nset [jump_strenght v] to [15]\nset [jump_delay v] to [8]\nset [acc_x v] to [1]\nset [dec_x v] to [1]\nset [vx_max v] to [8]\nset [vx v] to [0]\nset [vy v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [add_v_max v] to [2]\nset [on_a_moving_plat v] to [0]\n\nwhen I receive [very end v]\nhide\n\nwhen [space v] key pressed\ngo to (mouse-pointer v)\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\ngo [backward v] (12) layers\nset [grounded v] to [0]\nbroadcast (RESTART v)\nwait (0.1) seconds\ngo to x: (-196) y: (-146)\npoint in direction (90)\nforever\n if <(PAUSE) = [0]> then\n if <<key (z v) pressed?> or <key (up arrow v) pressed?>> then\n Jump_calc\n set [add_vy v] to [0]\n end\n change [vy v] by (Gravity)\n Collisioni_giù (Vy)\n if <key (right arrow v) pressed?> then\n change [vx v] by (Acc_X)\n Calc_V_max_DX\n if <(Vx) > [0]> then\n Collisioni_DX (Vx)\n else\n Collisioni_SX (Vx)\n end\n end\n if <key (left arrow v) pressed?> then\n change [vx v] by ((Acc_X) * (-1))\n Calc_V_max_SX\n if <(Vx) < [0]> then\n Collisioni_SX (Vx)\n else\n Collisioni_DX (Vx)\n end\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <(Vx) < [0]> then\n change [vx v] by (Dec_X)\n if <(Vx) > [0]> then\n set [vx v] to [0]\n end\n Collisioni_SX (Vx)\n end\n if <(Vx) > [0]> then\n change [vx v] by ((Dec_X) * (-1))\n if <(Vx) < [0]> then\n set [vx v] to [0]\n end\n Collisioni_DX (Vx)\n end\n end\n if <<not <key (z v) pressed?>> and <not <key (up arrow v) pressed?>>> then\n if <<(GROUNDED) > [0]> and <(GROUNDED) < (Jump_Delay)>> then\n set [grounded v] to [0]\n end\n end\n if <(Vy) < [0]> then\n set [grounded v] to [0]\n end\n if <(On_a_Moving_plat) = [1]> then\n if <not <(Vy) > [0]>> then\n Check_moving_plat\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Cube_01\n\nwhen I receive [restart v]\ngo to x: (-196) y: (-146)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [fire_premuto v] to [0]\nset [spada_counter v] to [0]\nset [delay_spada v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [clones counter v] to [0]\nset [clones_count_max v] to [2]\nset [sprite_n v] to [1]\n\ndefine Change_Level\nhide\nset [sprite_n v] to [1]\nswitch costume to (cube_01 v)\npoint in direction (90)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [progressi v] to ((PROGRESSI) + (1))\nset [fire_premuto v] to [0]\nbroadcast (LEVEL_CHANGE v)\n\nwhen I receive [death_1 v]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nDeath_1\n\nwhen I receive [death_2 v]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nDeath_2\n\ndefine Death_2\nset [sprite_n v] to [11]\nswitch costume to (jedi_10 v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nwait (0.3) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nDeath_by_fall\n\ndefine Death_1\nset [sprite_n v] to [10]\nswitch costume to (jedi_09 v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nwait (0.3) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nDeath_by_fall\n\ndefine Movimento_spada\nif <(Spada_counter) = (Delay_spada)> then\n change [sprite_n v] by (1)\n switch costume to (Sprite_N)\n set [spada_counter v] to [0]\nend\nchange [spada_counter v] by (1)\n\nwhen I receive [go v]\nshow\ngo to x: (-196) y: (-146)\nswitch costume to (jedi_14 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [fire_premuto v] to [0]\nset [spada_counter v] to [0]\nset [delay_spada v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [clones counter v] to [0]\nset [clones_count_max v] to [2]\nset [sprite_n v] to [1]\nSword\nforever\n if <(Intro) > [2]> then\n go to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n end\n if <(PAUSE) = [0]> then\n if <(Sprite_N) = [9]> then\n switch costume to (cube_2 v)\n set [sprite_n v] to [2]\n end\n if <not <key (a v) pressed?>> then\n set [fire_premuto v] to [0]\n end\n if <(Sprite_N) > [2]> then\n Movimento_spada\n end\n if <(Ghost_Effect) = [1]> then\n if <(Clones Counter) = [0]> then\n set [clones counter v] to [1]\n end\n if <(Clones Counter) > [0]> then\n set [clones counter v] to ((Clones Counter) + (1))\n if <(Clones Counter) = (Clones_count_MAX)> then\n create clone of (_myself_ v)\n set [clones counter v] to [0]\n end\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <<(Sprite_N) < [3]> and <not <key (a v) pressed?>>> then\n if <key (right arrow v) pressed?> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to (cube_2 v)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to (cube_2 v)\n end\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [1]\n switch costume to (cube_01 v)\n end\n end\n if <(GROUNDED) < (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to (cube_2 v)\n end\n else\n if <<<(Sprite_N) < [3]> and <key (a v) pressed?>> and <(Fire_premuto) = [0]>> then\n set [sprite_n v] to [3]\n switch costume to (Sprite_N)\n set [fire_premuto v] to [1]\n broadcast (Z_SOUND_1 v)\n end\n end\n verifica_bordo\n end\nend\n\ndefine Sword\ngo to x: (-196) y: (-146)\nwait (1) seconds\nstart sound [ltsaberon01 v]\nswitch costume to (jedi_13 v)\nwait (0.1) seconds\nswitch costume to (jedi_12 v)\nwait (0.1) seconds\nswitch costume to (jedi_11 v)\nwait (0.1) seconds\nswitch costume to (cube_01 v)\nwait (1) seconds\nset [intro v] to [3]\nset [pause v] to [0]\n\ndefine verifica_bordo\nif <(PAUSE) = [0]> then\n if <(y position) < [-180]> then\n broadcast (FALL_SOUND v)\n Death_by_fall\n end\n if <(x position) > [238]> then\n hide\n set [pause v] to [1]\n go to x: (0) y: (0)\n Change_Level\n end\nend\n\nwhen I receive [end_game v]\npoint towards (vader_01 v)\nswitch costume to (cube_01 v)\nwait (4) seconds\nsay [What?] for (2) seconds\nwait (13) seconds\nsay [Someone told me that you killed him!] for (2) seconds\nwait (10) seconds\nsay [No! That's not true! That's impossible!] for (3) seconds\nbroadcast (VERY END v)\n\nwhen I receive [level_change v]\nset [fire_premuto v] to [0]\nset [pause v] to [0]\nshow\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (7) layers\nset [ghost v] effect to (70)\nrepeat (10)\n change [ghost v] effect by (3)\n change y by (ADD_VY)\nend\ndelete this clone\n\nwhen I receive [very end v]\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <<(PAUSE) = [0]> and <(Ghost_Effect) = [3]>> then\n set [ghost_effect v] to [0]\n end\n if <<(PAUSE) = [0]> and <(Ghost_Effect) = [1]>> then\n set [ghost_effect v] to [2]\n end\n else\n if <(Ghost_Effect) = [0]> then\n set [ghost_effect v] to [1]\n end\n if <(Ghost_Effect) = [2]> then\n set [ghost_effect v] to [3]\n end\n end\nend\n\nwhen flag clicked\nset [ghost_effect v] to [1]\nhide\ngo to x: (-196) y: (-146)\n\ndefine Death_by_fall\nhide\nif <(Sprite_N) = [10]> then\n set [sprite_n v] to [1]\n switch costume to (cube_01 v)\n point in direction (90)\n set [vx v] to [0]\n set [vy v] to [0]\n set [pause v] to [1]\n broadcast (DEATH_FALL v)\n wait (0.3) seconds\n show\n set [pause v] to [0]\nelse\n set [sprite_n v] to [1]\n switch costume to (cube_01 v)\n point in direction (90)\n set [vx v] to [0]\n set [vy v] to [0]\n set [pause v] to [1]\n broadcast (DEATH_FALL v)\n wait (0.3) seconds\n go to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n show\n wait (0.2) seconds\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n set [pause v] to [0]\nend\n\nwhen [space v] key pressed\ngo to (mouse-pointer v)\n\n@Sprite2\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\nforever\n if <(PROGRESSI) = [0]> then\n switch costume to (costume1 v)\n end\n if <(PROGRESSI) = [1]> then\n switch costume to (costume2 v)\n end\n if <(PROGRESSI) = [2]> then\n switch costume to (stage3 v)\n end\n if <(PROGRESSI) = [3]> then\n switch costume to (stage2 v)\n end\n if <(PROGRESSI) = [4]> then\n switch costume to (stage4 v)\n end\n if <(PROGRESSI) = [5]> then\n switch costume to (stage5 v)\n end\n if <(PROGRESSI) = [6]> then\n switch costume to (stage6 v)\n end\n if <(PROGRESSI) = [7]> then\n switch costume to (stage7 v)\n end\n if <(PROGRESSI) = [8]> then\n switch costume to (stage8 v)\n end\n if <(PROGRESSI) = [9]> then\n switch costume to (stage9 v)\n end\n if <(PROGRESSI) = [10]> then\n switch costume to (stage10 v)\n end\n if <(PROGRESSI) = [11]> then\n switch costume to (stage11 v)\n end\n if <(PROGRESSI) = [12]> then\n switch costume to (stage12 v)\n end\n if <(PROGRESSI) = [13]> then\n switch costume to (stage13 v)\n end\n if <(PROGRESSI) = [14]> then\n switch costume to (stage14 v)\n end\n if <(PROGRESSI) = [15]> then\n switch costume to (stage15 v)\n end\n if <(PROGRESSI) = [16]> then\n switch costume to (stage16 v)\n end\n if <(PROGRESSI) = [17]> then\n switch costume to (stage17 v)\n end\n if <(PROGRESSI) = [18]> then\n switch costume to (stage18 v)\n end\n if <(PROGRESSI) = [19]> then\n switch costume to (stage19 v)\n end\n if <(PROGRESSI) = [20]> then\n switch costume to (stage20 v)\n end\n if <(PROGRESSI) = [21]> then\n switch costume to (stage21 v)\n end\n if <(PROGRESSI) = [22]> then\n switch costume to (stage22 v)\n end\nend\n\nwhen I receive [very end v]\nhide\n\n@stage1_2\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n if <(PROGRESSI) = [0]> then\n switch costume to (stage1_2 v)\n end\n if <(PROGRESSI) = [1]> then\n switch costume to (stage1_2 v)\n end\n if <(PROGRESSI) = [2]> then\n switch costume to (stage2_2 v)\n end\n if <(PROGRESSI) = [3]> then\n switch costume to (stage2_2 v)\n end\n if <(PROGRESSI) = [4]> then\n switch costume to (stage3_2 v)\n end\n if <(PROGRESSI) = [5]> then\n switch costume to (stage3_2 v)\n end\n if <(PROGRESSI) = [6]> then\n switch costume to (stage4_2 v)\n end\n if <(PROGRESSI) = [7]> then\n switch costume to (stage4_2 v)\n end\n if <(PROGRESSI) = [8]> then\n switch costume to (stage5_2 v)\n end\n if <(PROGRESSI) = [9]> then\n switch costume to (stage5_2 v)\n end\n if <(PROGRESSI) = [10]> then\n switch costume to (stage6_2 v)\n end\n if <(PROGRESSI) = [11]> then\n switch costume to (stage6_2 v)\n end\n if <(PROGRESSI) = [12]> then\n switch costume to (stage7_2 v)\n end\n if <(PROGRESSI) = [13]> then\n switch costume to (stage7_2 v)\n end\n if <(PROGRESSI) = [14]> then\n switch costume to (stage8_2 v)\n end\n if <(PROGRESSI) = [15]> then\n switch costume to (stage8_2 v)\n end\n if <(PROGRESSI) = [16]> then\n switch costume to (stage9_2 v)\n end\n if <(PROGRESSI) = [17]> then\n switch costume to (stage9_2 v)\n end\n if <(PROGRESSI) = [18]> then\n switch costume to (stage10_2 v)\n end\n if <(PROGRESSI) = [19]> then\n switch costume to (stage10_2 v)\n end\n if <(PROGRESSI) = [20]> then\n switch costume to (stage11_2 v)\n end\n if <(PROGRESSI) = [21]> then\n switch costume to (stage11_2 v)\n end\n if <(PROGRESSI) = [22]> then\n switch costume to (stage12_2 v)\n end\nend\n\nwhen I receive [very end v]\nhide\n\n@Door_01\n\ndefine Destroyed\nbroadcast (DOOR_DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [progressi v] to ((PROGRESSI) + (1))\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [restart v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (151) y: (106)\nswitch costume to (door_01 v)\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nif <(PROGRESSI) = [1]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [3]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [2]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [5]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [4]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [7]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [6]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [9]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [8]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [11]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [10]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [13]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [12]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [15]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [14]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [17]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [16]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [19]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [18]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [21]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n set [progressi v] to [20]\n switch costume to (door_01 v)\n show\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [2]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (220) y: (107)\n show\nend\nif <(PROGRESSI) = [4]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (-123)\n show\nend\nif <(PROGRESSI) = [6]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (57) y: (107)\n show\nend\nif <(PROGRESSI) = [8]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (200) y: (-120)\n show\nend\nif <(PROGRESSI) = [10]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (225) y: (124)\n show\nend\nif <(PROGRESSI) = [12]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (207) y: (-111)\n show\nend\nif <(PROGRESSI) = [14]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (226) y: (-111)\n show\nend\nif <(PROGRESSI) = [16]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (106)\n show\nend\nif <(PROGRESSI) = [18]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (-111)\n show\nend\nif <(PROGRESSI) = [20]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (106)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [costume v] to [1]\n set [destroyed v] to [1]\n switch costume to (door_01 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (151) y: (106)\nswitch costume to (door_01 v)\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n if <<(PAUSE) = [0]> and <(Destroyed) = [0]>> then\n if <touching (cube_01 v)?> then\n if <(Sprite_N) > [3]> then\n set [destroyed v] to [1]\n Destroyed\n end\n end\n end\nend\n\n@Enemy_1_01\n\nwhen I receive [end_fire_1 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (20)\nelse\n change x by (-20)\nend\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_1 v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [2]> then\n point in direction (90)\n go to x: ((X_Sinistra) + (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n point in direction (90)\n go to x: ((X_Sinistra) + (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n set [firing v] to [2]\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) = [2]> then\n set [visible v] to [1]\n go to x: (-146) y: (-121)\n set [x_sinistra v] to [-146]\n set [x_destra v] to [19]\n show\nend\nif <(PROGRESSI) = [4]> then\n set [visible v] to [1]\n go to x: (108) y: (107)\n set [x_sinistra v] to [-49]\n set [x_destra v] to [108]\n show\nend\nif <(PROGRESSI) = [6]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [8]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [10]> then\n set [velocità_max v] to [3]\n set [delay v] to [12]\n set [visible v] to [1]\n go to x: (-101) y: (-107)\n set [x_sinistra v] to [-207]\n set [x_destra v] to [-107]\n show\nend\nif <(PROGRESSI) = [12]> then\n set [velocità_max v] to [3]\n set [delay v] to [15]\n set [visible v] to [1]\n go to x: (156) y: (125)\n set [x_sinistra v] to [-21]\n set [x_destra v] to [156]\n show\nend\nif <(PROGRESSI) = [14]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [16]> then\n set [velocità_max v] to [4]\n set [delay v] to [12]\n set [visible v] to [1]\n go to x: (161) y: (109)\n set [x_sinistra v] to [-37]\n set [x_destra v] to [161]\n show\nend\nif <(PROGRESSI) = [18]> then\n set [velocità_max v] to [4]\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (170) y: (-112)\n set [x_sinistra v] to [-56]\n set [x_destra v] to [170]\n show\nend\nif <(PROGRESSI) = [20]> then\n set [velocità_max v] to [4]\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (170) y: (-112)\n set [x_sinistra v] to [-56]\n set [x_destra v] to [170]\n show\nend\nif <(PROGRESSI) = [22]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\n\nwhen I receive [restart v]\nset [visible v] to [1]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [delay v] to [20]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (enemy_1_01 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nset [visible v] to [1]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [delay v] to [20]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n switch costume to (enemy_1_01 v)\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\n@Enemy_1_03_laser\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\nbroadcast (Z_SOUND_2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [fire_1 v]\nshow\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_01 v]) > [0]> and <([direction v] of [enemy_1_01 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_01 v]) y: ([y position v] of [enemy_1_01 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_1 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [10]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [10]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_1 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_1 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_1 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_1 v)\n end\n end\n else\n hide\n end\n end\nend\n\n@plaat_01\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [y_giu v] to [0]\nset [y_su v] to [0]\nset [vy_addizionale v] to [4]\nforever\n set [delta_y v] to ((y position) - ([y position v] of [cube_01 v]))\n if <(PROGRESSI) < [2]> then\n hide\n end\n if <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n if <(PAUSE) = [0]> then\n show\n change y by (VY_addizionale)\n if <(y position) < (Y_giu)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n if <(y position) > (Y_su)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n end\n end\n if <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n end\n if <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n end\n if <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n if <(PAUSE) = [0]> then\n show\n change y by (VY_addizionale)\n if <(y position) < (Y_giu)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n if <(y position) > (Y_su)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n end\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n end\n if <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n end\n if <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n end\n if <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n hide\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n go to [front v] layer\n go [backward v] (6) layers\n show\n go to x: (106) y: (-141)\n set [y_giu v] to [-141]\n set [y_su v] to [44]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n go to [front v] layer\n go [backward v] (6) layers\n show\n go to x: (12) y: (120)\n set [y_giu v] to [-140]\n set [y_su v] to [120]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\nif <(PROGRESSI) = [22]> then\n hide\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [y_giu v] to [0]\nset [y_su v] to [0]\nset [vy_addizionale v] to [4]\n\n@plaat_01_shadow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nforever\n go to x: ([x position v] of [plaat_01 v]) y: ([y position v] of [plaat_01 v])\n if <(PROGRESSI) < [2]> then\n hide\n end\n if <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n show\n end\n if <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n end\n if <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n end\n if <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n end\n if <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n end\n if <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n end\n if <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n hide\n end\nend\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo [backward v] (8) layers\n\n@Enemy_1_2\n\nwhen flag clicked\nset [visible v] to [0]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [3]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser2 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n switch costume to (enemy_1_01 v)\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_2 v)\n\ndefine Destroyed\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nwait (0.01) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (20)\nelse\n change x by (-20)\nend\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-126) y: (1)\n set [x_sinistra v] to [-126]\n set [x_destra v] to [59]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [6]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-111) y: (37)\n set [x_sinistra v] to [-111]\n set [x_destra v] to [-34]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [8]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [10]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [12]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [18]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (171) y: (108)\n set [x_sinistra v] to [70]\n set [x_destra v] to [171]\n set [delay v] to [10]\n set [visible v] to [1]\n set [velocità_max v] to [3]\nend\nif <(PROGRESSI) = [20]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (171) y: (108)\n set [x_sinistra v] to [70]\n set [x_destra v] to [171]\n set [delay v] to [10]\n set [visible v] to [1]\n set [velocità_max v] to [3]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\nwhen I receive [restart v]\nset [visible v] to [0]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [3]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [end_fire_2 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\nwhen flag clicked\nif <touching (enemy_1_03_laser5 v)?> then\n switch costume to (enemy_1_06 v)\nend\n\n@Enemy_1_03_laser2\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_2 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_2 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_2 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_2 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_2 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_2 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_2 v]) > [0]> and <([direction v] of [enemy_1_2 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_2 v]) y: ([y position v] of [enemy_1_2 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_2 v)\n end\nend\n\n@Enemy_1_3\n\nwhen I receive [end_fire_3 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nif <(dying) = [1]> then\n broadcast (DESTROYED v)\n set [brightness v] effect to (25)\n wait (0.1) seconds\n set [costume v] to [3]\n switch costume to (Costume)\n wait (0.01) seconds\n if <([direction v] of [cube_01 v]) = [90]> then\n change x by (40)\n else\n change x by (-40)\n end\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [dying v] to [0]\n hide\n set [brightness v] effect to (0)\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [6]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (206) y: (102)\n set [x_sinistra v] to [97]\n set [x_destra v] to [206]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [8]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (151) y: (120)\n set [x_sinistra v] to [17]\n set [x_destra v] to [151]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [10]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (175) y: (-2)\n set [x_sinistra v] to [114]\n set [x_destra v] to [175]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [12]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (22) y: (-3)\n set [x_sinistra v] to [22]\n set [x_destra v] to [143]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-159) y: (-3)\n set [x_sinistra v] to [-159]\n set [x_destra v] to [-64]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [18]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-148) y: (-3)\n set [x_sinistra v] to [-148]\n set [x_destra v] to [-76]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [20]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen flag clicked\nset [dying v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n set [dying v] to [1]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser3 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n Cammina_o_Fermo\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [dying v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_3 v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (90)\n go to x: ((X_Sinistra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (90)\n go to x: ((X_Sinistra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n set [firing v] to [2]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\n@Enemy_1_03_laser3\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_3 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_3 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_3 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_3 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_3 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_3 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_3 v]) > [0]> and <([direction v] of [enemy_1_3 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_3 v]) y: ([y position v] of [enemy_1_3 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_3 v)\n end\nend\n\n@Enemy_1_4\n\nwhen I receive [end_fire_4 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nwait (0.01) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (40)\nelse\n change x by (-40)\nend\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nwhen flag clicked\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser4 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n Cammina_o_Fermo\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [6]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [8]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (17) y: (-3)\n set [x_sinistra v] to [17]\n set [x_destra v] to [151]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [10]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (194) y: (119)\n set [x_sinistra v] to [140]\n set [x_destra v] to [194]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [12]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (148) y: (-116)\n set [x_sinistra v] to [-69]\n set [x_destra v] to [148]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (184) y: (-3)\n set [x_sinistra v] to [78]\n set [x_destra v] to [184]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [18]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (191) y: (-2)\n set [x_sinistra v] to [55]\n set [x_destra v] to [191]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [20]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n set [firing v] to [2]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_4 v)\n\nwhen I receive [restart v]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\n@Enemy_1_03_laser4\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_4 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_4 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_4 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_4 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_4 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_4 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_4 v]) > [0]> and <([direction v] of [enemy_1_4 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_4 v]) y: ([y position v] of [enemy_1_4 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_4 v)\n end\nend\n\n@Laser_death_1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(PAUSE) = [0]> then\n if <touching (sprite1 v)?> then\n set [vy v] to [0]\n broadcast (DEATH_1 v)\n end\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n hide\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (-100) y: (84)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (10) y: (164)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1_2 v)\n go to x: (-52) y: (-45)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (-9) y: (-45)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@Laser_death_2\n\nwhen flag clicked\nset [transparency v] to [100]\nset [contatore_max v] to [40]\nset [contatore v] to (Contatore_MAX)\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(PAUSE) = [0]> then\n if <<touching (sprite1 v)?> and <(Transparency) = [0]>> then\n broadcast (DEATH_1 v)\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-47) y: (-107)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-158) y: (-98)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [transparency v] to [100]\nset [contatore_max v] to [40]\nset [contatore v] to (Contatore_MAX)\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n hide\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n set [contatore v] to [0]\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-48) y: (-107)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n hide\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [contatore v] to [0]\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-158) y: (-98)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n set [contatore v] to [0]\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (165) y: (-97)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\n\nwhen I receive [end_laser v]\nshow\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nhide\n\n@Enemy_1_5\n\nwhen I receive [end_fire_5 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Hit\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nswitch costume to (enemy_1_04 v)\nwait (0.1) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n glide (0.2) secs to x: ((x position) + (70)) y: (y position)\nelse\n glide (0.2) secs to x: ((x position) - (70)) y: (y position)\nend\nswitch costume to (enemy_1_01 v)\nwait (0.1) seconds\nset [damage v] to ((damage) + (1))\nset [boss_health v] to ((damage) + (1))\nif <(damage) < [8]> then\n set [brightness v] effect to (0)\n switch costume to (storm04 v)\n Fly\nelse\n die\nend\n\nwhen flag clicked\nset [damage v] to [0]\nset [visible v] to [0]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Hit\n else\n if <([x position v] of [cube_01 v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser4 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n end\n end\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [14]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (59) y: (-106)\n set [delay v] to [12]\n set [visible v] to [1]\n set [damage v] to [0]\nend\nif <(PROGRESSI) > [15]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [14]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (59) y: (-106)\n show\n set [firing v] to [0]\n set [damage v] to [0]\n point in direction (-90)\nend\nif <(PROGRESSI) > [15]> then\n hide\n set [firing v] to [2]\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\ndefine die\nbroadcast (DOOR_DESTROYED v)\nset [firing v] to [2]\nwait (0.05) seconds\nswitch costume to (enemy_1_04 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_05 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_06 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_07 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_08 v)\nwait (0.05) seconds\nswitch costume to (storm17 v)\nwait (0.05) seconds\nswitch costume to (storm16 v)\nwait (0.05) seconds\nswitch costume to (storm2 v)\nwait (0.05) seconds\nhide\nbroadcast (END_LASER v)\n\ndefine Fly\nif <(y position) = [-106]> then\n set [position_y v] to [7]\nend\nif <(y position) = [7]> then\n set [position_y v] to [129]\nend\nif <(y position) = [129]> then\n set [position_y v] to [-106]\nend\nglide (1) secs to x: (x position) y: (POSITION_Y)\nglide (0.2) secs to x: (59) y: (y position)\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [restart v]\nset [damage v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (59) y: (-106)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_5 v)\n\n@Enemy_1_03_laser5\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_5 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_5 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_5 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_5 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_5 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_5 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_5 v]) > [0]> and <([direction v] of [enemy_1_5 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_5 v]) y: (([y position v] of [enemy_1_5 v]) - (7))\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_5 v)\n end\nend\n\n@health_01\n\nwhen I receive [restart v]\nhide\nset [boss_health v] to [1]\n\nwhen I receive [level_change v]\nset [boss_health v] to [1]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [boss_health v] to [1]\nforever\n if <(PROGRESSI) < [14]> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n if <(BOSS_HEALTH) = [9]> then\n hide\n else\n show\n switch costume to (BOSS_HEALTH)\n end\n end\n if <(PROGRESSI) > [15]> then\n hide\n end\nend\n\nwhen I receive [death_fall v]\nset [boss_health v] to [1]\n\n@falling_plaat\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-119) y: (-81)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-119) y: (-81)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@falling_plaat2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat2) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-25) y: (2)\n set [on_a_falling_plat2 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-25) y: (2)\n set [on_a_falling_plat2 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@falling_plaat3\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat3) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n end\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (97) y: (-10)\n set [on_a_falling_plat3 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (97) y: (-10)\n set [on_a_falling_plat3 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@Vader_01\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (vader_01 v)\nset [damage v] to [0]\nset [rimbalzo v] to [0]\nset [taking_damage v] to [0]\nset [gravity v] to [-3]\nset [vel_y v] to [0]\nset [contatore_1 v] to [0]\nset [probability v] to [0]\nset [attack_distance v] to [60]\nset [is_swording v] to [0]\nset [sword_retard v] to [20]\nset [sword_delay v] to [15]\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <(taking_damage) = [0]> then\n set [delta_x v] to ((x position) - ([x position v] of [sprite1 v]))\n Direction_calc\n Jump_Calc\n Move\n if <([abs v] of (Delta_X) ) < (Attack_Distance)> then\n if <<(Is_Swording) = [1]> and <<([costume # v] of [cube_01 v]) > [2]> and <([costume # v] of [cube_01 v]) < [9]>>> then\n if <(Probability) > [1]> then\n Sword\n end\n else\n if <(Is_Swording) = [1]> then\n if <(Contatore_1) = (Sword_Retard)> then\n Sword\n end\n else\n Sword\n end\n end\n if <(Contatore_1) < (Sword_Retard)> then\n set [contatore_1 v] to ((Contatore_1) + (1))\n end\n else\n set [contatore_1 v] to [0]\n if <(Is_Swording) > [1]> then\n Sword\n end\n end\n if <([abs v] of (Delta_X) ) > ((Attack_Distance) - (1))> then\n if <(BOSS_2_HEALTH) < [5]> then\n set [probability v] to (pick random (1) to (3))\n else\n set [probability v] to (pick random (1) to (2))\n end\n end\n if <touching (sprite1 v)?> then\n hit\n end\n end\n if <<(taking_damage) = [1]> and <([costume # v] of [vader_01 v]) = [1]>> then\n set [taking_damage v] to [0]\n set [probability v] to [2]\n end\n if <(rimbalzo) = [1]> then\n if <([abs v] of (Delta_X) ) > [70]> then\n set [rimbalzo v] to [0]\n end\n end\n end\nend\n\ndefine Direction_calc\nif <(Delta_X) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Sword\nset [contatore_1 v] to [0]\nset [is_swording v] to ((Is_Swording) + (1))\nif <(Is_Swording) < [9]> then\n switch costume to (Is_Swording)\nend\nif <(Is_Swording) = [9]> then\n switch costume to (vader_09 v)\nend\nif <(Is_Swording) > [9]> then\n switch costume to (vader_01 v)\n if <(Is_Swording) = (sword_delay)> then\n set [is_swording v] to [1]\n end\nend\n\ndefine Jump_Calc\nif <<(Vy) > [0]> and <([abs v] of (Delta_X) ) < [150]>> then\n if <(Vel_y) = [0]> then\n set [vel_y v] to [20]\n end\nend\nif <not <(Vel_y) = [0]>> then\n change [vel_y v] by (Gravity)\n change y by (Vel_y)\nend\nif <(y position) < [-141]> then\n set [vel_y v] to [0]\n set y to (-141)\nend\n\ndefine hit\nif <<([costume # v] of [cube_01 v]) > [4]> and <([costume # v] of [cube_01 v]) < [8]>> then\n if <<([costume # v] of [vader_01 v]) > [2]> and <([costume # v] of [vader_01 v]) < [9]>> then\n if <(Delta_X) > [0]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [vx v] to [-15]\n else\n set [vx v] to [-20]\n end\n set [rimbalzo v] to [1]\n broadcast (SCONTRO v)\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [vx v] to [15]\n else\n set [vx v] to [20]\n end\n set [rimbalzo v] to [1]\n broadcast (SCONTRO v)\n end\n else\n if <(taking_damage) = [0]> then\n switch costume to (vader_10 v)\n set [taking_damage v] to [1]\n set [contatore_1 v] to ((Sword_Retard) / (2))\n Damage\n end\n end\nelse\n set [taking_damage v] to [0]\n if <(rimbalzo) = [0]> then\n if <<([costume # v] of [vader_01 v]) > [4]> and <([costume # v] of [vader_01 v]) < [7]>> then\n broadcast (DEATH_2 v)\n end\n end\nend\n\ndefine Damage\nbroadcast (VADER_HIT v)\nset [brightness v] effect to (50)\nswitch costume to (vader_10 v)\nwait (0.1) seconds\nset [brightness v] effect to (25)\nswitch costume to (vader_11 v)\nwait (0.1) seconds\nset [brightness v] effect to (0)\nswitch costume to (vader_12 v)\nwait (0.1) seconds\nswitch costume to (vader_01 v)\nset [damage v] to ((damage) + (1))\nset [boss_2_health v] to ((damage) + (1))\nif <(damage) > [7]> then\n set [pause v] to [1]\n END\nend\n\ndefine Move\nif <([x position v] of [sprite1 v]) < [0]> then\n if <([x position v] of [sprite1 v]) > [-120]> then\n if <(Delta_X) > [50]> then\n change x by (-5)\n end\n end\nelse\n if <([x position v] of [sprite1 v]) < [120]> then\n if <(Delta_X) < [-50]> then\n change x by (5)\n end\n end\nend\nif <(x position) < [-165]> then\n set x to (-165)\nend\nif <(x position) > [165]> then\n set x to (165)\nend\n\ndefine END\nbroadcast (END_GAME v)\nrepeat until <(y position) = [-141]>\n if <not <(Vel_y) = [0]>> then\n change [vel_y v] by (Gravity)\n change y by (Vel_y)\n end\n if <(y position) < [-141]> then\n set [vel_y v] to [0]\n set y to (-141)\n end\nend\npoint towards (sprite1 v)\nwait (0.5) seconds\nsay [Wait!] for (2) seconds\nwait (6) seconds\nsay [If only you knew the power of the Dark Side] for (4) seconds\nwait (1) seconds\nsay [Do you know what happened to your father?] for (4) seconds\nwait (8) seconds\nsay [No, I am your father!] for (3) seconds\n\nSword\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [22]> then\n set [damage v] to [0]\n set [rimbalzo v] to [0]\n set [vel_y v] to [0]\n set [contatore_1 v] to [0]\n set [probability v] to [0]\n set [is_swording v] to [1]\n switch costume to (vader_01 v)\n go to x: (76) y: (-141)\n set rotation style [left-right v]\n point in direction (-90)\n set [visible v] to [1]\n set [taking_damage v] to [0]\n show\n go to [front v] layer\nend\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) = [22]> then\n set [damage v] to [0]\n set [rimbalzo v] to [0]\n set [vel_y v] to [0]\n set [contatore_1 v] to [0]\n set [probability v] to [0]\n set [is_swording v] to [1]\n switch costume to (vader_01 v)\n go to x: (76) y: (-141)\n set rotation style [left-right v]\n point in direction (-90)\n set [visible v] to [1]\n set [taking_damage v] to [0]\n show\n go to [front v] layer\nend\n\nwhen I receive [very end v]\nhide\n\n@Vader_HIT\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nset [delay v] to [0.01]\n\nwhen I receive [scontro v]\npoint in direction ([direction v] of [vader_01 v])\ngo to x: ([x position v] of [vader_01 v]) y: ([y position v] of [vader_01 v])\ngo to [front v] layer\nshow\nset [ghost v] effect to (50)\nwait (delay) seconds\nhide\n\n@health_2\n\nwhen I receive [restart v]\nhide\nset [boss_2_health v] to [1]\n\nwhen I receive [level_change v]\nset [boss_2_health v] to [1]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [boss_2_health v] to [1]\nforever\n if <(PROGRESSI) < [22]> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n if <(BOSS_2_HEALTH) = [9]> then\n hide\n else\n show\n switch costume to (BOSS_2_HEALTH)\n end\n end\nend\n\nwhen I receive [death_fall v]\nset [boss_2_health v] to [1]\n\n@menu4\n\nwhen I receive [intro_2 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Star Wars Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe.mp3 v]\nwait (0.5) seconds\nshow\nrepeat (20)\n set [ghost v] to ((ghost) - (5))\n set [ghost v] effect to (ghost)\nend\nwait (3) seconds\nrepeat (20)\n set [ghost v] to ((ghost) + (5))\n set [ghost v] effect to (ghost)\nend\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\nswitch costume to (menu5 v)\nset size to (2) %\nshow\nrepeat (50)\n change size by (2)\nend\nwait (6) seconds\nset [ghost v] to [0]\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nwait (1) seconds\nswitch costume to (z1 v)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (-50)\nset [clone_n v] to [1]\ncreate clone of (_myself_ v)\nset [clone_n v] to [2]\ncreate clone of (_myself_ v)\nset [clone_n v] to [3]\ncreate clone of (_myself_ v)\nset [clone_n v] to [4]\ncreate clone of (_myself_ v)\nset [clone_n v] to [5]\ncreate clone of (_myself_ v)\nset [clone_n v] to [6]\ncreate clone of (_myself_ v)\nset [clone_n v] to [7]\ncreate clone of (_myself_ v)\nset [clone_n v] to [8]\ncreate clone of (_myself_ v)\nwait (52) seconds\nif <(Intro) = [1]> then\n stop all sounds\n set volume to (60) %\n stop [other scripts in sprite v]\n hide\n broadcast (GO v)\n set [intro v] to [2]\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (menu4 v)\nset [ghost v] to [100]\nhide\ngo to x: (0) y: (0)\n\ndefine Title_1\nrepeat until <(y position) = [120]>\n if <(y position) < [-62]> then\n change y by (0.1)\n else\n change y by (0.05)\n end\n change size by (-0.1)\n change [ghost v] effect by (0.15)\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <(Intro) = [1]> then\n stop all sounds\n set volume to (60) %\n stop [other scripts in sprite v]\n hide\n broadcast (GO v)\n set [intro v] to [2]\nend\n\nwhen I start as a clone\nif <(Clone_N) = [1]> then\n show\n switch costume to (z1 v)\n Title_1\nend\nif <(Clone_N) = [2]> then\n wait (3) seconds\n show\n switch costume to (z2 v)\n Title_1\nend\nif <(Clone_N) = [3]> then\n wait (6) seconds\n show\n switch costume to (z3 v)\n Title_1\nend\nif <(Clone_N) = [4]> then\n wait (12) seconds\n show\n switch costume to (z4 v)\n Title_1\nend\nif <(Clone_N) = [5]> then\n wait (15) seconds\n show\n switch costume to (z5 v)\n Title_1\nend\nif <(Clone_N) = [6]> then\n wait (18) seconds\n show\n switch costume to (z6 v)\n Title_1\nend\nif <(Clone_N) = [7]> then\n wait (24) seconds\n show\n switch costume to (z7 v)\n Title_1\nend\nif <(Clone_N) = [8]> then\n wait (27) seconds\n show\n switch costume to (z8 v)\n Title_1\nend\n\nwhen I receive [very end v]\nset [ghost v] effect to (0)\nswitch costume to (menu6 v)\nshow\nwait (4) seconds\nset [intro v] to [4]\nstop all sounds\nstart sound [Star Wars Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe.mp3 v]\nset [ghost v] effect to (0)\nswitch costume to (menu7 v)\nwait (6) seconds\nhide\nswitch costume to (menu5 v)\nset size to (2) %\nshow\nrepeat (50)\n change size by (2)\nend\nwait (6) seconds\nset [ghost v] to [0]\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nwait (1) seconds\nswitch costume to (menu8 v)\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nrepeat (50)\n set [ghost v] to ((ghost) - (2))\n set [ghost v] effect to (ghost)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nwait (6) seconds\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\n\n@Screen Shot 2016-04-24 at 5.05.39 PM\n\nwhen flag clicked\nhide\nif then\n vader_01 dissapears then\nend\n\ndefine vader_01 dissapears then\n\n@menu1\n\nwhen flag clicked\nset [intro v] to [0]\nset [tempo v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (menu1 v)\nset [ghost v] effect to (0)\nrepeat until <(Intro) = [1]>\n if <(Intro) = [0]> then\n set [tempo v] to ((tempo) + (1))\n if <(tempo) = [800]> then\n switch costume to (menu1 v)\n end\n if <(tempo) = [1200]> then\n switch costume to (menu2 v)\n set [tempo v] to [0]\n end\n end\n if <(Intro) = [1]> then\n switch costume to (menu1 v)\n set [ghost v] effect to (100)\n end\n if <(Intro) = [3]> then\n switch costume to (menu1 v)\n set [ghost v] effect to (100)\n end\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro_2 v]\nset [ghost v] effect to (100)\nswitch costume to (menu1 v)\n\n | Press Arrow keys to move\nPress A to FIRE\nPress Z to JUMP\nPress SPACE BAR to skip the intro\n\nUPDATE: v1.2 : \nYou can jump pressing UP ARROW as well\nDuring the game, press SPACE BAR to turn Ghost effect OFF and ON\n\nUPDATE: v1.3 : \nMade a jump in stage 5 easier\nI also made a change where if you press the space bar, sprite 1 follows the mouse |
Watermelon Platformer | @Stage\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [20]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-60) y: (-155)\nforever\n wait until <touching (sprite2 v)?>\n broadcast (Next v)\n go to x: (-60) y: (-155)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-60) y: (-155)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [yv v] to [26]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n set [xv v] to [13]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n set [xv v] to [-13]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c96fff)?> then\n set [yv v] to [-13]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7f00ff)?> then\n set [yv v] to [13]\n end\nend\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n | Arrow keys to move.\n |
Scrolling Platformer Base | @Stage\n\nforever\n if <(level) = [1]> then\n repeat until <(level) = [2]>\n play sound [ v] until done\n end\n end\n if <(level) = [2]> then\n repeat until <(level) = [3]>\n play sound [ v] until done\n end\n end\n if <(level) = [3]> then\n repeat until <(level) = [4]>\n play sound [ v] until done\n end\n end\nend\n\nwhen flag clicked\n\nforever\n play sound [ v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [speed v] to [12]\nset [jump height v] to [12]\nforever\n set [color water v] to <touching color (#00ffff)?>\n set [color bounce v] to <touching color (#cc98fe)?>\n set [color hurt v] to <touching color (#ff0000)?>\n set [color win v] to <touching color (#ffff00)?>\nend\n\nwhen flag clicked\nforever\n if <(color water) = [false]> then\n wait until <(color water) = [true]>\n play sound [splash v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(color water) = [true]> then\n play sound [water v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(color bounce) = [false]> then\n wait until <(color bounce) = [true]>\n play sound [boing v] until done\n end\nend\n\ndefine walk\nif <(x) < [0]> then\n change [frame v] by ((x) / (-8))\nelse\n change [frame v] by ((x) / (8))\nend\n\ndefine touch ground\nchange [falling? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [y v] to [0]\nend\n\ndefine set costume\nif <(falling?) < [3]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to (([floor v] of ((3) + ((frame) mod (3))) ) - (1))\n end\nelse\n if <(y) > [0]> then\n if <(color water) = [true]> then\n switch costume to (swim v)\n else\n switch costume to (jump v)\n end\n else\n switch costume to (fall v)\n end\nend\n\nwhen [r v] key pressed\npoint in direction (90)\ngo to x: (-35) y: (0)\nswitch costume to (stand v)\ngo to [front v] layer\nshow\nset [y v] to [0]\nset [game playing? v] to [true]\n\nwhen flag clicked\npoint in direction (90)\nswitch backdrop to (1 v)\nswitch costume to (stand v)\ngo to [front v] layer\nshow\nset [y v] to [0]\nset [game playing? v] to [true]\ngo to x: (-35) y: (0)\nforever\n if <(game playing?) = [true]> then\n switch costume to (hitbox v)\n change y by (y)\n touch ground\n set [x v] to ((x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((speed) * (-0.05))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by ((speed) * (0.05))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n walk\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n walk\n else\n set [frame v] to [0]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n set [y v] to (jump height)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(y) < [4]>> then\n change [y v] by (-1)\n else\n change [y v] by (-2)\n end\n set costume\n if <(costume [number v]) = [1]> then\n go to x: (-35) y: (0)\n switch costume to (stand v)\n end\n if <(color win) = [true]> then\n set [game playing? v] to [false]\n switch costume to (win v)\n play sound [win v] until done\n next backdrop\n broadcast (next level v)\n switch costume to (stand v)\n set [y v] to [0]\n set [game playing? v] to [true]\n end\n if <<(color hurt) = [true]> or <<(y position) < [-150]> and <(color water) = [false]>>> then\n set [game playing? v] to [false]\n switch costume to (hurt v)\n play sound [hurt v] until done\n broadcast (hurt v)\n set [y v] to [0]\n set [game playing? v] to [true]\n switch costume to (stand v)\n set y to (0)\n end\n if <(color water) = [true]> then\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [y v] to ((y) * (0.5))\n end\n end\n if <(color bounce) = [true]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y v] to [8]\n else\n set [y v] to [18]\n end\n end\n if <(y position) > [259]> then\n hide\n wait until <(y position) < [259]>\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(color water) = [true]> then\n set [y v] to (jump height)\n start sound [swim v]\n switch costume to (swim v)\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n else\n start sound [jump v]\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n switch costume to (duck v)\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nnext level\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n repeat until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n if <([game playing? v] of [player v]) = [true]> then\n change x by ((speed) * (-1))\n wait (0.01) seconds\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n repeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n if <([game playing? v] of [player v]) = [true]> then\n change x by (speed)\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [hurt v]\ngo to x: (740) y: (420)\n\nwhen [r v] key pressed\ngo to x: (740) y: (420)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext level\ngo to x: (740) y: (420)\n\ndefine next level\nswitch costume to (none v)\nset size to (400) %\nswitch costume to (level)\ngo to x: (740) y: (420)\n\n | This is not supposed to be a game! This is a base used for remixing and making your own scrolling platformer. Change the character, levels and background to make your own game.\n\nRed is lava, blue is water, purple is bouncy, and yellow is the end of the level. Press R to restart. If you have any questions about making a platformer with this base, ask in the comments and I'll help! |
Egnaro's Adventure 【Platformer】 | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [impossible v]\nset [typesize v] to [100]\n\nwhen I receive [hacker v]\nstop [other scripts in stage v]\nforever\n play sound [dis v] until done\nend\n\nwhen flag clicked\nset [sp v] to [0]\n\nwhen I receive [guide distrusted. v]\nswitch backdrop to (l17 v)\nset [sp v] to [1]\n\nwhen I receive [relocate v]\nset [lives v] to [10]\n\nwhen I receive [cutscene3 v]\nswitch backdrop to (l26 v)\nset [sp v] to [2]\n\nwhen [k v] key pressed\nif <(username) = [TangoMangoStudios]> then\n repeat until <not <key (k v) pressed?>>\n broadcast (killtext v)\n end\nend\n\nwhen flag clicked\nset [victorded v] to [False]\n\nwhen I receive [leave shop v]\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\nwait (0.2) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen I receive [castle v]\nbroadcast (changemusic v) and wait\nset [music v] to [Castle]\nstop all sounds\nbroadcast (changemusic v)\n\nwhen I receive [the king v]\nswitch backdrop to (plan v)\n\nwhen I receive [castle2 v]\nbroadcast (killtext v)\nif <not <(Level) = [L60]>> then\n switch backdrop to (l61 v)\nend\n\nwhen I receive [win screen v]\nstop [other scripts in stage v]\nswitch backdrop to (you win!!! v)\nwait (1) seconds\nstop [all v]\n\nforever\n set [lives v] to [10]\nend\n\nwhen I receive [\[c\] final confrontation v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [regnor v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [bl v]\nswitch backdrop to (black v)\n\nwhen I receive [too powerful v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [cutscene 7 v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [textcaps v] to [N]\n\nwhen I receive [too far. v]\nswitch backdrop to (black v)\n\nwhen I receive [vwop v]\nswitch backdrop to (backdrop2 v)\n\ndefine Type (message) in (location) At (speed) Sized (size) Spoken By (speaker)\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nbroadcast (type v)\n\nwhen flag clicked\nset [fun v] to (pick random (1) to (100))\nset [level v] to [Title]\nset [lives v] to [10]\nset [movable v] to [True]\nset [lauramode v] to [False]\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n wait (1) seconds\n if <key (m v) pressed?> then\n if <(Volume) = [1]> then\n broadcast (changemusic v)\n end\n end\n end\nend\n\nwhen I receive [mountainrespawn v]\nswitch backdrop to (l26 v)\nset [music v] to [Mountains]\n\nwhen I receive [mountains2 v]\nif <(Level) = [L47]> then\n if <(VictorDed) = [True]> then\n switch backdrop to (dark v)\n set [music v] to [Alone]\n else\n set [music v] to [Mountains]\n switch backdrop to (l26 v)\n end\nend\n\nwhen I receive [guide distrusted. v]\nswitch backdrop to (l17 v)\n\n@Concept Art\n\nset [level v] to [Message]\n\nset [lives v] to [79]\n\nwhen flag clicked\nhide\nswitch costume to (spoilers v)\n\nset [level v] to [Soundtest]\n\nbroadcast (thumb v)\n\nset [lives v] to [0.00001]\n\n@Hitbox (Yes, I'm advanced now o.o)\n\nwhen flag clicked\ngo to x: (-91) y: (-129)\n\nwhen flag clicked\nforever\n if <<touching (knock knock. who's there? nobody because i have no friends. ha ha. ha ha. that's not funny. v)?> or <<touching (ooh! another door! v)?> or <touching (guess what? it's a door! v)?>>> then\n if <<(Level) = [Title]> or <<(Level) = [L25]> or <<(Level) = [L53]> or <(Level) = [L50]>>>> then\n set [door v] to [True]\n end\n else\n set [door v] to [False]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (0) y: (-50)\nswitch costume to (costume1 v)\nset [yes v] to [0]\nset [lives v] to [10]\n\nwhen flag clicked\nforever\n if <touching (nextleveltrigger \(pink thingys looked weird\) v)?> then\n if <not <(Level) = [L80]>> then\n if <(length of (Level)) = [3]> then\n set [level v] to (join [L] ((join (letter (2) of (Level)) (letter (3) of (Level))) + (1)))\n broadcast (N; v)\n wait (0.25) seconds\n else\n set [level v] to (join [L] ((letter (2) of (Level)) + (1)))\n broadcast (N; v)\n wait (0.25) seconds\n end\n else\n set [level v] to [WIN???]\n broadcast (Winner Winner Chicken Dinner! v)\n end\n end\nend\n\nwhen I receive [reload v]\nswitch costume to (costume1 v)\ngo to x: (-13) y: (-100)\nset [movable v] to [True]\nset [yes v] to [0]\n\nwhen flag clicked\nforever\n if <(Lives) < [1]> then\n if <not <(Level) = [Meow]>> then\n broadcast (Game over v)\n wait until <not <(Lives) < [1]>>\n else\n broadcast (GameOver2 v)\n wait until <not <(Lives) < [1]>>\n end\n end\nend\n\nwhen I receive [thumb v]\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\nend\n\nwhen I receive [hacker v]\nstop [other scripts in sprite v]\n\nwhen I receive [die v]\nglide (0.5) secs to x: (x position) y: (-128)\n\nwhen I receive [cutscene1 v]\ngo to x: (-240) y: (-125)\n\nwhen I receive [restart v]\ngo to x: (-91) y: (-129)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n if <(Invin) = [False]> then\n if <not <(Lives) = [0]>> then\n start sound [Owe v]\n change [lives v] by (-1)\n broadcast (repos v)\n else\n if <not <(Level) = [Meow]>> then\n start sound [Owe v]\n set [lives v] to [5]\n broadcast (Game over v)\n wait until <not <(Lives) = [0]>>\n else\n start sound [Owe v]\n set [lives v] to [5]\n broadcast (GameOver2 v)\n wait until <not <(Lives) = [0]>>\n end\n end\n end\n end\nend\n\nwhen I receive [cutscene1 v]\nwait until <(Level) = [L2]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L3]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L4]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L5]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L6]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L7]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L8]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L9]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L10]>\ngo to x: (-213) y: (-132)\nwait until <(Level) = [L11]>\ngo to x: (-213) y: (-132)\n\nwhen I receive [cutscene2 v]\nwait until <(Level) = [L13]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L14]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L15]>\nset [xes v] to [3]\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L16]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L17]>\ngo to x: (-213) y: (-122)\nrepeat until <(Level) = [L20]>\n if <(Level) = [L18]> then\n go to x: (-213) y: (-122)\n wait until <(Level) = [L19]>\n go to x: (-213) y: (-122)\n end\nend\n\nwhen I receive [regnorhurt1 v]\nglide (1) secs to x: (154) y: (-134)\n\nwhen I receive [fail v]\nglide (0.75) secs to x: (77) y: (-150)\n\nwhen I receive [repos v]\nif <(Level) = [L28]> then\n go to x: (-234) y: (-85)\n set [yes v] to [0]\nelse\n if <(Level) = [L29]> then\n go to x: (-234) y: (-85)\n set [yes v] to [0]\n else\n if <(Level) = [L30]> then\n go to x: (-234) y: (45)\n set [yes v] to [0]\n else\n if <(Level) = [L31]> then\n go to x: (-234) y: (-35)\n set [yes v] to [0]\n else\n if <(Level) = [L32]> then\n go to x: (-213) y: (-102)\n set [yes v] to [0]\n else\n if <(Level) = [L33]> then\n go to x: (-234) y: (-85)\n set [yes v] to [0]\n else\n if <(Level) = [L34]> then\n go to x: (-234) y: (-98)\n set [yes v] to [0]\n else\n if <(Level) = [L63]> then\n go to x: (-222) y: (-99)\n set [xes v] to [0]\n set [yes v] to [0]\n else\n if <(Level) = [L67]> then\n go to x: (-222) y: (0)\n set [xes v] to [0]\n set [yes v] to [0]\n else\n if <(Level) = [L68]> then\n go to x: (-222) y: (0)\n set [xes v] to [0]\n set [yes v] to [0]\n else\n if <(Level) = [L69]> then\n go to x: (-222) y: (0)\n set [xes v] to [0]\n set [yes v] to [0]\n else\n if <(Level) = [L70]> then\n go to x: (-222) y: (0)\n set [xes v] to [0]\n set [yes v] to [0]\n else\n if <(Level) = [L38]> then\n go to x: (-203) y: (-112)\n set [xes v] to [0]\n set [yes v] to [0]\n else\n go to x: (-213) y: (-122)\n set [xes v] to [0]\n set [yes v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game over v]\nswitch costume to (costume1 v)\nset [movable v] to [False]\ngo to [front v] layer\nglide (0.5) secs to x: (0) y: (-20)\nwait (0.5) seconds\nwait (0.1) seconds\ngo to x: (3) y: (-17)\nwait (0.1) seconds\nstart sound [1 v]\ngo to x: (-4) y: (-14)\nwait (0.1) seconds\ngo to x: (0) y: (-20)\n\nwhen I receive [game over v]\nset [movable v] to [False]\nset [invin v] to [False]\n\nwhen I receive [guide trusted! v]\nwait until <(Level) = [L21]>\nset [xes v] to [0]\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L22]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L23]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L24]>\nset [xes v] to [0]\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L25]>\ngo to x: (-213) y: (-122)\n\nwhen I receive [mountainrespawn v]\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L30]>\ngo to x: (-234) y: (45)\nwait until <(Level) = [L31]>\ngo to x: (-234) y: (-35)\nwait until <(Level) = [L32]>\ngo to x: (-234) y: (-45)\nwait until <(Level) = [L33]>\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L34]>\ngo to x: (-234) y: (-98)\nwait until <(Level) = [L35]>\ngo to x: (-234) y: (-98)\n\nwhen I receive [cutscene3 v]\nwait until <(Level) = [L26]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L27]>\ngo to x: (-225) y: (93)\nwait until <(Level) = [L28]>\ngo to x: (-225) y: (-93)\nwait until <(Level) = [L29]>\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L30]>\ngo to x: (-234) y: (45)\nwait until <(Level) = [L31]>\ngo to x: (-234) y: (-35)\nwait until <(Level) = [L32]>\ngo to x: (-234) y: (-45)\nwait until <(Level) = [L33]>\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L34]>\ngo to x: (-234) y: (-98)\nwait until <(Level) = [L35]>\ngo to x: (-234) y: (-98)\n\nwhen I receive [throwthy v]\nrepeat (10)\n change x by (-4)\n wait (0.01) seconds\nend\n\nwhen I receive [leave? no. v]\nglide (1) secs to x: (0) y: (-111)\n\nwhen I receive [trophy v]\nglide (1) secs to x: (-100) y: (-110)\n\nwhen I receive [game2 v]\nwait until <(Level) = [L36]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L37]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L38]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L39]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L40]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L41]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L42]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L43]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L44]>\ngo to x: (-213) y: (-115)\n\nwhen I receive [mountains2 v]\nwait until <(Level) = [L47]>\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L48]>\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L49]>\ngo to x: (-234) y: (-85)\nwait until <(Level) = [L50]>\ngo to x: (-234) y: (-85)\n\nwhen flag clicked\nforever\n if <touching (regna v)?> then\n set [talk v] to [True]\n else\n if <touching (dr quiz \(as a kid\) v)?> then\n set [talk v] to [True]\n else\n set [talk v] to [False]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (previousleveltrigger lol v)?> then\n set [level v] to (join [L] ((join (letter (2) of (Level)) (letter (3) of (Level))) - (1)))\n broadcast (P; v)\n wait (0.25) seconds\n end\nend\n\nwhen I receive [cutscene5 v]\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L57]>\nbroadcast (Castle v)\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L58]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L59]>\ngo to x: (-213) y: (-115)\nwait until <(Level) = [L60]>\ngo to x: (-213) y: (-115)\n\nwhen I receive [oh. v]\ngo to x: (-213) y: (-122)\n\nwhen I receive [castle2 v]\nwait until <(Level) = [L61]>\ngo to x: (-222) y: (-115)\nwait until <(Level) = [L62]>\ngo to x: (-222) y: (-115)\nwait until <(Level) = [L63]>\ngo to x: (-222) y: (-99)\nwait until <(Level) = [L64]>\ngo to x: (-222) y: (-100)\nwait until <(Level) = [L65]>\ngo to x: (-222) y: (-100)\nwait until <(Level) = [L66]>\nbroadcast (LavaCaves v)\n\nwhen I receive [lavacaves v]\ngo to x: (-222) y: (-100)\nwait until <(Level) = [L67]>\ngo to x: (-213) y: (0)\nwait until <(Level) = [L68]>\ngo to x: (-213) y: (0)\nwait until <(Level) = [L69]>\ngo to x: (-213) y: (0)\n\nwhen I receive [evil base v]\ngo to x: (-222) y: (-100)\nwait until <(Level) = [L75]>\ngo to x: (-213) y: (-100)\nwait until <(Level) = [L76]>\ngo to x: (-213) y: (-100)\nwait until <(Level) = [L77]>\ngo to x: (-213) y: (-100)\nwait until <(Level) = [L78]>\ngo to x: (-213) y: (-100)\nwait until <(Level) = [L79]>\ngo to x: (-213) y: (-100)\nwait until <(Level) = [L80]>\ngo to x: (-219) y: (-126)\nif <(Guide Trusted?) = [True]> then\n broadcast (\[C\] FINAL CONFRONTATION v)\nelse\n if <(CrimsonHurt) = [True]> then\n broadcast (REGNOR v)\n else\n broadcast (CUTSCENE 7 v)\n end\nend\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [crimson die v]\nset [crimsonhurt v] to [True]\n\nwhen flag clicked\nset [crimsonhurt v] to [False]\n\nwhen I receive [here i am v]\nif <(CrimsonHurt) = [False]> then\n set [music v] to [Grass Plains2]\nelse\n set [music v] to [Alone]\nend\nstop all sounds\ngo to x: (-133) y: (-111)\nglide (1) secs to x: (0) y: (-111)\nif <(Guide Attacked?) = [False]> then\n Type [here it is.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [the base of the evil villain.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [it's time to save the world.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\nelse\n if <(VictorDed) = [False]> then\n Type [here it is.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [the base of the evil villain.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [it's time to beat this guy.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n else\n if <(KingDed?) = [False]> then\n Type [here it is.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [the base of the evil villain.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [heh heh heh.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [i'll destroy him.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [Y] And Wait? [Y]\n else\n if <(CrimsonHurt) = [False]> then\n Type [...] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [i...] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [Y] And Wait? [Y]\n Type [i guess i should stop him.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n else\n Type [...] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n Type [it's time to end this.] in [Bottom] At (1) Sized (90) Spoken By [Egnaro] Caps? [N] And Wait? [Y]\n end\n end\n end\nend\nglide (1) secs to x: (240) y: (-111)\nbroadcast (Evil Base v)\n\nwhen I receive [crimson die v]\nwait until <(Level) = [L71]>\ngo to x: (-213) y: (0)\nwait until <(Level) = [L72]>\ngo to x: (-213) y: (0)\n\nwhen I receive [blassht v]\nstart sound [Owe v]\nchange [lives v] by (-1)\nif <([x position v] of [nemesphere v]) > (x position)> then\n set [xes v] to [-20]\nelse\n set [xes v] to [20]\nend\nif <([y position v] of [nemesphere v]) > (y position)> then\n set [yes v] to [-20]\nelse\n set [yes v] to [20]\nend\n\nwhen I receive [crimson die v]\nwait until <(Level) = [L71]>\ngo to x: (-231) y: (-10)\nrepeat until <(x position) > [-59]>\n change x by (2)\n set y to ((-0.01) * (((x position) * (x position)) + (((330) * (x position)) + (24000))))\nend\nrepeat (2)\n change x by (3)\n change y by (-3)\nend\nwait until <(Level) = [L72]>\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [None]\nwait until <(Level) = [L73]>\nset [movable v] to [False]\nbroadcast (Here I Am v)\n\nwhen I receive [king defeat v]\ngo to x: (-213) y: (-122)\n\nwhen I receive [win screen v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [waitwhat? v]\nwait until <(Level) = [L71]>\nwait until <(Movable) = [True]>\ngo to x: (-231) y: (-10)\nrepeat until <(x position) > [-59]>\n change x by (2)\n set y to ((-0.01) * (((x position) * (x position)) + (((330) * (x position)) + (24000))))\nend\nrepeat (2)\n change x by (3)\n change y by (-3)\nend\nwait until <(Level) = [L72]>\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [None]\nwait until <(Level) = [L73]>\nset [movable v] to [False]\nif <(Guide Trusted?) = [True]> then\n broadcast (\[C\] HERE WE ARE v)\nelse\n broadcast (Here I Am v)\nend\n\nwhen I receive [begin the finale! v]\ngo to x: (0) y: (-50)\n\nwhen I receive [waitwhat? v]\nwait until <(Level) = [L71]>\ngo to x: (-213) y: (0)\nwait until <(Level) = [L72]>\ngo to x: (-213) y: (0)\n\nwhen I receive [\[c\] final confrontation v]\ngo to x: (-219) y: (-126)\nglide (1) secs to x: (-195) y: (-126)\nset [movable v] to [False]\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [None]\n\nwhen I receive [cutscene5 v]\nif <not <(VictorDed) = [True]>> then\n set [movable v] to [False]\n broadcast (ChangeMusic v) and wait\n stop all sounds\n set [music v] to [City]\n broadcast (CityCutscene v)\nelse\n broadcast (ChangeMusic v) and wait\n stop all sounds\n set [music v] to [Empty City]\nend\nbroadcast (ChangeMusic v)\n\nwhen I receive [crimson v]\nset y to (0)\n\nwhen I receive [too far. v]\nset [movable v] to [True]\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n if <(Movable) = [True]> then\n if <(SpeedySpeeds) = [False]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xes v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xes v] by (-1)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xes v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xes v] by (-1.5)\n end\n end\n set [xes v] to ((Xes) * (0.9))\n change x by (Xes)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change y by (1)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change y by (1)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change y by (1)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change y by (1)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change y by (1)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change x by ((Xes) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xes) > [0]> then\n set [xes v] to [-5]\n else\n set [xes v] to [5]\n end\n set [yes v] to [10]\n else\n set [xes v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yes v] by (-1)\n change y by (Yes)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n change y by ((Yes) * (-1))\n set [yes v] to [0]\n end\n change y by (-1)\n if <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(JumpyJumps) = [False]> then\n set [yes v] to [13]\n else\n set [yes v] to [15]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [lavacaves v]\nwait until <(Level) = [L70]>\ngo to x: (-213) y: (0)\n\nwhen I receive [lavacaves v]\nif <(KingDed?) = [False]> then\n set [music v] to [Eruption]\nend\n\nwhen I receive [cutscene 7 v]\nset [movable v] to [False]\nset [music v] to [None]\nstop all sounds\n\nwhen I receive [n; v]\nif <<(join (letter ((length of (Level)) - (1)) of (Level)) (letter (length of (Level)) of (Level))) > [50]> and <(join (letter ((length of (Level)) - (1)) of (Level)) (letter (length of (Level)) of (Level))) < [57]>> then\n go to x: (-200) y: (-113)\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [invin v] to [False]\n\nwhen I receive [too powerful v]\nset [movable v] to [True]\n\nwhen I receive [victor defeat v]\nglide (0.5) secs to x: (-132) y: (-112)\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\n\nwhen I receive [p; v]\nif <<(join (letter ((length of (Level)) - (1)) of (Level)) (letter (length of (Level)) of (Level))) > [50]> and <(join (letter ((length of (Level)) - (1)) of (Level)) (letter (length of (Level)) of (Level))) < [57]>> then\n go to x: (200) y: (-113)\nend\n\nwhen I receive [king defeat v]\ngo to x: (-213) y: (-122)\n\nwhen I receive [castle2 v]\nset [movable v] to [True]\n\nwhen I receive [game2 v]\nset y to (-116)\n\nwhen I receive [mountainrespawn v]\nset [movable v] to [True]\nset y to (-91)\n\nwhen I receive [guide distrusted. v]\nwait until <(Level) = [L21]>\nset [xes v] to [0]\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L22]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L23]>\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L24]>\nset [xes v] to [0]\ngo to x: (-213) y: (-122)\nwait until <(Level) = [L25]>\ngo to x: (-213) y: (-122)\n\nwhen I receive [the king v]\nglide (0.5) secs to x: (-132) y: (-112)\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@OBJECTS AND STUFF (Very advanced. Much confuze. Wow.)\n\nwhen I start as a clone\nif <(Level) = [L13]> then\n show\n switch costume to (bridge v)\n wait until <(Level) = [L14]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [L21]> then\n show\n switch costume to (bridge2 v)\n wait until <(Level) = [L22]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [L22]> then\n show\n switch costume to (bridge3 v)\n wait until <(Level) = [L23]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [L23]> then\n show\n switch costume to (bridge4 v)\n wait until <(Level) = [L24]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [L24]> then\n show\n switch costume to (bridge5 v)\n wait until <(Level) = [L25]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [L28]> then\n set [ghost v] effect to (100)\n show\n switch costume to (bridge7 v)\n wait until <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [75]>\n clear graphic effects\n set [movable v] to [False]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (46) layers\nclear graphic effects\nshow\nforever\n if <not <(Level) = [L77]>> then\n go to x: (0) y: (0)\n end\n switch costume to (Level)\nend\n\nwhen I receive [hacker v]\nstop [other scripts in sprite v]\n\nwhen I receive [ourplan v]\nset [brightness v] effect to (-5)\n\nwhen I receive [leave shop v]\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\nwait (0.2) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen I receive [king defeat v]\nset [brightness v] effect to (0)\n\nwhen I receive [waitwhat? v]\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Level) = [L76]> then\n go to x: (141) y: (-95)\n show\n switch costume to (costume1 v)\n wait until <(Level) = [L77]>\n delete this clone\nend\n\nwhen I receive [quay v]\ndelete this clone\n\nwhen I receive [ark v]\nset [brightness v] effect to (-15)\n\nwhen I receive [evil base v]\nwait until <(Level) = [L77]>\nrepeat until <(Level) = [L78]>\n if <(x position) > [1]> then\n glide (2) secs to x: (-20) y: (0)\n else\n glide (2) secs to x: (20) y: (0)\n end\nend\n\nwhen I start as a clone\nif <(Level) = [L77]> then\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <(Level) = [L78]>\n if <(y position) > [1]> then\n glide (2) secs to x: (0) y: (-20)\n else\n glide (2) secs to x: (0) y: (20)\n end\n end\n delete this clone\nend\n\nwhen I receive [stahp v]\nrepeat until <(Level) = [L79]>\n go to x: (0) y: (0)\nend\n\nwhen I receive [stahp v]\ndelete this clone\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(Level) = [L78]> then\n go to x: (141) y: (-95)\n show\n switch costume to (costume3 v)\n wait until <(Level) = [L77]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(Level) = [L79]> then\n go to x: (0) y: (0)\n show\n switch costume to (costume4 v)\n wait until <(Level) = [L80]>\n delete this clone\nend\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [win screen v]\nhide\n\nwhen I receive [evilruntangogreeting v]\nset [level v] to [EvilTango]\nhide\n\nwhen I receive [too powerful v]\nset [brightness v] effect to (0)\n\nwhen I receive [bridge v]\ncreate clone of (_myself_ v)\n\n@Egnaro (Or as I like to call him, the annoying orange. -.-)\n\nwhen I receive [cutscene1 v]\npoint in direction (90)\n\nwhen I receive [impossible v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [game over v]\npoint in direction (90)\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\nelse\n switch costume to (costume1t v)\nend\nset [movable v] to [False]\ngo to [front v] layer\nglide (0.5) secs to x: (0) y: (-20)\nwait (0.5) seconds\nwait (0.1) seconds\ngo to x: (3) y: (-17)\nwait (0.1) seconds\ngo to x: (-4) y: (-14)\nwait (0.1) seconds\ngo to x: (0) y: (-20)\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume2l v)\n end\nelse\n switch costume to (costume2t v)\nend\n\nwhen I receive [leave? no. v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\nelse\n switch costume to (bosst v)\nend\npoint in direction (90)\n\nwhen I receive [begin the finale! v]\nset [music v] to [None]\nstop all sounds\nset [movable v] to [True]\nshow\nforever\n play sound (TangoStage) until done\nend\n\nwhen I receive [shop v]\nif <(Music) = [City]> then\n set [music v] to [Shop]\nelse\n set [music v] to [Abandoned Shop]\nend\nset [movable v] to [False]\nhide\nstop all sounds\n\nwhen I receive [leave shop v]\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\nwait (0.2) seconds\nshow\nset [movable v] to [True]\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen I receive [stop!!!!! v]\nset [movable v] to [False]\n\nset [tangostage v] to [LIFE-4]\n\nwhen flag clicked\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nforever\n if <(Movable) = [False]> then\n set [xes v] to [0]\n end\nend\n\nwhen I receive [begin v]\nforever\n turn right (Xes) degrees\nend\n\nwhen I receive [begin v]\nforever\n go to (hitbox \(yes, i'm advanced now o.o\) v)\nend\n\nwhen I receive [begin v]\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [tango's final appearance v]\nhide\nset [movable v] to [False]\n\nwhen I receive [gameover2 v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [evilruntangogreeting v]\nhide\n\nwhen I receive [begin the finale! v]\nbroadcast (Begin v)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [crimson die v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\nelse\n switch costume to (bosst v)\nend\nshow\n\nwhen I receive [next life! v]\nbroadcast (Begin v)\n\nwhen I receive [2nd_place v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\nelse\n switch costume to (bosst v)\nend\nwait until <(Level) = [L47]>\nif <not <<(VictorDed) = [True]> and <(Guide Attacked?) = [True]>>> then\n if <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\n else\n switch costume to (costume1t v)\n end\nend\n\nwhen I receive [\[c\] here we are v]\nhide\n\nwhen I receive [lavacaves v]\nshow\n\nwhen I receive [crimson v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\nelse\n switch costume to (bosst v)\nend\nshow\n\nwhen I receive [___life-9__ v]\nbroadcast (Begin v)\n\nwhen I receive [evil base v]\nbroadcast (killtext v)\nshow\nset [level v] to [L74]\nset [music v] to [Evil Base]\nset [movable v] to [True]\nstop all sounds\nif <(Volume) = [1]> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [winner winner chicken dinner! v]\nforever\n if <(Level) = [Glitch]> then\n if <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (glitch v)\n else\n switch costume to (glitchl v)\n end\n else\n switch costume to (glitcht v)\n end\n else\n if <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\n else\n switch costume to (costume1t v)\n end\n end\nend\n\nwhen I receive [too powerful v]\nset [brightness v] effect to (0)\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\nelse\n switch costume to (bosst v)\nend\nshow\n\nwhen flag clicked\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\nelse\n switch costume to (costume1t v)\nend\n\nwhen I receive [begin v]\nwait until <key (t v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (g v) pressed?>\nwait until <key (o v) pressed?>\nset [tangomode v] to [True]\nswitch costume to ((costume [number v]) + (5))\n\nwhen flag clicked\nset [tangomode v] to [False]\n\nwhen I receive [king defeat v]\ngo to x: (-213) y: (-122)\n\nwhen I receive [begin v]\nhide variable [save code: v]\nforever\n if <key (s v) pressed?> then\n if <(length of (SP)) > [1]> then\n if <not <<(SP) = (join [11] [])> or <(SP) = [10]>>> then\n set [save code: v] to (join (SP) (join (letter (1) of (Guide Trusted?)) (join (letter (1) of (Guide Attacked?)) (join (letter (1) of (VictorDed)) (join (letter (1) of (KingDed?)) (join (letter (1) of (CrimsonHurt)) (Coins)))))))\n else\n if <not <(letter (1) of (SP)) = [0]>> then\n set [save code: v] to (join (join [0] (SP)) (join (letter (1) of (Guide Trusted?)) (join (letter (1) of (Guide Attacked?)) (join (letter (1) of (VictorDed)) (join (letter (1) of (KingDed?)) (join (letter (1) of (CrimsonHurt)) (Coins)))))))\n else\n set [save code: v] to (join (SP) (join (letter (1) of (Guide Trusted?)) (join (letter (1) of (Guide Attacked?)) (join (letter (1) of (VictorDed)) (join (letter (1) of (KingDed?)) (join (letter (1) of (CrimsonHurt)) (Coins)))))))\n end\n end\n else\n set [save code: v] to (join (join [00] (SP)) (join (letter (1) of (Guide Trusted?)) (join (letter (1) of (Guide Attacked?)) (join (letter (1) of (VictorDed)) (join (letter (1) of (KingDed?)) (join (letter (1) of (CrimsonHurt)) (Coins)))))))\n end\n show variable [save code: v]\n wait until <not <key (s v) pressed?>>\n wait until <key (s v) pressed?>\n hide variable [save code: v]\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [guide distrusted. v]\nset [movable v] to [True]\n\nwhen I receive [guide trusted! v]\nset [movable v] to [True]\n\nwhen I receive [mountains2 v]\nset [movable v] to [True]\n\nwhen I receive [lavacaves v]\nset [movable v] to [True]\n\ndefine Load Save\nif <(letter (1) of (Savecode)) = [0]> then\n if <(letter (2) of (Savecode)) = [0]> then\n set [sp v] to (letter (3) of (Savecode))\n else\n if <(letter (3) of (Savecode)) = [0]> then\n set [sp v] to [10]\n else\n set [sp v] to [11]\n end\n end\nelse\n set [sp v] to (join (letter (1) of (Savecode)) (join (letter (2) of (Savecode)) (letter (3) of (Savecode))))\nend\nif <(letter (4) of (Savecode)) = [T]> then\n set [guide trusted? v] to [True]\nelse\n set [guide trusted? v] to [False]\nend\nif <(letter (5) of (Savecode)) = [T]> then\n set [guide attacked? v] to [True]\nelse\n set [guide attacked? v] to [False]\nend\nif <(letter (6) of (Savecode)) = [T]> then\n set [victorded v] to [True]\nelse\n set [victorded v] to [False]\nend\nif <(letter (7) of (Savecode)) = [T]> then\n set [kingded? v] to [True]\nelse\n set [kingded? v] to [False]\nend\nif <(letter (8) of (Savecode)) = [T]> then\n set [crimsonhurt v] to [True]\nelse\n set [crimsonhurt v] to [False]\nend\nset [coins v] to (letter (9) of (Savecode))\nbroadcast (Relocate v)\n\nwhen I receive [begin v]\nwait until <key (l v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (r v) pressed?>\nwait until <key (a v) pressed?>\nset [lauramode v] to [True]\nswitch costume to ((costume [number v]) + (10))\n\nwhen I receive [waitwhat? v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\nelse\n switch costume to (costume1t v)\nend\n\nwhen I receive [relocate v]\nif <(CrimsonHurt) = [True]> then\n if <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\n else\n switch costume to (bosst v)\n end\nelse\n if <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\n else\n switch costume to (costume1t v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n if <(Level) = [Title]> then\n set [movable v] to [False]\n ask [Do you want to load a savegame?] and wait\n if <<(answer) = [Yes]> or <<(answer) = [Y]> or <<(answer) = [yep]> or <<(answer) = [sure]> or <<(answer) = [Yes.]> or <<(answer) = [of course!]> or <<(answer) = [yeah!]> or <<(answer) = [why not]> or <<(answer) = [why not?]> or <<(answer) = [yup!]> or <<(answer) = [yup]> or <(answer) = [yass]>>>>>>>>>>>> then\n ask [What is your save code?] and wait\n set [savecode v] to (answer)\n Load Save\n stop all sounds\n else\n think [Okay, nevermind then.] for (2) seconds\n set [movable v] to [True]\n end\n end\n end\nend\n\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (boss v)\n else\n switch costume to (bossl v)\n end\nelse\n switch costume to (bosst v)\nend\n\nwhen I receive [stop!!!!! #2 v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\nelse\n switch costume to (costume1t v)\nend\nset [movable v] to [False]\n\nwhen I receive [next life! v]\nstop [other scripts in sprite v]\nbroadcast (Begin v)\nset [movable v] to [True]\nshow\nforever\n play sound (TangoStage) until done\nend\n\nwhen I receive [vwop v]\nif <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (nemesphere v)\n else\n switch costume to (nemespherel v)\n end\nelse\n switch costume to (nemespheret v)\nend\n\nwhen I receive [repos v]\nif <(costume [number v]) = [16]> then\n if <(Tangomode) = [False]> then\n if <(LauraMode) = [False]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume1l v)\n end\n else\n switch costume to (costume1t v)\n end\nend\n\nwhen I receive [begin v]\nforever\n if <key (r v) pressed?> then\n wait (1) seconds\n if <key (r v) pressed?> then\n switch costume to (costume3 v)\n wait (0.01) seconds\n end\n end\nend\n\nwhen I receive [___life-9__ v]\nstop [other scripts in sprite v]\nbroadcast (Begin v)\nset [movable v] to [True]\nshow\nforever\n play sound (TangoStage) until done\nend\n\n@Knock Knock. Who's There? Nobody because I have no friends. Ha Ha. Ha Ha. That's not funny.\n\nwhen flag clicked\nforever\n if <<(Door) = [True]> and <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> and <key (space v) pressed?>>> then\n if <(Level) = [Title]> then\n set [level v] to [L1]\n stop all sounds\n broadcast (Cutscene1 v)\n end\n end\nend\n\nwhen I receive [thumb v]\nhide\n\nwhen I receive [hacker v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <<(Level) = [Title]> or <<(Level) = [L25]> or <<(Level) = [L53]> or <(Level) = [L50]>>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(Level) = [L25]> then\n repeat (5)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (1)\n wait (0.01) seconds\n end\n repeat (5)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-1)\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [Title]\nforever\n if <<(Door) = [True]> and <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> and <key (space v) pressed?>>> then\n if <(Level) = [L25]> then\n set [level v] to [L26]\n stop all sounds\n broadcast (Cutscene3 v)\n else\n if <(Level) = [L50]> then\n set [level v] to [L51]\n stop all sounds\n broadcast (Cutscene5 v)\n else\n if <(Level) = [L53]> then\n set [level v] to [Shop]\n stop all sounds\n broadcast (SHOP v)\n else\n end\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <(Level) = [L50]> then\n show\n repeat (5)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (1)\n wait (0.01) seconds\n end\n repeat (5)\n change [ghost v] effect by (-2)\n change [pixelate v] effect by (-1)\n wait (0.01) seconds\n end\n end\nend\n\nwhen I receive [leave shop v]\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\nwait (0.2) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [impossible v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to x: (29) y: (-110)\nforever\n switch costume to (Level)\nend\n\n@...TANGO. (ME.)\n\nwhen I receive [game over v]\nhide variable [lives v]\n\nwhen flag clicked\nforever\n if <(Level) = [Mountains1]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L26]\n broadcast (Cutscene3 v)\n set [guide trusted? v] to [True]\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Victory]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [Win!!!]\n broadcast (Winner Winner Chicken Dinner! v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2NDPLACE]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L45]\n broadcast (2ND_PLACE v)\n set [guide trusted? v] to [True]\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen I receive [impossible v]\nhide variable [lives v]\nstop [other scripts in sprite v]\nset [music v] to [MeowseMelody]\nstop all sounds\ngo to x: (-10) y: (42)\nswitch costume to (costume1 v)\nshow\nset [finale v] to [False]\nset [typeloc v] to [Bottom]\nif <(Level) = [Meow]> then\n broadcast (How Dare You. v)\n stop [this script v]\nend\nif <<(Level) = [L70]> or <(Level) = [L80]>> then\n set [finale v] to [True]\nend\nset [level v] to [lolhax]\nset [movable v] to [False]\nset [typemessage v] to [hello!]\nset [speaker v] to [Tango]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [typemessage v] to [if you're seeing this maybe something bugged.]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [typemessage v] to [you should tell tango what happened.]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (costume3 v)\nset [typemessage v] to [but...]\nbroadcast (Type v)\nswitch costume to (costume1 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [typemessage v] to [i've bugtested this a lot.]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [typemessage v] to [chances are this isn't a bug.]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (costume2 v)\nset [typemessage v] to [no.]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nif <(Lives) > [10]> then\n if <(Lives) = [11]> then\n switch costume to (costume2 v)\n set [typemessage v] to [giving yourself an extra life...]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume5 v)\n set [typemessage v] to [do you really think i'd allow that?]\n set [music v] to [None]\n stop all sounds\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n else\n if <(Lives) < [20]> then\n switch costume to (costume2 v)\n set [typemessage v] to (join [you gave yourself ] (join ((Lives) - (10)) [ extra lives.]))\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [music v] to [None]\n stop all sounds\n switch costume to (costume5 v)\n set [typemessage v] to [do you really think i'd allow that?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n else\n if <(Lives) < [100]> then\n switch costume to (costume2 v)\n set [typemessage v] to (join [you gave yourself ] (join ((Lives) - (10)) [ extra lives.]))\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume5 v)\n set [typemessage v] to [wow.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume8 v)\n set [typemessage v] to [just...]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [music v] to [None]\n stop all sounds\n switch costume to (costume5 v)\n set [typemessage v] to [wow.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n else\n if <(Lives) = [100]> then\n switch costume to (costume2 v)\n set [typemessage v] to [giving yourself 100 lives.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume5 v)\n set [typemessage v] to [why would you ever need that many?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [music v] to [None]\n stop all sounds\n switch costume to (costume8 v)\n set [typemessage v] to [are you really that bad?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n else\n if <(Lives) < [999]> then\n switch costume to (costume2 v)\n set [typemessage v] to [giving yourself over 100 lives.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume5 v)\n set [typemessage v] to [why would you ever need that many?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume8 v)\n set [typemessage v] to [are you really that bad?]\n set [music v] to [None]\n stop all sounds\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n else\n switch costume to (costume8 v)\n set [typemessage v] to [giving yourself countless lives.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [music v] to [None]\n stop all sounds\n switch costume to (costume5 v)\n set [typemessage v] to [i don't even know what to say.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n end\n end\n end\n end\n end\nelse\n set [music v] to [None]\n stop all sounds\n switch costume to (costume5 v)\n set [typemessage v] to [you're just hacking, aren't you?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\nif <(finale) = [False]> then\n switch costume to (costume4 v)\n show\n go to [front v] layer\n go to x: (0) y: (0)\n broadcast (HACKER v)\n set [lives v] to [0]\nelse\n switch costume to (costume8 v)\n set [typemessage v] to [so late in the game too.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume3 v)\n set [typemessage v] to [tell you what?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [typemessage v] to [i won't set you back to the beginning.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [typemessage v] to [just back to crimson.]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (costume2 v)\n set [typemessage v] to [okay?]\n broadcast (Type v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [sp v] to [9]\n set [level v] to [L70]\n broadcast (LavaCaves v)\n broadcast (Begin v)\n hide\nend\n\nwhen I receive [hacker v]\nforever\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\nend\n\ndefine ImpossibleCheck\nif <(Lives) > [10]> then\n broadcast (Impossible v)\nend\nif <<(fun) > [101]> or <(fun) < [1]>> then\n broadcast (Impossible v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [City]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L51]\n broadcast (Cutscene5 v)\n set [guide trusted? v] to [True]\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [THEKING]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L60]\n broadcast (THE KING v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Soundtest]> then\n broadcast (Soundtest v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [LavaCaves]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L66]\n broadcast (LavaCaves v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Crimson]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L70]\n broadcast (LavaCaves v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Message]> then\n broadcast (Soundtest v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [CrimsonFight]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L70]\n broadcast (CRIMSON v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [EvilBase]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L74]\n broadcast (Evil Base v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [Too Powerful]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L80]\n broadcast (TOO POWERFUL v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [TOO FAR.]> then\n if <(username) = [TangoMangoStudios]> then\n set [level v] to [L80]\n broadcast (TOO FAR. v)\n stop [this script v]\n else\n broadcast (Cheat. v)\n end\n end\nend\n\nwhen I receive [evilruntangogreeting v]\ngo to x: (0) y: (42)\nswitch costume to (costume1 v)\nshow\nset [music v] to [Grass Plains2]\nType [hello.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [congratulations.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [you beat the hardest boss in the game.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [a feat so difficult even i couldn't acomplish it.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nswitch costume to (costume3 v)\nType [i- i mean-] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nswitch costume to (costume8 v)\nType [of course i did, ha ha!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [i would -never- add in a boss fight i couldn't complete myself,] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [uh-] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [oh yeah, ] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nswitch costume to (costume1 v)\nType [if you haven't already, try to get the good ending next time.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [.-.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [okay, that's all. ] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [congratulations!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nhide\nbroadcast (killtext v)\nset [level v] to [You Win!!!]\nset [music v] to [Lab]\nstop all sounds\n\nwhen flag clicked\nforever\n ImpossibleCheck\nend\n\nwhen flag clicked\nset [tangostage v] to [None]\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\nset [movable v] to [False]\nbroadcast (killtext v)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [begin the finale! v]\nset [tangohealth v] to [100]\nrepeat until <(TangoStage) = [LIFE-2]>\n if <(TangoHealth) = [0]> then\n stop [other scripts in sprite v]\n set [movable v] to [False]\n if <(TangoStage) = [LIFE-1]> then\n broadcast (ChangeMusic v)\n set [pixelate v] effect to (0)\n Type [oh nooo!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [looks like you've defeated me!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [but as you know...] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [i'm a cat.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [cats have nine lives :3] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n set [tangostage v] to [LIFE-2]\n set [tangohealth v] to [100]\n stop all sounds\n set [movable v] to [True]\n broadcast (Next Life! v)\n broadcast (ChangeMusic v)\n switch costume to (2 v)\n end\n end\nend\n\nwhen I receive [next life! v]\nset [pixelate v] effect to (0)\nif <(TangoStage) = [LIFE-2]> then\n repeat until <(TangoStage) = [LIFE-3]>\n wait (1) seconds\n broadcast (tangoattack2 v) and wait\n wait (1) seconds\n broadcast (Tangoattack3 v) and wait\n end\nend\n\nwhen I receive [begin the finale! v]\nrepeat until <(TangoStage) = [LIFE-2]>\n if <touching (pew pew pew!!! v)?> then\n set [pixelate v] effect to (10)\n change [tangohealth v] by (-25)\n play sound [Owe v] until done\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [next life! v]\nrepeat until <(TangoStage) = [LIFE-9]>\n if <touching (pew pew pew!!! v)?> then\n set [pixelate v] effect to (10)\n change [tangohealth v] by (-25)\n play sound [Owe v] until done\n set [pixelate v] effect to (0)\n end\nend\n\nwhen I receive [gameover2 v]\nstop [other scripts in sprite v]\nset [movable v] to [False]\nif <(TangoStage) = [LIFE-1]> then\n Type [oh no!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [looks like you're out of lives!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [let's start again.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n set [lives v] to [10]\n set [movable v] to [True]\n broadcast (Begin The Finale! v)\nelse\n Type [oh no!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [looks like you're out of lives!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [but don't worry,] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [i won't set you back to the beginning] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n set [lives v] to [10]\n set [movable v] to [True]\n stop [other scripts in sprite v]\n if <not <(TangoStage) = [___LIFE-9___]>> then\n broadcast (Next Life! v)\n else\n broadcast (___LIFE-9__ v)\n end\nend\n\nwhen I receive [next life! v]\nrepeat until <(TangoStage) = [LIFE-8]>\n if <not <(TangoStage) = [___LIFE-9___]>> then\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (-132) y: (83)\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (0.0001) y: (42)\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (132) y: (83)\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (0.0001) y: (42)\n end\nend\n\nwhen I receive [next life! v]\nrepeat until <(TangoStage) = [___LIFE-9___]>\n if <(TangoHealth) = [0]> then\n if <not <(TangoStage) = [LIFE-8]>> then\n stop [other scripts in sprite v]\n set [tangostage v] to (join [LIFE-] ((letter (6) of (TangoStage)) + (1)))\n set [tangohealth v] to [100]\n stop all sounds\n broadcast (Next Life! v)\n next costume\n end\n end\nend\n\nwhen I receive [begin the finale! v]\nrepeat until <(TangoStage) = [LIFE-2]>\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (-132) y: (83)\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (0.0001) y: (42)\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (132) y: (83)\n glide ((2) - ((0.02) * ((100) - (TangoHealth)))) secs to x: (0.0001) y: (42)\nend\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-4]> then\n repeat until <(TangoStage) = [LIFE-5]>\n repeat (2)\n wait (1) seconds\n broadcast (TA7 v) and wait\n end\n wait (1) seconds\n broadcast (TA8 v) and wait\n end\nend\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-6]> then\n repeat until <(TangoStage) = [LIFE-7]>\n repeat (2)\n wait (1) seconds\n broadcast (TA11 v) and wait\n end\n wait (1) seconds\n broadcast (TA12 v) and wait\n end\nend\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-8]> then\n repeat until <(TangoStage) = [___LIFE-9___]>\n repeat (5)\n broadcast (TA13 v) and wait\n wait (0.1) seconds\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [___life-9__ v]\nset [shielded? v] to [False]\nforever\n if <touching (pew pew pew!!! v)?> then\n if <(Shielded?) = [False]> then\n set [pixelate v] effect to (10)\n set [color v] effect to (-100)\n change [tangohealth v] by (-5)\n play sound [Owe v] until done\n set [shielded? v] to [True]\n wait (2) seconds\n set [shielded? v] to [False]\n set [pixelate v] effect to (0)\n set [color v] effect to (0)\n end\n end\nend\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-7]> then\n repeat until <(TangoStage) = [LIFE-8]>\n repeat (5)\n broadcast (sun v) and wait\n wait (0.1) seconds\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [next life! v]\nrepeat until <(TangoStage) = [___LIFE-9___]>\n if <(TangoHealth) = [0]> then\n stop [other scripts in sprite v]\n set [movable v] to [False]\n if <(TangoStage) = [LIFE-8]> then\n glide (0.01) secs to x: (0.001) y: (90)\n set [tangostage v] to [LIFE-9 INTRO]\n stop all sounds\n set [brightness v] effect to (0)\n set [pixelate v] effect to (0)\n wait (0.1) seconds\n set [pixelate v] effect to (10)\n switch costume to (1 v)\n wait (0.1) seconds\n set [pixelate v] effect to (0)\n wait (0.8) seconds\n repeat (7)\n set [pixelate v] effect to (0)\n wait (0.1) seconds\n set [pixelate v] effect to (10)\n next costume\n wait (0.1) seconds\n set [pixelate v] effect to (0)\n wait (0.8) seconds\n end\n set [brightness v] effect to (-90)\n wait (3) seconds\n set [tangostage v] to [___LIFE-9___]\n switch costume to (9 v)\n set [brightness v] effect to (0)\n broadcast (___LIFE-9__ v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [___life-9__ v]\nswitch costume to (9 v)\nset [tangostage v] to [___LIFE-9___]\nset [tangohealth v] to [100]\nforever\n if <(TangoHealth) = [0]> then\n stop [other scripts in sprite v]\n broadcast (tangowni v)\n set [movable v] to [False]\n clear graphic effects\n set [tangostage v] to [None]\n set [music v] to [Too Much POWER!]\n stop all sounds\n switch costume to (costume3 v)\n Type [huh?] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [woah.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [you actually defeated me.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [well, uh-] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n stop all sounds\n set [music v] to [Lab]\n Type [congratulations!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [i'll go now.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [see ya!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n broadcast (Credits v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [___life-9__ v]\nforever\n if <(TangoStage) = [___LIFE-9___]> then\n set [bossattack v] to (pick random (1) to (13))\n if <(BossAttack) = [1]> then\n broadcast (tangoattack1 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [2]> then\n broadcast (tangoattack2 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [3]> then\n broadcast (Tangoattack3 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [4]> then\n broadcast (TA5 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [5]> then\n broadcast (TA6 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [6]> then\n broadcast (TA7 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [7]> then\n broadcast (TA8 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [8]> then\n broadcast (TA9 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [9]> then\n broadcast (sun v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [10]> then\n broadcast (TA10 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [11]> then\n broadcast (TA11 v) and wait\n wait (0.1) seconds\n else\n if <(BossAttack) = [12]> then\n broadcast (TA12 v) and wait\n wait (0.1) seconds\n else\n broadcast (TA13 v) and wait\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [begin the finale! v]\nrepeat until <(TangoStage) = [LIFE-2]>\n wait (1) seconds\n broadcast (tangoattack1 v) and wait\nend\n\nwhen I receive [next life! v]\nbroadcast (killtext v)\nset [tangohealth v] to [100]\n\nwhen I receive [___life-9__ v]\nforever\n if <(TangoStage) = [___LIFE-9___]> then\n repeat (10)\n change x by (pick random (-5) to (5))\n change y by (pick random (-5) to (5))\n end\n end\nend\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-8]> then\n repeat until <(TangoHealth) = [LIFE-8]>\n glide (((2) - ((0.02) * ((100) - (TangoHealth)))) / (2)) secs to x: (-132) y: (83)\n glide (((2) - ((0.02) * ((100) - (TangoHealth)))) / (2)) secs to x: (132) y: (83)\n end\nend\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-5]> then\n repeat until <(TangoStage) = [LIFE-6]>\n wait (1) seconds\n broadcast (TA9 v) and wait\n wait (1) seconds\n broadcast (TA10 v) and wait\n end\nend\n\nwhen I receive [___life-9__ v]\nset [movable v] to [True]\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-3]> then\n repeat until <(TangoStage) = [LIFE-4]>\n repeat (3)\n wait (1) seconds\n broadcast (TA5 v) and wait\n end\n wait (1) seconds\n broadcast (TA6 v) and wait\n end\nend\n\nwhen flag clicked\nset [hacked? v] to [False]\n\nwhen I receive [how dare you. v]\nswitch costume to (costume5 v)\nstop [other scripts in sprite v]\nset [level v] to [lolhax]\nif <(hacked?) = [False]> then\n set [hacked? v] to [True]\n Type [how dare you?] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [hacking on my own boss fight?] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [do you really think i'd allow that?] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n set [level v] to [Meow]\n set [tangostage v] to [LIFE-1]\n set [lives v] to [10]\n set [tangohealth v] to [100]\n set [music v] to [None]\n stop all sounds\n broadcast (Begin The Finale! v)\n switch costume to (1 v)\nelse\n Type [no.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [i will not allow this.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n Type [not again.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [Y] And Wait? [Y]\n broadcast (HACKER v)\n go to x: (0.0001) y: (0)\nend\n\nwhen I receive [begin the finale! v]\nforever\n ImpossibleCheck\nend\n\nwhen I receive [next life! v]\nforever\n ImpossibleCheck\nend\n\nwhen I receive [___life-9__ v]\nforever\n ImpossibleCheck\nend\n\nwhen I receive [tango's final appearance v]\ngo to x: (0) y: (42)\nswitch costume to (costume1 v)\nshow\nType [congratulations!] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [Y] And Wait? [Y]\nType [you have beaten the game!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [you have defeated what is probably the second hardest boss in the game.] in [Bottom] At (1) Sized (70) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [there is one more, though.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [one more difficult boss fight.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [but luckily, it's completely optional!] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [you don't have to do it at all if you don't feel.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [so, do you want to fight them?] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\nType [yes no] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [N]\nset [will you fight him? v] to [0]\nbroadcast (FirstChoice v)\nwait until <<(Will You Fight Him?) = [No]> or <(Will You Fight Him?) = [Yes]>>\nif <(Will You Fight Him?) = [No]> then\n Type [fair enough.] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [i guess nemesphere was hard enough.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [yes. nemesphere.] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [that final boss guy.] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [his name is a cross between nemesis and sphere.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [it also sounds like hemisphere and... it just works.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [anyways,] in [Bottom] At (1) Sized (200) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [congratulations on your victory.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [i'll let you be now.] in [Bottom] At (1) Sized (90) Spoken By [Tango] Caps? [N] And Wait? [Y]\n hide\n broadcast (Win Screen v)\nelse\n set [music v] to [None]\n stop all sounds\n Type [okay.] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n switch costume to (costume2 v)\n Type [very well.] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n set [music v] to [MeowseMelody]\n stop all sounds\n Type [well the final boss,] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n Type [the one stronger than any other...] in [Bottom] At (1) Sized (150) Spoken By [Tango] Caps? [N] And Wait? [Y]\n set [music v] to [None]\n stop all sounds\n broadcast (flash v)\n switch costume to (1 v)\n start sound [Lazer v]\n Type [ is me!!!] in [Bottom] At (0) Sized (200) Spoken By [???] Caps? [Y] And Wait? [Y]\n broadcast (Begin The Finale! v)\n set [tangostage v] to [LIFE-1]\n broadcast (killtext v)\n stop [this script v]\nend\n\nwhen I receive [cheat. v]\nshow\nswitch costume to (costume7 v)\nstop [all v]\n\nwhen I receive [___life-9__ v]\nforever\n if <(TangoStage) = [___LIFE-9___]> then\n glide (((2) - ((0.02) * ((100) - (TangoHealth)))) / (10)) secs to x: (pick random (-180) to (180)) y: (pick random (90) to (40))\n wait (0.2) seconds\n end\nend\n\nwhen I receive [___life-9__ v]\nbroadcast (killtext v)\n\nset [tangostage v] to [LIFE-8]\n\nwhen I receive [next life! v]\nif <(TangoStage) = [LIFE-10]> then\n set [tangostage v] to [LIFE-8]\n stop all sounds\n switch costume to (8 v)\nend\n\nwhen I receive [begin the finale! v]\nset [tangostage v] to [LIFE-1]\nswitch costume to (1 v)\nshow\n\n@DO YOU LIKE MY MUSIC? NO? GET OUT?\n\nwhen flag clicked\nwait until <(Level) = [L11]>\nstop all sounds\n\nwhen I receive [cut2 v]\nstop all sounds\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <(volume) = [0]> then\n switch costume to (costume4 v)\n wait (0.14) seconds\n else\n switch costume to (costume2 v)\n wait (0.14) seconds\n end\n else\n if <(volume) = [0]> then\n switch costume to (costume3 v)\n wait (0.14) seconds\n else\n switch costume to (costume1 v)\n wait (0.14) seconds\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(volume) = [0]> then\n set volume to (100) %\n wait (0.14) seconds\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n set volume to (0) %\n wait (0.14) seconds\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I receive [game over v]\nwait until <(Level) = [GameOver]>\nrepeat until <not <(Level) = [GameOver]>>\n if <key (space v) pressed?> then\n stop all sounds\n end\nend\n\nwhen I receive [thumb v]\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n set [volume v] to (volume)\nend\n\nwhen I receive [changemusic v]\nif <not <(volume) = [0]>> then\n if <(volume) = [100]> then\n repeat (24)\n change volume by (-4)\n end\n change volume by (-3)\n else\n repeat (25)\n change volume by (4)\n end\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nset [music v] to [Title]\nset [sp v] to [None]\nshow\nset [i v] to [False]\nforever\n if <not <(Music) = [Lab]>> then\n if <not <(Music) = [The King]>> then\n if <not <(Music) = [The King 2]>> then\n if <not <(Music) = [Crimson]>> then\n play sound (Music) until done\n else\n play sound (Music) until done\n if <(Music) = [Crimson]> then\n set [music v] to [Crimson NO_INTRO]\n end\n end\n else\n play sound (Music) until done\n if <(Music) = [The King 2]> then\n set [music v] to [The King 2 \(NO_INTRO\)]\n end\n end\n else\n play sound (Music) until done\n if <(Music) = [The King]> then\n set [music v] to [The King \(NO_INTRO\)]\n end\n end\n else\n play sound [Grass Plains v] until done\n end\nend\n\nwhen I receive [cutscene1 v]\nset [music v] to [Lab]\n\nwhen I receive [hacker v]\nstop [other scripts in sprite v]\n\nwhen I receive [relocate v]\nif <(SP) = [0]> then\n broadcast (Cutscene2 v)\n set [level v] to [L12]\nelse\n if <(SP) = [1]> then\n if <(Guide Trusted?) = [False]> then\n broadcast (Guide Distrusted. v)\n else\n broadcast (Guide Trusted! v)\n end\n set [music v] to [Grass Plains2]\n set [level v] to [L20]\n else\n if <(SP) = [2]> then\n broadcast (MountainRespawn v)\n set [level v] to [L29]\n else\n if <(SP) = [3]> then\n broadcast (Game2 v)\n set [level v] to [L35]\n else\n if <(SP) = [4]> then\n broadcast (2ND_PLACE v)\n set [level v] to [L45]\n else\n if <(SP) = [5]> then\n broadcast (Mountains2 v)\n set [level v] to [L47]\n else\n if <(SP) = [6]> then\n broadcast (Castle v)\n set [level v] to [L57]\n else\n if <(SP) = [7]> then\n broadcast (THE KING v)\n set [level v] to [L60]\n else\n if <(SP) = [8]> then\n broadcast (Castle2 v)\n set [level v] to [L61]\n else\n if <(SP) = [9]> then\n broadcast (LavaCaves v)\n set [level v] to [L66]\n else\n if <(SP) = [10]> then\n set [level v] to [L70]\n broadcast (CRIMSON v)\n else\n if <(SP) = [011]> then\n broadcast (Evil Base v)\n set [level v] to [L74]\n else\n if <(SP) = [NEM]> then\n broadcast (TOO POWERFUL v)\n set [level v] to [L80]\n else\n if <(SP) = [GDE]> then\n broadcast (TOO FAR. v)\n set [level v] to [L80]\n else\n if <(SP) = [T-1]> then\n broadcast (Begin The Finale! v)\n set [level v] to [Meow]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game over v]\nset [bugfixer0 v] to [False]\nset [bugfixer v] to [False]\nset [level v] to [GameOver]\nset [music v] to [None]\nstop all sounds\nwait (2) seconds\nplay sound [Game Over v] until done\nbroadcast (Relocate v)\nbroadcast (repos v)\nset [level v] to [Title]\nset [movable v] to [True]\nif <not <(volume) = [100]>> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [win screen v]\nhide\n\nwhen I receive [mountains2 v]\nset [sp v] to [5]\n\nwhen I receive [castle v]\nset [sp v] to [6]\n\nwhen I receive [winner winner chicken dinner! v]\nbroadcast (killtext v)\nset [music v] to [WIN???]\nstop all sounds\nwait (16.93) seconds\nset [music v] to [None]\nstop all sounds\nwait (2) seconds\nset [music v] to [Here We Are]\nstop all sounds\nbroadcast (Tango's Final Appearance v)\n\nwhen flag clicked\ngo to x: (219) y: (165)\n\nwhen I receive [castle2 v]\nif <(KingDed?) = [True]> then\n set [music v] to [Alone]\nelse\n set [music v] to [Castle]\nend\n\nwhen I receive [winner winner chicken dinner! v]\nstart sound [WIN??? v]\nset [level v] to [Win!!!]\nwait (5.1) seconds\nset [level v] to [Glitch]\nwait (0.8) seconds\nset [level v] to [Win!!!]\nwait (0.5) seconds\nset [level v] to [Glitch]\nwait (0.1) seconds\nset [level v] to [Win!!!]\nwait (0.7) seconds\nset [level v] to [Glitch]\nwait (1) seconds\nset [level v] to [Win!!!]\nwait (0.7) seconds\nset [level v] to [Glitch]\nwait (1) seconds\nset [level v] to [Win!!!]\nwait (0.3) seconds\nset [level v] to [Glitch]\nwait (1) seconds\nset [level v] to [Win!!!]\nwait (2.4) seconds\nset [level v] to [Glitch]\nwait (0.5) seconds\nset [level v] to [Win!!!]\nwait (0.3) seconds\nset [level v] to [Glitch]\nwait (1) seconds\nset [level v] to [Meow]\n\nwhen I receive [evil base v]\nset [sp v] to [011]\n\nwhen I receive [too powerful v]\nset [sp v] to [NEM]\nif <not <(volume) = [100]>> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [too powerful v]\nwait (1) seconds\nif <not <(volume) = [100]>> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [winner winner chicken dinner! v]\nif <not <(volume) = [100]>> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [begin the finale! v]\nset [sp v] to [T-1]\n\nwhen I receive [king defeat v]\nset [sp v] to [8]\n\nwhen I receive [too far. v]\nset [sp v] to [GDE]\nif <not <(volume) = [100]>> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [lavacaves v]\nset [sp v] to [9]\nset [music v] to [Eruption]\nstop all sounds\n\nwhen I receive [fake intro v]\nset [fi v] to [True]\nplay sound [False King INTRO v] until done\nset [fi v] to [False]\nbroadcast (WAIT. v)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@Recycled Text Engine (still sorry.)\n\nwhen I start as a clone\nwait until <(clonesdie) = [True]>\nhide\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(clonesdie) = [True]>\n show\nend\n\nwhen I receive [speak v]\nif <(Speaker) = [None]> then\n start sound [blip2 v]\nelse\n if <(Speaker) = [Victor]> then\n start sound [vic v]\n else\n if <<(Speaker) = [ThePrince]> or <<(Speaker) = [Prince]> and <(Music) = [Here We Are]>>> then\n start sound [blip v]\n else\n if <<(Speaker) = [Prince]> or <(Speaker) = [Crimson]>> then\n start sound [bipp v]\n else\n if <(Speaker) = [Regnor]> then\n start sound [regnor v]\n else\n if <(Speaker) = [Tango]> then\n start sound (join [blip] (pick random (4) to (6)))\n else\n if <(Speaker) = [???]> then\n start sound [blip3 v]\n else\n if <(Speaker) = [Zip]> then\n start sound [Zip v]\n else\n if <(Speaker) = [Quiz]> then\n start sound [blip2 v]\n else\n if <(Speaker) = [Nemesphere]> then\n start sound [Uh v]\n else\n if <(Speaker) = [Egnaro]> then\n start sound [bippp v]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [type v]\ngo to [front v] layer\nhide\nclear graphic effects\nset [brightness v] effect to (0)\nif <(TypeLoc) = [Bottom]> then\n go to x: (-200) y: (-155)\nelse\n if <(TypeLoc) = [Shop]> then\n go to x: (-200) y: (-50)\n else\n if <(TypeLoc) = [TextBox]> then\n go to x: (-200) y: (-70)\n else\n if <(TypeLoc) = [Middle]> then\n go to x: (-200) y: (0)\n set [brightness v] effect to (100)\n end\n end\n end\nend\nset [clonesdie v] to [True]\nwait (0.01) seconds\nset [clonesdie v] to [False]\nhide\nset size to (Typesize) %\ngo to [front v] layer\nset [typechars v] to (round ((22) * ((150) / (Typesize))))\nset [typeprog v] to [1]\nset [place v] to [1]\nrepeat (length of (TypeMessage))\n if <(clonesdie) = [False]> then\n if <not <(letter (typeprog) of (TypeMessage)) = [ ]>> then\n if <(TextCAPS) = [N]> then\n switch costume to (letter (typeprog) of (TypeMessage))\n else\n switch costume to (join (letter (typeprog) of (TypeMessage)) [2])\n end\n else\n switch costume to (_ v)\n end\n if <not <(letter (typeprog) of (TypeMessage)) = [ ]>> then\n create clone of (_myself_ v)\n if <not <(costume [number v]) = [68]>> then\n broadcast (speak v) and wait\n end\n wait ((TalkSpeed) / (50)) seconds\n end\n change [place v] by (1)\n change [typeprog v] by (1)\n change x by ((20) / ((150) / (Typesize)))\n if <(place) = (TypeChars)> then\n set [place v] to [0]\n change y by (((20) / ((150) / (Typesize))) * (-1))\n if <<(TextCAPS) = [Y]> or <(Music) = [Here We ARe]>> then\n change y by (((5) / ((150) / (Typesize))) * (-1))\n end\n change x by ((TypeChars) * (-21))\n change x by ((20) / ((150) / (Typesize)))\n end\n end\nend\nbroadcast (Dun. v)\n\nwhen I receive [hacker v]\nstop [other scripts in sprite v]\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [killtext v]\nset [clonesdie v] to [True]\nwait (0) seconds\nset [clonesdie v] to [False]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@Nemesphere\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [resume monologue v]\nswitch costume to (talking v)\nType [heh.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [i didn't need him anyway.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello2 v)\nType [okay. enough of this.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [i'm tired of waiting.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [this ends now.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (Gem v) and wait\nType [the power from this gem will allow me to become so much more powerful.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [none of you will stand a chance.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you fools.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you are the only things left in my way.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [stop!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [don't mess with that!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [it's not what you think it is!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [you'll get hurt!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [stop!!!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [N]\nbroadcast (POWER v) and wait\nswitch costume to (talking v)\n\nwhen I receive [too powerful v]\nswitch costume to (costume1 v)\nforever\n set [fisheye v] effect to (10)\n set [whirl v] effect to (510)\n wait (0.1) seconds\n set [fisheye v] effect to (20)\n set [whirl v] effect to (520)\n wait (0.1) seconds\n set [fisheye v] effect to (30)\n set [whirl v] effect to (530)\n wait (0.1) seconds\n set [fisheye v] effect to (20)\n set [whirl v] effect to (520)\n wait (0.1) seconds\n set [fisheye v] effect to (10)\n set [whirl v] effect to (510)\n wait (0.1) seconds\n set [fisheye v] effect to (0)\n set [whirl v] effect to (500)\n wait (0.1) seconds\n set [fisheye v] effect to (-10)\n set [whirl v] effect to (490)\n wait (0.1) seconds\n set [fisheye v] effect to (-20)\n set [whirl v] effect to (480)\n wait (0.1) seconds\n set [fisheye v] effect to (-30)\n set [whirl v] effect to (470)\n wait (0.1) seconds\n set [fisheye v] effect to (-20)\n set [whirl v] effect to (480)\n wait (0.1) seconds\n set [fisheye v] effect to (-10)\n set [whirl v] effect to (490)\n wait (0.1) seconds\n set [fisheye v] effect to (0)\n set [whirl v] effect to (500)\n wait (0.1) seconds\nend\n\nwhen I receive [vwop v]\nbroadcast (ChangeMusic v)\nclear graphic effects\npoint in direction (90)\nset [whirl v] effect to (0)\nswitch costume to (costume1 v)\nset [brightness v] effect to (-100)\nType [finally.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (10)\nType [i feel so powerful!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (20)\nType [i feel like-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (50)\nType [like-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (100)\nType [uh-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (200)\nType [what-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (300)\nType [what is happenning?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (450)\nType [-hl!ep!p] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (500)\nType [!sne-ohp!e!e lom e] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (999)\nType [!--!!-1!doj4!l?2!!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (lights2 v)\nbroadcast (killtext v)\nset [music v] to [Too Dangerous]\n\nwhen I receive [\[c\] final confrontation v]\nshow\nswitch costume to (hello v)\ngo to x: (245) y: (54)\nglide (1) secs to x: (115) y: (54)\nType [huh?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [how did you lot get in?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [urgh.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (ergh v)\nType [victor.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [i'm surprised to see you here.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [again.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (nonononoNONONONO v)\nswitch costume to (talking v)\nType [heh.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you haven't learned a thing, have you?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [but...] in [Bottom] At (1) Sized (90) Spoken By [Victor] Caps? [N] And Wait? [Y]\nType [i'm with my friends now,] in [Bottom] At (1) Sized (90) Spoken By [Victor] Caps? [N] And Wait? [Y]\nType [they wouldn't let me get hurt!] in [Bottom] At (1) Sized (90) Spoken By [Victor] Caps? [N] And Wait? [Y]\nType [heh. we'll see.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hey. v)\nType [guide.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello v)\nType [aren't there any more cowards for you to be protecting?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [hey!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [stop it!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [egnaro's hardly a coward, is he?] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [besides, i was only protecting them from what you created!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [you're responsible for all that lava, aren't you?] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [of course i am. did you just think the lava was naturally there?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [what about the lava in the castle?] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [yes. that too.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [w- what about the lava in the mountains, was that you too?] in [Bottom] At (1) Sized (90) Spoken By [Victor] Caps? [N] And Wait? [N]\nwait (1) seconds\nType [yes! i am responsible for all the lava! gah!!!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [son?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nbroadcast (KING ENTRE v)\n\nwhen I receive [wait. v]\nshow\nswitch costume to (hey.2 v)\nglide (0.5) secs to x: (202) y: (-67)\nType [wait!] in [Bottom] At (1) Sized (100) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [take this!] in [Bottom] At (1) Sized (100) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hey.2 v)\nrepeat (7)\n next costume\n wait (0.1) seconds\nend\nbroadcast (CAch v)\nnext costume\nwait (0.1) seconds\nglide (0.5) secs to x: (304) y: (-67)\nhide\n\nwhen I receive [cutscene 7 v]\nshow\nswitch costume to (hello v)\ngo to x: (245) y: (54)\nglide (1) secs to x: (115) y: (54)\nType [finally.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you arrived.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [do you know how bored i got waiting for you?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [anyway, you came here to try and stop me.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [because you think you're stronger than me.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (talking v)\nType [and maybe you are.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello v)\nType [but i have something that will change that.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (Gem v) and wait\nType [the power from this gem will allow me to become so much more powerful.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you won't stand a chance.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [nobody else dares to fight me.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you are the only thing left in my way.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (POWER v) and wait\n\nwhen I receive [light v]\nswitch costume to (oh no. v)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [too powerful v]\nset [nemesphere_health v] to [1000]\nbroadcast (nemespherestartattacking v)\n\nwhen I receive [nemespherestartattacking v]\nforever\n set [mov v] to [True]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (pick random (-120) to (120)) y: (pick random (-120) to (120))\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [mov v] to [False]\n wait (((0.001) * (NEMESPHERE_HEALTH)) + (0.5)) seconds\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [nemespherestartattacking v]\nforever\n if <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n if <(mov) = [False]> then\n broadcast (Blassht v)\n wait until <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n end\n end\nend\n\nwhen I receive [nemespherestartattacking v]\nforever\n wait ((0.01) * (NEMESPHERE_HEALTH)) seconds\n broadcast (attak v) and wait\nend\n\nwhen I receive [nemespherestartattacking v]\nwait until <(NEMESPHERE_HEALTH) = [10]>\nglide (1) secs to x: (0) y: (90)\nstop [other scripts in sprite v]\nif <(Guide Trusted?) = [True]> then\n broadcast (STOP!!!!! v)\nelse\n broadcast (STOP!!!!! #2 v)\nend\n\nwhen I receive [stop!!!!! v]\nset [fisheye v] effect to (0)\nset [ghost v] effect to (0)\nset [music v] to [Too Much POWER!]\nstop all sounds\nType [s-otp t!i!!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (450)\nType [ugr] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (400)\nType [s t o p i t . ] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (350)\nType [leeave me aloen] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (300)\nType [g a h !] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (175)\nType [i don't want this-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (50)\nType [all this power-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (0)\nType [i'm sorry, guide, i should've listened to you.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (regnor turn v)\n\nwhen I receive [winner winner chicken dinner! v]\nhide\n\nwhen I receive [regnor v]\nset [movable v] to [False]\nset [music v] to [None]\nbroadcast (ChangeMusic v)\nshow\nswitch costume to (hello v)\ngo to x: (245) y: (54)\nglide (1) secs to x: (115) y: (54)\nstop all sounds\nType [finally.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you arrived.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [do you know how bored i got waiting for you?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [anyway, there's someone here to speak to you.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (run. v)\nglide (1) secs to x: (275) y: (54)\nhide\nbroadcast (regnor appear and speak v)\n\nwhen I receive [evilruntangogreeting v]\nhide\n\nwhen I receive [nemmie v]\nswitch costume to (hello v)\nshow\ngo to x: (283) y: (50)\nglide (1) secs to x: (0) y: (50)\nType [huh.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you actually managed to beat that guy, huh?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (talking v)\nType [i'm impressed.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello v)\nType [hey, how would you feel about being my assistant?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello2 v)\nType [n... no...?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello v)\nType [well- i- uh-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (hello2 v)\nType [oh forget it.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [i know people like you.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you think you're so much better than anyone else.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [you think you can do whatever you want without consequences.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [people like you are impossible to work with.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [if i don't do something, chances are you'll destroy everything.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (talking v)\nType [don't worry, i'm not going to fight you.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [i've seen how strong you were when you fought the guide.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [so...] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [here, take this.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (jemm v)\nshow\nswitch costume to (talking2 v)\nglide (0.25) secs to x: (254) y: (50)\nhide\n\nwhen I receive [pay v]\nswitch costume to (hello2 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nglide (1) secs to x: (100) y: (54)\n\nwhen I receive [nemespherestartattacking v]\nset [fisheye v] effect to (0)\nset [color v] effect to (0)\nforever\n if <<touching (pew pew pew!!! v)?> or <<<touching (the heart of not-death. v)?> or <touching (prince sphere's lazer beam he uses in the nemesphere fight v)?>> or <<touching (trophy v)?> or <touching (rotato \(he's back! your favourite extravagantly coded missile shot by floating circles who speak using the regna sound clip.\) v)?>>>> then\n if <(mov) = [False]> then\n broadcast (oughies v)\n set [color v] effect to (40)\n change [nemesphere_health v] by (-10)\n if <not <(Guide Trusted?) = [True]>> then\n change [nemesphere_health v] by (-20)\n end\n change x by (-10)\n if <(NEMESPHERE_HEALTH) > [500]> then\n start sound [dH2 v]\n else\n start sound [dH2 v]\n start sound [dH1 v]\n end\n wait (0.1) seconds\n change x by (20)\n set [color v] effect to (0)\n wait (0.1) seconds\n change x by (-10)\n end\n end\nend\n\nwhen I receive [too powerful v]\nset [brightness v] effect to (0)\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\n\nwhen I receive [castle v]\nwait until <(Level) = [L60]>\nset [music v] to [None]\nstop all sounds\nclear graphic effects\ngo to x: (202) y: (-67)\nswitch costume to (talking v)\nshow\nwait until <key (space v) pressed?>\nswitch costume to (hey. v)\n\nwhen I receive [run. v]\nswitch costume to (run. v)\nglide (1) secs to x: (500) y: (-67)\nhide\n\nwhen I receive [back to nemesphere v]\nswitch costume to (costume3 v)\nType [well, the king was working with me too...] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [we'll deal with him later.] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [oh no.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [what?] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [the king went back to the left, right?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [yes.] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [Y] And Wait? [Y]\nType [i- don't think i disabled the traps.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (huh v)\nType [huh? is he okay?] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [i don't... know.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (aaaaand back to regnor v)\n\nwhen I receive [stop!!!!! #2 v]\nset [fisheye v] effect to (0)\nset [ghost v] effect to (0)\nset [music v] to [Too Much POWER!]\nstop all sounds\nType [s-otp t!i!!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (450)\nType [ugr] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (400)\nType [s t o p i t . ] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (350)\nType [leeave me aloen] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (300)\nType [g a h !] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (175)\nType [i don't want this-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (50)\nType [all this power-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nset [whirl v] effect to (0)\nType [i'm sorry, egnaro.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [it seems you were more powerful than i had imagined.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (Zip v) and wait\nType [.....] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [i'll take that as a yes.] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [i just-] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nType [quiet!] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nType [you've already caused enough damage.] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nbroadcast (GDE v)\nType [egnaro, you can go. i'll take it from here.] in [Bottom] At (1) Sized (90) Spoken By [Regnor] Caps? [N] And Wait? [Y]\nset [movable v] to [True]\nset [music v] to [None]\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nbroadcast (ChangeMusic v) and wait\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@Ooh! A door! I aDOOR them! HAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHHAH\n\nwhen flag clicked\nset [talk v] to [False]\nforever\n go to (hitbox \(yes, i'm advanced now o.o\) v)\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(Door) = [True]> then\n switch costume to (costume1 v)\n show\n else\n if <(Talk) = [True]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\n end\nend\n\n@Lives Meter (LOOK. I DIDN'T USE THE SCRATCH LIVES THING. NOW ARE YOU HAPPY?)\n\nwhen I receive [impossible v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win screen v]\nhide\n\nwhen I receive [vwop v]\nset [brightness v] effect to (-100)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [too powerful v]\nclear graphic effects\n\nwhen I receive [begin the finale! v]\nshow\nstop [other scripts in sprite v]\nforever\n if <not <(Level) = [Glitch]>> then\n switch costume to (Lives)\n else\n switch costume to (glitch v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [relocate v]\nshow\n\nwhen I receive [evilruntangogreeting v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <not <(Level) = [Glitch]>> then\n switch costume to (Lives)\n else\n switch costume to (glitch v)\n end\nend\n\n@Regnor (The Guide)\n\nwhen I receive [cutscene1 v]\nwait (1) seconds\ngo to x: (247) y: (21)\nswitch costume to (neutraleft v)\nwait until <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [-120]>\nset [movable v] to [False]\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Guide's Theme]\nstop all sounds\nbroadcast (ChangeMusic v) and wait\nshow\nglide (1) secs to x: (-15) y: (21)\nswitch costume to (neutral v)\nType [hello! nice to meet you!] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (happy v)\nType [i'm your guide! i'm here to help you on your adventure!] in [Bottom] At (0.1) Sized (120) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutral v)\nType [come on! let's go!] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nswitch costume to (neutright v)\nglide (1) secs to x: (247) y: (21)\nhide\nbroadcast (ChangeMusic v) and wait\nset [movable v] to [True]\nset [music v] to [Lab]\nstop all sounds\nbroadcast (ChangeMusic v) and wait\nwait until <(Level) = [L2]>\nset [movable v] to [False]\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-15) y: (109)\nswitch costume to (neutral v)\nType [let's start with an easy jump.] in [Bottom] At (0.1) Sized (130) Spoken By [Regnor]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [130]>\nswitch costume to (happy2 v)\nType [good job!] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L3]>\nshow\ngo to x: (-260) y: (109)\nset [movable v] to [False]\nglide (1) secs to x: (204) y: (148)\nswitch costume to (neutral v)\nType [what about this?] in [Bottom] At (0.1) Sized (130) Spoken By [Regnor]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <<([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [130]> and <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [66]>>\nswitch costume to (happy2 v)\nset [movable v] to [False]\nType [great work!] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nbroadcast (lagstop v)\n\nwhen I receive [oh. v]\nswitch costume to (neutright v)\ngo to x: (-252) y: (93)\nshow\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [None]\nset [movable v] to [False]\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (neutral3 v)\nType [no... i understand.] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad2 v)\nType [if you don't trust me, then you probably don't want my help, do you?] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad4 v)\nType [i... i'll leave you alone then.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nglide (5) secs to x: (-252) y: (93)\nhide\nbroadcast (Guide Distrusted. v)\nset [movable v] to [True]\nset [music v] to [Grass Plains2]\nstop all sounds\nbroadcast (ChangeMusic v) and wait\n\nwhen I receive [huh? v]\nswitch costume to (neutright v)\ngo to x: (-252) y: (93)\nshow\nset [movable v] to [False]\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (neutral3 v)\nType [huh?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad2 v)\nType [hey, you walked past it.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutral2 v)\nType [let's try again.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (Heart2 v)\nset [movable v] to [True]\n\nwhen I receive [cutscene2 v]\nset [movable v] to [False]\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral v)\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Guide's Theme]\nstop all sounds\nbroadcast (ChangeMusic v)\nType [huh?] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [lava???] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [actually i did hear something about volcanic activity round here...] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i guess that explains it.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad1 v)\nType [i'm sorry, i'll deal with this.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutright v)\nglide (1) secs to x: (-5) y: (-102)\nset [level v] to [L12]\nglide (1) secs to x: (-5) y: (130)\nType [there we go.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Lab]\nstop all sounds\nbroadcast (ChangeMusic v)\nset [movable v] to [True]\nwait until <(Level) = [L13]>\nset [movable v] to [False]\ngo to x: (-264) y: (91)\nglide (1) secs to x: (-212) y: (91)\nswitch costume to (neutral3 v)\nType [oh no.] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i don't think i'll be able to cover up all this lava.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [be- be careful.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <<([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [190]> or <(Lives) < [10]>>\nif <(Lives) < [10]> then\n set [movable v] to [False]\n switch costume to (shocked v)\n Type [oh no!] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n show\n Type [are you okay?] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [i'm so sorry!] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [i didn't think...] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [i thought you would...] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [i.. i'll see if i can cover this.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n broadcast (bridge v)\n switch costume to (sad3 v)\n Type [there. that should help.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [movable v] to [True]\n wait until <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [190]>\nelse\n set [movable v] to [False]\n Type [phew. you're okay.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [movable v] to [True]\nend\nwait until <(Level) = [L14]>\nbroadcast (ChangeMusic v)\nhide\nstop all sounds\nset [movable v] to [False]\ngo to x: (-252) y: (109)\nshow\nglide (1) secs to x: (-190) y: (109)\nset [music v] to [Guide's Theme]\nstop all sounds\nbroadcast (ChangeMusic v)\nType [well, there doesn't seem to be any more lava.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nswitch costume to (happy v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [oh! that reminds me! ] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nswitch costume to (neutral3 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i need to go do something.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [you can keep going, i'll catch up to you when i'm done.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad4 v)\nType [sorry.] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nset [movable v] to [True]\nswitch costume to (neutright v)\nglide (1) secs to x: (247) y: (109)\nhide\nbroadcast (ChangeMusic v) and wait\nset [music v] to [None]\nstop all sounds\nwait until <(Level) = [L15]>\nbroadcast (L15 v)\nset [music v] to [Alone]\nbroadcast (ChangeMusic v) and wait\n\nwhen flag clicked\nset [textcaps v] to [N]\nset [guide trusted? v] to [0]\n\nwhen I receive [guide trusted! v]\nswitch costume to (neutright v)\nset [level v] to [L20]\nset [guide trusted? v] to [True]\nwait until <(Level) = [L21]>\nset [movable v] to [False]\ngo to x: (-254) y: (93)\nshow\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (neutral3 v)\nType [oh no.] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutral v)\nType [don't worry, i'll fix this.] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (bridge v)\nType [there. hopefully that'll be enough.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nset [movable v] to [True]\nwait until <(Level) = [L22]>\nset [movable v] to [False]\ngo to x: (-254) y: (93)\nshow\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (neutral3 v)\nType [more lava?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutral v)\nbroadcast (bridge v)\nType [there we go.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nset [movable v] to [True]\nwait until <(Level) = [L23]>\nset [movable v] to [False]\ngo to x: (-254) y: (93)\nshow\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (neutral v)\nType [really?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutral v)\nbroadcast (bridge v)\nbroadcast (killtext v)\nset [movable v] to [True]\nwait until <(Level) = [L24]>\nset [movable v] to [False]\ngo to x: (-254) y: (93)\nshow\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (disbelief v)\nType [what.] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (neutral v)\nbroadcast (bridge v)\nbroadcast (killtext v)\nset [movable v] to [True]\nwait until <(Level) = [L25]>\nbroadcast (L25 v)\n\nwhen I receive [heal v]\nif <(Lives) = [10]> then\n set [lives v] to [10]\n set [movable v] to [False]\n switch costume to (happy2 v)\n Type [okay then!] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (happy v)\n Type [well, i'll be happy to help you.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (happy2 v)\n Type [come on! let's carry on!] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n broadcast (killtext v)\n switch costume to (neutright v)\n glide (1) secs to x: (252) y: (93)\n hide\n broadcast (Guide Trusted! v)\n set [movable v] to [True]\n broadcast (ChangeMusic v) and wait\n stop all sounds\n set [music v] to [Lab]\n broadcast (ChangeMusic v) and wait\nelse\n set [lives v] to [10]\n set [movable v] to [False]\n switch costume to (happy2 v)\n Type [there you go!] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (happy v)\n Type [fully healed!] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (happy2 v)\n Type [thank you for trusting me.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [come on! let's carry on!] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n broadcast (killtext v)\n switch costume to (neutright v)\n glide (1) secs to x: (252) y: (93)\n hide\n broadcast (Guide Trusted! v)\n set [movable v] to [True]\n broadcast (ChangeMusic v) and wait\n stop all sounds\n set [music v] to [Lab]\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [l15 v]\nwait until <(Level) = [L17]>\ngo to x: (-252) y: (93)\nset [movable v] to [False]\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Sorry]\nstop all sounds\nbroadcast (ChangeMusic v)\nshow\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (sad4 v)\nType [e... egnaro...] in [Bottom] At (1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i'm so sorry.] in [Bottom] At (1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad5 v)\nType [i didn't realise that...] in [Bottom] At (1) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i didn't know the next area was so dangrous.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nif <(Lives) = [10]> then\n switch costume to (neutral2 v)\n Type [but... you didn't even get hurt.] in [Bottom] At (1) Sized (130) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [maybe i underestimated you.] in [Bottom] At (1) Sized (130) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (sad3 v)\n Type [it seems you don't need my help.] in [Bottom] At (1) Sized (130) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [do you want my help?] in [Bottom] At (1) Sized (130) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n set [movable v] to [True]\n broadcast (Heart! v) and wait\n set [movable v] to [False]\n if <(Level) = [L18]> then\n Type [i... i'll get out of your way then.] in [Bottom] At (0) Sized (110) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n broadcast (killtext v)\n switch costume to (sad6 v)\n glide (5) secs to x: (252) y: (93)\n hide\n set [level v] to [L20]\n broadcast (Guide Distrusted. v)\n set [movable v] to [True]\n broadcast (ChangeMusic v) and wait\n stop all sounds\n set [music v] to [Grass Plains2]\n broadcast (ChangeMusic v) and wait\n end\nelse\n switch costume to (sad4 v)\n Type [are you okay?] in [Bottom] At (1) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [you look hurt.] in [Bottom] At (1) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [here, i'll heal you.] in [Bottom] At (1) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n broadcast (Heart! v) and wait\nend\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nbroadcast (Type v)\n\nwhen I receive [l25 v]\nif <(Guide Trusted?) = [True]> then\n set [movable v] to [False]\n go to x: (-254) y: (93)\n switch costume to (neutright v)\n glide (1) secs to x: (200) y: (-116)\n switch costume to (happy v)\n Type [wow!] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (neutral v)\n Type [it looks like we've made it to the end of the grass plains.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (sad1 v)\n Type [unfortunately i can't continue with you.] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [as much as i'd like to, i have to stay here incase anyone else come along who needs help.] in [Bottom] At (0) Sized (70) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (happy2 v)\n Type [good luck!] in [Bottom] At (0) Sized (70) Spoken By [Regnor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (neutraleft v)\n glide (1) secs to x: (211) y: (-122)\n glide (1) secs to x: (-261) y: (150)\n hide\n set [movable v] to [True]\n broadcast (killtext v)\nend\n\nwhen I receive [l25 v]\nif <(Guide Trusted?) = [False]> then\n go to x: (200) y: (-122)\n show\n wait until <<(Level) = [L26]> or <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> and <(Yes) < [-2]>>>\n if <not <(Level) = [L26]>> then\n broadcast (RegnorHurt1 v)\n else\n hide\n end\nend\n\nwhen I receive [guide distrusted. v]\nbroadcast (killtext v)\nset [guide trusted? v] to [False]\nwait until <(Level) = [L25]>\nbroadcast (L25 v)\n\nwhen I receive [stop!!!!! v]\nshow\nswitch costume to (ready v)\nglide (1) secs to x: (-165) y: (51)\n\nwhen I receive [vwop v]\nswitch costume to (ready4 v)\n\nwhen I receive [gem v]\nswitch costume to (ready2 v)\n\nwhen I receive [aaaaand back to regnor v]\nswitch costume to (ready6 v)\nset [textcaps v] to [N]\nType [great.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [just...] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [great.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (ready v)\nType [hey, egnaro, i'll sort all this out.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [you can go if you like.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [you did do most of the work, to be honest.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (ChangeMusic v)\nset [music v] to [None]\nset [movable v] to [True]\n\nwhen flag clicked\nset [guide attacked? v] to [False]\n\nwhen I receive [regnorhurt1 v]\nset [guide attacked? v] to [True]\nset [music v] to [None]\nstop all sounds\nset [movable v] to [False]\nstart sound [Owe v]\nwait (0.01) seconds\nchange x by (10)\nswitch costume to (hurt1 v)\nwait (0.01) seconds\nchange x by (-15)\nswitch costume to (hurt2 v)\nwait (0.01) seconds\nchange x by (5)\nwait (0.5) seconds\nglide (1) secs to x: (200) y: (107)\nswitch costume to (shocked v)\nType [egnaro!] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad3 v)\nType [what was that for?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad4 v)\nType [...why?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad3 v)\nType [...?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nswitch costume to (sad6 v)\nglide (2) secs to x: (250) y: (107)\nset [movable v] to [True]\nhide\n\nwhen I receive [winner winner chicken dinner! v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nhide\n\nwhen I receive [stop!!!!! v]\nshow\nstop [other scripts in sprite v]\nswitch costume to (ready v)\nglide (1) secs to x: (-165) y: (51)\n\nwhen I receive [\[c\] final confrontation v]\nshow\nswitch costume to (ready v)\ngo to x: (-245) y: (51)\nglide (1) secs to x: (-165) y: (51)\n\nwhen I receive [huh??? v]\nswitch costume to (neutright v)\ngo to x: (-252) y: (93)\nshow\nset [movable v] to [False]\nglide (1) secs to x: (-24) y: (93)\nswitch costume to (neutral3 v)\nType [egnaro...?] in [Bottom] At (0) Sized (150) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad2 v)\nType [are you avoiding it... deliberately?] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sad4 v)\nType [do you not trust me?] in [Bottom] At (0) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (Heart3 v)\nset [movable v] to [True]\n\nwhen I receive [too far. v]\nshow\ngo to x: (0) y: (50)\nbroadcast (killtext v)\nset [guide_health v] to [999]\nset [music v] to [TOO FAR.]\nbroadcast (guidestartattacking v)\nif <(Volume) = [1]> then\n broadcast (ChangeMusic v)\nend\n\nwhen I receive [regnor turn v]\nswitch costume to (ready5 v)\nset [textcaps v] to [N]\nType [do you understand just how many people have been hurt because of you?] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [all the lava you created has caused so much damage.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [the things you've done are completely unforgivable.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (victor turn v)\n\nwhen I receive [too powerful v]\nforever\n if <(Guide Trusted?) = [True]> then\n broadcast (hurty heart v)\n wait (6.4) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [clone v] to [True]\nswitch costume to (costume2 v)\nclear graphic effects\nset [brightness v] effect to (-10)\ngo [backward v] (99) layers\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [guidestartattacking v]\nbroadcast (guidecanhurties v)\nforever\n if <(TRAIL) = [True]> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [regnor appear and speak v]\nshow\ngo to x: (247) y: (52)\nglide (2) secs to x: (0) y: (52)\nswitch costume to (madenter v)\nset [textcaps v] to [N]\nType [egnaro.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i see you made it.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [what a shame.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [...] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [after you attacked me, in the grass plains,] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i decided to keep an eye on you.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [to make sure you didn't get into any trouble.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i understand what happened with victor.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [he attacked you, and you fought back.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [same with the king.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [but crimson...?] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [what did she ever do to you?] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [that's not okay.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [and i'm going to have to stop you now.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nbroadcast (bl v)\nType [i'm sorry, egnaro, but you've gone too far.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (TOO FAR. v)\n\nwhen I receive [guidestartattacking v]\nswitch costume to (mad1 v)\nforever\n set [trail v] to [True]\n glide (0.25) secs to x: (pick random (-180) to (180)) y: (pick random (0) to (100))\n set [trail v] to [False]\n repeat (3)\n repeat (3)\n change y by (1)\n wait (0.1) seconds\n end\n repeat (3)\n change y by (-1)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [too powerful v]\nset [guide_health v] to [999]\ngo to x: (-185) y: (114)\nset [brightness v] effect to (0)\nswitch costume to (ready v)\nif <(Guide Trusted?) = [True]> then\n show\nend\n\nwhen flag clicked\nset [clone v] to [False]\n\nwhen I receive [too powerful v]\nforever\n if <<touching (rotato \(he's back! your favourite extravagantly coded missile shot by floating circles who speak using the regna sound clip.\) v)?> or <touching (pew pew pew!!! v)?>> then\n if <(Guide Trusted?) = [True]> then\n change [guide_health v] by (-40)\n if <not <(Guide_Health) < [39]>> then\n start sound [!2 v]\n switch costume to (hert v)\n wait (1) seconds\n switch costume to (ready v)\n else\n start sound [!2 v]\n switch costume to (sed v)\n stop [other scripts in sprite v]\n Type [apologies, but i'm too hurt to carry on.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\n wait (3) seconds\n glide (1) secs to x: (250) y: (-15)\n hide\n wait (3) seconds\n broadcast (killtext v)\n end\n end\n end\nend\n\nwhen I receive [guideattack v]\nif <(BossAttack) = [3]> then\n broadcast (Homing Missike 2 v)\nend\n\nwhen I receive [guidestartattacking v]\nrepeat until <(Guide_Health) = [-1]>\n wait (5) seconds\n set [bossattack v] to (pick random (1) to (3))\n broadcast (GuideAttack v)\nend\n\nwhen I receive [guidecanhurties v]\nforever\n if <(clone) = [False]> then\n if <touching (pew pew pew!!! v)?> then\n change [guide_health v] by (-40)\n switch costume to (hurt1 v)\n stop [other scripts in sprite v]\n start sound [Owe v]\n set [trail v] to [False]\n change x by (10)\n wait (0.1) seconds\n change x by (-19)\n wait (0.1) seconds\n change x by (14)\n wait (0.1) seconds\n change x by (-5)\n wait (0.1) seconds\n if <(Guide_Health) = [-1]> then\n broadcast (Guide Defeat v)\n else\n switch costume to (mad1 v)\n broadcast (guidestartattacking v)\n end\n end\n end\nend\n\nwhen I receive [guide defeat v]\nset [movable v] to [False]\nstop [other scripts in sprite v]\nset [music v] to [None]\nstop all sounds\nset [textcaps v] to [True]\nswitch costume to (sed2 v)\nglide (0.7) secs to x: (0) y: (90)\nType [n... no!] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [no! i can't accept this!] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (sed3 v)\nType [nemesphere! help!] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nhide\nbroadcast (Nemmie v)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [lagstop v]\nwait until <(Level) = [L4]>\nset [movable v] to [False]\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nType [you should be able to get through here if you wall jump.] in [Bottom] At (0.1) Sized (100) Spoken By [Regnor]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [0]>\nglide (1) secs to x: (-206) y: (200)\ngo to x: (141) y: (200)\nglide (1) secs to x: (204) y: (4)\nwait until <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [60]>\nswitch costume to (happy2 v)\nType [you're doing great!] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L5]>\nset [movable v] to [False]\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nType [is this a maze...?] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <<([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [160]> and <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [100]>>\nswitch costume to (happy2 v)\nType [wow! you're great at this!] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L6]>\nType [ooh! a hill!] in [Bottom] At (0.1) Sized (150) Spoken By [Regnor]\nset [movable v] to [False]\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (happy v)\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [100]>\nswitch costume to (happy2 v)\nType [hill climbing is fun!] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L7]>\nset [movable v] to [False]\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (sad2 v)\nType [this looks a bit challenging. be careful!] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <<([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [160]> and <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [140]>>\nswitch costume to (happy2 v)\nType [wow! you're doing great!] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L8]>\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (disbelief v)\nType [is that... a sponge???? i.. i guess if you jump on it it might be useful?] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <<([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [120]> and <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [140]>>\nswitch costume to (neutral3 v)\nType [okay... that worked out.] in [Bottom] At (0.1) Sized (140) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L9]>\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral3 v)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (disbelief v)\nType [you have to be kidding.] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <<<([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [160]> and <([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) > [140]>> or <(Level) = [L10]>>\nswitch costume to (happy2 v)\nType [well, hopefully nothing like that will happen again.] in [Bottom] At (0.1) Sized (100) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L10]>\nswitch costume to (neutright v)\nshow\ngo to x: (-260) y: (109)\nglide (1) secs to x: (-206) y: (109)\nswitch costume to (neutral v)\nType [nice day, huh?] in [Bottom] At (0.1) Sized (90) Spoken By [Regnor]\nset [movable v] to [False]\nwait until <key (space v) pressed?>\nset [movable v] to [True]\nwait until <(Level) = [L11]>\nbroadcast (Cutscene2 v)\n\nwhen I receive [l25 v]\nbroadcast (killtext v)\n\nwhen I receive [guidestartattacking v]\nset [cooldown v] to [False]\nforever\n if <(distance to [pew pew pew!!! v]) < [100]> then\n set rotation style [don't rotate v]\n point towards (pew pew pew!!! v)\n turn right (-90) degrees\n repeat (5)\n point towards (pew pew pew!!! v)\n move (-20) steps\n end\n if <(y position) > [150]> then\n change y by (-10)\n end\n end\nend\n\nwhen I receive [guidestartattacking v]\nforever\n if <(cooldown) = [False]> then\n broadcast (Shield v)\n wait (pick random (5) to (10)) seconds\n end\nend\n\nwhen I receive [guide enter the base v]\nswitch costume to (ready8 v)\nshow\ngo to x: (240) y: (51)\nglide (1) secs to x: (165) y: (51)\nType [nemesphere.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [let's guess, you tried to use that gem.] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\n\nwhen flag clicked\nset x to (240)\n\nwhen I receive [winner winner chicken dinner! v]\nstop [other scripts in sprite v]\n\nwhen I receive [gde v]\nswitch costume to (madenter v)\nwait (20) seconds\nType [...?] in [Bottom] At (1) Sized (90) Spoken By [Regnor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@NextLevelTrigger (Pink thingys looked weird)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (none v)\n\nwhen I receive [cutscene1 v]\nswitch costume to (right wall v)\n\nwhen I receive [cutscene3 v]\nswitch costume to (right wall v)\n\nwhen I receive [l25 v]\nswitch costume to (none v)\nwait until <(Level) = [L50]>\nswitch costume to (none v)\n\nwhen I receive [victor defeat v]\nswitch costume to (right wall v)\n\nwhen I receive [2nd_place v]\nswitch costume to (none v)\n\nwhen I receive [cutscene5 v]\nswitch costume to (right wall v)\n\nwhen I receive [castle v]\nwait until <(Level) = [L60]>\nswitch costume to (none v)\n\nwhen I receive [king defeat v]\nswitch costume to (right wall v)\n\nwhen I receive [lavacaves v]\nswitch costume to (right wall v)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [crimson v]\nswitch costume to (none v)\n\nwhen I receive [waitwhat? v]\nswitch costume to (right wall v)\n\nwhen I receive [evil base v]\nswitch costume to (right wall v)\n\nwhen I receive [\[c\] here we are v]\nswitch costume to (none v)\n\nwhen I receive [here i am v]\nswitch costume to (none v)\n\nwhen I receive [too powerful v]\nswitch costume to (none v)\n\nwhen I receive [stop!!!!! v]\nswitch costume to (right wall v)\n\nwhen I receive [winner winner chicken dinner! v]\nswitch costume to (none v)\n\nwhen I receive [too far. v]\nswitch costume to (none v)\n\nwhen I receive [stop!!!!! #2 v]\nswitch costume to (right wall v)\n\nwhen I receive [castle2 v]\nswitch costume to (right wall v)\n\nwhen I receive [mountains2 v]\nswitch costume to (right wall v)\n\nwhen I receive [guide trusted! v]\nswitch costume to (right wall v)\n\nwhen I receive [guide distrusted. v]\nswitch costume to (right wall v)\n\nwhen I receive [mountainrespawn v]\nswitch costume to (right wall v)\n\nwhen I receive [game2 v]\nswitch costume to (right wall v)\n\n@BOIIIING\n\nwhen flag clicked\nswitch costume to (title v)\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n set [xes v] to ((Xes) * (-1.5))\n if <(Xes) > [20]> then\n set [xes v] to [20]\n end\n set [yes v] to ((Yes) * (-1.5))\n if <(Yes) > [20]> then\n set [yes v] to [20]\n end\n wait until <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n end\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (none v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@STATIC\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [flash v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\nset [brightness v] effect to (999)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [vwop v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nif <not <(Volume) = [100]>> then\n broadcast (ChangeMusic v) and wait\nend\n\nwhen I receive [light v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nset [brightness v] effect to (999)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (100)\n change [ghost v] effect by (-1)\n wait (0.01) seconds\nend\n\nwhen I receive [lights2 v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nset [brightness v] effect to (999)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nstop all sounds\nset [typemessage v] to [...]\nbroadcast (Type v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (TOO POWERFUL v)\n\nwhen I receive [too powerful v]\nstop all sounds\nset [music v] to [Too Powerful]\nbroadcast (ChangeMusic v)\n\nwhen I receive [game over v]\nbroadcast (killtext v)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [too powerful v]\nset [ghost v] effect to (90)\nset [brightness v] effect to (0)\nshow\nforever\n switch costume to (st1 v)\n wait (0.01) seconds\n switch costume to (st2 v)\n wait (0.01) seconds\n switch costume to (st3 v)\n wait (0.01) seconds\n switch costume to (st4 v)\n wait (0.01) seconds\n switch costume to (st5 v)\n wait (0.01) seconds\n switch costume to (st6 v)\n wait (0.01) seconds\nend\n\nwhen I receive [stop!!!!! v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stop!!!!! #2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [light2 v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nset [brightness v] effect to (999)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\nwait (2) seconds\nbroadcast (EvilRunTangoGreeting v)\nhide\n\n@The Heart Of Not-Death.\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nhide\n\nwhen I receive [heart! v]\npoint in direction (90)\nset [movable v] to [True]\nswitch costume to (costume1 v)\nshow\ngo to (regnor \(the guide\) v)\nglide (1) secs to x: (-24) y: (-130)\nwait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <(Level) = [L18]>>\nif <(Level) = [L18]> then\n if <not <(Lives) = [10]>> then\n broadcast (Huh? v)\n end\nelse\n broadcast (Heal v)\nend\nhide\n\nwhen I receive [heart2 v]\nswitch costume to (costume1 v)\nset [movable v] to [True]\nshow\ngo to (regnor \(the guide\) v)\nglide (1.5) secs to x: (-24) y: (-130)\nwait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <(Level) = [L19]>>\nif <(Level) = [L19]> then\n broadcast (HUH??? v)\nelse\n broadcast (Heal v)\nend\nhide\n\nwhen I receive [heart3 v]\nswitch costume to (costume1 v)\nset [movable v] to [True]\nshow\ngo to (regnor \(the guide\) v)\nglide (2) secs to x: (-24) y: (-130)\nwait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <(Level) = [L20]>>\nif <(Level) = [L20]> then\n broadcast (Oh. v)\nelse\n broadcast (Heal v)\nend\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [guideattack v]\nif <(BossAttack) = [2]> then\n switch costume to (costume3 v)\n go to (regnor \(the guide\) v)\n show\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (10) steps\n end\n wait (1) seconds\n hide\nend\n\nwhen I receive [repos v]\nif <(BossAttack) = [2]> then\n hide\nend\n\nwhen I receive [guide defeat v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [hurty heart v]\nswitch costume to (costume2 v)\ngo to (regnor \(the guide\) v)\nshow\npoint towards (nemesphere v)\nrepeat until <<touching (nemesphere v)?> or <touching (_edge_ v)?>>\n move (10) steps\nend\nhide\n\n@Victor \n\nwhen I receive [cutscene3 v]\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Mountains]\nstop all sounds\nbroadcast (ChangeMusic v)\nwait until <(Level) = [L27]>\nset [movable v] to [False]\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Victor]\nstop all sounds\nbroadcast (ChangeMusic v)\ngo to x: (269) y: (42)\nswitch costume to (enter happy v)\nshow\nglide (1) secs to x: (50) y: (42)\nswitch costume to (happy v)\nType [hello!] in [Bottom] At (0.05) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending v)\nType [hey, you're egnaro, right?] in [Bottom] At (0.05) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending3 v)\nType [how do i know that?] in [Bottom] At (0.05) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending4 v)\nType [well, i know a lot of things.] in [Bottom] At (0.05) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nif <(Guide Trusted?) = [False]> then\n switch costume to (condescending3 v)\n Type [well, at least you ditched that 'guide' person.] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (condescending4 v)\n Type [i mean, who needs a guide to get through the grass plains?] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (condescending v)\n Type [heh heh heh.] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nelse\n switch costume to (condescending3 v)\n Type [you really aren't very strong, are you?] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (condescending4 v)\n Type [needing someone to guide you through the grass plains,] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [i mean, who needs a guide to get through the grass plains?] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (condescending v)\n Type [hah hah hah!] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\nswitch costume to (surprised v)\nType [now, if you've come here, that can only mean one thing.] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending3 v)\nType [you've come to challenge me, haven't you?] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (surprised v)\nType [... no?] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending2 v)\nType [so you're just here because...] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending2 v)\nType [you're just passing through?] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nswitch costume to (hah! v)\nType [hah!] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nset [music v] to [Bring It On!]\nstop all sounds\nbroadcast (flash v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [N]\nType [the mountains are my domain!] in [Bottom] At (0.05) Sized (100) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [you can't just meander through here whenever you feel!] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nType [do you even know who i am???] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [N]\nswitch costume to (condescending v)\nType [well, i guess i'd better show you.] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending2 v)\nType [show you just how much better i am than you.] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [heh heh heh!] in [Bottom] At (0.05) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (exitevil v)\nglide (1) secs to x: (269) y: (42)\nset [movable v] to [True]\nhide\nbroadcast (ChangeMusic v) and wait\nset [music v] to [Mountains]\nstop all sounds\nbroadcast (ChangeMusic v) and wait\nbroadcast (killtext v)\nbroadcast (Game1 v)\n\nwhen flag clicked\nset [textcaps v] to [False]\n\nwhen flag clicked\nforever\n if <(Music) = [Bring It On!]> then\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [youlose v]\nset [movable v] to [False]\nset [music v] to [Bring It On!]\nstop all sounds\nset [textcaps v] to [Y]\nswitch costume to (hah! v)\nType [hah! you lose!] in [Bottom] At (0) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [N]\nswitch costume to (condescending v)\nType [looks like i win again.] in [Bottom] At (0) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [but you know what?] in [Bottom] At (0) Sized (150) Spoken By [Victor]\nswitch costume to (calm1 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (here v)\nbroadcast (Trophy v)\nType [here's a trophy.] in [Bottom] At (0) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nswitch costume to (smug v)\nstop all sounds\nset [music v] to [None]\nswitch backdrop to (dark v)\nType [for coming second place.] in [Bottom] At (5) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (Throwthy v) and wait\n\nwhen I receive [game1 v]\nwait until <(Level) = [L28]>\nset [movable v] to [False]\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [Victor]\nbroadcast (ChangeMusic v) and wait\ngo to x: (-276) y: (90)\nshow\nglide (1) secs to x: (-181) y: (-4)\nset [textcaps v] to [Y]\nType [i can jump all the way over this gap! watch!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nglide (1) secs to x: (-184) y: (-14)\nglide (0.1) secs to x: (-73) y: (74)\nrepeat (15)\n change x by (10)\n set y to (((-0.003) * ((x position) * (x position))) + (128))\nend\nglide (1) secs to x: (163) y: (47)\nswitch costume to (condescending v)\nType [see! you try!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nbroadcast (bridge v)\nset [movable v] to [True]\nwait until <(Movable) = [False]>\nbroadcast (FAIL v)\nset [music v] to [Bring It On!]\nswitch costume to (hah! v)\nstop all sounds\nset [textcaps v] to [Y]\nType [hah! looks like you failed!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending3 v)\nset [textcaps v] to [N]\nType [i've got another thing set up nearby.] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending2 v)\nType [but knowing you...] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (hah! v)\nset [textcaps v] to [Y]\nType [you won't even make it there!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nglide (0.5) secs to x: (266) y: (48)\nhide\nset [movable v] to [True]\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [Mountains]\nbroadcast (ChangeMusic v) and wait\nbroadcast (Game2 v)\n\nwhen I receive [throwthy v]\nswitch costume to (throwthy1 v)\nwait (0.1) seconds\nrepeat (3)\n next costume\n wait (0.01) seconds\nend\nwait (1) seconds\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nType [ha ha ha!] in [Bottom] At (5) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [N]\nswitch costume to (calm1 v)\nType [well, this was fun.] in [Bottom] At (1) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending v)\nType [winning always is.] in [Bottom] At (1) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i'm gonna go now.] in [Bottom] At (1) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [the exit's over there to the left.] in [Bottom] At (1) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (calm1 v)\nType [...] in [Bottom] At (1) Sized (110) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nswitch costume to (angry v)\nType [never come back to the mountains again.] in [Bottom] At (1) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (exitevil v)\nglide (1) secs to x: (-20) y: (49)\nglide (0.25) secs to x: (271) y: (49)\nhide\nset [movable v] to [True]\nbroadcast (killtext v)\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [Mountains]\nbroadcast (ChangeMusic v) and wait\nwait until <(Level) = [L44]>\nbroadcast (Cutscene4 v)\n\nwhen I receive [cutscene4 v]\nset [textcaps v] to [N]\ngo to x: (0) y: (49)\nshow\nset [movable v] to [False]\nbroadcast (ChangeMusic v)\nset [music v] to [None]\nstop all sounds\nswitch costume to (surprised v)\nType [huh?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [egnaro?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (angry v)\nType [why are you still here?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nType [leave.] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (Leave? No. v) and wait\nswitch costume to (angry2 v)\nset [textcaps v] to [N]\nType [eh? what are you doing?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (hah! v)\nType [do you honestly think you can defeat me?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nswitch costume to (smug v)\nType [fool.] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (condescending v)\nset [textcaps v] to [N]\nType [after everything, you still can't accept your loss. well then.] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [let's settle this once and for all.] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i'll show you just how powerful i can be!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [and make you realise that no matter how hard you try,] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [level v] to [L45]\nset [textcaps v] to [Y]\nType [you'll only ever come second place.] in [Bottom] At (3) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (2ND_PLACE v)\n\nwhen I receive [game2 v]\nswitch backdrop to (l26 v)\nwait until <(Level) = [L35]>\nset [sp v] to [3]\ngo to x: (0) y: (47)\nswitch costume to (calm1 v)\nshow\nset [movable v] to [False]\nbroadcast (ChangeMusic v) and wait\nstop all sounds\nset [music v] to [Victor]\nbroadcast (ChangeMusic v)\nset [textcaps v] to [N]\nwait (1) seconds\nswitch costume to (condescending v)\nType [eh?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (surprised v)\nType [eg- egnaro!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i- uh-] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (awkward v)\nType [wasn't really expecting you to show up.] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [uh-] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i mean,] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (hah! v)\nset [music v] to [Bring It On!]\nstop all sounds\nset [textcaps v] to [Y]\nType [of course i was expecting you!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i never get things wrong!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [N]\nswitch costume to (condescending v)\nType [what should i do now...?] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nswitch costume to (condescending3 v)\nType [i know!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [we will have a race!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i'll race you to the end of the mountains!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [N]\nType [3,] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [2,] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [1,] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [textcaps v] to [Y]\nType [go!] in [Bottom] At (0) Sized (90) Spoken By [Victor]\nswitch costume to (exitevil v)\nglide (1) secs to x: (-20) y: (47)\nglide (0.5) secs to x: (260) y: (47)\nhide\nset [movable v] to [True]\nwait until <(Level) = [L36]>\nshow\ngo to x: (-260) y: (47)\nglide (0.5) secs to x: (260) y: (170)\nhide\nwait until <(Level) = [L37]>\nshow\ngo to x: (-220) y: (47)\nglide (0.5) secs to x: (260) y: (47)\nhide\nwait until <(Level) = [L38]>\nshow\ngo to x: (-180) y: (47)\nglide (0.5) secs to x: (260) y: (47)\nhide\nwait until <(Level) = [L39]>\nshow\ngo to x: (100) y: (47)\nglide (0.5) secs to x: (260) y: (47)\nhide\nwait until <(Level) = [L40]>\nshow\ngo to x: (-50) y: (47)\nglide (0.5) secs to x: (0) y: (47)\nbroadcast (YouLose v)\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nbroadcast (Type v)\n\nwhen I receive [\[c\] final confrontation v]\nshow\nswitch costume to (exitevil v)\ngo to x: (-245) y: (-15)\nglide (1) secs to x: (-115) y: (-15)\n\nwhen I receive [too powerful v]\nset [brightness v] effect to (0)\ngo to x: (200) y: (110)\nswitch costume to (angry v)\nif <(Guide Trusted?) = [True]> then\n show\nend\n\nwhen I receive [too powerful v]\nforever\n if <<touching (rotato \(he's back! your favourite extravagantly coded missile shot by floating circles who speak using the regna sound clip.\) v)?> or <touching (pew pew pew!!! v)?>> then\n change [victor_heath v] by (-2.5)\n if <not <(Victor_Heath) < [21]>> then\n start sound [!2 v]\n switch costume to (phear3 v)\n wait (1) seconds\n switch costume to (angry v)\n else\n start sound [!2 v]\n switch costume to (phear3 v)\n stop [other scripts in sprite v]\n Type [i'm sorry, this is all i can do.] in [Bottom] At (1) Sized (90) Spoken By [Victor]\n wait (3) seconds\n glide (1) secs to x: (250) y: (-15)\n hide\n wait (3) seconds\n broadcast (killtext v)\n end\n end\nend\n\nwhen I receive [too powerful v]\nforever\n if <(Guide Trusted?) = [True]> then\n broadcast (fwow v)\n wait (7) seconds\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\ngo to x: (200) y: (110)\n\nwhen I receive [vwop v]\nswitch costume to (phear2 v)\n\nwhen I receive [ergh v]\nswitch costume to (exitevil2 v)\n\nwhen I receive [power v]\nswitch costume to (phear v)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [too powerful v]\nswitch costume to (angry v)\nset [victor_heath v] to [100]\n\nwhen I receive [stop!!!!! v]\nshow\nswitch costume to (angry v)\nglide (1) secs to x: (200) y: (110)\n\nwhen I receive [victor turn v]\nset [textcaps v] to [True]\nswitch costume to (angry2 v)\nType [yeah!] in [Bottom] At (1) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [your actions hurt so many people!] in [Bottom] At (1) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (back to nemesphere v)\n\nwhen flag clicked\nswitch costume to (happy v)\nhide\n\nwhen I receive [victordie v]\nset [movable v] to [False]\nswitch costume to (hurt7 v)\nstart sound [Owe v]\nwait (0.5) seconds\nswitch costume to (hurt8 v)\nType [argh!] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [w- why???] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [ugh... but i...] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (hurt9 v)\nType [i...] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nhide\nbroadcast (killtext v)\nset [movable v] to [True]\nset [victorded v] to [True]\nbroadcast (Mountains2 v)\nwait until <(Level) = [L47]>\nset [music v] to [Alone]\nswitch backdrop to (dark v)\n\nwhen I receive [winner winner chicken dinner! v]\nhide\n\nwhen I receive [stop!!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [victor defeat v]\nset [textcaps v] to [N]\nset [music v] to [None]\nstop all sounds\nset [movable v] to [False]\nset [level v] to [L46]\ngo to (battle victor v)\nswitch costume to (hurt1 v)\nshow\nglide (1) secs to x: (0) y: (99)\nType [urg... what?] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [no way...] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [somehow, you beat me.] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (hurt3 v)\nType [looks like i....] in [bottom] At (1) Sized (150) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [looks like i came second place.] in [bottom] At (1) Sized (90) Spoken By [Victor]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nif <(Guide Attacked?) = [True]> then\n Type [hey... you...] in [bottom] At (1) Sized (150) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (hurt4 v)\n Type [you're not still mad about earlier, right?] in [bottom] At (1) Sized (100) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (hurt2 v)\n Type [uh-] in [bottom] At (1) Sized (150) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (hurt5 v)\n Type [why won't you answer me?] in [bottom] At (1) Sized (90) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n Type [i...] in [bottom] At (1) Sized (150) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (hurt1 v)\n Type [urgh...] in [bottom] At (1) Sized (150) Spoken By [Victor]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch costume to (hurt6 v)\n glide (0.5) secs to x: (0) y: (-99)\n set [movable v] to [True]\n wait until <<(Level) = [L47]> or <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> and <<([y position v] of [egnaro \(or as i like to call him, the annoying orange. -.-\) v]) > (y position)> and <(Yes) < [0]>>>>\n if <not <(Level) = [L47]>> then\n broadcast (VictorDie v)\n stop [this script v]\n end\n broadcast (goodjob v)\nend\nset [movable v] to [True]\nbroadcast (killtext v)\nswitch costume to (hurt6 v)\nbroadcast (Mountains2 v)\nwait until <(Level) = [L47]>\nset [music v] to [Mountains]\nswitch backdrop to (l26 v)\nhide\n\nwhen I receive [2nd_place v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen I receive [mountainrespawn v]\nbroadcast (Game2 v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@Non-Collidable Detail\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (45) layers\nclear graphic effects\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [leave shop v]\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\nwait (0.2) seconds\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\n\nwhen I receive [ourplan v]\nset [brightness v] effect to (-25)\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [hacker v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [vwop v]\nset [brightness v] effect to (-100)\n\nwhen I receive [evilruntangogreeting v]\nshow\nclear graphic effects\nwait until <(Level) = [You Win!!!]>\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [too powerful v]\nset [brightness v] effect to (0)\n\ngo to [front v] layer\ngo [backward v] (45) layers\n\n@Trophy\n\nwhen flag clicked\nset [clone? v] to [False]\nhide\n\nwhen I receive [trophy v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (36) y: (78)\nshow\nwait until <([costume # v] of [victor v]) = [14]>\ngo to x: (29) y: (61)\n\nwhen I start as a clone\npoint in direction (90)\nhide\nswitch costume to (costume8 v)\nset [clone? v] to [True]\ngo to (battle victor v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n change y by (-10)\nend\nswitch costume to (costume9 v)\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [battle throwthy v]\npoint in direction (90)\nif <(clone?) = [False]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [repos v]\ndelete this clone\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [throwthy v]\npoint in direction (90)\nshow\nwait until <([costume # v] of [victor v]) = [16]>\ngo to x: (37) y: (83)\nwait until <([costume # v] of [victor v]) = [17]>\ngo to x: (37) y: (91)\nwait until <([costume # v] of [victor v]) = [18]>\ngo to x: (-1) y: (21)\nglide (0.1) secs to x: (-55) y: (-87)\nswitch costume to (costume2 v)\nglide (0.01) secs to x: (-60) y: (-93)\nwait (0.1) seconds\nstart sound [1 v]\nrepeat (5)\n next costume\n wait (0.1) seconds\nend\nhide\n\nwhen I receive [fwow v]\nswitch costume to (costume9 v)\nshow\ngo to (victor v)\npoint towards (nemesphere v)\nrepeat until <<touching (nemesphere v)?> or <touching (_edge_ v)?>>\n move (10) steps\nend\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@BATTLE VICTOR\n\nwhen I receive [victor_attack v]\nif <(BossAttack) = [2]> then\n glide (1) secs to x: (-190) y: (99)\n switch costume to (hah! v)\n repeat (6)\n broadcast (Battle Throwthy v)\n repeat (4)\n change x by (pick random (9) to (11))\n end\n repeat (4)\n change x by (pick random (9) to (11))\n end\n end\n repeat (6)\n broadcast (Battle Throwthy v)\n repeat (4)\n change x by (pick random (-9) to (-11))\n end\n repeat (4)\n change x by (pick random (-9) to (-11))\n end\n end\n glide (1) secs to x: (0) y: (49)\n set [bossattack v] to [0]\n switch costume to (normal1 v)\nend\n\nwhen I receive [victor_attack v]\nif <(BossAttack) = [3]> then\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n switch costume to (aim v)\n repeat until <not <touching (_edge_ v)?>>\n move (10) steps\n end\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n repeat (10)\n move (10) steps\n end\n wait (1) seconds\n point in direction (180)\n glide (1) secs to x: (0) y: (49)\n set [bossattack v] to [0]\n switch costume to (normal1 v)\n point in direction (90)\nend\n\nwhen I receive [victor defeat v]\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [victor_attack v]\nif <(BossAttack) = [3]> then\n repeat until <not <(BossAttack) = [3]>>\n if <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n switch costume to (aim2 v)\n else\n switch costume to (aim v)\n end\n end\nend\n\nwhen I receive [victorstartattacking v]\npoint in direction (90)\nrepeat until <(Victor_Heath) = [1]>\n if <(BossAttack) = [0]> then\n wait (0.1) seconds\n switch costume to (normal1 v)\n wait (0.1) seconds\n switch costume to (normal2 v)\n wait (0.1) seconds\n switch costume to (normal3 v)\n wait (0.1) seconds\n switch costume to (normal2 v)\n end\nend\n\nwhen I receive [victorstartattacking v]\nforever\n if <<(VictorStuck) = [True]> and <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n if <<([y position v] of [egnaro \(or as i like to call him, the annoying orange. -.-\) v]) > (y position)> and <(Yes) < [0]>> then\n broadcast (VictorHurt v) and wait\n end\n end\nend\n\nwhen I receive [victorhurt v]\nstop [other scripts in sprite v]\nset [bossattack v] to [4]\nif <(Victor_Heath) > [40]> then\n switch costume to (hurt1 v)\n start sound [1 v]\n change [victor_heath v] by (-20)\n wait (0.4) seconds\n switch costume to (normal1 v)\n wait (1) seconds\nelse\n switch costume to (hurt2 v)\n start sound [2 v]\n if <not <(Victor_Heath) = [20]>> then\n change [victor_heath v] by (-20)\n wait (0.4) seconds\n switch costume to (normal1 v)\n wait (1) seconds\n else\n change [victor_heath v] by (-19)\n wait (0.4) seconds\n broadcast (Victor Defeat v)\n end\nend\nbroadcast (victorstartattacking v)\n\nwhen I receive [victorstartattacking v]\nif <(Level) = [L45]> then\n set [victorstuck v] to [False]\n repeat until <(Victor_Heath) = [1]>\n wait (1) seconds\n if <(Victor_Heath) > [40]> then\n set [bossattack v] to (pick random (1) to (2))\n else\n set [bossattack v] to (pick random (1) to (3))\n end\n broadcast (Victor_Attack v) and wait\n end\nend\n\nwhen I receive [too far. v]\nstop [other scripts in sprite v]\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [victor_attack v]\nif <(Level) = [L45]> then\n if <(BossAttack) = [1]> then\n point in direction (90)\n repeat (2)\n glide (1) secs to x: (([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) - (35)) y: (-61)\n switch costume to (punch1 v)\n repeat (5)\n wait (0.1) seconds\n next costume\n end\n broadcast (VictorPunch v)\n wait (0.2) seconds\n repeat (5)\n wait (0.1) seconds\n next costume\n end\n end\n glide (1) secs to x: (([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) - (35)) y: (-61)\n switch costume to (punch1 v)\n repeat (5)\n wait (0.1) seconds\n next costume\n end\n broadcast (VictorPunch v)\n wait (0.2) seconds\n switch costume to (punchstuck v)\n set [victorstuck v] to [True]\n repeat (5)\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n wait (0.1) seconds\n switch costume to (punchstuck2 v)\n wait (0.1) seconds\n end\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n switch costume to (punchstuck3 v)\n wait (0.1) seconds\n switch costume to (punchstuck2 v)\n wait (0.1) seconds\n switch costume to (punchstuck v)\n end\n end\n end\n set [victorstuck v] to [False]\n repeat (8)\n if <not <(BossAttack) = [4]>> then\n wait (0.1) seconds\n next costume\n end\n end\n switch costume to (normal1 v)\n glide (1) secs to x: (0) y: (49)\n set [bossattack v] to [0]\n end\nend\n\nwhen I receive [2nd_place v]\nset [bossattack v] to [0]\ngo to [front v] layer\nswitch costume to (normal1 v)\npoint in direction (90)\nbroadcast (killtext v)\nif <not <(Volume) = [100]>> then\n broadcast (ChangeMusic v)\nend\nset [movable v] to [True]\nset [sp v] to [4]\nset [music v] to [2nd Place]\nstop all sounds\nshow\ngo to x: (0) y: (49)\nbroadcast (victorstartattacking v)\nset [bugfixer0 v] to [True]\n\nwhen flag clicked\nswitch costume to (normal1 v)\nhide\n\nwhen I receive [repos v]\nif <(bugfixer0) = [True]> then\n if <(BossAttack) = [3]> then\n stop [other scripts in sprite v]\n switch costume to (normal1 v)\n broadcast (victorstartattacking v)\n end\n if <(BossAttack) = [1]> then\n stop [other scripts in sprite v]\n switch costume to (normal1 v)\n broadcast (victorstartattacking v)\n end\nend\n\n@Health Bar (I- urgh. I don't have a joke to go here. )\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd_place v]\ngo to x: (105) y: (150)\nset [victor_heath v] to [100]\nshow\nrepeat until <not <(Level) = [L45]>>\n switch costume to (join (Victor_Heath) [H])\nend\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [begin the finale! v]\ngo to x: (100) y: (150)\nset [tangohealth v] to [100]\nshow\nrepeat until <not <(Level) = [Meow]>>\n if <(TangoStage) = [LIFE-1]> then\n switch costume to (join (TangoHealth) [HP])\n else\n switch costume to (join (join (TangoHealth) [HP]) (TangoStage))\n end\nend\n\nwhen I receive [the king v]\ngo to [front v] layer\nshow\nrepeat until <(King_Health) = [1]>\n switch costume to (join (King_Health) [LP])\nend\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [crimson v]\ngo to x: (105) y: (150)\nshow\nswitch costume to (crimson v)\n\nwhen I receive [too far. v]\nshow\nrepeat until <(Guide_Health) = [-1]>\n if <not <(Guide_Health) = [999]>> then\n switch costume to (join ((Guide_Health) - (10)) [HL])\n else\n switch costume to (999hl v)\n end\nend\nhide\n\nwhen I receive [waitwhat? v]\nhide\n\nwhen I receive [evilruntangogreeting v]\nhide\n\nwhen flag clicked\nswitch costume to (100h v)\n\nwhen I receive [kingstartattacking v]\ngo to [front v] layer\nshow\nrepeat until <(King_Health) = [1]>\n switch costume to (join (King_Health) [LP])\nend\nhide\n\nset [guide_health v] to [10]\n\n@The Choice.\n\nwhen flag clicked\nset [will you fight him? v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [firstchoice v]\ngo to [front v] layer\nshow\nswitch costume to (no v)\nwait until <not <key (space v) pressed?>>\nrepeat until <key (space v) pressed?>\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n next costume\n wait until <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>\n end\nend\nset [will you fight him? v] to ([costume name v] of [the choice. v])\nhide\n\nwhen I receive [win screen v]\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@Victor's Punch Effects\n\nwhen flag clicked\nhide\n\nwhen I receive [victorpunch v]\nshow\nswitch costume to (costume1 v)\ngo to (battle victor v)\nrepeat (6)\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [repos v]\nhide\n\n@Zip (I know he sounds like a car, but he is clearly not, so get over it.)\n\nwhen flag clicked\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [citycutscene v]\nshow\nswitch costume to (enter v)\ngo to x: (240) y: (-50)\nglide (1) secs to x: (-100) y: (-50)\nswitch costume to (happy v)\nType [hello!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [you're egnaro, right?] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (happy2 v)\nType [wow! i've heard so much about you!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [you beat victor, right?] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [that's amazing!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (ooh! v)\nType [you know, maybe we could use your help.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (sad v)\nType [you see, there's an evil circle going around being mean.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [he's trying to take over the kingdom.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [i think he's responsible for all these volcanoes.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (over there v)\nType [his base is just over there, past the castle.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [you might have to get past the king.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (sad v)\nType [he's been acting real strange recently.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [he's probably just a bit stressed out about the whole villain thing.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (happy v)\nType [i'm sure he'll let you through.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nif <(Guide Trusted?) = [False]> then\n switch costume to (ooh! v)\n Type [huh?] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [why don't i do it myself?] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [well, i did try to fight him once.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [it didn't end well.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [i've tried training but i don't think i will be able to beat him.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n switch costume to (sad v)\n Type [he's just too powerful.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n switch costume to (ooh! v)\nend\nType [anyway, i have to go.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [see ya!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nswitch costume to (exit v)\nglide (1) secs to x: (240) y: (-50)\nhide\nset [movable v] to [True]\nbroadcast (killtext v)\n\nwhen I receive [zip v]\nswitch costume to (ooh!2 v)\nType [stop!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nshow\ngo to x: (240) y: (-50)\nglide (1) secs to x: (180) y: (-50)\nswitch costume to (ooh! v)\nType [egnaro!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nType [looks like you managed to defeat him, huh?] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\nif <(KingDed?) = [False]> then\n switch costume to (sad v)\n Type [uh-] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [oh yeah, another thing.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [the king was here too.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [i thought maybe nemesphere had kidnapped him or something,] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [but from what he said, it sounded like they were working together.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [before i could stop him, he ran off.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [i don't know where he is, but...] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [i think he went off to the left.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n Type [huh?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [N] And Wait? [Y]\n Type [but that's where all the traps are!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [N] And Wait? [Y]\n switch costume to (ooh! v)\n Type [he'll get hurt if he's not careful!] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [N] And Wait? [Y]\n switch costume to (sad v)\n Type [really? i'd better stop him!] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n switch costume to (over there v)\n Type [oh good, you're here.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n switch costume to (ooh!2 v)\n glide (0.5) secs to x: (-240) y: (-50)\n hide\n broadcast (guide enter the base v) and wait\nelse\n Type [oh good, you're here.] in [Bottom] At (1) Sized (90) Spoken By [Zip] Caps? [N] And Wait? [Y]\n switch costume to (ooh!2 v)\n glide (0.5) secs to x: (-240) y: (-50)\n hide\n broadcast (guide enter the base v) and wait\nend\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\n@Regna\n\nwhen flag clicked\nforever\n if <<(Level) = [L52]> and <not <(VictorDed) = [True]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (sad v)\ngo to x: (54) y: (-114)\nforever\n if <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> and <key (space v) pressed?>> then\n stop [other scripts in sprite v]\n set [talk v] to [False]\n switch costume to (sad v)\n set [movable v] to [False]\n Type [?] in [Bottom] At (1) Sized (150) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [huh?] in [Bottom] At (1) Sized (150) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [who are you?] in [Bottom] At (1) Sized (150) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [-sigh-] in [Bottom] At (1) Sized (150) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [i bet you're just gonna abandon me, aren't you?] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [just-] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [just like everyone else did.] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [...] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [i only wanted to help...] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [i only wanted to protect them...] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [but apparently they didn't want me.] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n Type [i don't understand.] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [N] And Wait? [Y]\n switch costume to (sad2 v)\n Type [i don't understand!!!] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [Y] And Wait? [Y]\n Type [i don't understand!!!] in [Bottom] At (1) Sized (90) Spoken By [Prince] Caps? [Y] And Wait? [Y]\n Type [i just don't understand!!!] in [Bottom] At (5) Sized (90) Spoken By [Prince] Caps? [Y] And Wait? [Y]\n switch costume to (sad3 v)\n broadcast (killtext v)\n glide (0.5) secs to x: (240) y: (-114)\n hide\n set [movable v] to [True]\n stop [this script v]\n end\nend\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@PreviousLevelTrigger lol\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (none v)\n\nwhen I receive [cutscene5 v]\nforever\n if <<<<<(Level) = [L52]> or <(Level) = [L53]>> or <(Level) = [L54]>> or <(Level) = [L55]>> or <(Level) = [L56]>> then\n show\n switch costume to (left wall v)\n else\n switch costume to (none v)\n hide\n end\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@The Shopkeeper \n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nset [jumpyjumps v] to [False]\nset [speedyspeeds v] to [False]\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [shop v]\nif <(VictorDed) = [False]> then\n show\n switch costume to (costume1 v)\n Type [hello! welcome to my shop!] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [what would you like to buy?] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n switch costume to (costume3 v)\n broadcast (killtext v)\n wait until <not <key (space v) pressed?>>\n forever\n switch costume to (costume3 v)\n repeat until <key (space v) pressed?>\n if <key (left arrow v) pressed?> then\n if <(costume [number v]) = [5]> then\n switch costume to (costume3 v)\n else\n next costume\n end\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (right arrow v) pressed?> then\n if <(costume [number v]) = [3]> then\n switch costume to (costume5 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <key (right arrow v) pressed?>>\n end\n end\n if <(costume [number v]) = [3]> then\n switch costume to (costume1 v)\n Type [okay, bye!] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n broadcast (Leave Shop v)\n stop [this script v]\n end\n if <(costume [number v]) = [4]> then\n if <(SpeedySpeeds) = [False]> then\n if <(Coins) > [1]> then\n switch costume to (costume1 v)\n Type [you want to buy the speed upgrade???] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [seriously?] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n switch costume to (costume2 v)\n Type [nobody's ever wanted to buy the speed upgrade before!] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [you're the best customer ever!!!] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n set [speedyspeeds v] to [True]\n change [coins v] by (-2)\n else\n switch costume to (costume1 v)\n Type [oh?] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [you don't appear to have enough.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [which is a shame.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [because i really like money.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [it's literally on my top three things that i like.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [just under fame, and sucess.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n end\n else\n switch costume to (costume1 v)\n Type [sorry, we're all out of speed upgrades.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n end\n end\n if <(costume [number v]) = [5]> then\n if <(JumpyJumps) = [False]> then\n if <(Coins) > [1]> then\n switch costume to (costume1 v)\n Type [you want to buy the jump boost?] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [wow, i-] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [i didn't really think anyone would buy it.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n switch costume to (costume2 v)\n Type [here you go!] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n set [jumpyjumps v] to [True]\n change [coins v] by (-2)\n else\n switch costume to (costume1 v)\n Type [oh?] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [you don't appear to have enough.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [what a shame.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [i've never actually sold one of these] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [so...] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n Type [...] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n end\n else\n switch costume to (costume1 v)\n Type [sorry, we're all out of jump boosts.] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n end\n end\n Type [anything else?] in [Shop] At (0) Sized (90) Spoken By [Quiz] Caps? [Y] And Wait? [Y]\n switch costume to (costume3 v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [leave shop v]\nbroadcast (killtext v)\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\nset [level v] to [L53]\nwait (0.2) seconds\nhide\nbroadcast (ChangeMusic v) and wait\nif <(Music) = [Shop]> then\n set [music v] to [City]\nelse\n set [music v] to [Empty City]\nend\nstop all sounds\nbroadcast (ChangeMusic v)\nclear graphic effects\n\nwhen I receive [shop v]\nif <(VictorDed) = [True]> then\n show\n switch costume to (costume6 v)\n Type [there's nobody here.] in [Shop] At (2) Sized (90) Spoken By [None] Caps? [Y] And Wait? [Y]\n broadcast (Leave Shop v)\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@Dr Quiz (As A Kid)\n\nwhen flag clicked\nforever\n if <<(Level) = [L54]> and <not <(VictorDed) = [True]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (nyaww v)\ngo to x: (136) y: (-117)\nforever\n if <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> and <key (space v) pressed?>> then\n stop [other scripts in sprite v]\n set [talk v] to [False]\n switch costume to (nyaww v)\n set [movable v] to [False]\n Type [?] in [Bottom] At (1) Sized (150) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww2 v)\n Type [oh! i didn't see you there!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n Type [nice to meet you!] in [Bottom] At (0) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww v)\n Type [you can call me...] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (uh- v)\n Type [uh-] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww2 v)\n Type [dr. quiz!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww v)\n Type [when i grow up, i'm gonna be a tv star!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n Type [i'll host quiz shows,] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n Type [fight bad guys,] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww2 v)\n Type [and millions will watch!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww v)\n Type [there's a place under the mountains i think would be perfect!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n Type [i'll set up a stage there,] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n Type [and broadcast it to every tv there is!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (nyaww2 v)\n Type [i can't wait!] in [Bottom] At (1) Sized (90) Spoken By [Quiz] Caps? [N] And Wait? [Y]\n switch costume to (leave v)\n glide (0.5) secs to x: (240) y: (-117)\n hide\n set [movable v] to [True]\n broadcast (killtext v)\n end\nend\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@CoinyMcCoinFace\n\nwhen flag clicked\nset size to (150) %\nforever\n if <not <(costume [number v]) = [1]>> then\n next costume\n wait (0.1) seconds\n else\n wait (0.5) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [L5]> then\n go to x: (-107) y: (49)\n show\n wait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <not <(Level) = [L5]>>>\n if <(Level) = [L5]> then\n change [coins v] by (1)\n start sound [Ding v]\n hide\n end\n wait until <not <(Level) = [L5]>>\n else\n if <(Level) = [L8]> then\n go to x: (195) y: (-145)\n show\n wait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <not <(Level) = [L8]>>>\n if <(Level) = [L8]> then\n change [coins v] by (1)\n start sound [Ding v]\n hide\n end\n wait until <not <(Level) = [L8]>>\n else\n if <(Level) = [L15]> then\n go to x: (-165) y: (31)\n show\n wait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <not <(Level) = [L15]>>>\n if <(Level) = [L15]> then\n change [coins v] by (1)\n start sound [Ding v]\n hide\n end\n wait until <not <(Level) = [L15]>>\n else\n if <(Level) = [L23]> then\n go to x: (196) y: (6)\n show\n wait until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <not <(Level) = [L23]>>>\n if <(Level) = [L23]> then\n change [coins v] by (1)\n start sound [Ding v]\n hide\n end\n wait until <not <(Level) = [L23]>>\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@Coins Meter For The Shop\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [Shop]> then\n show\n switch costume to (Coins)\n else\n hide\n clear graphic effects\n end\nend\n\nwhen I receive [leave shop v]\nrepeat (10)\n change [brightness v] effect by (-10)\n wait (0.1) seconds\nend\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@THE KING (Not the one from BLUE, That was King Sphere, a different King.)\n\nwhen I receive [castle v]\nwait until <(Level) = [L60]>\ngo to x: (91) y: (-84)\nset [movable v] to [False]\nswitch costume to (talk v)\nshow\nType [yes, that would be perfect.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [huh? what's-] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nswitch costume to (! v)\nplay sound [! v] until done\nwait (1) seconds\nswitch costume to (talk v)\nType [oh.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [get out of here. i'll deal with this.] in [Bottom] At (1) Sized (85) Spoken By [???] Caps? [Y] And Wait? [Y]\nbroadcast (run. v)\nwait (1) seconds\nswitch costume to (you. v)\nType [you.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [you're the one who defeated victor, aren't you?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nswitch costume to (awkward v)\nType [how...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [how much did you hear?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [well, i can't have you telling anyone about this, can i?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nbroadcast (ourplan v)\nset [music v] to [None]\nstop all sounds\nswitch backdrop to (plan v)\nswitch costume to (you.2 v)\nType [i will not let you get in the way of our plan.] in [Bottom] At (3) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nbroadcast (Fake Intro v)\n\nwhen I receive [fake intro v]\ngo to x: (91) y: (-84)\nswitch costume to (angry2 v)\nwait (1) seconds\nglide (0.5) secs to x: (0) y: (0)\nrepeat (2)\n glide (1) secs to x: (0) y: (5)\n glide (1) secs to x: (0) y: (-5)\nend\nrepeat (7)\n next costume\n wait (0.1) seconds\nend\nwait (0.5) seconds\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [fake intro v]\nrepeat until <(fi) = [False]>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [the king v]\nif <(VictorDed) = [False]> then\n set [music v] to [The King]\nelse\n set [music v] to [The King 2]\nend\nstop all sounds\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [king defeat v]\nstop [other scripts in sprite v]\nset [movable v] to [False]\nstart sound [2 v]\nset [music v] to [None]\nstop all sounds\nswitch costume to (hurt v)\nType [what???] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nswitch costume to (mad v)\nType [no! stop!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [you can't do that!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nswitch costume to (mad2 v)\nType [i am the king!!!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nswitch costume to (hurt v)\nType [i-] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nswitch costume to (hurt2 v)\nType [i can't believe it.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nif <(VictorDed) = [False]> then\n Type [i've failed so easily.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (mad v)\n Type [but i'm not about to turn on my ally.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [he's not the kind of person you just turn on.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [i may have lost on my own,] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [but if we combine forces, we will be unstoppable!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [ha ha ha!!!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (leave v)\n glide (1) secs to x: (300) y: (49)\n hide\n set [movable v] to [True]\n broadcast (Prince v) and wait\n wait until <(Level) = [L61]>\n set [music v] to [Castle]\nelse\n Type [i've made a huge mistake.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [because of you, everyone has fled the city.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [you... you hurt victor.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (mad v)\n Type [you really are evil.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (hurt v)\n Type [you...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [you really are strong, huh?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [why do i feel so weak?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [urgh...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (dwop1 v)\n repeat (6)\n wait (0.1) seconds\n next costume\n end\n Type [you... uh-] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [i...] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (dwop8 v)\n Type [................] in [Bottom] At (2) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (dwop9 v)\n glide (1) secs to x: (0) y: (-80)\n set [movable v] to [True]\n wait until <<(Level) = [L61]> or <<<(([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) + (100)) > (y position)> and <(Yes) < [0]>> and <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>>\n if <not <(Level) = [L61]>> then\n set [movable v] to [False]\n start sound [2 v]\n glide (0.05) secs to x: (20) y: (-80)\n glide (0.05) secs to x: (-10) y: (-80)\n glide (0.05) secs to x: (0) y: (-80)\n switch costume to (dwop10 v)\n Type [!] in [Bottom] At (2) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [no!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [i don't accept this!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n Type [i am the king!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\n switch costume to (dwop11 v)\n Type [i am the king!] in [Bottom] At (15) Sized (150) Spoken By [???] Caps? [Y] And Wait? [Y]\n set [music v] to [Alone]\n hide\n set [kingded? v] to [True]\n else\n hide\n set [music v] to [Castle]\n end\nend\nset [movable v] to [True]\nbroadcast (Castle2 v)\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nset [kingded? v] to [False]\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [king_attack v]\nif <(BossAttack) = [1]> then\n wait (0.1) seconds\n switch costume to (throw 1 v)\n wait (0.1) seconds\n switch costume to (throw 2 v)\n wait (0.1) seconds\n switch costume to (throw 3 v)\n broadcast (Sword v) and wait\nend\n\nwhen I receive [cack v]\nswitch costume to (throw 2 v)\nwait (0.1) seconds\nswitch costume to (throw 1 v)\nwait (0.1) seconds\nset [bossattack v] to [0]\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [kingstartattacking v]\nrepeat until <(King_Health) = [1]>\n wait (1) seconds\n if <(King_Health) > [40]> then\n set [bossattack v] to (pick random (1) to (2))\n else\n set [bossattack v] to (pick random (1) to (3))\n end\n broadcast (King_Attack v) and wait\nend\n\nwhen I receive [kingstartattacking v]\nrepeat until <(King_Health) = [1]>\n if <(BossAttack) = [0]> then\n wait (0.1) seconds\n switch costume to (normal1 v)\n if <(BossAttack) = [0]> then\n wait (0.1) seconds\n switch costume to (normal2 v)\n if <(BossAttack) = [0]> then\n wait (0.1) seconds\n switch costume to (normal3 v)\n if <(BossAttack) = [0]> then\n wait (0.1) seconds\n switch costume to (normal2 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [king entre v]\nshow\nswitch costume to (you.3 v)\ngo to x: (262) y: (-50)\nglide (1) secs to x: (127) y: (-50)\nType [what are you doing here?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [dad?] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [what's going on?] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [what's happening is that these fools have dared to invade my base...] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nbroadcast (Pay v)\nType [...and now they're going to pay.] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nwait (1) seconds\nswitch costume to (you. v)\nType [hey!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [stay away from my son!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [what?] in [Bottom] At (1) Sized (90) Spoken By [Nemesphere] Caps? [Y] And Wait? [Y]\nswitch costume to (you.3 v)\nType [i- i don't want to be part of this anymore.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [son, let's go.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [but i want to help egnaro!] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [okay. egnaro, look after him.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [nemesphere, i will not help you any more.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nType [goodbye.] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nglide (1) secs to x: (-275) y: (-50)\nhide\nbroadcast (resume monologue v)\n\nwhen I receive [kinghurt v]\nif <not <(King_Health) = [20]>> then\n stop [other scripts in sprite v]\n set [bossattack v] to [4]\n switch costume to (hurt v)\n start sound [2 v]\n change [king_health v] by (-20)\n wait (0.4) seconds\n switch costume to (normal1 v)\n wait (1) seconds\n broadcast (kingstartattacking v)\n delete this clone\nelse\n change [king_health v] by (-19)\n wait (0.4) seconds\n broadcast (King Defeat v)\n delete this clone\nend\n\nwhen I receive [kingstartattacking v]\nforever\n if <<(KingStuck) = [True]> and <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n if <<(([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) + (100)) > (y position)> and <(Yes) < [0]>> then\n broadcast (KingHurt v) and wait\n end\n end\nend\n\nwhen I receive [king_attack v]\nif <(BossAttack) = [3]> then\n wait (0.1) seconds\n switch costume to (fire1 v)\n wait (0.1) seconds\n switch costume to (fire3 v)\n wait (0.1) seconds\n switch costume to (fire3 v)\n wait (0.1) seconds\n switch costume to (fire4 v)\n broadcast (FYAA v) and wait\n switch costume to (fire5 v)\n wait (0.1) seconds\n set [bossattack v] to [0]\nend\n\nwhen I receive [king_attack v]\nif <(BossAttack) = [2]> then\n switch costume to (swod1 v)\n wait (0.1) seconds\n switch costume to (swod2 v)\n wait (0.1) seconds\n switch costume to (swod3 v)\n wait (0.1) seconds\n switch costume to (swod4 v)\n wait (0.1) seconds\n switch costume to (swod5 v)\n wait (0.1) seconds\n switch costume to (swod6 v)\n wait (0.1) seconds\n switch costume to (swod7 v)\n wait (0.1) seconds\n switch costume to (swod8 v)\n wait (0.1) seconds\n set [kingstuck v] to [True]\n repeat (5)\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n wait (0.1) seconds\n switch costume to (swod7 v)\n wait (0.1) seconds\n end\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n switch costume to (swod7 v)\n wait (0.1) seconds\n switch costume to (swod8 v)\n wait (0.1) seconds\n end\n end\n end\n set [kingstuck v] to [False]\n repeat (4)\n if <not <(BossAttack) = [4]>> then\n wait (0.1) seconds\n next costume\n end\n end\n switch costume to (normal1 v)\n glide (0.2) secs to x: (0) y: (49)\n set [bossattack v] to [0]\nend\n\nwhen I receive [the king v]\nshow\ngo to x: (0) y: (45)\nbroadcast (killtext v)\nset [movable v] to [True]\nset [kingstuck v] to [False]\nset [bossattack v] to [0]\nset [sp v] to [7]\nset [king_health v] to [100]\nbroadcast (kingstartattacking v)\n\nwhen I receive [cach v]\nswitch costume to (cach1 v)\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nType [thanks!] in [Bottom] At (1) Sized (90) Spoken By [???] Caps? [Y] And Wait? [Y]\nbroadcast (THE KING v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@SwordyMcSwordFace\n\nwhen flag clicked\nhide\n\nwhen I receive [fyaa v]\ngo to x: (46) y: (10)\nshow\nswitch costume to (costume1 v)\npoint in direction (-150)\nrepeat (10)\n if <not <<touching (_edge_ v)?> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>> then\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n move (5) steps\n else\n wait (0.5) seconds\n hide\n stop [this script v]\n end\nend\nrepeat until <<touching (_edge_ v)?> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n repeat (10)\n move (9) steps\n end\nend\nhide\n\nwhen I receive [sword v]\nshow\nswitch costume to (costume2 v)\npoint in direction (0)\ngo to x: (77) y: (43)\nglide (1) secs to x: (111) y: (80)\nrepeat (20)\n turn right (15) degrees\nend\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nswitch costume to (costume3 v)\nrepeat until <<<touching (_edge_ v)?> or <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?>> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n move (20) steps\nend\npoint in direction (0)\nswitch costume to (costume2 v)\nglide (1) secs to x: (77) y: (43)\nbroadcast (CACK v)\nhide\n\nwhen I receive [repos v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [king_attack v]\nif <(BossAttack) = [2]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [soundtest v]\nhide\nstop [other scripts in sprite v]\n\n@Sound Dump ehehehheheheh\n\nwhen I receive [soundtest v]\nif <(Level) = [Soundtest]> then\n switch costume to (costume1 v)\n show\n forever\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (right arrow v) pressed?> then\n next costume\n wait until <not <key (right arrow v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [soundtest v]\nif <(Level) = [Soundtest]> then\n show\n forever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n stop all sounds\n broadcast (play. v)\n end\n end\nend\n\nwhen I receive [play. v]\nrepeat until <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>\n play sound (costume [number v]) until done\nend\n\n@Crimson\n\nwhen I receive [soundtest v]\nif <(Level) = [Message]> then\n stop [other scripts in sprite v]\n Type [ no...] in [Middle] At (1) Sized (50) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ i never meant it to be like this...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ she only wanted to help...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ and i just walked away...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ i want to go back... ] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ apologise...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ but i can't bring myself to face her again.] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ ...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ i hope she's okay.] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ .......................] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ no...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ no! this isn't fair!] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ all i want is to be alone!] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ why won't anyone understand????] in [Middle] At (1) Sized (90) Spoken By [Crimson] Caps? [Y] And Wait? [Y]\n Type [ this is too much.] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ if you won't go away...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ then i will.] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ ...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ goodbye everyone.] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ i'm sure nobody will bother me in the lava caves.] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ ...] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [] in [Middle] At (1) Sized (60) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n stop [all v]\nend\n\nwhen I receive [soundtest v]\nif <(Level) = [Soundtest]> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [lavacaves v]\nif <(KingDed?) = [True]> then\n wait until <(Level) = [L70]>\n set [movable v] to [False]\n switch costume to (! v)\n go to x: (193) y: (-20)\n show\n broadcast (ChangeMusic v) and wait\n set [music v] to [Crimson's Theme]\n stop all sounds\n broadcast (ChangeMusic v)\n Type [hello?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [have you come to hide from them too?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n glide (1) secs to x: (50) y: (-20)\n Type [the villain. they hurt our king, hurt victor,] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [they're unstoppable.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (!2 v)\n Type [so i've decided.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (!3 v)\n Type [i'm not going to try and fight them.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (!2 v)\n Type [i'm just gonna hide.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [eventually a hero will show up and beat them.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [until then, i'm going to hide.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n set [music v] to [None]\n stop all sounds\n Type [hey-] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (!3 v)\n Type [why are you looking at me like that?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n set [movable v] to [True]\n wait until <<(Level) = [L71]> or <<<(([y position v] of [hitbox \(yes, i'm advanced now o.o\) v]) + (100)) > (y position)> and <(Yes) < [-5]>> and <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>>\n if <(Level) = [L71]> then\n set [movable v] to [False]\n switch costume to (look v)\n go to x: (-255) y: (5)\n glide (1) secs to x: (-50) y: (50)\n Type [huh?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [oh, i see.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [you were just passing through.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [my mistake.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [ah, well, see you!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [good luck!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (!3 v)\n glide (1) secs to x: (-255) y: (50)\n set [movable v] to [True]\n set [music v] to [Eruption]\n hide\n else\n broadcast (Crimson Die v)\n end\nend\n\nwhen I receive [lavacaves v]\nif <(KingDed?) = [False]> then\n wait until <(Level) = [L70]>\n set [movable v] to [False]\n switch costume to (look v)\n go to x: (193) y: (-20)\n show\n broadcast (ChangeMusic v) and wait\n set [music v] to [Crimson's Theme]\n stop all sounds\n broadcast (ChangeMusic v)\n Type [huh? who's-] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n set [music v] to [None]\n switch costume to (! v)\n stop all sounds\n play sound [! v] until done\n rest for (1) beats\n Type [!!!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (arngry v)\n Type [hey, i know who you are.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [you're one of those villains, aren't you?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [they come through here all the time.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [whenever they come i have to hide until they're gone.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [but i'm sick of it.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [i've come to realise that i am just as strong as them.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [as you.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [so...] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [i'm not letting you through.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [i'm smarter than any of you.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [faster than any of you.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n if <(SpeedySpeeds) = [True]> then\n switch costume to (awk v)\n Type [f- faster...] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (arngry v)\n end\n Type [and i am not letting you win.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [i am the hero this land needs.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (awk v)\n Type [huh?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n switch costume to (arngry2 v)\n Type [hey! be quiet when i talk to you!!!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [Y] And Wait? [Y]\n switch costume to (arngry v)\n Type [i don't care what you have to say.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n Type [i am not letting you through.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\n broadcast (ark v)\n Type [i'm not afraid of you anymore.] in [Bottom] At (4) Sized (105) Spoken By [Crimson] Caps? [Y] And Wait? [Y]\n broadcast (CRIMSON v)\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [4]> then\n broadcast (FireWall v) and wait\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [2]> then\n repeat (2)\n switch costume to (fire v)\n repeat (6)\n next costume\n end\n broadcast (Fro v) and wait\n switch costume to (normal1 v)\n wait (1) seconds\n end\nend\n\nwhen I receive [crimson v]\nshow\nset [moves v] to [0]\nswitch costume to (normal1 v)\nbroadcast (crimsonstartattacking v)\npoint in direction (90)\nbroadcast (killtext v)\nset [movable v] to [True]\nset [sp v] to [10]\nset [music v] to [Crimson]\nstop all sounds\nglide (1) secs to x: (0) y: (90)\nset [bugfixer v] to [True]\n\nwhen I receive [crimsonstartattacking v]\nrepeat until <(Moves) = [10]>\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [8]> then\n glide (0.5) secs to x: (0) y: (90)\n switch costume to (atk v)\n wait (0.1) seconds\n switch costume to (atk3 v)\n wait (0.1) seconds\n switch costume to (atk2 v)\n wait (0.1) seconds\n broadcast (fire2 v) and wait\n glide (0.1) secs to x: (100) y: (90)\n broadcast (fire2 v) and wait\n glide (0.1) secs to x: (-100) y: (90)\n broadcast (fire2 v) and wait\n glide (0.1) secs to x: (0) y: (90)\n switch costume to (atk2 v)\n wait (0.1) seconds\n switch costume to (atk3 v)\n wait (0.1) seconds\n switch costume to (atk v)\n wait (0.1) seconds\n switch costume to (normal1 v)\n wait (0.1) seconds\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [1]> then\n glide (0.5) secs to x: (0) y: (90)\n switch costume to (atk v)\n wait (0.1) seconds\n switch costume to (atk3 v)\n wait (0.1) seconds\n switch costume to (atk2 v)\n wait (0.1) seconds\n broadcast (fire v) and wait\n glide (0.5) secs to x: (100) y: (90)\n broadcast (fire v) and wait\n glide (0.5) secs to x: (-100) y: (90)\n broadcast (fire v) and wait\n glide (0.5) secs to x: (0) y: (90)\n switch costume to (atk2 v)\n wait (0.1) seconds\n switch costume to (atk3 v)\n wait (0.1) seconds\n switch costume to (atk v)\n wait (0.1) seconds\n switch costume to (normal1 v)\n wait (0.1) seconds\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [3]> then\n point in direction (180)\n switch costume to (aim v)\n go to x: (-18) y: (99)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (10) steps\n end\n wait (1) seconds\n point in direction (90)\n switch costume to (normal1 v)\n glide (1) secs to x: (0) y: (90)\nend\n\nwhen I receive [crimsonstartattacking v]\nclear graphic effects\nrepeat until <(Moves) = [10]>\n wait (1) seconds\n change [moves v] by (1)\n broadcast (CrimsonAttack v) and wait\nend\nbroadcast (waitwhat? v)\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [\[c\] final confrontation v]\nshow\nswitch costume to (look2 v)\ngo to x: (-245) y: (101)\nglide (1) secs to x: (-185) y: (101)\n\nwhen I receive [too powerful v]\ngo to x: (209) y: (-98)\nset [brightness v] effect to (0)\nswitch costume to (arngry v)\nif <(Guide Trusted?) = [True]> then\n show\nend\n\nwhen I receive [waitwhat? v]\nstop [other scripts in sprite v]\nbroadcast (ChangeMusic v)\nset [movable v] to [False]\nset [music v] to [None]\nstop all sounds\nswitch costume to (normal1 v)\nType [....?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [why aren't you fighting back?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [you are working with the villains, right?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nswitch costume to (sad v)\nType [no?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [. . . . . ] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [i...] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [i thought you were working with the villains...] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [that's why i attacked you...] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [i'm sorry.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [if you're here to try and fight those villains...] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nswitch costume to (normal2 v)\nType [i'll do anything i can to help you.] in [Bottom] At (5) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nset [movable v] to [True]\nbroadcast (ChangeMusic v)\nset [music v] to [Eruption]\nswitch costume to (look v)\nglide (1) secs to x: (400) y: (90)\nhide\nbroadcast (killtext v)\n\nwhen I receive [crimson die v]\nset [movable v] to [False]\nset [crimsonhurt v] to [True]\n\nwhen I receive [too powerful v]\nforever\n if <(Guide Trusted?) = [True]> then\n glide (1) secs to x: (209) y: (-100)\n glide (1) secs to x: (209) y: (-96)\n end\nend\n\nwhen I receive [power v]\nswitch costume to (look3 v)\n\nwhen I receive [vwop v]\nswitch costume to (silhouette v)\n\nwhen I receive [too powerful v]\nif <(Guide Trusted?) = [True]> then\n forever\n if <<touching (prince sphere's lazer beam he uses in the nemesphere fight v)?> or <touching (pew pew pew!!! v)?>> then\n change [crimsonhealth v] by (-5)\n if <not <(CrimsonHealth) = [5]>> then\n start sound [!2 v]\n switch costume to (hurt v)\n wait (1) seconds\n switch costume to (arngry v)\n else\n start sound [!2 v]\n switch costume to (hurt v)\n stop [other scripts in sprite v]\n Type [i'm sorry, i can't continue anymore.] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [N]\n wait (3) seconds\n glide (1) secs to x: (250) y: (-99)\n hide\n end\n end\n end\nend\n\nwhen I receive [too powerful v]\nif <(Guide Trusted?) = [True]> then\n set [crimsonhealth v] to [100]\nend\n\nwhen I receive [stop!!!!! v]\nstop [other scripts in sprite v]\nswitch costume to (arngry v)\n\nwhen I receive [winner winner chicken dinner! v]\nhide\n\nwhen I receive [too powerful v]\nforever\n if <(Guide Trusted?) = [True]> then\n broadcast (Homing Missile 3 v)\n wait (5) seconds\n end\nend\n\nwhen I receive [stop!!!!! v]\nshow\nswitch costume to (arngry v)\nglide (1) secs to x: (-185) y: (101)\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [9]> then\n repeat (3)\n glide (0.2) secs to x: ([x position v] of [hitbox \(yes, i'm advanced now o.o\) v]) y: (94)\n switch costume to (fire v)\n repeat (6)\n next costume\n end\n broadcast (Fro v) and wait\n end\n switch costume to (normal1 v)\n glide (0.5) secs to x: (0) y: (90)\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [6]> then\n go to x: (-18) y: (99)\n point in direction (180)\n switch costume to (aim v)\n repeat (2)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n repeat (10)\n move (10) steps\n end\n turn right (180) degrees\n repeat until <not <touching (_edge_ v)?>>\n move (10) steps\n end\n end\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n repeat (10)\n move (10) steps\n end\n wait (1) seconds\n point in direction (90)\n switch costume to (normal1 v)\n glide (1) secs to x: (0) y: (90)\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [10]> then\n broadcast (FireWall2 v) and wait\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [5]> then\n broadcast (Homing Missile v) and wait\nend\n\nwhen I receive [crimsonattack v]\nif <(Moves) = [7]> then\n broadcast (Homing Missike 2 v) and wait\nend\n\nwhen I receive [crimson die v]\nstart sound [Owee v]\nswitch costume to (dye1 v)\nwait (0.1) seconds\ngo to x: (40) y: (-20)\nwait (0.1) seconds\ngo to x: (55) y: (-20)\nwait (0.1) seconds\ngo to x: (49) y: (-20)\nwait (0.1) seconds\ngo to x: (50) y: (-20)\nwait (0.1) seconds\nType [what???] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [no!!!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nswitch costume to (dye2 v)\nType [why would you...?] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [this isn't fair!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nswitch costume to (dye3 v)\nType [i didn't do anything to deserve this!!!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nType [this isn't fair!!!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [N] And Wait? [Y]\nswitch costume to (dye4 v)\nType [this isn't fair!!!] in [Bottom] At (1) Sized (90) Spoken By [Crimson] Caps? [Y] And Wait? [Y]\nhide\nset [movable v] to [True]\n\nwhen I receive [repos v]\nif <(bugfixer) = [True]> then\n if <(Level) = [L70]> then\n stop [other scripts in sprite v]\n change [moves v] by (-1)\n switch costume to (normal1 v)\n point in direction (90)\n glide (0.5) secs to x: (0) y: (90)\n broadcast (crimsonstartattacking v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@Prince Sphere (Nyawww)\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [prince v]\nset [music v] to [Prince's Theme]\nset [movable v] to [False]\nswitch costume to (enter v)\nshow\ngo to x: (-263) y: (-40)\nglide (1) secs to x: (0) y: (-40)\nswitch costume to (hi v)\nType [huh? oh, hello!] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [have you seen my dad around? i-] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [wait- do i recognise you from somewhere?] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [hey, are you the guy who beat victor?] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nswitch costume to (hi2 v)\nType [that's soooo coooool!] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nswitch costume to (hi v)\nType [my dad would -never- be able to do that!] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [i heard you're thinking about fighting that villain guy,] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [cool!] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nType [my dad's been acting really weird since he showed up.] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nswitch costume to (hi3 v)\nType [huh? what's the matter?] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nswitch costume to (hi2 v)\nType [oh, sorry, i'll get out of your way.] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [Y]\nswitch costume to (enter2 v)\nbroadcast (killtext v)\nglide (1) secs to x: (-245) y: (-40)\nhide\nset [movable v] to [True]\nset [music v] to [Castle]\nstop all sounds\nstop [this script v]\n\nwhen I receive [\[c\] final confrontation v]\nswitch costume to (enter v)\ngo to x: (-245) y: (-51)\nglide (1) secs to x: (-165) y: (-51)\nif <(Guide Trusted?) = [True]> then\n show\nend\n\nwhen I receive [too powerful v]\ngo to x: (-206) y: (-41)\nset [brightness v] effect to (0)\nswitch costume to (enter5 v)\nif <(Guide Trusted?) = [True]> then\n show\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [too powerful v]\nforever\n if <(Guide Trusted?) = [True]> then\n glide (1) secs to x: (-165) y: (-51)\n glide (1) secs to x: (-165) y: (-45)\n end\nend\n\nwhen I receive [too powerful v]\nforever\n if <(Guide Trusted?) = [True]> then\n broadcast (lazxer v)\n wait (4) seconds\n end\nend\n\nwhen I receive [too powerful v]\nset [princehealth v] to [25]\n\nwhen I receive [too powerful v]\nforever\n if <<touching (rotato \(he's back! your favourite extravagantly coded missile shot by floating circles who speak using the regna sound clip.\) v)?> or <touching (pew pew pew!!! v)?>> then\n change [princehealth v] by (-5)\n if <not <(PrinceHealth) < [6]>> then\n start sound [!2 v]\n switch costume to (enter4 v)\n wait (1) seconds\n switch costume to (enter5 v)\n else\n start sound [!2 v]\n switch costume to (enter4 v)\n stop [other scripts in sprite v]\n Type [i... i can't continue.] in [Bottom] At (1) Sized (90) Spoken By [ThePrince] Caps? [N] And Wait? [N]\n wait (3) seconds\n glide (1) secs to x: (250) y: (-51)\n hide\n wait (3) seconds\n broadcast (killtext v)\n end\n end\nend\n\nwhen I receive [king entre v]\nwait (1) seconds\nwait until <key (space v) pressed?>\nswitch costume to (enter3 v)\n\nwhen I receive [stop!!!!! v]\nswitch costume to (enter2 v)\nshow\nglide (1) secs to x: (-165) y: (-51)\nswitch costume to (enter5 v)\n\nwhen I receive [power v]\nswitch costume to (enter4 v)\n\nwhen I receive [vwop v]\nswitch costume to (sil v)\n\nwhen I receive [huh v]\nswitch costume to (enter3 v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (enter4 v)\n\nwhen I receive [winner winner chicken dinner! v]\nhide\n\nwhen I receive [stop!!!!! v]\ngo to x: (-206) y: (-41)\nstop [other scripts in sprite v]\nswitch costume to (enter3 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@Wait. You thought I was just gonna give away this person's identity here? HA. No. Theorise. Theorise! THEORISE!!!!!\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset size to (100) %\nhide\nwait until <(Level) = [L70]>\nif <(KingDed?) = [True]> then\n go to x: (97) y: (65)\n switch costume to (costume1 v)\n show\n wait until <not <(Movable) = [True]>>\n wait until <(Movable) = [True]>\n switch costume to (costume2 v)\n wait until <(Level) = [L71]>\n hide\nend\n\nwhen I receive [crimson die v]\nswitch costume to (costume3 v)\nwait until <not <(Movable) = [True]>>\nwait until <(Movable) = [True]>\nswitch costume to (costume4 v)\nrepeat until <(Level) = [L71]>\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n show\n else\n hide\n wait (1) seconds\n end\nend\nhide\n\n@Crimson's Fire Ring And Fireballs. Also Tango Uses It.\n\nwhen flag clicked\nhide\n\nwhen I receive [fire v]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\ngo to (crimson v)\nwait (0.2) seconds\nshow\nrepeat (5)\n next costume\n wait (0.4) seconds\nend\nhide\n\nwhen I receive [fire2 v]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\ngo to (crimson v)\nwait (0.05) seconds\nshow\nrepeat (5)\n next costume\n wait (0.3) seconds\nend\nhide\n\nwhen I receive [fro v]\nclear graphic effects\nswitch costume to (costume7 v)\ngo to (crimson v)\nchange y by (-30)\nchange x by (-10)\nshow\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nrepeat until <<<touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> or <touching (_edge_ v)?>> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n move (10) steps\nend\nmove (10) steps\nswitch costume to (costume8 v)\nwait (0.2) seconds\nhide\n\nwhen I receive [firewall v]\ngo to x: (0) y: (0)\nswitch costume to (costume9 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (1)\nend\nswitch costume to (costume10 v)\nrepeat (10)\n change x by (3)\n wait (0) seconds\nend\nswitch costume to (costume11 v)\nrepeat (10)\n change x by (10)\nend\nrepeat (10)\n change x by (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\ngo to x: (450) y: (0)\nswitch costume to (costume9 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (-1)\nend\nswitch costume to (costume10 v)\nrepeat (10)\n change x by (-3)\n wait (0) seconds\nend\nswitch costume to (costume11 v)\nrepeat (10)\n change x by (-10)\nend\nrepeat (10)\n change x by (-10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [firewall2 v]\nswitch costume to (costume11 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (10)\nend\nrepeat (5)\n change x by (10)\nend\nrepeat (10)\n change x by (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\ngo to x: (450) y: (0)\nset [ghost v] effect to (100)\nshow\nswitch costume to (costume11 v)\nrepeat (10)\n change x by (-10)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change x by (-10)\nend\nrepeat (10)\n change x by (-10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nswitch costume to (pick random (12) to (14))\ngo to x: (0) y: (0)\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (8)\nend\nrepeat (10)\n change y by (10)\n wait (0.05) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (10)\nend\nclear graphic effects\nswitch costume to (pick random (12) to (14))\ngo to x: (0) y: (0)\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (8)\nend\nrepeat (10)\n change y by (10)\n wait (0.05) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [repos v]\nclear graphic effects\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nclear graphic effects\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tangoattack2 v]\nrepeat (3)\n clear graphic effects\n switch costume to (costume7 v)\n go to (...tango. \(me.\) v)\n change x by (-10)\n show\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<<touching (objects and stuff \(very advanced. much confuze. wow.\) v)?> or <touching (_edge_ v)?>> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>\n move (15) steps\n end\n move (10) steps\n switch costume to (costume8 v)\n wait (0.2) seconds\n hide\nend\n\nwhen I receive [tangoattack3 v]\nforever\n go to (...tango. \(me.\) v)\n change y by (-50)\nend\n\nwhen I receive [tangoattack3 v]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nwait (0.05) seconds\nshow\nrepeat (5)\n next costume\n wait (0.3) seconds\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tangowni v]\ndelete this clone\n\n@Rotato (He's back! Your favourite extravagantly coded missile shot by floating circles who speak using the Regna sound clip.)\n\nwhen I receive [homing missile v]\nset [m? v] to [True]\ngo to x: (-40) y: (90)\nswitch costume to (knew v)\nshow\nrepeat (4)\n set [targetx v] to ([x position v] of [hitbox \(yes, i'm advanced now o.o\) v])\n set [targety v] to ([y position v] of [hitbox \(yes, i'm advanced now o.o\) v])\n repeat (50)\n if <(m?) = [True]> then\n turn right (10) degrees\n change x by (((TargetX) - (x position)) / (20))\n change y by (((TargetY) - (y position)) / (20))\n end\n end\nend\nset [m? v] to [True]\nhide\n\nwhen I receive [repos v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nclear graphic effects\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [homing missike 2 v]\nset [m? v] to [True]\ngo to x: (-40) y: (90)\nswitch costume to (knew it v)\nshow\nrepeat (4)\n set [targetx v] to ([x position v] of [hitbox \(yes, i'm advanced now o.o\) v])\n set [targety v] to ([y position v] of [hitbox \(yes, i'm advanced now o.o\) v])\n repeat (50)\n if <(m?) = [True]> then\n turn right (20) degrees\n change x by (((TargetX) - (x position)) / (11))\n change y by (((TargetY) - (y position)) / (11))\n end\n end\nend\nset [m? v] to [True]\nhide\n\nwhen I start as a clone\nset [or v] to [False]\nswitch costume to (knew2 v)\nshow\ngo to (nemesphere v)\nchange x by (55)\nchange y by (55)\nif <(Guide Trusted?) = [True]> then\n set [goal v] to (pick random (1) to (2))\n repeat (10)\n if <(goal) = [1]> then\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n else\n point towards (regnor \(the guide\) v)\n end\n move (10) steps\n end\nelse\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n move (10) steps\nend\nrepeat until <<touching (regnor \(the guide\) v)?> or <<touching (_edge_ v)?> or <touching (hitbox \(yes, i'm advanced now o.o\) v)?>>>\n move (10) steps\nend\nif <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n broadcast (Blassht v)\nend\ndelete this clone\n\nwhen flag clicked\nset [or v] to [True]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [attak v]\nif <not <(or) = [False]>> then\n create clone of (_myself_ v)\nend\ndelete this clone\n\nwhen I receive [homing missile 3 v]\nif <not <(or) = [False]>> then\n set [m? v] to [True]\n go to (crimson v)\n switch costume to (knew v)\n show\n set [targetx v] to ([x position v] of [nemesphere v])\n set [targety v] to ([y position v] of [nemesphere v])\n repeat (50)\n if <(m?) = [True]> then\n turn right (20) degrees\n change x by (((TargetX) - (x position)) / (11))\n change y by (((TargetY) - (y position)) / (11))\n end\n end\n set [m? v] to [True]\n hide\nend\n\nwhen I receive [oughies v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [guide defeat v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tangowni v]\ndelete this clone\n\nwhen I receive [stop!!!!! #2 v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [stop!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\n@Cool Weapon Thingy\n\nwhen flag clicked\nset [weapon v] to [False]\nhide\nwait until <(Level) = [L71]>\ngo to x: (-97) y: (-17)\nshow\nswitch costume to (costume1 v)\nwait until <touching (hitbox \(yes, i'm advanced now o.o\) v)?>\nswitch costume to (costume2 v)\nbroadcast (Tuto v)\nset [weapon v] to [True]\nforever\n if <(WEapon) = [True]> then\n show\n go to (egnaro \(or as i like to call him, the annoying orange. -.-\) v)\n if <(Movable) = [True]> then\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(WEapon) = [True]> then\n if <mouse down?> then\n if <(Movable) = [True]> then\n broadcast (\[blast\] v) and wait\n end\n end\n end\nend\n\nwhen I receive [tuto v]\nset [movable v] to [False]\nType [you got-] in [Bottom] At (1) Sized (150) Spoken By [None] Caps? [N] And Wait? [Y]\nType [a cool weapon thingy!] in [Bottom] At (1) Sized (150) Spoken By [None] Caps? [N] And Wait? [Y]\nType [aim with the mouse!] in [Bottom] At (1) Sized (150) Spoken By [None] Caps? [N] And Wait? [Y]\nType [click to fire!] in [Bottom] At (1) Sized (150) Spoken By [None] Caps? [N] And Wait? [Y]\nset [movable v] to [True]\nbroadcast (killtext v)\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nset [textcaps v] to (y/n)\nbroadcast (Type v)\nif <(y/n2) = [Y]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\nend\n\nwhen I receive [vwop v]\nswitch costume to (costume3 v)\n\nwhen I receive [too powerful v]\nset [brightness v] effect to (0)\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [evil base v]\nset [weapon v] to [True]\nforever\n if <(WEapon) = [True]> then\n show\n go to (egnaro \(or as i like to call him, the annoying orange. -.-\) v)\n if <(Movable) = [True]> then\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [too powerful v]\nset [weapon v] to [True]\nforever\n if <(WEapon) = [True]> then\n show\n go to (egnaro \(or as i like to call him, the annoying orange. -.-\) v)\n if <(Movable) = [True]> then\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [too far. v]\nset [weapon v] to [True]\nforever\n if <(WEapon) = [True]> then\n show\n go to (egnaro \(or as i like to call him, the annoying orange. -.-\) v)\n if <(Movable) = [True]> then\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [evilruntangogreeting v]\nset [weapon v] to [False]\nhide\n\nwhen I receive [begin the finale! v]\nset [weapon v] to [True]\nforever\n if <(WEapon) = [True]> then\n show\n go to (egnaro \(or as i like to call him, the annoying orange. -.-\) v)\n if <(Movable) = [True]> then\n point towards (mouse-pointer v)\n end\n end\nend\n\nwhen I receive [winner winner chicken dinner! v]\nset [weapon v] to [False]\nhide\n\n@PEW PEW PEW!!! \n\nwhen flag clicked\nhide\n\nwhen I receive [\[blast\] v]\nset volume to (Volume) %\nshow\ngo to (egnaro \(or as i like to call him, the annoying orange. -.-\) v)\nif <(TangoStage) = [None]> then\n switch costume to (costume1 v)\n start sound [recording1 v]\nelse\n switch costume to (costume2 v)\n start sound [recording2 v]\nend\npoint towards (mouse-pointer v)\nrepeat (100)\n move (40) steps\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [\[blast\] v]\nwait (0.2) seconds\nforever\n if <<touching (_edge_ v)?> or <touching (objects and stuff \(very advanced. much confuze. wow.\) v)?>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [\[blast\] v]\nforever\n if <touching (guideshield v)?> then\n switch costume to (costume3 v)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat (100)\n move (20) steps\n end\n end\nend\n\n@[C] Here We Are\n\ndefine None\nset [typemessage v] to (message)\nif <not <(speaker) = []>> then\n set [speaker v] to (speaker)\nelse\n set [speaker v] to [None]\nend\nset [talkspeed v] to (speed)\nset [typesize v] to (size)\nset [typeloc v] to (location)\nbroadcast (Type v)\nif <(y/n) = [N]> then\n set [textcaps v] to [False]\nelse\n set [textcaps v] to [True]\nend\n\nwhen I receive [\[c\] here we are v]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nswitch costume to (1 v)\ngo to x: (10) y: (0)\nbroadcast (ChangeMusic v)\nset [music v] to [Here We Are]\nstop all sounds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nrepeat (10)\n change [brightness v] effect by (10)\n change x by (-1)\n wait (0.1) seconds\nend\nrepeat (20)\n change x by (-1)\n wait (0.1) seconds\nend\nrepeat (5)\n change [brightness v] effect by (-20)\n change x by (-1)\n wait (0.1) seconds\nend\nswitch costume to (2 v)\ngo to x: (0) y: (-10)\nrepeat (10)\n change [brightness v] effect by (10)\n change y by (1)\n wait (0.1) seconds\nend\nrepeat (20)\n change y by (1)\n wait (0.1) seconds\nend\nrepeat (10)\n change [brightness v] effect by (-10)\n change y by (1)\n wait (0.1) seconds\nend\ngo to x: (0) y: (0)\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\n wait (0.1) seconds\nend\nbroadcast (boxopen v)\nType [here it is. ] in [TextBox] At (1) Sized (150) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [the base of the one behind all of this.] in [TextBox] At (0.1) Sized (130) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (4 v)\nType [i honestly don't know what's going on here, but it seems everyone is depending on me to fix this, so whatever.] in [TextBox] At (0.1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (5 v)\nType [i'll tell you what's going on.] in [TextBox] At (1) Sized (150) Spoken By [???] CAPS? [Y]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [!] in [TextBox] At (1) Sized (150) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (6 v)\nType [this villain is trying to take over the kingdom... and we're going to stop him.] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [guide! i thought you had to stay in the grass plains!] in [TextBox] At (1) Sized (100) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [well, yes but when i heard about your quest i couldn't help but worry about you. so if you're fighting him...] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (7 v)\nType [i'll be there to fight alongside you.] in [TextBox] At (1) Sized (150) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (8 v)\nType [me too!] in [TextBox] At (1) Sized (150) Spoken By [???] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [huh?] in [TextBox] At (1) Sized (150) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (9 v)\nType [i'm not afraid of him anymore. if he's gonna take over the world, he'll have to get through me first!] in [TextBox] At (1) Sized (90) Spoken By [Crimson] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [who are you?] in [TextBox] At (1) Sized (150) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i'm crimson. i'm here to help out egnaro!] in [TextBox] At (1) Sized (90) Spoken By [Crimson] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (10 v)\nType [i see. nice to meet you, crimson.] in [TextBox] At (1) Sized (150) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [i need to find out what my dad is doing. he's been acting suspicious and i'm worried this might be to do with him.] in [TextBox] At (1) Sized (90) Spoken By [Prince] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (11 v)\nType [...] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (HereWeARePART2 v)\n\nwhen I receive [herewearepart2 v]\nType [also, i am the prince! one day i will be a king! i have to protect my kingdom!] in [TextBox] At (1) Sized (90) Spoken By [Prince] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [it's an honour to meet you, but... are you sure you should be doing this? isn't it a bit dangerous?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [naah. i fight baddies all the time. don't worry about me.] in [TextBox] At (1) Sized (120) Spoken By [Prince] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (12 v)\nType [alright, is everyone ready?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (killtext v)\nbroadcast (boxclose v)\nswitch costume to (12 v)\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nbroadcast (boxopen v)\nwait (0.5) seconds\nswitch costume to (19 v)\nType [wait! wait for me!] in [TextBox] At (1) Sized (150) Spoken By [Victor] CAPS? [Y]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (20 v)\nType [victor?] in [TextBox] At (1) Sized (150) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [egnaro... i- uh-] in [TextBox] At (1) Sized (150) Spoken By [Victor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (21 v)\nType [i came here to help you. n- not that i thought you needed help but.... you know... uh-] in [TextBox] At (1) Sized (90) Spoken By [Victor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (22 v)\nType [hello?] in [TextBox] At (1) Sized (150) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [oh, hello! you... you're the guide, right? the guy who- uh- was guiding egnaro in the grass plains.] in [TextBox] At (1) Sized (90) Spoken By [Victor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (23 v)\nType [yes, i am him. it's nice to meet you.] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (24 v)\nType [egnaro?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [uh. hello?] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [are you okay?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (26 v)\nType [yes. fine.] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [good. is everyone ready then?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (27 v)\nType [yep!] in [TextBox] At (1) Sized (90) Spoken By [Victor] CAPS? [Y]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (28 v)\nType [y-yes.] in [TextBox] At (1) Sized (90) Spoken By [Crimson] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (29 v)\nType [i sure am!] in [TextBox] At (1) Sized (90) Spoken By [Prince] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (30 v)\nType [you bet!] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nType [guide, you and the prince try and find an entry through the back.] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (31 v)\nType [got it.] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (32 v)\nType [sure thing, egnaro!] in [TextBox] At (1) Sized (90) Spoken By [Prince] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (33 v)\nType [crimson, victor, you two check out that tunnel. see if there's an entry through there.] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (34 v)\nType [oh- okay then.] in [TextBox] At (1) Sized (90) Spoken By [Crimson] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (35 v)\nType [i won't let you down.] in [TextBox] At (1) Sized (90) Spoken By [Victor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (36 v)\nType [what about you, egnaro?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (37 v)\nType [i'll go in through the front.] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (38 v)\nType [but isn't that dangerous? won't he have laid traps?] in [TextBox] At (1) Sized (90) Spoken By [Regnor] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nswitch costume to (39 v)\nType [that's why i'll be going. good luck everyone.] in [TextBox] At (1) Sized (90) Spoken By [Egnaro] CAPS? [N]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (boxclose v)\nbroadcast (ChangeMusic v)\nrepeat (10)\n wait (0.1) seconds\n change [brightness v] effect by (-10)\nend\nhide\nbroadcast (Evil Base v)\n\nwhen flag clicked\nhide\n\n@Text Box For The 'Here We Are' Cutscene\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [type v]\nif <(Music) = [Here We Are]> then\n switch costume to (Speaker)\n delete this clone\nend\n\nwhen I receive [boxclose v]\nif <(Music) = [Here We Are]> then\n broadcast (killtext v)\n hide\n delete this clone\nend\n\nwhen I receive [dun. v]\nif <(Music) = [Here We Are]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [type v]\nif <(Music) = [Here We Are]> then\n delete this clone\nend\n\nwhen I receive [boxopen v]\nif <(Music) = [Here We Are]> then\n show\nend\n\nwhen I start as a clone\nif <(Music) = [Here We Are]> then\n go to [front v] layer\n go to x: (-4) y: (-6)\n switch costume to (costume1 v)\n show\n forever\n glide (1) secs to x: (-4) y: (-4)\n glide (1) secs to x: (-4) y: (-8)\n end\nend\n\nwhen I receive [begin the finale! v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Music) = [Here We Are]>> then\n delete this clone\n end\nend\n\n@Nemesphere's Awesome Lazers (I Mean Seriously How Cool Did These Make The Levels Look???)\n\nwhen I receive [l v]\nif <(Level) = [L74]> then\n forever\n switch costume to (1 v)\n wait (2) seconds\n repeat (2)\n next costume\n end\n repeat (10)\n switch costume to (4 v)\n wait (0.1) seconds\n switch costume to (5 v)\n wait (0.1) seconds\n end\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n switch costume to (2 v)\n end\nend\n\nwhen I receive [evil base v]\nset rotation style [all around v]\nshow\nwait until <(Level) = [L74]>\npoint in direction (90)\nbroadcast (l v)\ngo to x: (126) y: (74)\nwait until <(Level) = [L75]>\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (90) y: (180)\nbroadcast (l v)\nwait until <(Level) = [L76]>\nstop [other scripts in sprite v]\npoint in direction (180)\ngo to x: (81) y: (130)\nbroadcast (l v)\nwait until <(Level) = [L77]>\nstop [other scripts in sprite v]\nbroadcast (bridge v)\npoint in direction (180)\ngo to x: (222) y: (120)\nbroadcast (l v)\nwait until <(Level) = [L78]>\nstop [other scripts in sprite v]\nbroadcast (stahp v)\npoint in direction (180)\ngo to x: (64) y: (-9)\nbroadcast (l v)\nwait until <(Level) = [L79]>\nstop [other scripts in sprite v]\ngo to x: (123) y: (155)\npoint in direction (170)\nbroadcast (l v)\nwait until <(Level) = [L80]>\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [l v]\nif <(Level) = [L75]> then\n forever\n switch costume to (1 v)\n wait (2) seconds\n repeat (2)\n next costume\n end\n repeat (10)\n switch costume to (6 v)\n wait (0.1) seconds\n switch costume to (7 v)\n wait (0.1) seconds\n end\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n switch costume to (2 v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [l v]\nforever\n if <(Level) = [L76]> then\n switch costume to (8 v)\n wait (2) seconds\n repeat (2)\n next costume\n end\n switch costume to (11 v)\n wait (0.1) seconds\n broadcast (fierrrh v)\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (9 v)\n end\nend\n\nwhen I receive [l v]\nif <(Level) = [L77]> then\n forever\n switch costume to (8 v)\n wait (1.5) seconds\n repeat (2)\n next costume\n end\n switch costume to (11 v)\n wait (0.1) seconds\n broadcast (fierrrh v)\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (9 v)\n end\nend\n\nhide\n\nwhen I receive [l v]\nif <(Level) = [L79]> then\n forever\n switch costume to (8 v)\n wait (3.5) seconds\n repeat (2)\n next costume\n end\n switch costume to (11 v)\n wait (0.1) seconds\n broadcast (fierrrh v)\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (9 v)\n end\nend\n\nwhen I receive [l v]\nif <(Level) = [L78]> then\n forever\n switch costume to (8 v)\n wait (3.5) seconds\n repeat (2)\n next costume\n end\n switch costume to (11 v)\n wait (0.1) seconds\n broadcast (fierrrh v)\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (9 v)\n end\nend\n\nwait until <(Level) = [L80]>\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\n@ElectroBall, Alternatively A Bubble.\n\nwhen I receive [fierrrh v]\nif <(c) = [False]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset size to (100) %\nset [c v] to [True]\nshow\ngo to (nemesphere's awesome lazers \(i mean seriously how cool did these make the levels look???\) v)\nmove (5) steps\npoint in direction ([direction v] of [nemesphere's awesome lazers \(i mean seriously how cool did these make the levels look???\) v])\nturn right (90) degrees\nrepeat until <touching (_edge_ v)?>\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nset [c v] to [False]\nset size to (100) %\n\nwhen I start as a clone\nforever\n if <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [repos v]\nhide\ndelete this clone\n\nwhen I receive [stahp v]\ndelete this clone\n\nwhen I receive [regnor v]\ndelete this clone\n\nwhen I receive [\[c\] final confrontation v]\ndelete this clone\n\nwhen I receive [ta6 v]\nforever\n if <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [ta6 v]\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to (...tango. \(me.\) v)\nmove (5) steps\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [ta7 v]\nrepeat (3)\n set size to (50) %\n switch costume to (costume3 v)\n show\n go to (...tango. \(me.\) v)\n move (5) steps\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [ta7 v]\nforever\n if <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [cutscene 7 v]\ndelete this clone\n\n@The Key Thingy That You Use In The Evil Base Levels To Get Through.\n\nwhen flag clicked\nhide\n\nwhen I receive [evil base v]\npoint in direction (90)\nhide\nwait until <(Level) = [L76]>\nswitch costume to (costume1 v)\nbroadcast (bridge v)\ngo to x: (-218) y: (89)\nshow\nwait until <touching (hitbox \(yes, i'm advanced now o.o\) v)?>\nstart sound [Ding v]\nbroadcast (Quay v)\nhide\nwait until <(Level) = [L78]>\nswitch costume to (costume2 v)\nbroadcast (bridge v)\ngo to x: (-143) y: (172)\nshow\nwait until <touching (pew pew pew!!! v)?>\nstart sound [Ding v]\nbroadcast (Quay v)\nswitch costume to (costume3 v)\nwait until <(Level) = [L79]>\nswitch costume to (costume2 v)\npoint in direction (0)\ngo to x: (-234) y: (132)\nbroadcast (bridge v)\nshow\nwait until <touching (pew pew pew!!! v)?>\nstart sound [Ding v]\nbroadcast (Quay v)\nswitch costume to (costume3 v)\nwait until <(Level) = [L80]>\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [oughies v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n@The Magical Superpower Gem That Is Totally Not Dangerous\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [gem v]\ngo to x: (57) y: (53)\nshow\nset size to (40) %\nset volume to (Volume) %\nstart sound [Ding v]\nrepeat (4)\n change x by (-10)\n change size by (40)\nend\nwait (1) seconds\n\nwhen I receive [power v]\ngo to [front v] layer\nrepeat (3)\n go to x: (17) y: (53)\n wait (0.1) seconds\n go to x: (19) y: (54)\n wait (0.1) seconds\n go to x: (16) y: (52)\n wait (0.1) seconds\n go to x: (18) y: (53)\n wait (0.1) seconds\n go to x: (17) y: (53)\n wait (0.1) seconds\n go to x: (19) y: (54)\n wait (0.1) seconds\n go to x: (21) y: (52)\n wait (0.1) seconds\n go to x: (18) y: (53)\n wait (0.1) seconds\nend\ncreate clone of (_myself_ v)\nrepeat (3)\n go to x: (17) y: (53)\n wait (0.1) seconds\n go to x: (21) y: (57)\n wait (0.1) seconds\n go to x: (13) y: (50)\n wait (0.1) seconds\n go to x: (19) y: (53)\n wait (0.1) seconds\n go to x: (15) y: (53)\n wait (0.1) seconds\n go to x: (21) y: (59)\n wait (0.1) seconds\n go to x: (25) y: (49)\n wait (0.1) seconds\n go to x: (21) y: (53)\n wait (0.1) seconds\nend\nbroadcast (light v)\nrepeat (6)\n go to x: (17) y: (53)\n wait (0.1) seconds\n go to x: (21) y: (57)\n wait (0.1) seconds\n go to x: (13) y: (50)\n wait (0.1) seconds\n go to x: (19) y: (53)\n wait (0.1) seconds\n go to x: (15) y: (53)\n wait (0.1) seconds\n go to x: (21) y: (59)\n wait (0.1) seconds\n go to x: (25) y: (49)\n wait (0.1) seconds\n go to x: (21) y: (53)\n wait (0.1) seconds\nend\nwait (1) seconds\nbroadcast (VWOP v)\nset [music v] to [So Much POWER!]\nhide\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n go to (the magical superpower gem that is totally not dangerous v)\n change size by (1)\nend\n\nwhen I receive [vwop v]\ndelete this clone\n\nwhen I receive [jemm v]\ngo to x: (21) y: (53)\nshow\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nrepeat until <touching (hitbox \(yes, i'm advanced now o.o\) v)?>\n move (10) steps\nend\nbroadcast (light2 v)\n\nwhen I receive [evilruntangogreeting v]\nhide\n\n@Nemesphere's HP Because I Refuse To Use A Normal Health Bar Since There Is Literally Nothing Normal About This Fight.\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(x position) = [200]> then\n switch costume to (letter (length of (NEMESPHERE_HEALTH)) of (NEMESPHERE_HEALTH))\n end\nend\n\nwhen I receive [too powerful v]\nshow\ngo to x: (200) y: (160)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (-10)\nend\nforever\n if <(NEMESPHERE_HEALTH) > [990]> then\n show\n switch costume to (letter (1) of (NEMESPHERE_HEALTH))\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(x position) = [190]> then\n switch costume to (letter ((length of (NEMESPHERE_HEALTH)) - (1)) of (NEMESPHERE_HEALTH))\n end\nend\n\nwhen I start as a clone\nforever\n if <(x position) = [180]> then\n if <(NEMESPHERE_HEALTH) > [100]> then\n switch costume to (letter ((length of (NEMESPHERE_HEALTH)) - (2)) of (NEMESPHERE_HEALTH))\n else\n switch costume to (costume10 v)\n end\n end\nend\n\nwhen I receive [stop!!!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [stop!!!!! #2 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Prince Sphere's Lazer Beam He Uses In The Nemesphere Fight\n\nwhen I receive [lazxer v]\nshow\ngo to x: (-175) y: (-48)\npoint towards (nemesphere v)\nswitch costume to (costume1 v)\nrepeat (4)\n next costume\nend\nwait (0.5) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume4 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [oughies v]\nhide\n\n@Regnor's Spinny Things of Very-Death\n\nwhen I receive [spawn blades v]\nset [cl v] to [0]\nrepeat (9)\n create clone of (_myself_ v)\n change [cl v] by (1)\nend\nset [cl v] to [9]\nrepeat (9)\n create clone of (_myself_ v)\n change [cl v] by (1)\nend\nset [cl v] to [18]\nrepeat (9)\n create clone of (_myself_ v)\n change [cl v] by (1)\nend\nset [cl v] to [N/A]\nwait (1) seconds\nbroadcast (deploy blades v) and wait\nwait (3) seconds\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nif <<(cl) > [9]> and <(cl) < [19]>> then\n go to (regnor \(the guide\) v)\n point in direction (((cl) * (40)) - (25))\n repeat (12)\n move (6) steps\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(cl) > [18]> then\n go to (regnor \(the guide\) v)\n point in direction (((cl) * (40)) - (10))\n repeat (14)\n move (7) steps\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume2 v)\n repeat (3)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(cl) < [10]> then\n go to (regnor \(the guide\) v)\n point in direction ((cl) * (40))\n repeat (10)\n move (5) steps\n end\nend\n\nwhen I receive [guideattack v]\nif <(BossAttack) = [1]> then\n broadcast (spawn blades v)\nend\n\nwhen I receive [deploy blades v]\nset size to (100) %\nif <(cl) = [N/A]> then\n repeat (5)\n change size by (-5)\n end\n repeat (5)\n change size by (5)\n end\nend\n\nwhen I receive [repos v]\nhide\ndelete this clone\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [guide defeat v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [deploy blades v]\nif <not <(cl) = [N/A]>> then\n repeat (5)\n move (-10) steps\n end\n repeat (2)\n move (10) steps\n end\n wait (0.01) seconds\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (12) steps\n end\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [tangoattack1 v]\nset size to (100) %\nswitch costume to (costume2 v)\nshow\ngo to (...tango. \(me.\) v)\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nrepeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (12) steps\nend\nhide\n\nset size to (100) %\n\nwhen I receive [ta5 v]\nset size to (200) %\nshow\nswitch costume to (costume1 v)\ngo to (...tango. \(me.\) v)\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nrepeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (12) steps\nend\nswitch costume to (costume6 v)\nwait (0.1) seconds\nhide\nset size to (100) %\n\nwhen I receive [ta9 v]\nrepeat (2)\n set size to (200) %\n show\n switch costume to (costume1 v)\n go to (...tango. \(me.\) v)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (15) steps\n end\n switch costume to (costume6 v)\n wait (0.1) seconds\n hide\n set size to (100) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tangowni v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Music) = [Too Much POWER!]> then\n delete this clone\n end\nend\n\n@GuideShield\n\nwhen I receive [shield v]\nforever\n go to (regnor \(the guide\) v)\nend\n\nwhen I receive [shield v]\nset [cooldown v] to [True]\nshow\nwait (5) seconds\nhide\nwait (5) seconds\nset [cooldown v] to [False]\nstop [other scripts in sprite v]\n\nwhen I receive [guide defeat v]\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tangowni v]\ndelete this clone\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nstop [other scripts in sprite v]\n\n@Homing Fish (Yay!!!)\n\nwhen I receive [ta8 v]\nshow\nswitch costume to (costume1 v)\ngo to (...tango. \(me.\) v)\npoint towards (hitbox \(yes, i'm advanced now o.o\) v)\nrepeat (40)\n if <not <touching (hitbox \(yes, i'm advanced now o.o\) v)?>> then\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n move (5) steps\n end\nend\nif <touching (hitbox \(yes, i'm advanced now o.o\) v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [repos v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tangowni v]\ndelete this clone\n\n@Lightning. Or Shadow Pellets. Or The Sun.\n\nwhen I receive [ta10 v]\nif <(clone) = [False]> then\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat (6)\n create clone of (_myself_ v)\n turn right (60) degrees\n end\nend\nwait (1) seconds\n\nwhen flag clicked\nset [clone v] to [False]\n\nwhen I start as a clone\nif <(TangoStage) = [LIFE-5]> then\n set [clone v] to [True]\n set size to (100) %\n show\n switch costume to (costume1 v)\n go to (...tango. \(me.\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (15) steps\n end\n switch costume to (costume2 v)\n wait (0.1) seconds\n hide\n set size to (100) %\n delete this clone\nend\n\nwhen I receive [ta11 v]\nif <(clone) = [False]> then\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n turn right (-40) degrees\n repeat (6)\n create clone of (_myself_ v)\n turn right (60) degrees\n end\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(TangoStage) = [LIFE-6]> then\n set [clone v] to [True]\n set size to (100) %\n show\n switch costume to (costume3 v)\n go to (...tango. \(me.\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (15) steps\n end\n switch costume to (costume4 v)\n wait (0.1) seconds\n hide\n set size to (100) %\n delete this clone\nend\n\nwhen I receive [ta12 v]\nif <(clone) = [False]> then\n set size to (150) %\n show\n switch costume to (costume3 v)\n go to (...tango. \(me.\) v)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (20) steps\n end\n switch costume to (costume4 v)\n wait (0.1) seconds\n hide\n set size to (100) %\n delete this clone\nend\n\nwhen I receive [repos v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [ta13 v]\nif <(clone) = [False]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(TangoStage) = [LIFE-8]> then\n set [clone v] to [True]\n set size to (100) %\n show\n switch costume to (costume4 v)\n go to (...tango. \(me.\) v)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (20) steps\n end\n wait (0.1) seconds\n hide\n set size to (100) %\n delete this clone\nend\n\nwhen I receive [sun v]\nif <(clone) = [False]> then\n set size to (150) %\n show\n switch costume to (costume5 v)\n go to (...tango. \(me.\) v)\n point towards (hitbox \(yes, i'm advanced now o.o\) v)\n repeat until <<touching (hitbox \(yes, i'm advanced now o.o\) v)?> or <touching (_edge_ v)?>>\n move (10) steps\n end\n switch costume to (costume6 v)\n wait (0.1) seconds\n hide\n set size to (100) %\n delete this clone\nend\n\nwhen I receive [next life! v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [False]\n\nwhen I receive [tangowni v]\ndelete this clone\n\nwhen I receive [ta11 v]\ndelete this clone\n\nwhen I receive [ta13 v]\ndelete this clone\n\nwhen I receive [sun v]\ndelete this clone\n\nwhen I receive [ta12 v]\ndelete this clone\n\nwhen I receive [ta10 v]\ndelete this clone\n\n@Eruza\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nset [r? v] to [False]\ngo to x: (0) y: (0)\nwait until <(Level) = [L15]>\nrepeat until <not <(Level) = [L15]>>\n if <(Lives) = [1]> then\n switch costume to (costume2 v)\n show\n set [r? v] to [True]\n wait until <not <(Level) = [L15]>>\n hide\n end\nend\nwait until <(Level) = [L45]>\nwait until <(BossAttack) = [1]>\nwait (20) seconds\nwait until <(BossAttack) = [1]>\nif <(Victor_Heath) = [100]> then\n switch costume to (costume3 v)\n show\n set [r? v] to [True]\n wait until <not <(Victor_Heath) = [100]>>\n hide\nend\nwait until <(Level) = [L60]>\nwait until <(BossAttack) = [2]>\nwait (20) seconds\nwait until <(BossAttack) = [2]>\nif <(King_Health) = [100]> then\n switch costume to (costume4 v)\n show\n set [r? v] to [True]\n wait until <not <(King_Health) = [100]>>\n hide\nend\nwait until <(Level) = [L70]>\nwait until <(Moves) = [1]>\nwait (30) seconds\nif <(Moves) < [3]> then\n switch costume to (costume5 v)\n show\n wait until <not <(Moves) < [3]>>\n hide\nend\n\nwhen I receive [crimson die v]\nif <(r?) = [True]> then\n wait until <(Level) = [L71]>\n switch costume to (costume6 v)\n show\n wait until <(Level) = [L72]>\n hide\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [goodjob v]\nshow\nswitch costume to (costume7 v)\nwait until <(Level) = [L48]>\nhide\n\nwhen flag clicked\nwait until <<(Level) = [L1]> and <([x position v] of [regnor \(the guide\) v]) = [-15]>>\nshow\nswitch costume to (costume8 v)\nwait until <key (space v) pressed?>\nhide\n\n@Credits Thing For If You Defeat Tango.\n\nwhen I receive [credits v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nbroadcast (changemusic v)\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nset [brightness v] effect to (-100)\nset [music v] to [None]\nstop all sounds\nstart sound [Credits v]\nif <(Volume) = [1]> then\n broadcast (changemusic v)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume3 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume4 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (7) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume5 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume6 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (6) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume8 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (5) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (costume7 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n set volume to (Volume) %\nend\n\n | [This game was designed to be played on a computer, and probably doesn't work on mobile. Sorry for any inconvenience]\nBe sure to check out Bluey's Quest as well! https://scratch.mit.edu/projects/116148528/\n\nThanks for clicking on this project! Egnaro's Adventure is a platformer game I've spent a lot of time working on. More info in the Notes and Credits section.\n INSTRUCTIONS:\nIn case you didn't see the controls on the menu, here they are because I'm not making my characters break the fourth wall just to tell you a few things I could've put in here.\n\nArrow keys to move.\nUp to jump.\nSPACE to use doors and advance text.\nHold UP and a direction when against a wall to WALL JUMP.\n\nIf you get stuck in a wall, press and hold 'R' to return to the start of the level.\n\nSponge is bouncy- You can jump on it to get to places.\nLava is dangerous- If you touch it you will lose a life.\nGreen buttons can be shot at to open doors.\nKeys can be collected to open doors. \n\n-Press S at any point in the game to get a save code.\n-Press [L] on the title screen and type in that save code to load.\n(Note: It will ask you whether you want to load a code. Viable responces to this question are: 'Yes' 'yes.' and 'yep', not 'sure', 'well duh!' or 'absolutely!!!1111!!!') \n\nGood luck, and thanks for playing my game.\n\n########################BUGFIXING#######################\nIf you're stuck, have you tried pressing [SPACE]? That might solve it. Otherwise I don't know Probably a bug.\n\nSome bugs may be to do with lag. There's nothing I can do about that. Sorry.\n\nIf there's no music when there's supposed to be music, press and hold [M]. I know it's not an ideal fix, but it's the best I can do :P\n\nIf you're having trouble loading a save, make sure you're typing in the correct box, when Egnaro says 'What is your save code?' and not when he asks 'Do you want to load a savegame?'\n\nIf the text isn't in line, like a word at the end of a line runs onto th\ne next one, or a punctuation make is on the next line,\nDeal with it. I'm not going to spend half an hour scrolling through the laggiest scripts you could possibly imagine, probably crashing my browser, just to fix a slight text error. \n\nIf these didn't solve your problem, leave a comment saying what happened and I will try to fix it. Even though I seriously hate bugfixing. |
Adventures of Crystal: A Platformer | @Stage\n\nwhen I receive [test account v]\nswitch backdrop to (screen shot 2016-03-31 at 3.55.10 pm v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [back2normal v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [finished! v]\nswitch backdrop to (screen shot 2016-03-31 at 4.21.00 pm v)\nwait (1) seconds\nbroadcast (finishedb v)\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Into The Unknown v] until done\nend\n\n@player\n\nwhen flag clicked\nset [lives v] to [30]\nhide variable [lives v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffff99)?> then\n change y by (1)\n if <touching color (#ffff99)?> then\n change y by (1)\n if <touching color (#ffff99)?> then\n change y by (1)\n if <touching color (#ffff99)?> then\n change y by (1)\n if <touching color (#ffff99)?> then\n change y by (1)\n if <touching color (#ffff99)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ffff99)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffff99)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (end v)?> then\n broadcast (nextbackdrop v)\n go to x: (-197) y: (-79)\n end\n if <touching color (#ff0000)?> then\n go to x: (-197) y: (-79)\n change [lives v] by (-1)\n end\n if <touching color (#00ffff)?> then\n go to (random position v)\n end\nend\n\nwhen flag clicked\ngo to x: (-197) y: (-79)\n\nwhen [r v] key pressed\ngo to x: (-197) y: (-79)\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-7) y: (135)\n\nwhen I receive [nextbackdrop v]\nnext costume\n\nwhen flag clicked\nset [show v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n show variable [lives v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(lives) = [0]> then\n broadcast (dead v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (test account v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (back2normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (finished! v)\n stop [this script v]\n end\nend\n\n@level\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [nextbackdrop v]\nnext costume\n\n@end\n\nwhen flag clicked\nshow\ngo to x: (9) y: (0)\n\n@dead\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [dead v]\nshow\nstop [all v]\n\n@done\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [finishedb v]\nhide variable [lives v]\nshow\n\nwhen flag clicked\n\n@thumbnail\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [message1 v]\nhide\n\n | |
platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [dance magic v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [kills v] to [0]\n\nwhen flag clicked\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nforever\n change y by (Gravity)\n change [gravity v] by (-1)\n if <touching color (#00ff55)?> then\n change [gravity v] by (1)\n set [gravity v] to [0]\n if <key (up arrow v) pressed?> then\n change [gravity v] by (10)\n end\n end\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <touching color (#00cccc)?> then\n next backdrop\n go to x: (-214) y: (-94)\n end\n if <touching color (#ff0000)?> then\n go to x: (-214) y: (-94)\n change [kills v] by (1)\n end\nend\n\n | arrow keys and get to portal |
Legend of Zelda Platformer! (WIP) | @Stage\n\nwhen flag clicked\nset [switched? v] to [0]\nswitch backdrop to (l1 v)\n\nwhen I receive [next v]\nnext backdrop\nwait (0.3) seconds\n\nwhen I receive [overworld v]\nstop all sounds\nstart sound [Zelda Theme v]\n\nwhen I receive [cave v]\nstop all sounds\nstart sound [Cave v]\n\nwhen I receive [forest v]\nstop all sounds\nstart sound [Faron Woods v]\n\n@Link\n\ndefine Set costume\nif <(sword) = [0]> then\n if <(falling?) < [3]> then\n if <(frame) = [0]> then\n switch costume to (1 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (7))) )\n end\n else\n if <(velocity) > [0]> then\n switch costume to (jumping v)\n else\n switch costume to (falling v)\n end\n end\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [velocity v] to [0]\nend\n\ndefine None\nchange [frame v] by (0.5)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Level\nset [switched? v] to [1]\nif <(level) = [1]> then\n set [x v] to [-65]\n set [y v] to [208]\n broadcast (ghost0 v)\n broadcast (reset v)\nelse\n if <(level) = [2]> then\n set [x v] to [-202]\n set [y v] to [-98]\n broadcast (ghost0 v)\n broadcast (reset v)\n else\n if <(level) = [3]> then\n set [x v] to [-208]\n set [y v] to [-67]\n broadcast (ghost0 v)\n broadcast (reset v)\n else\n if <(level) = [4]> then\n set [x v] to [-59]\n set [y v] to [124]\n broadcast (ghost100 v)\n broadcast (reset v)\n broadcast (CAVE v)\n else\n if <(level) = [5]> then\n set [x v] to [-207]\n set [y v] to [-79]\n broadcast (ghost100 v)\n broadcast (reset v)\n else\n end\n end\n end\n end\nend\nset [switched? v] to [0]\n\nwhen I receive [reset v]\nset [lrecovered? v] to [1]\ngo to [front v] layer\ngo to x: (x) y: (y)\nshow\nset size to (55) %\nset [sword v] to [0]\nset [velocity v] to [0]\nset [sound v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\nforever\n change [velocity v] by (-1)\n change y by (velocity)\n if <(sword) = [0]> then\n switch costume to (hitbox v)\n end\n Touch Ground <(velocity) > [0]>\n if <(sword) = [0]> then\n if <key (left arrow v) pressed?> then\n set [pressing? v] to [1]\n Walk (-90) (-6)\n if <(sound) = [0]> then\n broadcast (walk v)\n end\n else\n if <key (right arrow v) pressed?> then\n set [pressing? v] to [1]\n Walk (90) (6)\n if <(sound) = [0]> then\n broadcast (walk v)\n end\n else\n set [frame v] to [0]\n end\n end\n if <key (space v) pressed?> then\n broadcast (swing v)\n end\n if <(x position) > [240]> then\n if <(switched?) = [0]> then\n change [level v] by (1)\n broadcast (next v)\n Level\n end\n end\n if <(y position) < [-195]> then\n hide\n stop all sounds\n start sound [AAAAAAAAHHH! v]\n switch backdrop to (\(darkness\) v)\n switch costume to (falling v)\n show\n go to x: (0) y: (0)\n broadcast (falling v)\n forever\n go to x: (pick random (1) to (10)) y: (pick random (1) to (10))\n end\n end\n if <(sword) = [0]> then\n Set costume\n end\n end\nend\n\nwhen I receive [walk v]\nset [sound v] to [1]\nif <([costume # v] of [platform v]) < [4]> then\n play sound (pick random (1) to (3)) until done\nelse\n play sound (pick random (9) to (10)) until done\nend\nwait (0.01) seconds\nset [sound v] to [0]\n\nwhen [up arrow v] key pressed\nif <<(falling?) < [3]> and <(sword) = [0]>> then\n set [velocity v] to [12]\n play sound (pick random (4) to (6)) until done\nend\n\nwhen I receive [recoverlink v]\nset [lrecovered? v] to [0]\nwait (1) seconds\nset [lrecovered? v] to [1]\n\nwhen flag clicked\nset [reovered? v] to [1]\nset [switched? v] to [0]\nset [level v] to [1]\nset [x v] to [-65]\nset [y v] to [208]\nbroadcast (reset v)\nbroadcast (OVERWORLD v)\n\nwhen I receive [hit link v]\nif <touching color (#7f7f7f)?> then\n if <(Lrecovered?) = [1]> then\n start sound (pick random (11) to (13))\n set [hp change v] to [1]\n broadcast (decrease hp v)\n broadcast (recoverLink v)\n if <(direction) = (Bdirection)> then\n move (-35) steps\n else\n move (35) steps\n end\n end\nend\n\nwhen I receive [swing v]\nif <<(falling?) > [6]> or <(falling?) = [0]>> then\n set [sword v] to [1]\n switch costume to (0 v)\n repeat (3)\n next costume\n end\n start sound (pick random (6) to (7))\n repeat (6)\n next costume\n end\n wait (0.2) seconds\n repeat (5)\n next costume\n end\n set [sword v] to [0]\nend\n\n@Platform\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [next v]\nswitch costume to (level)\n\nwhen I receive [ghost100 v]\nset [ghost v] effect to (100)\n\nwhen I receive [falling v]\nhide\n\nwhen I receive [ghost0 v]\nset [ghost v] effect to (0)\n\n@Bokoblin\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(level) = [2]>\nSpawnEnemy (182) (-121) (100)\nSpawnEnemy (100) (-125) (100)\nwait until <(level) = [4]>\nSpawnEnemy (160) (-97) (100)\nwait until <(level) = [5]>\nSpawnEnemy (5) (-105) (100)\nSpawnEnemy (187) (-103) (100)\n\nwhen I receive [next v]\ndelete this clone\n\ndefine HitLink\nif <<(Lrecovered?) = [1]> and <<touching (link v)?> and <<(costume [number v]) > [25]> and <(costume [number v]) < [30]>>>> then\n set [bdirection v] to (direction)\n broadcast (hit Link v)\nend\n\ndefine Set costume\nif <(frame) = [0]> then\n switch costume to (0 v)\nelse\n switch costume to ([floor v] of ((3) + ((frame) mod (4))) )\nend\n\ndefine None\nchange [frame v] by (0.5)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [velocity v] to [0]\nend\n\nwhen I start as a clone\nforever\n HitLink\nend\n\nwhen I start as a clone\nset [bdirection v] to [0]\nset [health v] to [1]\nset [frame v] to [0]\nset [velocity v] to [0]\nshow\nset rotation style [left-right v]\npoint in direction (90)\nforever\n change [velocity v] by (-1)\n change y by (velocity)\n switch costume to (hitbox v)\n Touch Ground <(velocity) > [0]>\n if <((x position) - ([x position v] of [link v])) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(direction) = [90]> then\n if <<((x position) - ([x position v] of [link v])) < [275]> and <(([y position v] of [link v]) - (y position)) < [80]>> then\n Walk (90) (-1)\n else\n set [frame v] to [0]\n end\n else\n if <<(([x position v] of [link v]) - (x position)) < [275]> and <(([y position v] of [link v]) - (y position)) < [80]>> then\n Walk (-90) (1)\n else\n set [frame v] to [0]\n end\n end\n if <<([direction v] of [link v]) = (direction)> and <<(sword) = [1]> and <<touching (link v)?> and <<touching color (#393939)?> and <<([costume # v] of [link v]) > [16]> and <([costume # v] of [link v]) < [22]>>>>>> then\n if <(health) > [0]> then\n start sound (pick random (1) to (2))\n change [health v] by (-1)\n move (35) steps\n broadcast (recover v)\n else\n if <(Brecovered?) = [1]> then\n start sound [recording3 v]\n set [alive? v] to [0]\n switch costume to (5 v)\n repeat (17)\n wait (0.01) seconds\n next costume\n end\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\n end\n end\n Set costume\n if <(direction) = [90]> then\n if <(([x position v] of [link v]) - (x position)) > [-49]> then\n switch costume to (23 v)\n start sound [recording1 v]\n repeat (2)\n wait (0.01) seconds\n next costume\n end\n wait (0.1) seconds\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n end\n else\n if <((x position) - ([x position v] of [link v])) > [-49]> then\n switch costume to (23 v)\n start sound [recording1 v]\n repeat (2)\n wait (0.01) seconds\n next costume\n end\n wait (0.1) seconds\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n end\n end\nend\n\ndefine None\ngo to x: (x) y: (y)\nset size to (100) %\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [brecover v]\nset [brecovered? v] to [0]\nwait (0.7) seconds\nset [brecovered? v] to [1]\n\n@Heart Life :)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\n\nwhen I receive [decrease hp v]\nrepeat (hp change)\n switch costume to ((costume [number v]) + (1))\nend\n\nwhen I receive [increase hp v]\nstart sound [recording1 v]\nrepeat (hp change)\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) = [12]> then\n switch costume to (costume2 v)\n end\nend\n\n@Heart\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nwait (0.1) seconds\nwait until <(level) = [3]>\nCreateHeart (78) (111)\nwait until <(level) = [5]>\nCreateHeart (-94) (-107)\nCreateHeart (93) (-116)\n\ndefine None\ngo to x: (x) y: (y)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <touching (link v)?> then\n set [hp change v] to [4]\n broadcast (increase hp v)\n hide\n delete this clone\n end\nend\n\n | This is a work in progress. :)\n\nUse arrow keys to move & jump; press space to swing your sword.\n\nUpdates:\n5/2 - Fixed mid-air sword glitch! Although in exchange of a strange, but a lot less noticeable glitch, where Link can sometimes transport up above a ceiling when he jumps and swings his sword at the same time. If anyone knows how to fix this, please suggest any advice!\n\n4/8 - @Burnout5858 made some AMAZING scripts that get rid of the need to have multiple bokoblin and heart sprites! Shoutout to @Burnout5858!!!\n\n4/4 - Added BOKOBLIN ENEMIES! Programmed all by ourselves! + \nAdded HEART METER! + Added cave music + Added one more cave backdrop.\n\n4/4 - Making the rocks so that you can step on them, + added falling spazz.\n\n4/3 - FINALLY got the background count script working!!! Added 4 backgrounds...\n\n4/3 - Added more code, added sprite animation + jumping. Added walking on grass sound effect, added Link's grunts sound effects, spiced up background. Added ability to swing sword.\n\n4/2 - Created project, added Link with basic code, + basic platform obstacles. |
Unconfided (a scrolling platformer) | @Stage\n\nwhen flag clicked\nset volume to (75) %\nwait (0.5) seconds\nforever\n play sound [Burned v] until done\nend\n\n@Player's square\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\nset size to (75) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change y by (-0.5)\n if <touching color (#6c4c8c)?> then\n broadcast (Done v)\n broadcast (Done v) and wait\n stop [all v]\n end\nend\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n if <(waiting) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n end\n change y by (1.5)\n set [xv v] to ((Xv) * (0.9))\n if <(waiting) = [0]> then\n change x by (Xv)\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <(waiting) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n if <(waiting) = [0]> then\n change [yv v] by (-1)\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <(waiting) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n end\n if <touching color (#ff0000)?> then\n Respawn\n end\n change y by (1)\n change y by (-1)\n change [scrolly v] by ((-1) * (y position))\n change [scrollx v] by ((-1) * (x position))\n go to x: (0) y: (0)\nend\n\ndefine Respawn\nset [waiting v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nstart sound [GameOver v]\nif <(Checkpoint) = [0]> then\n set [scrolly v] to [0]\n set [scrollx v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [scrollx v] to [-1564]\n set [scrolly v] to [600]\n else\n if <(Checkpoint) = [2]> then\n set [scrollx v] to [-770]\n set [scrolly v] to [363]\n else\n if <(Checkpoint) = [3]> then\n set [scrollx v] to [-603]\n set [scrolly v] to [239]\n else\n if <(Checkpoint) = [4]> then\n set [scrollx v] to [-620]\n set [scrolly v] to [845]\n else\n if <(Checkpoint) = [5]> then\n else\n end\n end\n end\n end\n end\nend\nwait (1) seconds\nset [waiting v] to [0]\n\nwhen flag clicked\nset [waiting v] to [0]\nset [checkpoint v] to [0]\nwait (1) seconds\nforever\n if <touching color (#ffff00)?> then\n if <touching (terrain 3, -1 v)?> then\n if <(Checkpoint) = [0]> then\n start sound [Upgrade v]\n end\n set [checkpoint v] to [1]\n wait until <not <touching color (#ffff00)?>>\n end\n if <touching (terrain 2, -2 v)?> then\n if <(Checkpoint) = [1]> then\n start sound [Upgrade v]\n end\n set [checkpoint v] to [2]\n wait until <not <touching color (#ffff00)?>>\n end\n if <touching (terrain 1, -1 v)?> then\n if <(Checkpoint) = [2]> then\n start sound [Upgrade v]\n end\n set [checkpoint v] to [3]\n wait until <not <touching color (#ffff00)?>>\n end\n if <touching (terrain 1, -2 v)?> then\n if <(Checkpoint) = [3]> then\n start sound [Upgrade v]\n end\n set [checkpoint v] to [4]\n wait until <not <touching color (#ffff00)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(waiting) = [1]> then\n repeat until <not <(waiting) = [1]>>\n turn right (45) degrees\n end\n else\n point in direction (90)\n end\n if <touching color (#00ff55)?> then\n repeat until <not <touching color (#00ff55)?>>\n set [yv v] to [5]\n end\n end\nend\n\nwhen flag clicked\nrepeat until <not <<(username) = [if_then_statement]> or <(username) = [skitzoid]>>>\n if <key (1 v) pressed?> then\n set [checkpoint v] to [1]\n end\n if <key (2 v) pressed?> then\n set [checkpoint v] to [2]\n end\n if <key (3 v) pressed?> then\n set [checkpoint v] to [3]\n end\n if <key (4 v) pressed?> then\n set [checkpoint v] to [4]\n end\n if <key (5 v) pressed?> then\n set [checkpoint v] to [5]\n end\n if <key (6 v) pressed?> then\n set [checkpoint v] to [6]\n end\n if <key (7 v) pressed?> then\n set [checkpoint v] to [7]\n end\n if <key (8 v) pressed?> then\n set [checkpoint v] to [8]\n end\n if <key (9 v) pressed?> then\n set [checkpoint v] to [9]\n end\nend\n\nwhen [r v] key pressed\nRespawn\nwait until <not <key (r v) pressed?>>\n\nwhen I receive [done v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [direction v] to [90]\nforever\n if <(costume [number v]) = [2]> then\n if <key (any v) pressed?> then\n if <key (right arrow v) pressed?> then\n change [direction v] by (20)\n else\n if <key (left arrow v) pressed?> then\n change [direction v] by (-20)\n end\n end\n else\n set [direction v] to [90]\n end\n point in direction (Direction)\n else\n point in direction (90)\n end\nend\n\n@Terrain 0, 0\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nforever\n set x to ((ScrollX) + (696))\n set y to ((ScrollY) - ((360) * (1)))\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to (ScrollX)\n set y to (ScrollY)\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [223]>> then\n hide\n else\n show\n end\nend\n\n@Terrain 1, 0\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (1)))\n set y to ((ScrollY) + ((360) * (0)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 3, 0\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (3)))\n set y to ((ScrollY) + ((360) * (0)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 2, -2\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (2)))\n set y to ((ScrollY) + ((360) * (-2)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 3, -2\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (3)))\n set y to ((ScrollY) + ((360) * (-2)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 3, -1\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (3)))\n set y to ((ScrollY) + ((360) * (-1)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 2, -1\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (2)))\n set y to ((ScrollY) + ((360) * (-1)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change x by ((-0.1) * (300))\nend\nhide\n\nwhen I receive [done v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nnext costume\nwait (5) seconds\nnext costume\nwait (5) seconds\nnext costume\n\n@Terrain 2, 0\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n set x to ((ScrollX) + ((460) * (2)))\n set y to ((ScrollY) + ((360) * (0)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 1, -1\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n erase all\n set x to ((ScrollX) + ((460) * (1)))\n set y to ((ScrollY) + ((360) * (-1)))\n if <<([abs v] of (x position) ) > [460]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nstamp\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 1, -2\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n erase all\n set x to ((ScrollX) + ((460) * (1)))\n set y to ((ScrollY) + ((360) * (-2)))\n if <<([abs v] of (x position) ) > [463]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nstamp\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Terrain 1, -3\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\ngo to x: (0) y: (0)\nforever\n erase all\n set x to ((ScrollX) + ((460) * (1)))\n set y to ((ScrollY) + ((360) * (-3)))\n if <<([abs v] of (x position) ) > [700]> or <([abs v] of (y position) ) > [344]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n | Im kind of tired of the negative comments im getting. I know this project is slow and hard. This was my first scrolling platformer with this physics pattern. \nArrow Keys\n"R" to respawn\nI am soooo happy that the physics are perfect now!\nPlease if you want to, tell your friends and show the community a good game!\nI hope to make a sequel!\ni know its hard. i beat it many times though.\nI now have much more efficient methods of scrolling. I was pretty new to scrolling when i made this |
Rayman (Scratch Edition) V1.0 | @Stage\n\nwhen I receive [cloning and setup v]\nstop all sounds\nforever\n if <(Level) = [2]> then\n play sound [04 - Deep Forest.mp3 v] until done\n else\n play sound [07 - Betilla the Fairy.mp3 v] until done\n end\nend\n\nwhen I receive [tick v]\nswitch backdrop to ((Level) - (1))\nif <(Dead?) = [1]> then\n stop all sounds\n start sound [50 - Oh no!.mp3 v]\nend\n\n@parallax_1\n\nwhen I receive [cloning and setup v]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\ngo to x: (0) y: (0)\nset size to (101) %\ngo [backward v] (10) layers\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n hide\nelse\n show\n go to x: ((((SCROLL_X) + (X_Window)) / (2)) mod (1000)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\nwhen I receive [hide all v]\nhide\n\n@parallax_2\n\nwhen I receive [cloning and setup v]\ngo to x: (0) y: (0)\nset size to (101) %\ngo [backward v] (10) layers\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n hide\nelse\n go to x: (((((SCROLL_X) + (X_Window)) / (2)) mod (1000)) - (333)) y: (((SCROLL_Y) + (Y_Window)) / (2))\n show\nend\n\nwhen I receive [hide all v]\nhide\n\n@parallax_3\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n hide\nelse\n go to x: (((((SCROLL_X) + (X_Window)) / (2)) mod (1000)) - (666)) y: (((SCROLL_Y) + (Y_Window)) / (2))\n show\nend\n\nwhen I receive [cloning and setup v]\ngo to x: (0) y: (0)\nset size to (101) %\ngo [backward v] (10) layers\n\nwhen I receive [hide all v]\nhide\n\n@parallax_4\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n hide\nelse\n show\n go to x: (((((SCROLL_X) + (X_Window)) / (2)) mod (1000)) - (999)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\nwhen I receive [cloning and setup v]\ngo to x: (0) y: (0)\nset size to (101) %\ngo [backward v] (10) layers\n\nwhen I receive [hide all v]\nhide\n\n@Parallax_5\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n hide\nelse\n show\n go to x: (((((SCROLL_X) + (X_Window)) / (2)) mod (1000)) - (1332)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\nwhen I receive [cloning and setup v]\ngo to x: (0) y: (0)\nset size to (101) %\n\nwhen I receive [hide all v]\nhide\n\n@Boarder\n\nwhen I receive [cloning and setup v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [bettila words v]\ngo to [front v] layer\n\nwhen I receive [begin game v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Platform_Aesetics\n\nwhen I receive [cloning and setup v]\nif <(Level) = [1]> then\n set [x_window v] to [0]\n set [pos_x v] to [0]\n set size to (149) %\n switch costume to (costume1 v)\n show\n go to x: (0) y: (0)\n next costume\n change [pos_x v] by (713)\n create clone of (_myself_ v)\n repeat (3)\n next costume\n change [pos_x v] by (713)\n create clone of (_myself_ v)\n end\n switch costume to (costume1 v)\n set [pos_x v] to [0]\nend\nif <(Level) = [2]> then\n set [x_window v] to [0]\n set [pos_x v] to [0]\n set size to (149) %\n switch costume to (1 v)\n show\n go to x: (0) y: (0)\n next costume\n change [pos_x v] by (713)\n create clone of (_myself_ v)\n repeat (3)\n next costume\n change [pos_x v] by (713)\n create clone of (_myself_ v)\n end\n switch costume to (1 v)\n set [pos_x v] to [0]\nend\n\nwhen I receive [hide all v]\nhide\n\nif then\n set [x_window v] to [0]\n set [pos_x v] to [0]\n set size to (149) %\n switch costume to (1 v)\n show\n go to x: (0) y: (0)\n next costume\n change [pos_x v] by (713)\n create clone of (_myself_ v)\n repeat (3)\n next costume\n change [pos_x v] by (713)\n create clone of (_myself_ v)\n end\n switch costume to (1 v)\n set [pos_x v] to [0]\nend\n\nwhen I receive [tick v]\nset y to (((SCROLL_Y) + (86)) + (Y_Window))\nset x to (((POS_X) + (SCROLL_X)) + (X_Window))\n\nwhen I receive [render v]\nset y to (((SCROLL_Y) + (86)) + (Y_Window))\nset x to (((POS_X) + (SCROLL_X)) + (X_Window))\n\n@Rayman\n\nwhen I receive [tick v]\nif then\nelse\n if <(SCROLL_X) > [104]> then\n set [centered? v] to [1]\n if <(x position) > [0]> then\n set [non_centered_x v] to [0]\n set [centered? v] to [0]\n change [scroll_x v] by (-8)\n end\n if <key (right arrow v) pressed?> then\n change [non_centered_x v] by (8)\n end\n if <key (left arrow v) pressed?> then\n change [non_centered_x v] by (-8)\n end\n else\n if <<(Level) = [2]> and <(SCROLL_X) < [-1640]>> then\n set y to (-100)\n set [scroll_y v] to [0]\n broadcast (Render v) and wait\n start sound [49 - Yeah!.mp3 v]\n switch costume to (costume31 v)\n repeat (5)\n next costume\n wait (0.1) seconds\n end\n wait (7) seconds\n set [level v] to [1]\n broadcast (Hide ALL v)\n broadcast (Fade v) and wait\n broadcast (Cloning and Setup v)\n else\n set [centered? v] to [0]\n if <<(X_Window) < [-49]> or <(X_Window) > [49]>> then\n else\n set x to (X_Window)\n end\n end\n end\n if <not <(Direction) = [0]>> then\n point in direction (() - ((Direction) * (18)))\n end\n if <(Centered?) = [1]> then\n set x to ((Non_Centered_X) + (X_Window))\n end\n if <<not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> and <(Rayman_Action) = [walk]>> then\n switch costume to (costume1 v)\n else\n switch costume to (Walk_Loop)\n end\n if <(Rayman_Action) = [walk]> then\n if <(Walk_Loop) < [11]> then\n change [walk_loop v] by (0.5)\n else\n set [walk_loop v] to [1]\n end\n else\n if <(Rayman_Action) = [jump]> then\n if <<(Walk_Loop) < [22]> and <(Walk_Loop) > [11]>> then\n change [walk_loop v] by (0.5)\n else\n if <(Walk_Loop) = [22]> then\n set [walk_loop v] to [22]\n else\n end\n end\n else\n end\n end\n if <(In_Mid_Air?) = [1]> then\n change y by ((Jump_Vel) + (Collision_Y))\n end\n if <(In_Mid_Air?) = [0]> then\n change y by (Collision_Y)\n end\n if <(y position) < [-110]> then\n start sound [RAYCAV_0013 v]\n set [dead? v] to [1]\n end\nend\n\nwhen I receive [cloning and setup v]\nset [rayman_action v] to [walk]\nset [centered? v] to [0]\nset [jump_vel v] to [0]\nset [in_mid_air? v] to [1]\nset [non_centered_x v] to [0]\nset [dead? v] to [0]\nset [c v] to [0]\ngo to x: (0) y: (5)\npoint in direction (90)\nset size to (150) %\nshow\ngo to [front v] layer\n\nwhen I receive [dead v]\nswitch costume to (costume26 v)\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nhide\nbroadcast (Electoons Fly v) and wait\nwait until <(c) = [3]>\nbroadcast (Fade v) and wait\n\nwhen I receive [hide all v]\nhide\n\nif <(Rayman_Action) = [idle]> then\n if <<(Walk_Loop) < [35]> and <(Walk_Loop) > [24]>> then\n change [walk_loop v] by (0.4)\n else\n set [walk_loop v] to [25]\n end\nelse\nend\n\nset [scroll_y v] to ((() - ((y position) + (100))) / (4))\n\nif <<key (up arrow v) pressed?> and <not <(In_Mid_Air?) = [1]>>> then\n set [jump_vel v] to [15]\n set [in_mid_air? v] to [1]\n set [rayman_action v] to [jump]\n set [walk_loop v] to [12]\nend\n\nset [centered? v] to [1]\nif <(x position) < [0]> then\n set [non_centered_x v] to [0]\n set [centered? v] to [0]\n change [scroll_x v] by (8)\nend\nif <key (right arrow v) pressed?> then\n change [non_centered_x v] by (8)\nend\nif <key (left arrow v) pressed?> then\n change [non_centered_x v] by (-8)\nend\n\nwhen I receive [render v]\nset x to (X_Window)\nset y to (-100)\nswitch costume to (costume1 v)\nset [rayman_action v] to [idle]\n\n@Ting\n\ndefine Lists\ndelete (all) of [x_ting v]\ndelete (all) of [ting_count_level v]\ndelete (all) of [y_ting v]\nif <(Level) = [2]> then\n add [-90] to [y_ting v]\n add [100] to [x_ting v]\n add [-90] to [y_ting v]\n add [250] to [x_ting v]\n add [-90] to [y_ting v]\n add [515] to [x_ting v]\n add [20] to [y_ting v]\n add [675] to [x_ting v]\n add [787] to [x_ting v]\n add [100] to [y_ting v]\n add [800] to [x_ting v]\n add [75] to [y_ting v]\n add [775] to [x_ting v]\n add [75] to [y_ting v]\n add [887] to [x_ting v]\n add [100] to [y_ting v]\n add [900] to [x_ting v]\n add [75] to [y_ting v]\n add [875] to [x_ting v]\n add [75] to [y_ting v]\n add [1000] to [x_ting v]\n add [-90] to [y_ting v]\n add [1100] to [x_ting v]\n add [-90] to [y_ting v]\n add [1200] to [x_ting v]\n add [-90] to [y_ting v]\n add [1400] to [x_ting v]\n add [-90] to [y_ting v]\n add (length of [x_ting v]) to [ting_count_level v]\nend\n\nwhen I receive [tick v]\nswitch costume to ([floor v] of ((timer) * (6)) )\ngo to x: (((SCROLL_X) + (item (Clone_N) of [x_ting v])) + (X_Window)) y: ((SCROLL_Y) + (item (Clone_N) of [y_ting v]))\nchange [timer v] by (1)\nif <touching (rayman v)?> then\n hide\n change [tings v] by (1)\n start sound [RAYFIX_0005 v]\n delete this clone\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [dead v]\ndelete this clone\n\nwhen I receive [cloning and setup v]\nhide\nset size to (150) %\ngo [backward v] (2) layers\nLists\nset [timer v] to [0]\nset [clone_n v] to [0]\nrepeat (length of [x_ting v])\n change [clone_n v] by (1)\n create clone of (_myself_ v)\nend\n\n@Platform_Collision\n\nwhen I receive [tick v]\nset x to (((SCROLL_X) + (X_Window)) + (Clone_Offset))\nset y to (((SCROLL_Y) + (86)) + (Y_Window))\n\ngo to [front v] layer\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [cloning and setup v]\nif <(Level) = [1]> then\n set size to (149) %\n show\n set [ghost v] effect to (0)\n clear graphic effects\n set [x_window v] to [0]\n set [clone_offset v] to [0]\n set size to (149) %\n switch costume to (l2-1 v)\n show\n go to x: (0) y: (0)\n next costume\n change [clone_offset v] by (713)\n create clone of (_myself_ v)\n repeat (1)\n next costume\n change [clone_offset v] by (713)\n create clone of (_myself_ v)\n end\n switch costume to (l2-1 v)\n set [clone_offset v] to [0]\nend\nif <(Level) = [2]> then\n set size to (149) %\n show\n set [ghost v] effect to (0)\n clear graphic effects\n set [x_window v] to [0]\n set [clone_offset v] to [0]\n set size to (149) %\n switch costume to (l1-1 v)\n show\n go to x: (0) y: (0)\n next costume\n change [clone_offset v] by (713)\n create clone of (_myself_ v)\n repeat (2)\n next costume\n change [clone_offset v] by (713)\n create clone of (_myself_ v)\n end\n switch costume to (l1-1 v)\n set [clone_offset v] to [0]\nend\n\nwhen I receive [render v]\nset x to (((SCROLL_X) + (X_Window)) + (Clone_Offset))\nset y to (((SCROLL_Y) + (86)) + (Y_Window))\n\n@Rayman_Lives\n\nwhen I receive [cloning and setup v]\nshow\nset size to (200) %\ngo to [front v] layer\ngo to x: (-140) y: (130)\ngo to x: (80) y: (130)\nswitch costume to (rayman lives2 v)\ncreate clone of (_myself_ v)\ngo to x: (-140) y: (130)\nswitch costume to (rayman lives v)\n\nwhen I receive [hide all v]\nhide\n\n@Text\n\nwhen I receive [cloning and setup v]\nshow\ngo to [front v] layer\nset [letter_offset v] to [1]\nset size to (200) %\ngo to x: (-95) y: (130)\nchange [letter_offset v] by (1)\nchange x by (25)\ncreate clone of (_myself_ v)\nset [letter_offset v] to [1]\ngo to x: (-95) y: (130)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(lives) < [10]> then\n switch costume to (letter (Letter_Offset) of (join [0] (lives)))\nelse\n switch costume to (letter (Letter_Offset) of (lives))\nend\n\nwhen I receive [hide all v]\nhide\n\n@Text_2\n\nwhen I receive [cloning and setup v]\nshow\ngo to [front v] layer\nset [letter_offset_2 v] to [1]\nset size to (200) %\ngo to x: (125) y: (130)\nchange [letter_offset_2 v] by (1)\nchange x by (25)\ncreate clone of (_myself_ v)\nset [letter_offset_2 v] to [1]\ngo to x: (125) y: (130)\n\nwhen I receive [tick v]\nif <(Tings) < [10]> then\n switch costume to (letter (Letter_Offset_2) of (join [0] (Tings)))\nelse\n switch costume to (letter (Letter_Offset_2) of (Tings))\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [hide all v]\nhide\n\n@Hit_Box\n\ndefine None\nshow\nif <(direction) = [1]> then\n if <(In_Mid_Air?) = [0]> then\n set x to (x)\n set y to (y)\n if <touching (platform_collision v)?> then\n else\n set [direction v] to [-8]\n change [scroll_x v] by (-8)\n end\n else\n set x to ([x position v] of [rayman v])\n set y to ([y position v] of [rayman v])\n if <touching (platform_collision v)?> then\n set [direction v] to [8]\n change [scroll_x v] by (8)\n else\n set [direction v] to [-8]\n change [scroll_x v] by (-8)\n end\n end\nelse\n if <(direction) = [2]> then\n if <(In_Mid_Air?) = [0]> then\n set x to (x)\n set y to (y)\n if <touching (platform_collision v)?> then\n else\n set [direction v] to [8]\n change [scroll_x v] by (8)\n end\n else\n set x to ([x position v] of [rayman v])\n set y to ([y position v] of [rayman v])\n if <touching (platform_collision v)?> then\n set [direction v] to [-8]\n change [scroll_x v] by (-8)\n else\n set [direction v] to [8]\n change [scroll_x v] by (8)\n end\n end\n else\n if <(direction) = [3]> then\n set x to (x)\n set y to (y)\n if <not <touching (platform_collision v)?>> then\n if <([floor v] of (Jump_Vel) ) > [-15]> then\n set [jump_vel v] to ((Jump_Vel) - (1.25))\n end\n set [in_mid_air? v] to [1]\n else\n if <(Jump_Vel) > [0]> then\n set [jump_vel v] to [0]\n set [in_mid_air? v] to [1]\n set [jump_vel v] to ((Jump_Vel) - (1.25))\n else\n if <(Rayman_Action) = [jump]> then\n start sound [RAYFIX_0010 v]\n end\n set [in_mid_air? v] to [0]\n set [rayman_action v] to [walk]\n end\n end\n else\n if <(direction) = [4]> then\n set x to (x)\n set y to (y)\n if <<key (up arrow v) pressed?> and <not <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>>>> then\n if <<not <touching (platform_collision v)?>> and <(In_Mid_Air?) = [0]>> then\n set [jump_vel v] to [15]\n set [in_mid_air? v] to [1]\n set [rayman_action v] to [jump]\n set [walk_loop v] to [12]\n end\n end\n else\n end\n end\n end\nend\n\nwhen I receive [begin game v]\nhide\npoint in direction (90)\nshow\nswitch costume to (costume14 v)\nset [direction v] to [0]\nset [collision_y v] to [0]\nset [lives v] to [3]\nset [tings v] to [0]\ngo [backward v] (99999) layers\nbroadcast (Cloning and Setup v)\nforever\n if <(Dead?) = [ 1]> then\n broadcast (Dead v) and wait\n go [backward v] (99999) layers\n change [lives v] by (-1)\n set [tings v] to [0]\n else\n broadcast (Tick v) and wait\n if <<key (left arrow v) pressed?> and <(SCROLL_X) < [160]>> then\n if <(Centered?) = [0]> then\n Check hit (2) (([x position v] of [rayman v]) - (10)) (([y position v] of [rayman v]) + (10))\n end\n end\n if <key (right arrow v) pressed?> then\n if <(Centered?) = [0]> then\n Check hit (1) (([x position v] of [rayman v]) + (10)) (([y position v] of [rayman v]) + (10))\n end\n end\n if <key (up arrow v) pressed?> then\n end\n if <([abs v] of (X_Window) ) < [50]> then\n else\n set [direction v] to [0]\n if <(X_Window) < [0]> then\n set [x_window v] to [-50]\n end\n if <(X_Window) > [0]> then\n set [x_window v] to [50]\n end\n end\n if <not <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>>> then\n if <key (right arrow v) pressed?> then\n set [direction v] to [-5]\n end\n if <key (left arrow v) pressed?> then\n set [direction v] to [5]\n end\n else\n set [direction v] to [0]\n end\n if <key (up arrow v) pressed?> then\n end\n if <<(In_Mid_Air?) = [1]> or <not <touching (platform_collision v)?>>> then\n Check hit (3) ([x position v] of [rayman v]) (([y position v] of [rayman v]) - (10))\n end\n if <key (up arrow v) pressed?> then\n Check hit (4) ([x position v] of [rayman v]) (([y position v] of [rayman v]) + (10))\n end\n change [x_window v] by (Direction)\n end\n set [scroll_y v] to (((-20) - ((y position) + (100))) / (4))\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [cloning and setup v]\ngo [backward v] (99999) layers\n\nif <touching (platform_collision v)?> then\n set [collision_y v] to [0]\nelse\n set [collision_y v] to [2]\nend\n\nif <((() - ((y position) + (100))) / (4)) < [0]> then\nelse\n set [scroll_y v] to [-]\nend\n\nif <(In_Mid_Air?) = [0]> then\n if <(y position) < (SCROLL_Y)> then\n change [scroll_y v] by (-1)\n end\nend\n\nset y to ((y) - (15))\nif <touching (platform_collision v)?> then\n set [collision_y v] to [0]\nelse\n set [collision_y v] to [2]\nend\n\nset y to ((y) - (15))\nif <touching (platform_collision v)?> then\n set [collision_y v] to [0]\nelse\n set [collision_y v] to [2]\nend\n\n@JUNF2-LAYERS\n\nwhen I receive [tick v]\nif <(Level) = [2]> then\n hide\nelse\n show\n go to x: ((((SCROLL_X) + (X_Window)) / (2)) mod (620)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\nwhen I receive [cloning and setup v]\ngo [backward v] (10) layers\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [render v]\nif <(Level) = [2]> then\n hide\nelse\n show\n go to x: ((((SCROLL_X) + (X_Window)) / (2)) mod (620)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\n@Ting2\n\ndefine Lists\ndelete (all) of [a_flower_x v]\ndelete (all) of [a_flower_y v]\nif <(Level) = [2]> then\n add [200] to [a_flower_x v]\n add [-100] to [a_flower_y v]\n add [75] to [a_flower_y v]\n add [890] to [a_flower_x v]\nend\n\nwhen I receive [tick v]\nswitch costume to ([floor v] of ((timer) * (5)) )\ngo to x: (((SCROLL_X) + (item (Clone_N_3) of [a_flower_x v])) + (X_Window)) y: ((SCROLL_Y) + (item (Clone_N_3) of [a_flower_y v]))\n\nwhen I receive [cloning and setup v]\nhide\nset size to (150) %\nLists\ngo [backward v] (2) layers\nset [timer v] to [0]\nset [clone_n_3 v] to [0]\nrepeat (length of [a_flower_x v])\n change [clone_n_3 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I start as a clone\nshow\n\n@Sprite1\n\nwhen I receive [electoons fly v]\nset [c v] to [0]\ngo to (rayman v)\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (([x position v] of [rayman v]) + (pick random (-50) to (50))) y: ([y position v] of [rayman v])\nshow\nstart sound [RAYFIX_0020 v]\nrepeat (round ((155) + ([y position v] of [rayman v])))\n change y by (10)\nend\nhide\nwait (1) seconds\nchange [c v] by (1)\ndelete this clone\n\nwhen I receive [cloning and setup v]\nhide\nset size to (150) %\ndelete this clone\n\nwhen I receive [hide all v]\nhide\n\nif <([y position v] of [rayman v]) < [0]> then\n change y by (round (([abs v] of (([y position v] of [rayman v]) + (180)) ) / (10)))\nelse\nend\n\n@Sprite2\n\nwhen I receive [cloning and setup v]\nset size to (100) %\nclear graphic effects\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [fade v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Hide ALL v) and wait\ngo to [front v] layer\nbroadcast (Cloning and Setup v)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@antitoon\n\nhide\n\nforever\n next costume\n wait (0.075) seconds\nend\n\nadd [thing] to [antitoon_y v]\n\nwhen I receive [cloning and setup v]\nset size to (175) %\nhide\n\ndefine Lists\nadd [-300] to [antitoon_spawn_x v]\nadd [300] to [antitoon_x movement v]\nadd [-140] to [antitoon_y v]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\ndelete (Index) of [antitoon_y v]\n\nwhen I receive [tick v]\n\ndefine Spawn New Enimes\nset [index v] to [0]\nif <not <(length of [antitoon_spawn_x v]) = [0]>> then\n repeat (length of [antitoon_spawn_x v])\n change [index v] by (1)\n if <(item (Index) of [antitoon_spawn_x v]) > (SCROLL_X)> then\n create clone of (_myself_ v)\n delete (Index) of [antitoon_spawn_x v]\n stop [this script v]\n end\n end\nend\n\ndelete (all) of [antitoon_spawn_x v]\ndelete (all) of [antitoon_y v]\ndelete (all) of [antitoon_x movement v]\nLists\n\nSpawn New Enimes\ngo to x: (((item (Index) of [antitoon_x movement v]) + (SCROLL_X)) + (X_Window)) y: ((item (Index) of [antitoon_y v]) + (SCROLL_Y))\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [2]\ngo to [front v] layer\nbroadcast (Hide ALL v) and wait\nset [ghost v] effect to (100)\nclear graphic effects\ngo to x: (0) y: (0)\nswitch backdrop to (1 v)\nshow\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\ngo to [front v] layer\nbroadcast (Begin Game v)\ngo to [front v] layer\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [end fade v]\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (10) seconds\nswitch costume to (costume1 v)\nstop [all v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [begin game v]\nshow\n\nwhen I receive [cloning and setup v]\nshow\n\n@dosbox-2012-11-24-21-16-18-50\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n show\n go to x: (((SCROLL_X) + (X_Window)) + (800)) y: (([sin v] of ((Timer) * (2)) ) * (20))\n if <(SCROLL_X) < [-640]> then\n wait (1) seconds\n repeat (17)\n change [x_window v] by (-5)\n broadcast (Render v) and wait\n wait (0.05) seconds\n end\n broadcast (Bettila Words v) and wait\n end\nelse\n hide\nend\n\nwhen I receive [cloning and setup v]\nshow\n\nwhen I receive [render v]\ngo to x: (((SCROLL_X) + (X_Window)) + (800)) y: (([sin v] of ((Timer) * (2)) ) * (20))\n\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@JUNF2-LAYERS3\n\nwhen I receive [tick v]\nif <(Level) = [2]> then\n hide\nelse\n show\n go to x: (((((SCROLL_X) + (X_Window)) / (2)) mod (620)) - (600)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\nwhen I receive [cloning and setup v]\ngo [backward v] (10) layers\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [render v]\nif <(Level) = [2]> then\n hide\nelse\n show\n go to x: (((((SCROLL_X) + (X_Window)) / (2)) mod (620)) - (600)) y: (((SCROLL_Y) + (Y_Window)) / (2))\nend\n\n@Clouds\n\nwhen I receive [cloning and setup v]\ngo [backward v] (20) layers\n\nwhen I receive [tick v]\nif <(Level) = [2]> then\n hide\nelse\n go to x: (((((SCROLL_X) + (X_Window)) / (4)) - ((Timer) / (2))) mod (480)) y: (0)\n show\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [render v]\nif <(Level) = [2]> then\n hide\nelse\n go to x: (((((SCROLL_X) + (X_Window)) / (4)) - ((Timer) / (2))) mod (480)) y: (0)\n show\nend\n\n@Clouds2\n\nwhen I receive [cloning and setup v]\ngo [backward v] (20) layers\n\nwhen I receive [tick v]\nif <(Level) = [2]> then\n hide\nelse\n go to x: ((((((SCROLL_X) + (X_Window)) / (4)) - ((Timer) / (2))) mod (480)) - (480)) y: (0)\n show\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [render v]\nif <(Level) = [2]> then\n hide\nelse\n go to x: ((((((SCROLL_X) + (X_Window)) / (4)) - ((Timer) / (2))) mod (480)) - (480)) y: (0)\n show\nend\n\n@Sprite5\n\nwhen I receive [bettila words v]\nset size to (125) %\nshow\ngo to [front v] layer\nswitch costume to (text_1 v)\ngo [backward v] (1) layers\ngo to x: (25) y: (-100)\nrepeat (10)\n wait (0.05) seconds\n change y by (5)\nend\nrepeat until <key (space v) pressed?>\n change [timer v] by (1)\n broadcast (Render v) and wait\nend\ncreate clone of (_myself_ v)\nnext costume\nrepeat (100)\n change [timer v] by (1)\n broadcast (Render v) and wait\nend\nhide\nbroadcast (Hide ALL v) and wait\nbroadcast (End Fade v) and wait\n\nwhen I start as a clone\ngo to [front v] layer\nrepeat (10)\n wait (0.05) seconds\n change y by (-5)\nend\ndelete this clone\n\nwait (100) seconds\n\nwait until <key (space v) pressed?>\n\nwhen flag clicked\ngo to x: (25) y: (-100)\nhide\n\n | Up = Jump\nLeft = Walk Left\nRight = Walk Right\nSpace = Continue (I add punching and enemies later)\n==================================================\nThis is a re-creation of the game Rayman for the PS1/Sega Saturn I have created purely because of nostalgia. \nRayman was a platform game released in 1995 by Ubisoft. You probably recognize this game from It's newer titles - Rayman Origins and Legends. This is a demo and will be pretty easy to fly through, so if you enjoy- please like or favorite and I will produce more content like this. |
8-Bit Adventure | @Stage\n\nwhen flag clicked\nforever\n play sound [577016_A-Whole-New-World-8Bit.mp3 v] until done\nend\n\n@Character\n\nwhen flag clicked\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [change v] to [0]\nshow\ngo to x: (-212) y: (-47)\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n stuff (12) (0.75)\n death\nend\n\nwhen I receive [message1 v]\nset volume to (70) %\nstart sound [Mario Die.mp3 v]\ngo to x: (-212) y: (-47)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\ndefine stuff (jump height) (friction)\nswitch costume to (costume2 v)\nchange y by (y vel)\nif <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <<(y vel) < [0.01]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (costume1 v)\n set volume to (30) %\n start sound [Mario Jump v]\n if <touching (spring v)?> then\n set [y vel v] to [0]\n set [y vel v] to ((jump height) * (1.35))\n else\n set [y vel v] to (jump height)\n end\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nchange x by (x vel)\nif <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n repeat (([abs v] of (x vel) ) + (1))\n if <<touching (terrain v)?> or <touching (timed spikes v)?>> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n set [x vel v] to [0]\nend\nif <touching (spring v)?> then\n set [y vel v] to [0]\n set [y vel v] to ((jump height) * (1.35))\nend\nset [x vel v] to ((x vel) * (friction))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\n point in direction (-90)\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1)\n point in direction (90)\n end\nend\nswitch costume to (costume1 v)\n\ndefine death\nif <(y position) < [-178]> then\n set volume to (70) %\n start sound [Mario Die.mp3 v]\n go to x: (-212) y: (-47)\n set [y vel v] to [0]\n set [x vel v] to [0]\nend\nif <touching (death v)?> then\n set volume to (70) %\n start sound [Mario Die.mp3 v]\n go to x: (-212) y: (-47)\n set [y vel v] to [0]\n set [x vel v] to [0]\nend\nif <touching (end v)?> then\n go to x: (-212) y: (-47)\n set [y vel v] to [0]\n set [x vel v] to [0]\n change [level v] by (1)\nend\nif <key (r v) pressed?> then\n go to x: (-212) y: (-47)\n set [y vel v] to [0]\n set [x vel v] to [0]\nend\n\n@Terrain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Death\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Blocks\n\n@Clouds\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo [backward v] (99) layers\nshow\nforever\n set [random v] to (pick random (-0.5) to (-2))\n repeat until <(x position) < [-279]>\n change x by (random)\n end\n set x to (279)\nend\n\nwhen I start as a clone\nif <(clone#) = [1]> then\n go to x: (254) y: (135)\nend\nif <(clone#) = [2]> then\n go to x: (113) y: (40)\nend\nif <(clone#) = [3]> then\n go to x: (170) y: (-44)\nend\nif <(clone#) = [4]> then\n go to x: (-5) y: (1)\nend\nif <(clone#) = [5]> then\n go to x: (-83) y: (47)\nend\nif <(clone#) = [6]> then\n go to x: (-167) y: (-50)\nend\nif <(clone#) = [7]> then\n go to x: (-10) y: (-101)\nend\nif <(clone#) = [8]> then\n go to x: (-295) y: (87)\nend\n\n@Fireballs\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [2]>\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nwait until <(level) = [3]>\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\nset [clone# v] to [9]\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [10]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [vel v] to [0]\nforever\n if <(clone#) = [1]> then\n show\n go to x: (-123) y: (-173)\n go [backward v] (99) layers\n set [vel v] to [11.5]\n repeat (60)\n Hide (3)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (25)\n Hide (3)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [2]> then\n wait (0.25) seconds\n show\n go to x: (-96) y: (-173)\n go [backward v] (99) layers\n set [vel v] to [11.5]\n repeat (60)\n Hide (3)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (25)\n Hide (3)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [3]> then\n wait (0.5) seconds\n show\n go to x: (-67) y: (-173)\n go [backward v] (99) layers\n set [vel v] to [11.5]\n repeat (60)\n Hide (3)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (25)\n Hide (3)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [4]> then\n show\n go to x: (102) y: (-156)\n go [backward v] (99) layers\n set [vel v] to [12]\n repeat (60)\n Hide (4)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (25)\n Hide (4)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [5]> then\n wait (0.5) seconds\n show\n go to x: (136) y: (-157)\n go [backward v] (99) layers\n set [vel v] to [12]\n repeat (60)\n Hide (4)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (25)\n Hide (4)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [6]> then\n wait (0.5) seconds\n show\n go to x: (40) y: (-172)\n go [backward v] (99) layers\n set [vel v] to [9]\n repeat (45)\n Hide (6)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (10)\n Hide (6)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [7]> then\n wait (0.5) seconds\n show\n go to x: (105) y: (-172)\n go [backward v] (99) layers\n set [vel v] to [10]\n repeat (50)\n Hide (6)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (10)\n Hide (6)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [8]> then\n wait (0.5) seconds\n show\n go to x: (168) y: (-172)\n go [backward v] (99) layers\n set [vel v] to [11]\n repeat (55)\n Hide (6)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (10)\n Hide (6)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [9]> then\n wait (0.5) seconds\n show\n go to x: (232) y: (-172)\n go [backward v] (99) layers\n set [vel v] to [12]\n repeat (60)\n Hide (6)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (10)\n Hide (6)\n wait (0.01) seconds\n end\n end\n if <(clone#) = [10]> then\n wait (0.5) seconds\n show\n go to x: (42) y: (-172)\n go [backward v] (99) layers\n set [vel v] to [8]\n repeat (60)\n Hide (7)\n change [vel v] by (-0.45)\n end\n set [vel v] to [0]\n repeat (10)\n Hide (7)\n wait (0.01) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\ndefine None\nchange y by (vel)\nturn right (4) degrees\nif <(level) = (level)> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@Timed Spikes\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n if <(clone#) < [9]> then\n if <(level) = [4]> then\n delete this clone\n end\n go to x: ((-56) + ((clone#) * (16))) y: (-88)\n end\n if <(clone#) = [9]> then\n if <(level) = [4]> then\n delete this clone\n end\n go to x: (185) y: (-34)\n end\n if <(clone#) = [10]> then\n if <(level) = [5]> then\n delete this clone\n end\n end\n if <(clone#) = [11]> then\n if <(level) = [6]> then\n delete this clone\n end\n end\n if <(clone#) = [12]> then\n if <(level) = [7]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(level) = [3]>\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\nset [clone# v] to [9]\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone# v] to [10]\ngo to x: (-68) y: (-56)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (84)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (124) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (12) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (12) y: (56)\nwait until <(level) = [5]>\nset [clone# v] to [11]\ngo to x: (168) y: (-12)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [12]\ngo to x: (88) y: (-172)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\n\n@Timed Spikes Spike\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nwait until <(level) = [3]>\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nset [clone# v] to [3]\ncreate clone of (_myself_ v)\nset [clone# v] to [4]\ncreate clone of (_myself_ v)\nset [clone# v] to [5]\ncreate clone of (_myself_ v)\nset [clone# v] to [6]\ncreate clone of (_myself_ v)\nset [clone# v] to [7]\ncreate clone of (_myself_ v)\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\nset [clone# v] to [9]\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone# v] to [10]\ngo to x: (-68) y: (-56)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\ngo to x: (68) y: (84)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (124) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\ngo to x: (12) y: (56)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nset [clone# v] to [11]\ngo to x: (168) y: (-12)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [12]\ngo to x: (88) y: (-172)\ncreate clone of (_myself_ v)\nchange x by (-16)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [death v] to [0]\nforever\n if <(clone#) < [9]> then\n go to x: ((-56) + ((clone#) * (16))) y: (-88)\n Thing\n end\n if <(clone#) = [9]> then\n go to x: (185) y: (-34)\n Thing\n end\n if <(clone#) = [10]> then\n Thing\n end\n if <(clone#) = [11]> then\n Thing\n end\n if <(clone#) = [12]> then\n Thing\n end\nend\n\ndefine Thing\nif <touching (character v)?> then\n set [ghost v] effect to (0)\n switch costume to (costume3 v)\n wait (0.3) seconds\n repeat (15)\n change y by (1)\n change [death v] by (1)\n end\n wait (0.5) seconds\n repeat (15)\n change y by (-1)\n change [death v] by (-1)\n end\nelse\n set [ghost v] effect to (100)\n switch costume to (costume2 v)\nend\n\nwhen I start as a clone\nforever\n if <(clone#) < [9]> then\n if <(level) = [4]> then\n delete this clone\n end\n end\n if <(clone#) = [9]> then\n if <(level) = [4]> then\n delete this clone\n end\n end\n if <(clone#) = [10]> then\n if <(level) = [5]> then\n delete this clone\n end\n end\n if <(clone#) = [11]> then\n if <(level) = [6]> then\n delete this clone\n end\n end\n if <(clone#) = [12]> then\n if <(level) = [7]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (character v)?> and <(death) > [3]>> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\n@End\n\nwhen flag clicked\nshow\nwait until <(level) = [1]>\ngo to x: (231) y: (-35)\nwait until <(level) = [2 ]>\ngo to x: (232) y: (-55)\nwait until <(level) = [3]>\ngo to x: (87) y: (65)\nwait until <(level) = [4]>\ngo to x: (-133) y: (61)\nwait until <(level) = [5]>\ngo to x: (6) y: (113)\nwait until <(level) = [6]>\ngo to x: (-232) y: (-116)\nwait until <(level) = [7]>\nhide\n\nwhen flag clicked\nforever\n repeat (15)\n change y by (0.2)\n end\n repeat (15)\n change y by (-0.2)\n end\nend\n\n@Spring\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [3]>\nset [clone# v] to [1]\ngo to x: (220) y: (-124)\ncreate clone of (_myself_ v)\nwait until <(level) = [4]>\nset [clone# v] to [2]\ngo to x: (155) y: (-40)\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nset [clone# v] to [3]\ngo to x: (-203) y: (-28)\ncreate clone of (_myself_ v)\nwait until <(level) = [6]>\nset [clone# v] to [4]\ngo to x: (9) y: (-56)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <(clone#) = [1]> then\n if <(level) = [4]> then\n delete this clone\n end\n end\n if <(clone#) = [2]> then\n if <(level) = [5]> then\n delete this clone\n end\n end\n if <(clone#) = [3]> then\n if <(level) = [6]> then\n delete this clone\n end\n end\n if <(clone#) = [4]> then\n if <(level) = [7]> then\n delete this clone\n end\n end\n if <touching (character v)?> then\n start sound [Boing Cartoonish-SoundBible.com-277290791.mp3 v]\n repeat (3)\n next costume\n end\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\n switch costume to (costume2 v)\n wait (0) seconds\n switch costume to (costume1 v)\n end\nend\n\n@Cannon\n\nwhen flag clicked\nhide\nset [wait v] to [0]\nset [shot v] to [0]\ndelete (all) of [dir v]\ndelete (all) of [yshot v]\ndelete (all) of [xshot v]\nwait (0.1) seconds\nwait until <(level) = [4]>\npoint in direction (-90)\ngo to x: (108) y: (-40)\nset [wait v] to [0.5]\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-232) y: (72)\nset [wait v] to [1]\nset [clone# v] to [2]\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\npoint in direction (90)\nset [wait v] to [0]\nset [clone# v] to [3]\ngo to x: (-118) y: (-28)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nwait (wait) seconds\nforever\n change [shot v] by (1)\n add (direction) to [dir v]\n add (x position) to [xshot v]\n add (y position) to [yshot v]\n create clone of (cannonball v)\n repeat (2)\n change x by (1)\n end\n wait (0) seconds\n repeat (2)\n change x by (-1)\n end\n wait (1.5) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n if <<(clone#) = [1]> or <(clone#) = [2]>> then\n if <(level) = [5]> then\n delete this clone\n end\n end\n if <<(clone#) = [1]> or <(clone#) = [3]>> then\n if <(level) = [6]> then\n delete this clone\n end\n end\nend\n\n@Cannonball\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [4]>\nset [clone# v] to [1]\nwait until <(level) = [5]>\nset [clone# v] to [2]\n\nwhen I start as a clone\nforever\n if <(clone#) = [1]> then\n if <(level) = [5]> then\n delete this clone\n end\n end\n if <(clone#) = [2]> then\n if <(level) = [6]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\npoint in direction (item (shot) of [dir v])\ngo to x: (item (shot) of [xshot v]) y: (item (shot) of [yshot v])\nswitch costume to (costume1 v)\nset size to (50) %\nrepeat until <<touching (_edge_ v)?> or <touching (timed spikes v)?>>\n move (5) steps\n if <touching (character v)?> then\n broadcast (message1 v)\n end\nend\ndelete this clone\n\n@Spike Blocks\n\nwhen flag clicked\nset [wait v] to [0]\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [5]>\nset [clone# v] to [1]\nset [wait v] to [0]\ngo to x: (-168) y: (-156)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\nset [wait v] to [0.5]\ngo to x: (-148) y: (80)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\nchange x by (16)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (costume)\n if <(clone#) = [1]> then\n if <(level) = [6]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nset [costume v] to [1]\nshow\nwait (wait) seconds\nforever\n repeat (5)\n change [costume v] by (1)\n end\n wait (0.5) seconds\n repeat (5)\n change [costume v] by (-1)\n end\n wait (0.75) seconds\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <<touching (character v)?> and <(costume [number v]) > [2]>> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\n@Fireball\n\nwhen I start as a clone\nforever\n repeat (3)\n change y by (1)\n wait (0.07) seconds\n end\n repeat (3)\n change y by (-1)\n wait (0.07) seconds\n end\nend\n\ndefine If\nif <(distance to [character v]) < [125]> then\n set [costume v] to [13]\n set [animation v] to [1]\nelse\n set [animation v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <(animation) = [1]> then\n wait (0.25) seconds\n change [shot2 v] by (1)\n add (x position) to [xshot2 v]\n add (y position) to [yshot2 v]\n create clone of (flaming ball v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [animation v] to [0]\nset [costume v] to [1]\nshow\nforever\n If\n repeat (11)\n wait (0.06) seconds\n change [costume v] by (1)\n If\n end\n repeat (11)\n wait (0.06) seconds\n change [costume v] by (-1)\n If\n end\n set [costume v] to [1]\n If\nend\n\nwhen I start as a clone\nforever\n point towards (character v)\n switch costume to (costume)\n If\nend\n\nwhen flag clicked\ndelete (all) of [xshot2 v]\ndelete (all) of [yshot2 v]\nset [shot2 v] to [0]\nset [clone# v] to [0]\nhide\nwait (1) seconds\nwait until <(level) = [6]>\nset [clone# v] to [1]\ngo to x: (35) y: (-40)\ncreate clone of (_myself_ v)\ngo to x: (230) y: (73)\ncreate clone of (_myself_ v)\ngo to x: (110) y: (-61)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(level) = [7]> then\n delete this clone\n end\nend\n\n@Flaming Ball\n\nwhen flag clicked\nset [clone# v] to [0]\nhide\nwait (0.1) seconds\nwait until <(level) = [6]>\nset [clone# v] to [1]\n\nwhen I start as a clone\nforever\n if <(clone#) = [1]> then\n if <(level) = [7]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (item (shot2) of [xshot2 v]) y: (item (shot2) of [yshot2 v])\nswitch costume to (costume1 v)\nset size to (50) %\npoint towards (character v)\nrepeat until <<<touching (_edge_ v)?> or <touching (timed spikes v)?>> or <<touching (terrain v)?> or <<touching (spike blocks v)?> or >>>\n move (4) steps\n if <touching (character v)?> then\n broadcast (message1 v)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n wait (1) seconds\n end\nend\n\n@Thumbnail\n\nclear graphic effects\n\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite1\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nset size to (400) %\n\nwhen flag clicked\nhide\n\n@Sprite2\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nset size to (200) %\n\nwhen flag clicked\nhide\n\n | Oh noes! Lil' Bobby McBobberton the 3rd Junior Senior Sir Ma'am is lost! I wonder what deadly traps and enemies he will encounter?\n\nAs always, arrow keys to move the little guy around. |
Nova: The Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nbroadcast (ahh bear v)\nset [level v] to [0]\n\n@Sprite1\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n go to [front v] layer\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (right arrow v) pressed?> then\n Walk (90) (4)\n end\n if <key (left arrow v) pressed?> then\n Walk (-90) (-4)\n end\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\n if <(y position) < [-160]> then\n set [speed y v] to [0]\n broadcast (fall v)\n end\n if <touching (goal v)?> then\n broadcast (win1 v)\n go to x: (162) y: (100)\n change [level v] by (1)\n end\n if <touching (goal2 v)?> then\n broadcast (win2 v)\n change [level v] by (1)\n go to x: (149) y: (100)\n end\n if <touching (goal3 v)?> then\n broadcast (win3 v)\n change [level v] by (1)\n go to x: (154) y: (100)\n end\n if <touching (goal4 v)?> then\n broadcast (win4 v)\n change [level v] by (1)\n go to x: (-118) y: (100)\n end\n if <touching (goal5 v)?> then\n change [level v] by (1)\n broadcast (win5 v)\n go to x: (0) y: (0)\n end\n if <<touching (easteregg v)?> or <touching (easteregg1 v)?>> then\n broadcast (beforeggunlock v)\n wait (2) seconds\n broadcast (eggunlock v)\n go to x: (152) y: (100)\n end\n if <touching (easteregggoal v)?> then\n broadcast (beforeggwin v)\n wait (0.1) seconds\n broadcast (eggwin v)\n go to x: (-15) y: (0)\n stop [this script v]\n end\n go to [front v] layer\nend\n\nwhen I receive [win1 v]\ngo to x: (110) y: (26)\n\nwhen flag clicked\nset [deaths v] to [0]\nswitch costume to (costume4 v)\nset size to (42) %\ngo to x: (-82) y: (201)\nglide (0.5) secs to x: (-124) y: (-52)\nwait (0.4) seconds\nrepeat until <(costume [number v]) = [9]>\n next costume\n wait (0.25) seconds\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [fall v]\nchange [deaths v] by (1)\nif <(level) = [0]> then\n go to x: (-87) y: (100)\nend\nif <(level) = [1]> then\n go to x: (162) y: (100)\nend\nif <(level) = [2]> then\n go to x: (149) y: (100)\nend\nif <(level) = [3]> then\n go to x: (154) y: (100)\nend\nif <(level) = [4]> then\n go to x: (-118) y: (100)\nend\nif <(level) = [5]> then\n go to x: (152) y: (100)\nend\n\nwhen I receive [win5 v]\nrepeat until <(costume [number v]) = [16]>\n next costume\n wait (0.25) seconds\nend\n\nwhen I receive [ready v]\nglide (1) secs to x: (-15) y: (25)\nbroadcast (eggdone v)\n\n@Sprite2\n\nwhen I receive [ahh bear v]\nswitch costume to (costume1 v)\nchange x by (10)\nwait (1) seconds\nswitch costume to (costume2 v)\nchange x by (-20)\nwait (1) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (9.999999999999967e-61) seconds\nend\nhide\nbroadcast (start v)\n\nwhen flag clicked\nhide\nset size to (55) %\nswitch costume to (costume1 v)\ngo to x: (-166) y: (-135)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [win2 v]\nswitch costume to (costume3 v)\n\nwhen I receive [win3 v]\nswitch costume to (costume4 v)\n\nwhen I receive [win4 v]\nswitch costume to (costume5 v)\n\nwhen flag clicked\nclear graphic effects\nshow\nstart sound [Jupiter sounds \(so strange!\) NASA-Voyager recording.mp3 v]\n\nwhen I receive [win5 v]\nswitch costume to (costume6 v)\nset [ghost v] effect to (100)\n\nwhen I receive [eggunlock v]\nswitch costume to (costume7 v)\nset [ghost v] effect to (98)\n\nwhen I receive [beforeggwin v]\nhide\n\nwhen I receive [win1 v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\n\n@Goal\n\nwhen I receive [win1 v]\nhide\n\nwhen flag clicked\nshow\n\n@Goal2\n\nwhen flag clicked\nhide\n\nwhen I receive [win1 v]\nshow\n\nwhen I receive [win2 v]\nhide\n\n@Goal3\n\nwhen flag clicked\nhide\n\nwhen I receive [win2 v]\nshow\n\nwhen I receive [win3 v]\nhide\n\n@Goal4\n\nwhen flag clicked\nhide\nset size to (50) %\n\nwhen I receive [win3 v]\nshow\n\nwhen I receive [win4 v]\nhide\n\n@Goal5\n\nwhen flag clicked\nhide\nset size to (60) %\nhide variable [deaths v]\n\nwhen I receive [win4 v]\nshow\n\nwhen I receive [win5 v]\nhide\nshow variable [deaths v]\n\n@Sprite3\n\nwhen I receive [win5 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [eggunlock v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Sprite4\n\nwhen I receive [win5 v]\nshow\n\nwhen I receive [eggunlock v]\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nhide\n\nwhen I receive [deaths v]\nwait (0.6) seconds\nshow\nshow variable [deaths v]\n\n@EasterEgg\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (50) %\n\nwhen I receive [win5 v]\nshow\n\nwhen I receive [eggunlock v]\nhide\n\nset [ghost v] effect to (0)\n\n@EasterEgg1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (50) %\n\nwhen I receive [win5 v]\nshow\n\nwhen I receive [eggunlock v]\nhide\n\nset [ghost v] effect to (0)\n\n@EasterEggGoal\n\nwhen flag clicked\nhide\nset size to (50) %\nset [ghost v] effect to (0)\n\nwhen I receive [eggunlock v]\nshow\n\nwhen I receive [beforeggwin v]\nhide\n\n@Sprite5\n\nwhen I receive [win1 v]\ngo to x: (110) y: (26)\n\nwhen I receive [win5 v]\nrepeat until <(costume [number v]) = [16]>\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (89) y: (-180)\n\nwhen I receive [eggwin v]\nshow\nglide (2) secs to x: (89) y: (78)\nbroadcast (ready v)\n\n@Sprite7\n\nwhen I receive [win1 v]\ngo to x: (110) y: (26)\n\nwhen I receive [win5 v]\nrepeat until <(costume [number v]) = [16]>\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (59) y: (-180)\n\nwhen I receive [eggwin v]\nshow\nglide (2) secs to x: (59) y: (24)\n\n@Sprite8\n\nwhen I receive [win1 v]\ngo to x: (110) y: (26)\n\nwhen I receive [win5 v]\nrepeat until <(costume [number v]) = [16]>\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-46) y: (-180)\n\nwhen I receive [eggwin v]\nshow\nglide (2) secs to x: (-46) y: (93)\n\n@Sprite9\n\nwhen I receive [win1 v]\ngo to x: (110) y: (26)\n\nwhen I receive [win5 v]\nrepeat until <(costume [number v]) = [16]>\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-124) y: (-180)\n\nwhen I receive [eggwin v]\nshow\nglide (2) secs to x: (-124) y: (113)\n\n@Sprite10\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [eggdone v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (1e-61) seconds\nend\nbroadcast (deaths v)\n\n@Sprite11\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [beforeggunlock v]\nwait (0.2) seconds\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (1e-61) seconds\nend\n\nwhen I receive [eggunlock v]\nrepeat (50)\n change [ghost v] effect by (2)\n wait (1e-61) seconds\nend\n\n@Sprite12\n\nwhen I receive [eggunlock v]\nhide\n\nwhen I receive [deaths v]\nwait (0.6) seconds\nshow\nshow variable [☁ most deaths v]\n\nwhen flag clicked\nhide variable [☁ most deaths v]\nhide\nforever\n if <<(Deaths) = (☁ Most Deaths)> or <(Deaths) > (☁ Most Deaths)>> then\n set [☁ most deaths v] to (Deaths)\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen flag clicked\nset [hide v] to [0]\nclear graphic effects\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <(level) = [0]> then\n switch costume to (costume2 v)\n end\n if <(level) = [1]> then\n switch costume to (costume3 v)\n end\n if <(level) = [2]> then\n switch costume to (costume4 v)\n end\n if <(level) = [3]> then\n switch costume to (costume5 v)\n end\n if <(level) = [4]> then\n switch costume to (costume6 v)\n end\n if <(level) = [5]> then\n switch costume to (costume7 v)\n end\n if <(level) = [5]> then\n if <(Hide) = [1]> then\n hide\n else\n show\n end\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [eggwin v]\nhide\nset [hide v] to [1]\n\nwhen I receive [win5 v]\nhide\n\n | ~~~~~~~~~~~~~~~~~~~PLEASE READ~~~~~~~~~~~~~~~~~~~\n✵After the animation in the beginning is over, click anywhere for the controls to start working\n\n✵Use the arrow keys to move around\n\n✵You can use either the up arrow key or the space bar to jump\n\n✵Comment how many deaths you got!\n\nUPDATE:\n\n✵If you hover your mouse over the hint button at the bottom left corner, it will show a line that gives you the direction of a maybe confusing jump in that level. <33333 |
Puzzle Platformer | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (1 v)\n end\n if <(Level) = [2]> then\n switch backdrop to (2 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (3 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (4 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (5 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (6 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (7 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (8 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (9 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (10 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (11 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (12 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (13 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (14 v)\n end\n if <(Level) = [15]> then\n switch backdrop to (15 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (16 v)\n end\n if <(Level) = [17]> then\n switch backdrop to (17 v)\n end\n if <(Level) = [18]> then\n switch backdrop to (18 v)\n end\n if <(Level) = [19]> then\n switch backdrop to (19 v)\n end\n if <(Level) = [20]> then\n switch backdrop to (20 v)\n end\n if <(Level) = [21]> then\n switch backdrop to (21 v)\n end\n if <(Level) = [22]> then\n switch backdrop to (22 v)\n end\n if <(Level) = [23]> then\n switch backdrop to (23 v)\n end\n if <(Level) = [24]> then\n switch backdrop to (24 v)\n end\n if <(Level) = [25]> then\n switch backdrop to (25 v)\n end\n if <(Level) = [26]> then\n switch backdrop to (26 v)\n end\n if <(Level) = [27]> then\n switch backdrop to (27 v)\n end\n if <(Level) = [28]> then\n switch backdrop to (28 v)\n end\nend\n\nwhen [p v] key pressed\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [1000]> then\n set [level v] to [19]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [29]> then\n set [level v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n set [level v] to [999]\n end\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (portal 1 v)?> then\n go to (portal 2 v)\n end\n if <touching (portal 6 v)?> then\n go to (portal 9 v)\n end\n if <touching (portal 3 v)?> then\n go to (portal 7 v)\n end\n if <touching (portal 4 v)?> then\n go to (portal 8 v)\n end\n if <touching (portal 5 v)?> then\n go to (portal 10 v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-207) y: (-133)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <not <touching color (#00ffff)?>> then\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <not <touching color (#99ffff)?>> then\n if <touching color (#000000)?> then\n set [yv v] to [15]\n end\n else\n change [yv v] by (1)\n end\n end\n if <touching color (#99ffff)?> then\n change [yv v] by (-0.1)\n else\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-133)\n end\n if <touching color (#eefffd)?> then\n go to x: (-207) y: (-133)\n end\n if <touching color (#0a0a0a)?> then\n go to x: (-207) y: (-133)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-207) y: (-133)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n change y by (3)\n end\n if <key (down arrow v) pressed?> then\n change y by (-3)\n end\n if <key (right arrow v) pressed?> then\n change x by (3)\n end\n if <key (left arrow v) pressed?> then\n change x by (-3)\n end\n end\nend\n\n@Portal\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\ngo to x: (224) y: (-127)\n\n@Sprite1\n\nwhen flag clicked\ngo [backward v] (10000) layers\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen [t v] key pressed\ngo to x: (10000000) y: (1000000000)\n\nwhen flag clicked\ngo to x: (39) y: (5)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Portal 1\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Portal 2\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Portal 3\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Portal 4\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Portal 5\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen [m v] key pressed\n\n@Portal 6\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Portal 7\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Portal 8\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Portal 9\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Portal 10\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (39) y: (5)\n\nwhen flag clicked\nforever\n if <<(Level) = [18]> or <(Level) = [999]>> then\n show\n else\n hide\n end\n if <<(Level) = [18]> or <(Level) = [999]>> then\n ask [What level is this?] and wait\n if <(answer) = [18]> then\n forever\n hide\n end\n else\n show\n end\n end\nend\n\n@Sprite4\n\nwhen this sprite clicked\nchange size by (-5)\nwait (0.1) seconds\nchange size by (5)\nforever\n play sound [Alan Walker - Fade \[NCS Release\].mp3 v] until done\nend\n\nwhen [m v] key pressed\nforever\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-131) y: (8)\n\n@Sprite5\n\nwhen this sprite clicked\nchange size by (-5)\nwait (0.1) seconds\nchange size by (5)\nforever\n play sound [Tobu - Candyland.mp3 v] until done\nend\n\nwhen [m v] key pressed\nforever\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (108) y: (8)\n\n@Moving Object\n\nwhen flag clicked\ngo to x: (106) y: (-138)\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n end\nend\n\n@Moving Object 2\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-86) y: (-138)\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (-10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n move (10) steps\n wait (0.5) seconds\n end\nend\n\n | Use arrow keys to move\nIf this gets 20 views I will add more levels 14/04/16\nNew levels added 25/04/16\nNew levels added 01/06/16\nIf you have any ideas for more levels, please comment down below and tell me. Thanks :D\nThank you so much for getting up to 12 loves, 8 favorite and 68 VIEWS!!!! Thank you guys so much!\nI am going to add more levels soon\nBtw, if you press m to stop the music, the music buttons will stop working for some reason? If you really want music just click the green flag again and click on the music you want :)\nBtw the answer to level 11 is t |
Jumping Blue {Easy Platformer} | @Stage\n\nwhen I receive [logo finish v]\nforever\n play sound [Vexento - Tevo.mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [logo start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nset volume to (0) %\n\n@Platformer sign\n\nwhen I receive [반투명 \(name\) v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nhide\n\nwhen I receive [logo finish v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\n\nbroadcast (Play v)\n\n@Play button\n\nbroadcast (Play v)\n\nwhen this sprite clicked\nbroadcast (반투명 \(name\) v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Play v)\n\nwhen flag clicked\npen up\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [logo finish v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nset [copy v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [copy v] to (((Copy) * (0.8)) + (((120) - (size)) * (0.2)))\n change size by (Copy)\n else\n set [copy v] to (((Copy) * (0.8)) + (((100) - (size)) * (0.2)))\n change size by (Copy)\n end\nend\n\n@Devils W Logo\n\nwhen flag clicked\nhide\n\nwhen I receive [logo start v]\nset [ghost v] effect to (0)\nset size to (80) %\npoint in direction (90)\nshow\nrepeat (24)\n turn right (15) degrees\nend\nrepeat (10)\n change size by (1)\nend\nrepeat (5)\n change size by (-1)\nend\nbroadcast (RAYM INC v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Logo finish v)\n\n@Player\n\nchange y by (1.5)\n\nwhen [r v] key pressed\ngo to x: (-202) y: (82)\n\nwhen I receive [restart v]\ngo to x: (-216) y: (-66)\n\nwhen flag clicked\npoint in direction (100)\nset [ghost v] effect to (0)\nshow\ngo to x: (-113) y: (8)\ngo to x: (-72) y: (-13)\nset size to (25) %\nwait (1) seconds\nhide\npoint in direction (90)\nset size to (8) %\ngo to x: (-202) y: (20)\nbroadcast (Logo start v)\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo to x: (-198) y: (-44)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [gravity v] to [5]\nforever\n forever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n set [x vel v] to [5]\n end\n if <key (left arrow v) pressed?> then\n set [x vel v] to [-5]\n end\n set [x vel v] to ((X vel) * (0.93))\n change x by (X vel)\n if <touching color (#000000)?> then\n change y by (1.5)\n if <touching color (#000000)?> then\n change y by (1.5)\n if <touching color (#000000)?> then\n change y by (1.5)\n if <touching color (#000000)?> then\n change y by (1.5)\n if <touching color (#000000)?> then\n change y by (1.5)\n if <touching color (#000000)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#000000)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [y vel v] to [10]\n end\n end\n if <touching color (#0033cc)?> then\n set [y vel v] to [15]\n end\n if <touching color (#ff0000)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-214) y: (-87)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n if <touching color (#00ffff)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [play v]\nerase all\nshow\nforever\n if <touching color (#cc0099)?> then\n change [level v] by (1)\n go to x: (-217) y: (-71)\n broadcast (Next Level v)\n end\nend\n\n@Background\n\nwhen flag clicked\ngo to x: (-101) y: (-9)\nswitch costume to (level 1 v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (level 1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nswitch costume to (level 1 v)\n\nwhen I receive [logo finish v]\nswitch costume to (level 13 v)\n\n@Goal\n\nwhen I receive [play v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [6 v]\n\nwhen I receive [12 v]\n\nwhen I receive [13 v]\nswitch costume to (level1 v)\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level 1 v)\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (level2 v)\n go to x: (-120) y: (-30)\n else\n if <(Level) = [8]> then\n switch costume to (level1 v)\n go to x: (145) y: (60)\n else\n if <(Level) = [13]> then\n switch costume to (level2 v)\n else\n if <(Level) = [14]> then\n switch costume to (level1 v)\n else\n switch costume to (level1 v)\n go to x: (170) y: (60)\n end\n end\n end\n end\nend\n\n@Apple\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n@coollogo_com-77152994[1]\n\nwhen I receive [반투명 \(name\) v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [logo finish v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nhide\n\n@Pen\n\nwhen flag clicked\nerase all\nhide\nforever\n if <(Level) = [12]> then\n set pen color to (#000000)\n set pen size to (3)\n if <mouse down?> then\n go to (mouse-pointer v)\n pen down\n else\n pen up\n end\n else\n erase all\n pen up\n end\nend\n\n@Erase Pen\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n if <(Level) = [12]> then\n show\n pen down\n else\n hide\n pen up\n end\nend\n\nwhen this sprite clicked\nerase all\n\n@Pause[1]\n\nset size to (10) %\n\nwhen this sprite clicked\nbroadcast (Paused v)\nhide\n\nshow\n\nwhen I receive [unpause v]\nshow\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (14) %\n else\n set size to (12) %\n end\nend\n\n@Antennae\n\nwhen I receive [paused v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [unpause v]\nhide\n\n@Apple2\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (unpause v)\nhide\n\nwhen I receive [paused v]\ngo to [front v] layer\nshow\n\nshow\n\nwhen I receive [unpause v]\nhide\n\n@Antennae2\n\nwhen flag clicked\nhide\n\nwhen I receive [paused v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (unpause v)\nbroadcast (restart v)\n\nwhen I receive [unpause v]\nhide\n\n@cooltext183333712944329[1]\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n@11220372_60x60[1]\n\nwhen I receive [raym inc v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [logo start v]\nshow\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\n | --------------------------------Made By Devils W--------------------------\nIm sorry. VERY laggy.\nFINALLY! FINISHED! All levels are really easy. My first platformer.\n*Use the arrow keys to move\n*R to restart\n*Press Up arrow and right (Or left) to climb walls. (Space is the same as up)\n*Have fun!\nP.S. All levels are possible... lol...\nThere is a BUNCH of lag |
Minecraft Platformer remix | @Stage\n\n@Blocks\n\ndefine Render\nset [a v] to [0]\nset [b v] to [0]\nset [orbx v] to [0]\nset [orby v] to [0]\ngo to x: (-232) y: (-177)\nshow\nerase all\nrepeat (23)\n repeat (31)\n switch costume to (render v)\n if <touching color (#7f7f7f)?> then\n switch costume to (dirt block v)\n stamp\n else\n if <touching color (#006622)?> then\n switch costume to (grass block v)\n stamp\n else\n if <touching color (#001966)?> then\n switch costume to (pixel v)\n create clone of (_myself_ v)\n else\n if <touching color (#660000)?> then\n switch costume to (bad block v)\n create clone of (_myself_ v)\n else\n end\n end\n end\n end\n change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nbroadcast (hide v)\nhide\n\nwhen flag clicked\nRender\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [reset tiles v]\nRender\n\ndefine Next Level\nbroadcast (Delete clones v)\nbroadcast (show v)\nbroadcast (Reset Tiles v)\nbroadcast (Another Pixel v)\nbroadcast (Start Level v)\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n wait until <touching (sprite1 v)?>\n Next Level\nend\nif <(costume [number v]) = [4]> then\n switch costume to (bad block v)\n forever\n wait until <touching (sprite1 v)?>\n broadcast (die v)\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-4) y: (-6)\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nclear graphic effects\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Another Spawn v)\n wait until \n else\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Another Spawn 2 v)\n wait until \n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (Win v)\n wait until \n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume20 v)\nset rotation style [left-right v]\nshow\nset size to (100) %\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-227) y: (-90)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (3)\n if <touching (level v)?> then\n change x by (-3)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-3)\n if <touching (level v)?> then\n change x by (3)\n end\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to [10]\n else\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching (level v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(y position) < [-170]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [delete clones v]\ngo to x: (-227) y: (-90)\n\nwhen I receive [die v]\ngo to x: (-227) y: (-90)\n\nwhen I receive [another pixel v]\n\nwhen I receive [another spawn 2 v]\ngo to x: (36) y: (-139)\n\nwhen flag clicked\nforever\n play sound [Demons v] until done\n wait (1) seconds\nend\n\nwhen I receive [win v]\nswitch costume to (costume20 v)\n\nnext costume\n\nwhen I receive [another spawn v]\ngo to x: (194) y: (146)\n\n@3\n\nwhen flag clicked\ngo to x: (0) y: (105)\nhide\n\n | Curated by @Scottishdancer1 !!!!!!! THANKS! My dreams have come true!!!!!!!!! Please love, fave, follow, and check out my other games!\n\nI you like this, see:\nhttps://scratch.mit.edu/projects/104531904/\nhttps://scratch.mit.edu/projects/104813498/ \nhttps://scratch.mit.edu/projects/103929025/\n\nHere it is: after three tests on pixel platform games, I make one based off of the popular game Minecraft. This is the first version out, and does not include some things I will add. Read the Notes and Credits for upgrades.\n\nAll you need to do is use the arrow keys to move around. Avoid the lava, it obviously kills you.\n\nPlease leave a love, and a favorite if you really enjoyed it, and possibly follow for more cool stuff. If you want to add something, comment or remix. |
Star Wars platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [03-main-title.mp3 v] until done\n if <(backdrop [name v]) = [13]> then\n broadcast (порука1 v)\n end\nend\n\n@Obi Van Kenobi\n\nwhen flag clicked\nhide variable [☁ highscore holder v]\ngo to x: (-191) y: (-120)\nset [x v] to [0]\nset [y v] to [0]\nset [deaths v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-191) y: (-115)\n end\n if <touching color (#003fff)?> then\n set [y v] to [23]\n end\n if <key (r v) pressed?> then\n go to x: (-191) y: (-115)\n end\n if <touching color (#ccffff)?> then\n switch backdrop to (next backdrop v)\n go to x: (-191) y: (-115)\n end\nend\n\nwhen I receive [порука1 v]\nhide\n\nwhen flag clicked\nset [score v] to [0]\nforever\n if <(backdrop [name v]) = [13]> then\n show variable [score v]\n end\n if <(Score) < (☁ Highscore)> then\n set [☁ highscore v] to (Score)\n set [☁ highscore holder v] to (username)\n end\nend\n\nwhen flag clicked\nforever\n change [score v] by (1)\n wait (1) seconds\n if <(backdrop [name v]) = [13]> then\n stop [this script v]\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nshow\nforever\n wait (0.2) seconds\n change [ghost v] effect by (25)\nend\n\ngo to x: (0) y: (0)\n\nshow\n\n | In the game. |
Platformer Sample | @Stage\n\n@player\n\nwhen flag clicked\nset [gravity v] to [0]\nset [coins v] to [0]\nhide variable [gravity v]\nset x to (-200)\nset y to (-60)\nforever\n if <(gravity) > [-10]> then\n change [gravity v] by (-1)\n end\n if <touching (ground v)?> then\n set [gravity v] to [0]\n switch costume to (p1_stand v)\n else\n change y by (gravity)\n switch costume to (p1_jump v)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n point in direction (-90)\n end\n if <(y position) < [-150]> then\n start sound [gameover v]\n switch costume to (p1_hurt v)\n wait (1) seconds\n stop [all v]\n end\n if <color (#6ec3a8) is touching (#80be1f)?> then\n change y by (5)\n end\n if <<touching color (#c99869)?> or <touching color (#c58f5c)?>> then\n if <key (right arrow v) pressed?> then\n change x by (-5)\n end\n if <key (left arrow v) pressed?> then\n change x by (5)\n end\n end\nend\n\nwhen [space v] key pressed\nif <touching (ground v)?> then\n set [gravity v] to [15]\n change y by (10)\n start sound [jump v]\nend\n\ndefine the meaning of life\nsay [42]\n\n@ground\n\n@coin\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n hide\n start sound [coin v]\n end\nend\n\n | Arrow keys to move, spacebar to jump. |
Elemental crystals the platformer | @Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (tło2 v)\nwait until <(level) = [15]>\nswitch backdrop to (tło3 v)\nwait until <(level) = [19]>\nswitch backdrop to (tło4 v)\nwait until <(level) = [24]>\nswitch backdrop to (tło5 v)\nwait until <(level) = [28]>\nswitch backdrop to (tło6 v)\nwait until <(level) = [30]>\nrepeat until <(level) = [33]>\n switch backdrop to (tło5 v)\n wait (4) seconds\n switch backdrop to (tło7 v)\n wait (0.01) seconds\n switch backdrop to (tło5 v)\n wait (0.1) seconds\n switch backdrop to (tło7 v)\n wait (0.01) seconds\nend\nswitch backdrop to (tło6 v)\nwait until <(level) = [34]>\nswitch backdrop to (tło8 v)\nwait until <(level) = [37]>\nswitch backdrop to (tło3 v)\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen [s v] key pressed\nif <not <<(level) = [9]> or <<<(level) = [18]> or <(level) = [27]>> or <<(level) = [36]> or <(level) = [45]>>>>> then\n change [level v] by (1)\n broadcast (dead v)\n wait until <not <key (s v) pressed?>>\nend\n\nwhen [r v] key pressed\nbroadcast (dead v)\nwait until <not <key (r v) pressed?>>\n\n@Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change y by (1)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n change [yv v] by (5)\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (sprite2 v)?> or <<touching (disappearing ground1 v)?> or <touching (disappearing ground2 v)?>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-220) y: (-100)\nforever\n if <(x position) > [230]> then\n if <not <(level) = [9]>> then\n go to x: (-220) y: (-100)\n change [level v] by (1)\n else\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (danger2 v)?>> then\n go to x: (-220) y: (-100)\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (slowing thing v)?> then\n repeat until <not <touching (slowing thing v)?>>\n set [yv v] to [0]\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n set [xv v] to [0]\n end\n if <key (right arrow v) pressed?> then\n set [xv v] to [1]\n end\n if <key (left arrow v) pressed?> then\n set [xv v] to [-1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (teleport1 v)?> and <([costume # v] of [teleport1 v]) = [1]>> then\n go to (teleport2 v)\n change y by (10)\n wait (2) seconds\n end\n if <<touching (teleport2 v)?> and <([costume # v] of [teleport2 v]) = [1]>> then\n go to (teleport1 v)\n change y by (10)\n wait (2) seconds\n end\n if <<touching (teleport3 v)?> and <([costume # v] of [teleport3 v]) = [1]>> then\n go to (teleport4 v)\n change y by (10)\n wait (2) seconds\n end\n if <<touching (teleport4 v)?> and <([costume # v] of [teleport4 v]) = [1]>> then\n go to (teleport3 v)\n change y by (10)\n wait (2) seconds\n end\n if <<touching (teleport5 v)?> and <([costume # v] of [teleport5 v]) = [1]>> then\n go to (teleport6 v)\n change y by (10)\n wait (2) seconds\n end\n if <<touching (teleport6 v)?> and <([costume # v] of [teleport6 v]) = [1]>> then\n go to (teleport5 v)\n change y by (10)\n wait (2) seconds\n end\nend\n\nwhen I receive [message1 v]\nset [level v] to [10]\ngo to x: (-220) y: (-100)\n\nwhen I receive [message2 v]\nset [level v] to [19]\ngo to x: (-220) y: (-100)\n\nwhen flag clicked\nforever\n if <<(level) > [18]> and <(level) < [28]>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\nend\n\nwhen I receive [message3 v]\nset [level v] to [28]\ngo to x: (-220) y: (-100)\n\nset [level v] to [30]\n\nwhen I receive [message4 v]\nset [level v] to [37]\ngo to x: (-220) y: (-100)\n\nwhen I receive [4th crystal v]\nstop [other scripts in sprite v]\n\nwhen I receive [dead v]\ngo to x: (-220) y: (-100)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n switch costume to (level)\nend\n\nset [ghost v] effect to (0)\n\nset [level v] to [18]\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [sprite2 v])\nend\n\n@Danger\n\nwhen flag clicked\nshow\ngo to x: (-27) y: (10)\npoint in direction (90)\nforever\n switch costume to ([costume # v] of [sprite2 v])\nend\n\nwhen flag clicked\nwait until <(level) = [12]>\ngo to x: (234) y: (130)\nhide\nrepeat until <(level) = [13]>\n show\n point in direction (-127)\n repeat until <(y position) < [-180]>\n move (10) steps\n end\n wait (0.5) seconds\n go to x: (234) y: (130)\nend\n\nwhen flag clicked\nwait until <(level) = [17]>\ngo to x: (180) y: (-100)\nhide\nset rotation style [left-right v]\nrepeat until <(level) = [18]>\n show\n point in direction (-90)\n glide (2) secs to x: (-180) y: (-100)\n point in direction (90)\n glide (2) secs to x: (180) y: (-100)\nend\n\nwhen flag clicked\nforever\n if <<<<not <(level) = [17]>> and <not <(level) = [12]>>> and <not <(level) = [22]>>> and <not <(level) = [25]>>> then\n go to x: (-27) y: (10)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nwait until <(level) = [22]>\ngo to x: (-27) y: (10)\nhide\nset rotation style [don't rotate v]\nrepeat until <(level) = [23]>\n show\n point in direction (90)\n glide (2) secs to x: (-27) y: (75)\n point in direction (90)\n glide (2) secs to x: (-27) y: (10)\nend\n\nwhen flag clicked\nwait until <(level) = [25]>\ngo to x: (-160) y: (40)\nhide\nset rotation style [left-right v]\nrepeat until <(level) = [26]>\n show\n point in direction (90)\n glide (2) secs to x: (-5) y: (40)\n point in direction (-90)\n glide (2) secs to x: (-160) y: (40)\nend\n\nwhen flag clicked\nwait until <(level) = [32]>\ngo to x: (-27) y: (10)\nhide\nset rotation style [don't rotate v]\nrepeat until <(level) = [33]>\n show\n point in direction (90)\n glide (2) secs to x: (220) y: (10)\n point in direction (-90)\n glide (2) secs to x: (-27) y: (10)\nend\n\nset [level v] to [45]\n\n@Slowing thing\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [sprite2 v])\nend\n\n@Bounce\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [sprite2 v])\nend\n\nset [level v] to [40]\n\n@Teleport1\n\nwhen flag clicked\nswitch costume to (active v)\nhide\nwait until <(level) = [7]>\nshow\ngo to x: (-60) y: (-128)\nwait until <(level) = [8]>\nshow\nswitch costume to (off v)\nwait until <(level) = [9]>\nhide\nwait until <(level) = [15]>\ngo to x: (-70) y: (-128)\nshow\nswitch costume to (off v)\nwait until <(level) = [16]>\nhide\nwait until <(level) = [18]>\ngo to x: (-161) y: (101)\nshow\nswitch costume to (active v)\nwait until <(level) = [19]>\nhide\nwait until <(level) = [25]>\ngo to x: (73) y: (50)\nshow\nswitch costume to (hidden v)\nwait until <(level) = [26]>\nhide\n\nwhen I receive [pressed v]\nif <(level) = [8]> then\n switch costume to (active v)\nend\nif <(level) = [15]> then\n switch costume to (active v)\nend\nif <(level) = [25]> then\n switch costume to (active v)\nend\n\n@Teleport2\n\nwhen flag clicked\nswitch costume to (active v)\nhide\nwait until <(level) = [7]>\nshow\ngo to x: (81) y: (-128)\nwait until <(level) = [8]>\nshow\nswitch costume to (off v)\nwait until <(level) = [9]>\nhide\nwait until <(level) = [15]>\ngo to x: (81) y: (-128)\nshow\nswitch costume to (off v)\nwait until <(level) = [16]>\nhide\nwait until <(level) = [18]>\ngo to x: (160) y: (-127)\nshow\nswitch costume to (active v)\nwait until <(level) = [19]>\nhide\nwait until <(level) = [25]>\ngo to x: (204) y: (50)\nshow\nswitch costume to (hidden v)\nwait until <(level) = [26]>\nhide\n\nwhen I receive [pressed v]\nif <(level) = [8]> then\n switch costume to (active v)\nend\nif <(level) = [15]> then\n switch costume to (active v)\nend\nif <(level) = [25]> then\n switch costume to (active v)\nend\n\n@Magic of teleports\n\nwhen flag clicked\nhide\nwait until <(level) = [7]>\nrepeat until <not <(level) = [7]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport1 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport2 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed v]\n\nif <(level) = [8]> then\n repeat until <not <(level) = [8]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Button\n\nwhen flag clicked\nhide\nwait until <(level) = [8]>\nshow\nswitch costume to (not pressed v)\ngo to x: (-58) y: (-24)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed v)\nwait until <(level) = [9]>\nhide\nwait until <(level) = [15]>\nshow\nswitch costume to (not pressed v)\ngo to x: (-214) y: (122)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed v)\nwait until <(level) = [16]>\nhide\nwait until <(level) = [25]>\nshow\nswitch costume to (not pressed hidden v)\ngo to x: (172) y: (-130)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed v)\nwait until <(level) = [26]>\nhide\n\nwhen flag clicked\nforever\n if <not <<(level) = [8]> or <<(level) = [25]> or <(level) = [15]>>>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nwait until <(level) = [15]>\nshow\nswitch costume to (not pressed v)\ngo to x: (-214) y: (122)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed v)\nwait until <(level) = [16]>\nhide\nwait until <(level) = [25]>\nshow\nswitch costume to (not pressed hidden v)\ngo to x: (172) y: (-130)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed v)\nwait until <(level) = [26]>\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [15]>\nshow\nswitch costume to (not pressed v)\ngo to x: (-214) y: (122)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed v)\nwait until <(level) = [16]>\nhide\n\n@Magic of teleports2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport1 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport2 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed v]\nif <(level) = [8]> then\n repeat until <not <(level) = [8]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(level) = [9]> then\n if <([x position v] of [player v]) > [230]> then\n switch costume to (kostium1 v)\n set [brightness v] effect to (100)\n show\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <key (space v) pressed?>\n repeat (10)\n change [brightness v] effect by (10)\n end\n hide\n set [level v] to [10]\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [1st crystal v]\nswitch costume to (kostium3 v)\nset [brightness v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (kostium2 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\nset [level v] to [19]\nbroadcast (message2 v)\n\nwhen I receive [2nd crystal v]\nswitch costume to (kostium4 v)\nset [brightness v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (kostium5 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\nset [level v] to [28]\nbroadcast (message3 v)\n\nwhen I receive [3rd crystal v]\nswitch costume to (kostium6 v)\nset [brightness v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (kostium7 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\nset [level v] to [37]\nbroadcast (message4 v)\n\nwhen I receive [4th crystal v]\nswitch costume to (kostium8 v)\nset [brightness v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (kostium9 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nstop [all v]\n\n@Disappearing ground1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nwait until <(level) = [13]>\nswitch costume to (kostium13 v)\nshow\ngo to x: (-107) y: (-11)\nrepeat until <not <(level) = [13]>>\n if <<(yv) = [0]> and <<((x position) + (30)) > ([x position v] of [player v])> and <((x position) - (30)) < ([x position v] of [player v])>>> then\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n change y by (-1)\n end\n hide\n end\nend\nhide\n\nwhen I receive [dead v]\nif <(level) = [13]> then\n go to x: (-107) y: (-11)\n show\n set [ghost v] effect to (0)\nend\nif <(level) = [35]> then\n go to x: (-107) y: (-11)\n show\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nwait until <(level) = [35]>\nswitch costume to (kostium1 v)\nshow\ngo to x: (-107) y: (-11)\nset [ghost v] effect to (0)\nrepeat until <not <(level) = [35]>>\n if <<(yv) = [0]> and <<((x position) + (65)) > ([x position v] of [player v])> and <((x position) - (65)) < ([x position v] of [player v])>>> then\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n change y by (-1)\n end\n hide\n end\nend\nhide\n\n@Disappearing ground2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to x: (76) y: (93)\nwait until <(level) = [13]>\nshow\nrepeat until <not <(level) = [13]>>\n if <<(yv) = [0]> and <<((x position) + (30)) > ([x position v] of [player v])> and <((x position) - (30)) < ([x position v] of [player v])>>> then\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n change y by (-1)\n end\n hide\n end\nend\nhide\n\nwhen I receive [dead v]\nif <(level) = [13]> then\n go to x: (76) y: (93)\n show\n set [ghost v] effect to (0)\nend\n\n@Magic of teleports3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport1 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport2 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed v]\nif <(level) = [15]> then\n repeat until <not <(level) = [15]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Teleport3\n\nwhen flag clicked\nswitch costume to (active v)\nhide\nwait until <(level) = [15]>\nshow\ngo to x: (-74) y: (26)\nwait until <(level) = [16]>\nhide\nwait until <(level) = [18]>\nshow\ngo to x: (-29) y: (102)\nswitch costume to (off v)\nwait until <(level) = [19]>\nhide\n\nwhen I receive [pressed2 v]\nif <(level) = [18]> then\n switch costume to (active v)\nend\n\n@Teleport4\n\nwhen flag clicked\nswitch costume to (active v)\nhide\nwait until <(level) = [15]>\nshow\ngo to x: (-74) y: (125)\nwait until <(level) = [16]>\nhide\nwait until <(level) = [18]>\nshow\ngo to x: (-160) y: (-36)\nswitch costume to (off v)\nwait until <(level) = [19]>\nhide\n\nwhen I receive [pressed2 v]\nif <(level) = [18]> then\n switch costume to (active v)\nend\n\n@Magic of teleports4\n\nwhen flag clicked\nhide\nwait until <(level) = [15]>\nrepeat until <not <(level) = [15]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport3 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport4 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed v]\n\nif <(level) = [8]> then\n repeat until <not <(level) = [8]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Magic of teleports5\n\nwhen flag clicked\nhide\nwait until <(level) = [18]>\nrepeat until <not <(level) = [18]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport1 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport2 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed v]\n\nif <(level) = [8]> then\n repeat until <not <(level) = [8]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Button2\n\nwhen flag clicked\nhide\nwait until <(level) = [18]>\nshow\nswitch costume to (not pressed v)\ngo to x: (172) y: (-38)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed2 v)\nwait until <(level) = [19]>\nhide\n\n@Magic of teleports6\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport3 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport4 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed2 v]\nif <(level) = [18]> then\n repeat until <not <(level) = [18]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Teleport5\n\nwhen flag clicked\nswitch costume to (active v)\nhide\nwait until <(level) = [18]>\nshow\ngo to x: (83) y: (103)\nswitch costume to (off v)\nwait until <(level) = [19]>\nhide\n\nwhen I receive [pressed3 v]\nif <(level) = [18]> then\n switch costume to (active v)\nend\n\n@Teleport6\n\nwhen flag clicked\nswitch costume to (active v)\nhide\nwait until <(level) = [18]>\nshow\ngo to x: (1) y: (-36)\nswitch costume to (off v)\nwait until <(level) = [19]>\nhide\n\nwhen I receive [pressed3 v]\nif <(level) = [18]> then\n switch costume to (active v)\nend\n\n@Magic of teleports7\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport5 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport6 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed3 v]\nif <(level) = [18]> then\n repeat until <not <(level) = [18]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Button3\n\nwhen flag clicked\nhide\nwait until <(level) = [18]>\nshow\nswitch costume to (not pressed v)\ngo to x: (-103) y: (-38)\nwait until <touching (player v)?>\nswitch costume to (pressed v)\nbroadcast (pressed3 v)\nwait until <(level) = [19]>\nhide\n\nset [level v] to [17]\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait until <(level) = [18]>\nswitch costume to (kostium1 v)\nshow\ngo to x: (65) y: (17)\nwait until <touching (player v)?>\nbroadcast (1st crystal v)\nhide\nwait until <(level) = [19]>\n\nwhen flag clicked\nwait until <(level) = [27]>\nswitch costume to (kostium2 v)\nshow\ngo to x: (65) y: (17)\nwait until <touching (player v)?>\nbroadcast (2nd crystal v)\nhide\nwait until <(level) = [28]>\n\nwhen flag clicked\nwait until <(level) = [36]>\nswitch costume to (kostium3 v)\nshow\ngo to x: (23) y: (-88)\nwait until <touching (player v)?>\nbroadcast (3rd crystal v)\nhide\nwait until <(level) = [37]>\n\nwhen flag clicked\nwait until <(level) = [45]>\nswitch costume to (kostium4 v)\nshow\ngo to x: (23) y: (-88)\nwait until <touching (player v)?>\nbroadcast (4th crystal v)\nhide\n\nwait until <(level) = [37]>\n\n@Sprite5\n\nwhen flag clicked\nhide\nwait until <(level) > [18]>\nswitch costume to (kostium1 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\nwait until <(level) > [27]>\nhide\nwait until <(level) > [29]>\nswitch costume to (kostium2 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (50)\nwait until <(level) > [32]>\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo [backward v] (30) layers\nhide\nwait until <(level) > [23]>\nforever\n if <(level) < [28]> then\n show\n go to (player v)\n else\n hide\n end\nend\n\n@Magic of teleports8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-25) to (25))\nset [ghost v] effect to (50)\nshow\nif <[1] = (pick random (1) to (2))> then\n go to (teleport1 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nelse\n go to (teleport2 v)\n change x by (pick random (-20) to (20))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [pressed v]\nif <(level) = [25]> then\n repeat until <not <(level) = [25]>>\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Danger2\n\nwhen flag clicked\nhide\nwait until <(level) = [38]>\nshow\nswitch costume to (kostium1 v)\nrepeat until <(level) = [39]>\n wait (2) seconds\n show\n repeat (5)\n next costume\n wait (0.1) seconds\n end\n hide\nend\nhide\n\n@Duszek1\n\nwhen flag clicked\nhide\n\n | Press green flag few times.\nInstructions in game.\nr to restart\ns to skip a level\n\nSTORYLINE\nThe world is very dangerous for balls. They can't defend themselves. They can only jump. You want to save them. The elemental crystals can create completely new world, without any dangers, where balls can live happily. But the crystals are hidden and it's very hard to get them. |
How to make a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [other v]\nnext backdrop\n\nswitch backdrop to (backdrop4 v)\n\nnext backdrop\n\nrepeat (1)\nend\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen this sprite clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nbroadcast (message1 v)\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [backward v] (2) layers\n\nwhen [space v] key pressed\nrepeat (50)\n change [ghost v] effect by (1)\nend\nnext costume\nrepeat (50)\n change [ghost v] effect by (-1)\nend\nshow\nwait (1) seconds\n\nwhen [space v] key pressed\n\nrepeat (50)\n change [ghost v] effect by (1)\nend\nchange [ghost v] effect by (-50)\nnext costume\nshow\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n wait (2) seconds\n hide\n broadcast (message1 v)\n end\nend\n\n@Screenshot 2016-05-05 at 1.20.01 PM\n\nset [color v] effect to (0)\n\nchange [ghost v] effect by (-50)\nchange [ghost v] effect by (-50)\nnext costume\nshow\n\nwhen [space v] key pressed\nrepeat (50)\n change [ghost v] effect by (1)\nend\nnext costume\nrepeat (50)\n change [ghost v] effect by (-1)\nend\nshow\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n wait (2) seconds\n hide\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (screenshot 2016-05-05 at 1.32.41 pm v)\n\n@Dog2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-143) y: (-86)\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff00bf)?> then\n broadcast (other v)\n go to x: (-143) y: (-86)\n end\nend\n\ngo to x: (-158) y: (-101)\n\nwhen I receive [message1 v]\nshow\nforever\n if <not <touching color (#666666)?>> then\n change y by (-2)\n end\nend\n\nwhen I receive [message1 v]\nforever\n switch costume to (dog2-a v)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (4.6) steps\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (4.6) steps\n end\nend\n\nwhen I receive [message1 v]\nforever\n forever\n if <<touching color (#666666)?> and <key (up arrow v) pressed?>> then\n set [gravity v] to [7]\n change y by (gravity)\n repeat until <<touching color (#666666)?> or <touching color (#ec1c2c)?>>\n change [gravity v] by (-0.2)\n change y by (gravity)\n end\n end\n end\nend\n\n | space for next step |
Dinosaurs (platformer) | @Stage\n\nwhen flag clicked\nforever\n set [tmpfps v] to [0]\n reset timer\n repeat until <[1] < (timer)>\n change [tmpfps v] by (1)\n end\n set [fps v] to (tmpfps)\nend\n\nwhen I receive [show v]\nif <[4] = (Level)> then\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (backdrop1 v)\nend\n\nwhen flag clicked\nforever\n play sound [bradsmith - My lizard is the Lizard of Soundtrack - 02 Maze.mp3 v] until done\n play sound [bradsmith - My lizard is the Lizard of Soundtrack - 01 Ruins.mp3 v] until done\nend\n\n@Hitbox\n\nwhen flag clicked\nreset\nbroadcast (start v)\n\ndefine ground\nrepeat until <not <touching (ground v)?>>\n change y by ((0) - (([abs v] of (yV) ) / (yV)))\nend\n\ndefine reset\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-220) y: (-92)\nset [attack v] to [0]\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nif <[6] = (Level)> then\n broadcast (end v)\n stop [this script v]\nend\nforever\n change y by (yV)\n if <touching (ground v)?> then\n ground\n if <(yV) < [.1]> then\n set [yv v] to [0]\n set [j v] to [16]\n else\n set [yv v] to [-1]\n end\n else\n change [yv v] by (-1)\n if <touching color (#0058f8)?> then\n change [yv v] by (-1)\n set [j v] to [0]\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n set [ycol v] to [1]\n else\n set [ycol v] to [0]\n end\n change y by (1)\n if <<[-.1] < (yV)> and <<key (up arrow v) pressed?> or <key (z v) pressed?>>> then\n if <not <<(swim) = [1]> and <touching color (#0058f8)?>>> then\n if <[16] = (j)> then\n start sound [Jump v]\n set [yv v] to (jumphieght)\n end\n change [j v] by (-1)\n change [yv v] by (0.05)\n end\n else\n set [j v] to [0]\n if <[1] < (yV)> then\n set [yv v] to [1]\n end\n end\n if <<(swim) = [1]> and <<key (up arrow v) pressed?> or <key (z v) pressed?>>> then\n if <touching color (#0058f8)?> then\n change [yv v] by (2.35)\n end\n end\n if <(attack) < [1]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by ((0) - (speed))\n if <touching (ground v)?> then\n change x by (speed)\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (speed)\n if <touching (ground v)?> then\n change x by ((0) - (speed))\n end\n end\n end\n if <[236] < (x position)> then\n broadcast (beatlevel v)\n reset\n stop [this script v]\n end\n if <(y position) < [-170]> then\n reset\n end\n if <[1] = (canattack?)> then\n if <[0] < (attack)> then\n change [attack v] by (-1)\n else\n if <<key (x v) pressed?> and <[1] = (ycol)>> then\n set [attack v] to [8]\n end\n end\n end\n broadcast (render v)\nend\n\nwhen [timer v] > (1.5)\nset [ghost v] effect to (100)\n\nwhen I receive [die v]\nreset\n\nwhen I receive [egg v]\nstop [other scripts in sprite v]\n\n@Ground\n\nwhen flag clicked\nset size to (1600) %\ngo to x: (0) y: (-4)\nset [level v] to [1]\nswitch costume to (Level)\nbroadcast (tiles v)\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [beatlevel v]\nchange [level v] by (1)\nswitch costume to (Level)\nbroadcast (tiles v)\n\nwhen I receive [show v]\nclear graphic effects\n\n@Cosmetic\n\nwhen flag clicked\nset size to (1600) %\ngo to x: (0) y: (-4)\nswitch costume to (Level)\n\nwhen I receive [tiles v]\nswitch costume to (Level)\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [show v]\nclear graphic effects\n\n@Costume\n\nwhen I receive [egg v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hide v]\nshow\n\nwhen I receive [start v]\nforever\n if <[0] = ([ycol v] of [hitbox v])> then\n set [ani v] to [2]\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [ani v] by (1)\n if <[4] < (ani)> then\n set [ani v] to [1]\n end\n wait (0.05) seconds\n else\n set [ani v] to [1]\n end\n end\nend\n\nwhen I receive [show v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [render v]\ngo to (hitbox v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nswitch costume to (1-1 v)\ngo to x: (-168) y: (-76)\nshow\nstamp\nchange x by (64)\nchange y by (16)\nswitch costume to (2-1 v)\nstamp\nchange x by (64)\nchange y by (16)\nswitch costume to (3-1 v)\nstamp\nchange x by (64)\nchange y by (16)\nswitch costume to (4-1 v)\nstamp\nchange x by (64)\nchange y by (16)\nswitch costume to (5-1 v)\nstamp\nchange x by (64)\nchange y by (16)\nswitch costume to (5-9 v)\nstamp\nhide\n\nwhen I receive [start v]\nset [ani v] to [1]\nshow\nforever\n point in direction ([direction v] of [hitbox v])\n switch costume to (ani)\n switch costume to (((4) * (type)) + (costume [number v]))\n if <[0] < (attack)> then\n switch costume to (4-1 v)\n if <[1] < (attack)> then\n switch costume to (4-5 v)\n if <[3] < (attack)> then\n switch costume to (4-1 v)\n turn right (180) degrees\n if <[5] < (attack)> then\n switch costume to (4-5 v)\n end\n end\n end\n end\nend\n\n@Tiles\n\ndefine render\ngo to x: (-232) y: (-172)\nbroadcast (show v) and wait\nerase all\ndelete (all) of [meatx v]\ndelete (all) of [meaty v]\ndelete (all) of [nestx v]\ndelete (all) of [nesty v]\nrepeat (23)\n set [tmp v] to [0]\n repeat until <[30] < (tmp)>\n switch costume to (. v)\n set x to ((-232) + ((16) * (tmp)))\n show\n if <touching color (#000000)?> then\n switch costume to (g v)\n stamp\n else\n if <touching color (#666666)?> then\n switch costume to (d v)\n stamp\n else\n if <touching color (#7f7f7f)?> then\n switch costume to (d2 v)\n stamp\n change [tmp v] by (3)\n else\n if <touching color (#995900)?> then\n switch costume to (g v)\n stamp\n add (x position) to [nestx v]\n add (y position) to [nesty v]\n else\n if <touching color (#663b00)?> then\n switch costume to (g v)\n stamp\n add (x position) to [meatx v]\n add (y position) to [meaty v]\n else\n if <touching color (#99ffff)?> then\n set [tmp v] to [31]\n else\n if <touching color (#00ffff)?> then\n switch costume to (w1 v)\n stamp\n else\n if <touching color (#00cccc)?> then\n switch costume to (w2 v)\n stamp\n end\n end\n end\n end\n end\n end\n end\n end\n hide\n change [tmp v] by (1)\n end\n change y by (16)\nend\nbroadcast (hide v)\nbroadcast (start v)\n\nwhen I receive [tiles v]\nrender\n\ndefine show in w1 and w2 only\n\n@Meat\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nwait until <touching (hitbox v)?>\nstart sound [meat v]\nset [tmp v] to [6]\nrepeat (13)\n change y by (tmp)\n change [tmp v] by (-1)\nend\nswitch costume to (costume2 v)\nset [nest v] to [1]\nrepeat (60)\n change y by (0.5)\nend\ndelete this clone\n\nwhen I receive [hide v]\nset [tmp v] to [0]\nrepeat (length of [meaty v])\n change [tmp v] by (1)\n go to x: (item (tmp) of [meatx v]) y: (item (tmp) of [meaty v])\n change y by (16)\n create clone of (_myself_ v)\nend\n\n@Nest\n\nwhen flag clicked\nhide\nwait (0) seconds\nset [type v] to ((Level) - (1))\nset [swim v] to [0]\ntypedata\n\nwhen I receive [hide v]\nset [nest v] to [0]\nset [tmp v] to [0]\nrepeat (length of [nestx v])\n change [tmp v] by (1)\n go to x: (item (tmp) of [nestx v]) y: (item (tmp) of [nesty v])\n change y by (16)\n create clone of (_myself_ v)\n switch costume to (nest v)\n show\n wait until <[1] = (nest)>\n wait until <<[1] = ([ycol v] of [hitbox v])> and <<key (down arrow v) pressed?> and <touching (hitbox v)?>>>\n change [nest v] by (1)\n broadcast (egg v)\nend\n\ndefine typedata\nset [speed v] to [3]\nset [jumphieght v] to [8]\nset [canattack? v] to [0]\nif <[0] < (type)> then\n set [jumphieght v] to [9.5]\n if <[1] < (type)> then\n set [swim v] to [1]\n if <[2] < (type)> then\n set [canattack? v] to [1]\n if <[4] < (type)> then\n set [speed v] to [4]\n end\n end\n end\nend\n\nwhen I receive [beatlevel v]\nhide\ndelete this clone\n\nwhen I start as a clone\nwait until <[2] = (nest)>\nswitch costume to (1 v)\nshow\nset [tmp v] to [6]\nrepeat (13)\n change y by (tmp)\n change [tmp v] by (-1)\nend\nrepeat (4)\n wait until <<key (z v) pressed?> or <key (up arrow v) pressed?>>\n next costume\n set [tmp v] to [3]\n start sound [crack v]\n repeat (7)\n change y by (tmp)\n change [tmp v] by (-1)\n end\n wait until <not <<key (z v) pressed?> or <key (up arrow v) pressed?>>>\nend\nwait until <<key (z v) pressed?> or <key (up arrow v) pressed?>>\nstart sound [crack v]\nset [tmp v] to [6]\nrepeat (13)\n change y by (tmp)\n change [tmp v] by (-1)\nend\nstart sound [break v]\nchange [type v] by (1)\ntypedata\nbroadcast (start v)\nchange [nest v] by (1)\ndelete this clone\n\n@Text\n\nwhen I receive [hide v]\nclear graphic effects\nif <[1] = (Level)> then\n print [g\et_the_meat!] at x: (-100) y: (48) size: (1) centered: (0) clones: (1)\n print [g\eorge_can't_jump_high_enough...] at x: (16) y: (32) size: (1) centered: (0) clones: (1)\n wait (1) seconds\n wait until <[1] = (nest)>\n broadcast (textdelete v) and wait\n print [p\ress_down_to] at x: (-22) y: (32) size: (1) centered: (0) clones: (1)\n print [lay_an_egg!] at x: (-22) y: (22) size: (1) centered: (0) clones: (1)\n wait until <[2] = (nest)>\n broadcast (textdelete v) and wait\n print [j\ump_to_hatch!] at x: (-22) y: (48) size: (1) centered: (0) clones: (1)\n wait until <[3] = (nest)>\n broadcast (textdelete v) and wait\n print [m\u\t\a\t\i\o\n\_c\o\m\p\l\e\t\e\!] at x: (0) y: (138) size: (2) centered: (1) clones: (1)\n print [g\eorge_i\i\_has_stronger_feet_and_can_jump_higher!] at x: (0) y: (118) size: (1) centered: (1) clones: (1)\nend\nif <[2] = (Level)> then\n print [g\eorge_i\i\_can't_swim.] at x: (20) y: (-60) size: (1) centered: (0) clones: (1)\n wait (1) seconds\n wait until <[3] = (nest)>\n broadcast (textdelete v) and wait\n print [m\u\t\a\t\i\o\n\_c\o\m\p\l\e\t\e\!] at x: (0) y: (138) size: (2) centered: (1) clones: (1)\n print [g\eorge_i\i\i\_has_forearms_and_can_swim!] at x: (0) y: (118) size: (1) centered: (1) clones: (1)\nend\nif <[3] = (Level)> then\n print [a\_predator_approaches!] at x: (32) y: (-60) size: (1) centered: (0) clones: (1)\n wait (1) seconds\n wait until <[3] = (nest)>\n broadcast (textdelete v) and wait\n print [m\u\t\a\t\i\o\n\_c\o\m\p\l\e\t\e\!] at x: (0) y: (138) size: (2) centered: (1) clones: (1)\n print [g\eorge_i\v\_has_a_spiked_tail!_p\ress_x\_to_attack!] at x: (0) y: (118) size: (1) centered: (1) clones: (1)\nend\nif <[4] = (Level)> then\n wait (1) seconds\n wait until <[3] = (nest)>\n set [brightness v] effect to (100)\n print [m\u\t\a\t\i\o\n\_c\o\m\p\l\e\t\e\!] at x: (0) y: (118) size: (2) centered: (1) clones: (1)\n print [g\eorge_v\_has_enhanced_eyesight!] at x: (0) y: (98) size: (1) centered: (1) clones: (1)\nend\nif <[5] = (Level)> then\n wait (1) seconds\n wait until <[3] = (nest)>\n print [m\u\t\a\t\i\o\n\_c\o\m\p\l\e\t\e\!] at x: (0) y: (138) size: (2) centered: (1) clones: (1)\n print [g\eorge_v\i\_has_stronger_legs_and_can_run_faster!] at x: (0) y: (118) size: (1) centered: (1) clones: (1)\nend\nif <[6] = (Level)> then\n print [c\ongratulations!] at x: (0) y: (138) size: (2) centered: (1) clones: (1)\n print [y\ou_went_through_5_generations_of_g\eorges_and_mutated] at x: (0) y: (118) size: (1) centered: (1) clones: (1)\n print [to_accomodate_your_envirorment!] at x: (0) y: (108) size: (1) centered: (1) clones: (1)\nend\n\ndefine None\nset size to ((size) * (100)) %\nif <[1] = (centered)> then\n set [.. v] to [0]\n set [. v] to [0]\n set y to (y)\n repeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <[\] = (letter ((1) + (.)) of (text))> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n else\n end\n if <[\] = (letter ((1) + (.)) of (text))> then\n change [. v] by (1)\n end\n change [.. v] by (((item (costume [number v]) of [width v]) + (1)) * (size))\n end\n hide\n set x to ((0) - ((..) / (2)))\nelse\n go to x: (x) y: (y)\nend\nset [. v] to [0]\nshow\nrepeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <[\] = (letter ((1) + (.)) of (text))> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n else\n end\n if <not <[_] = (letter (.) of (text))>> then\n if <[0] = (clones)> then\n stamp\n else\n create clone of (_myself_ v)\n end\n end\n change x by ((size) * ((item (costume [number v]) of [width v]) + (1)))\n if <[\] = (letter ((1) + (.)) of (text))> then\n change [. v] by (1)\n end\nend\nhide\n\nwhen I receive [widths v]\ndelete (all) of [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [8] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [2] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [2] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\n\nwhen I receive [textdelete v]\ndelete this clone\n\nwhen I receive [beatlevel v]\nbroadcast (textdelete v)\n\n@enemy\n\nwhen I receive [beatlevel v]\nhide\n\nwhen I receive [hide v]\nif <[3] = (Level)> then\n go to x: (120) y: (-108)\n set rotation style [left-right v]\n show\n forever\n repeat until <[150] < (distance to [hitbox v])>\n point towards (hitbox v)\n point in direction (((round (((direction) + (-90)) / (180))) * (180)) + (90))\n next costume\n repeat (4)\n move (4) steps\n if <(x position) < [-16]> then\n set x to (-16)\n end\n if <[156] < (x position)> then\n set x to (156)\n end\n end\n end\n repeat until <<(distance to [hitbox v]) < [150]> or <[120] = (x position)>>\n repeat (4)\n if <[120] < (x position)> then\n point in direction (-90)\n change x by (-4)\n else\n point in direction (90)\n change x by (4)\n end\n end\n next costume\n end\n switch costume to (costume1 v)\n end\nend\nif <[5] = (Level)> then\n go to x: (212) y: (68)\n set rotation style [left-right v]\n show\n forever\n repeat until <[64] < (distance to [hitbox v])>\n point towards (hitbox v)\n point in direction (((round (((direction) + (-90)) / (180))) * (180)) + (90))\n next costume\n repeat (4)\n move (4) steps\n if <(x position) < [130]> then\n set x to (130)\n end\n end\n end\n repeat until <<(distance to [hitbox v]) < [64]> or <[212] = (x position)>>\n repeat (4)\n if <[212] < (x position)> then\n point in direction (-90)\n change x by (-4)\n else\n point in direction (90)\n change x by (4)\n end\n end\n next costume\n end\n switch costume to (costume1 v)\n end\nend\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [hide v]\nif <[1] = (Level)> then\n forever\n if <touching (hitbox v)?> then\n if <[0] = (attack)> then\n broadcast (die v) and wait\n else\n stop [other scripts in sprite v]\n set rotation style [all around v]\n point in direction (-90)\n stop [this script v]\n end\n end\n end\nend\nif <[4] = (Level)> then\n forever\n if <touching (hitbox v)?> then\n if <<(type) < [4]> or <[0] = (attack)>> then\n broadcast (die v) and wait\n else\n stop [other scripts in sprite v]\n set rotation style [all around v]\n point in direction (-90)\n stop [this script v]\n end\n end\n end\nend\n\n@NES color palette\n\nwhen flag clicked\nhide\n\n@Dark\n\nwhen I receive [hide v]\nif <[4] = (Level)> then\n wait (1) seconds\n wait until <[2] < (nest)>\n repeat (25)\n change [ghost v] effect by (4)\n end\n stop [other scripts in sprite v]\n hide\nend\n\ndefine None\nswitch costume to (costume2 v)\nset size to (number1) %\nswitch costume to (costume1 v)\n\nwhen I receive [show v]\nhide\n\nwhen I receive [hide v]\nif <[4] = (Level)> then\n size (3200)\n go to [front v] layer\n show\n forever\n go to (hitbox v)\n end\nend\n\n@Screenshot 2015-05-08 at 9.51.22 AM\n\nwhen flag clicked\nhide\n\nset size to (800) %\ngo to x: (64) y: (-32)\nshow\ngo to [front v] layer\nstop [all v]\n\n | follow directions on screen |
VEct0rIzED - A Platformer | @Stage\n\nwhen flag clicked\nset [deaths v] to [0]\nset [deathsonlevel6 v] to [0]\nset [player_touched_cloud? v] to [0]\n\n@V\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (0) %\nbroadcast (message1 v)\ngo [backward v] (1) layers\n\nwhen I receive [message1 v]\nhide\nwait (0.7) seconds\nshow\nrepeat (20)\n change size by (((150) - (size)) / (5))\nend\nwait (0.3) seconds\nrepeat (20)\n change size by (((75) - (size)) / (3))\nend\nrepeat (10)\n change x by (((-80) - (x position)) / (3))\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (begin v)\n\nwhen I receive [lightning v]\nplay sound [lightning.mp3 v] until done\n\nwhen I receive [rain v]\nrepeat until <(raining?) = [0]>\n play sound [rain.mp3 v] until done\nend\n\nwhen I receive [stoprain v]\nstop [other scripts in sprite v]\nbroadcast (restart sounds v)\n\nwhen flag clicked\nforever\n set volume to ((100) * (sounds_on?)) %\nend\n\nwhen I receive [restart sounds v]\nforever\n set volume to ((100) * (sounds_on?)) %\nend\n\n@player\n\nwhen I receive [begin v]\ngo to x: (-222) y: (180)\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (20) %\ngo [backward v] (5) layers\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n if <<(settings_open?) = [0]> or <(achieve_open?) = [0]>> then\n Physics\n else\n hide\n end\n if <(level) = (levelCount)> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Physics\nshow\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change y by (y vel)\n end\n if <<(y vel) < [0.01]> and <key (up arrow v) pressed?>> then\n set [y vel v] to [13]\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1.4)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1.4)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (0.8))\nif <(x position) > [222]> then\n go to x: (-222) y: (0)\n set [y vel v] to [0]\n change [level v] by (1)\nend\nif <(y position) < [-169]> then\n go to x: (-222) y: (0)\n set [y vel v] to [0]\n change [deaths v] by (1)\n if <(level) = [6]> then\n change [deathsonlevel6 v] by (1)\n end\nend\n\nshow\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change y by (y vel)\n end\n if <<(y vel) < [0.01]> and <key (up arrow v) pressed?>> then\n set [y vel v] to [13]\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1.4)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1.4)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (0.8))\nif <(x position) > [222]> then\n go to x: (-222) y: (0)\n set [y vel v] to [0]\n change [level v] by (1)\nend\nif <(y position) < [-169]> then\n go to x: (-222) y: (0)\n set [y vel v] to [0]\n change [deaths v] by (1)\n if <(level) = [6]> then\n change [deathsonlevel6 v] by (1)\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nhide\ngo [backward v] (3) layers\n\nwhen I receive [begin v]\nshow\nforever\n switch costume to (level)\nend\n\n@clouds\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset size to (pick random (50) to (200)) %\nshow\ngo to x: (240) y: (pick random (100) to (160))\nrepeat until <(x position) < [-240]>\n change x by (-3)\n if <touching (player v)?> then\n set [player_touched_cloud? v] to [1]\n end\nend\ndelete this clone\n\nwhen I receive [begin v]\nforever\n if <(clouds_on?) = [1]> then\n wait (pick random (1.5) to (4)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [rain v]\nrepeat (10)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [stoprain v]\nrepeat (10)\n change [brightness v] effect by (2)\nend\n\n@sun/moon\n\nwhen flag clicked\nset size to (80) %\nswitch costume to (costume1 v)\nhide\ngo [backward v] (1) layers\n\nwhen I receive [begin v]\nforever\n show\n go to x: (-240) y: (170)\n repeat until <(x position) > [240]>\n change x by (0.1)\n end\n hide\n wait (1) seconds\n next costume\nend\n\nwhen I receive [rain v]\nrepeat (10)\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [stoprain v]\nrepeat (10)\n change [brightness v] effect by (5)\nend\n\n@background\n\nwhen flag clicked\ngo [backward v] (500) layers\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset [brightness v] to [0]\n\nwhen I receive [lightning v]\nset [old_bright v] to (brightness)\nset [brightness v] to [90]\nwait (0.2) seconds\nset [brightness v] to (old_bright)\n\nwhen I receive [begin v]\nshow\nforever\n repeat (4800)\n change [brightness v] by (-0.02083)\n end\n repeat (4800)\n change [brightness v] by (0.02083)\n end\nend\n\nwhen I receive [begin v]\nforever\n set [brightness v] effect to (brightness)\nend\n\n@rain\n\nwhen I receive [rain v]\nrepeat until <(raining?) = [0]>\n broadcast (lightning v)\n wait (pick random (6) to (8)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat (30)\n change y by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [begin v]\nforever\n set [raining? v] to [0]\n wait (pick random (9) to (11)) seconds\n broadcast (rain v)\n set [raining? v] to [1]\n repeat (pick random (600) to (2000))\n create clone of (_myself_ v)\n end\n broadcast (stoprain v)\nend\n\n@Raleway\n\nwhen flag clicked\nset size to (117) %\nswitch costume to (raleway b v)\ngo to x: (-45) y: (0)\nhide\nwait (2.1) seconds\nshow\nrepeat (10)\n change x by (((70) - (x position)) / (3))\nend\ncreate clone of (_myself_ v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nset size to (80) %\nswitch costume to (raleway b2 v)\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (stage v)\nshow\nforever\n go to [front v] layer\nend\n\n@settings\n\nwhen flag clicked\nset [settings_open? v] to [0]\ngo to x: (200) y: (150)\nhide\ngo [backward v] (1) layers\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nset [settings_open? v] to ((1) - (settings_open?))\nif <([costume # v] of [settings v]) = [1]> then\n broadcast (open settings v)\n go to x: (150) y: (150)\nelse\n broadcast (close settings v)\n go to x: (200) y: (150)\nend\nnext costume\n\n@settings blur\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (2) layers\nset [ghost v] effect to (45)\nhide\n\nwhen I receive [close settings v]\nhide\n\nwhen I receive [open settings v]\nshow\n\nwhen I receive [close achieve v]\nhide\n\nwhen I receive [open achieve v]\nshow\n\n@options\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\n\nwhen I receive [close settings v]\nhide\n\nwhen I receive [open settings v]\ngo to x: (-100) y: (0)\nshow\nswitch costume to (options1 v)\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-50)\n next costume\nend\n\nwhen I start as a clone\nshow\nwait until <(settings_open?) = [0]>\ndelete this clone\n\n@toggle1\n\nwhen flag clicked\nset [sounds_on? v] to [1]\nset [clouds_on? v] to [1]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [close settings v]\nhide\n\nwhen I receive [open settings v]\ngo to x: (10) y: (0)\nshow\nrepeat until <(settings_open?) = [0]>\n switch costume to ((2) - (sounds_on?))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [sounds_on? v] to ((1) - (sounds_on?))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@toggle2\n\nwhen flag clicked\nset [sounds_on? v] to [1]\nset [clouds_on? v] to [1]\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I receive [close settings v]\nhide\n\nwhen I receive [open settings v]\ngo to x: (10) y: (-63)\nshow\nrepeat until <(settings_open?) = [0]>\n switch costume to ((2) - (clouds_on?))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clouds_on? v] to ((1) - (clouds_on?))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@toggle3\n\nwhen flag clicked\nset [sounds_on? v] to [1]\nset [clouds_on? v] to [1]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [close settings v]\nhide\n\nwhen I receive [open settings v]\ngo to x: (10) y: (-116)\nshow\nrepeat until <(settings_open?) = [0]>\n switch costume to ((2) - (music_on?))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [music_on? v] to ((1) - (music_on?))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@achievements\n\nwhen flag clicked\nset [levelcount v] to [13]\ndelete (all) of [achieved v]\nhide\nrepeat (6)\n add [0] to [achieved v]\nend\n\ndefine None\nset size to (100) %\nclear graphic effects\nif <(item (achieve_num) of [achieved v]) = [0]> then\n go to x: (0) y: (78)\n switch costume to (achieve_num)\n show\n repeat (13)\n change y by (-6)\n end\n wait (1) seconds\n repeat (13)\n change y by (6)\n end\n hide\n replace item (achieve_num) of [achieved v] with [1]\nend\n\nwhen flag clicked\ngo to x: (0) y: (78)\nwait (1) seconds\nforever\n if <<(deathsOnLevel6) = [0]> and <(level) = [7]>> then\n show achievement (4)\n else\n if <(level) = [2]> then\n show achievement (2)\n else\n if <(level) = [6]> then\n show achievement (3)\n else\n if <(player_touched_cloud?) = [1]> then\n show achievement (1)\n else\n end\n end\n end\n end\n if <(level) = (levelCount)> then\n show achievement (6)\n if <(deaths) = [0]> then\n show achievement (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Inspire.mp3 v] until done\nend\n\nwhen flag clicked\nset [music_on? v] to [1]\nforever\n set volume to ((100) * (music_on?)) %\nend\n\n@end\n\nwhen flag clicked\nshow\ngo [backward v] (3) layers\nforever\n set [ghost v] effect to ((100) * <not <(level) = (levelCount)>>)\n set [brightness v] effect to (100)\nend\n\n@trees\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo [backward v] (1002) layers\nset [brightness v] to [0]\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [begin v]\nforever\n switch costume to (level)\nend\n\n@see achievements\n\nwhen flag clicked\nset [achieve_open? v] to [0]\ngo to x: (-200) y: (150)\nhide\ngo [backward v] (1) layers\n\nwhen this sprite clicked\nset [achieve_open? v] to ((1) - (achieve_open?))\nif <(achieve_open?) = [1]> then\n broadcast (open achieve v)\n go to x: (-200) y: (150)\nelse\n broadcast (close achieve v)\n go to x: (-200) y: (150)\nend\nnext costume\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nshow\n\n@achievements2\n\nwhen I receive [open achieve v]\nswitch costume to (costume1 v)\nset [clone_id v] to [1]\ngo to x: (0) y: (0)\nrepeat (6)\n set [ghost v] effect to ((50) * ((1) - (item (clone_id) of [achieved v])))\n create clone of (_myself_ v)\n next costume\n change y by (-43)\n change [clone_id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset size to (46) %\ngo to [front v] layer\nwait until <(achieve_open?) = [0]>\ndelete this clone\n\n@Achieve title\n\nwhen flag clicked\ngo to x: (0) y: (100)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [open achieve v]\nswitch costume to (raleway b v)\nshow\n\nwhen I receive [close achieve v]\nhide\n\nwhen I receive [open settings v]\nswitch costume to (raleway b2 v)\nshow\n\nwhen I receive [close settings v]\nhide\n\n | |
Simply Platformer | @Stage\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [1 ]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [2]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [3 ]> then\n switch backdrop to (backdrop5 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (backdrop6 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (backdrop7 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (backdrop8 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (backdrop9 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (backdrop10 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (backdrop10 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (backdrop11 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (backdrop13 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (backdrop14 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (backdrop15 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (backdrop16 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (backdrop17 v)\n end\n if <(Level) = [15]> then\n switch backdrop to (backdrop18 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (backdrop12 v)\n end\nend\n\nbroadcast (Boss v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-213) y: (-90)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (-1)\n if <key (up arrow v) pressed?> then\n if <(X vel) > [0 ]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [y vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#000000)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-213) y: (-90)\nshow\nforever\n if <not <touching (<touching color (#000000)?> v)?>> then\n change y by (1.5)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-213) y: (-90)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-213) y: (-90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(y position) < [-97 ]> then\n change y by (18)\n end\nend\n\nsay [Hello!]\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite2 v)?> then\n broadcast (New level v)\n change [level v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nshow\nwait (3) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n go to x: (-144) y: (-89)\n show\n forever\n glide (3) secs to x: (190) y: (-89)\n if <(Level) = [14]> then\n stop [this script v]\n end\n glide (3) secs to x: (-144) y: (-89)\n if <(Level) = [14]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n go to x: (-1) y: (-90)\n show\n forever\n glide (2) secs to x: (-1) y: (30)\n if <(Level) = [15]> then\n hide\n stop [this script v]\n end\n glide (2) secs to x: (-1) y: (-90)\n if <(Level) = [15]> then\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to x: (83) y: (-17)\n show\n forever\n glide (3) secs to x: (210) y: (-17)\n if <(Level) = [13]> then\n stop [this script v]\n end\n glide (3) secs to x: (83) y: (-17)\n if <(Level) = [13]> then\n stop [this script v]\n end\n end\n end\nend\n\n@Sprite8\n\nwhen I receive [boss v]\nwait (2) seconds\nforever\n wait (1) seconds\n broadcast (Pew v)\n wait (0.3) seconds\n broadcast (Pew v)\n wait (0.3) seconds\n broadcast (Pew v)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen I start as a clone\ngo to (sprite8 v)\npoint towards (sprite2 v)\nshow\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <touching (sprite2 v)?> then\n delete this clone\nend\n\nwhen I receive [pew v]\ncreate clone of (_myself_ v)\n\n | Up, Down, Left, and Right to move\n\n\nR to restart a level if it glitches\n\nThanks for 1000 views! |
I C E | A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (title v)\nset volume to (200) %\nforever\n play sound [Vexento - Keep Fighting.mp3 v] until done\nend\n\nwhen I receive [play v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to x: (-1) y: (-82)\n\nwhen I receive [play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-170) y: (130)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n start sound [Ice Freezing v]\n repeat (3)\n wait (0) seconds\n next costume\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@char\n\ndefine Touch ground\nchange [falling v] by (1)\nrepeat until <not <<touching color (#ffffff)?> or <touching color (#a0d8a0)?>>>\n change y by (1)\n set [falling v] to [0]\n set [sy v] to [0]\nend\n\ndefine Jump\nif <(falling) < [3]> then\n if <key (up arrow v) pressed?> then\n set [sy v] to [12]\n end\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching color (#ffffff)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\ndefine Ceiling <>\nchange [falling v] by (1)\nrepeat until <not <<touching color (#ffffff)?> or <touching color (#a0d8a0)?>>>\n if <touch?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [sy v] to [0]\nend\n\nwhen flag clicked\nforever\n Jump\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\ngo to x: (-182) y: (66)\n\nwhen flag clicked\nset [sy v] to [0]\nset [sx v] to [0]\nforever\n change [sy v] by (-1)\n change y by (SY)\n Ceiling <(SY) > [0]>\n if <key (left arrow v) pressed?> then\n Walk (-90) (-6)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (6)\n end\nend\n\nchange y by (10)\n\nwhen I receive [play v]\nshow\ngo to x: (-182) y: (66)\nforever\n if <touching (sprite3 v)?> then\n start sound [Ice v]\n broadcast (Next Level v)\n else\n end\n if <touching color (#aea392)?> then\n start sound [Jump v]\n set [sy v] to [25]\n else\n end\nend\n\nwhen I receive [play v]\nforever\n if <<(y position) < [-180]> or <touching color (#ff9b12)?>> then\n go to x: (-182) y: (66)\n else\n end\n if <touching color (#ccffff)?> then\n move (10) steps\n end\nend\n\nwhen backdrop switches to [level 13 v]\nforever\n if <<(y position) < [-158]> or <touching color (#ff9b12)?>> then\n broadcast (DIE v)\n go to x: (-182) y: (66)\n else\n end\n if <touching color (#ccffff)?> then\n move (10) steps\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (197) y: (-32)\nhide\n\nwhen I receive [play v]\nshow\nforever\n glide (1) secs to x: (197) y: (-26)\n glide (1) secs to x: (197) y: (-32)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-203) y: (158)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [play v]\nforever\n if <(backdrop [name v]) = [Level 6]> then\n show\n if <touching (char v)?> then\n switch costume to (costume2 v)\n broadcast (Button v)\n stop [this script v]\n else\n end\n else\n end\nend\n\nwhen I receive [play v]\nforever\n if <(backdrop [name v]) = [Level 7]> then\n hide\n else\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [button v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [play v]\nforever\n if <(backdrop [name v]) = [Level 7]> then\n hide\n else\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [level 13 v]\nbroadcast (LAST v)\n\nwhen I receive [last v]\nshow\nrepeat until <(costume [number v]) = [6]>\n wait (0.4) seconds\n next costume\nend\n\nwhen I receive [die v]\nswitch costume to (costume1 v)\nbroadcast (LAST v)\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen I receive [die v]\nswitch costume to (costume1 v)\nbroadcast (LAST v)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n | |
Jumping Blind (Unique Platformer) | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(Level) > [10]> then\n broadcast (TIHnkgl fw v)\n end\nend\n\n@Player\n\nwhen I receive [actual start v]\ngo to x: (-220) y: (35)\nshow\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1)\n turn right (10) degrees\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1)\n turn left (10) degrees\n end\n set [xvelocity v] to ((XVelocity) * (0.9))\n change x by (XVelocity)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n change y by (1)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n change y by (1)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n change y by (1)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n change y by (1)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n change y by (1)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n change x by ((XVelocity) * (-1))\n change y by (-6)\n if <key (up arrow v) pressed?> then\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvelocity v] by (-1)\n change y by (YVelocity)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n broadcast (Strange v)\n change y by ((YVelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching (blocks3 v)?> or <<touching (blocks5 v)?> or <touching (blocks4 v)?>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvelocity v] to [15]\n end\n end\n change y by (1)\n if <(y position) < [-150]> then\n change [deaths v] by (1)\n broadcast (Reload Level v)\n hide\n wait (0.5) seconds\n go to x: (-220) y: (35)\n set [yvelocity v] to [0]\n set [xvelocity v] to [0]\n show\n end\n if <(x position) > [238]> then\n broadcast (Next Level v)\n hide\n wait (0.4) seconds\n go to x: (-220) y: (35)\n set [yvelocity v] to [0]\n set [xvelocity v] to [0]\n show\n change [level v] by (1)\n end\n if <<touching color (#9e636b)?> or <touching color (#990000)?>> then\n change [deaths v] by (1)\n broadcast (Reload Level v)\n hide\n wait (0.5) seconds\n go to x: (-180) y: (35)\n set [yvelocity v] to [0]\n set [xvelocity v] to [0]\n show\n end\nend\n\nwhen flag clicked\nhide\nset [deaths v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nhide\nset [level v] to [1]\nbroadcast (Start v) and wait\n\nwhen flag clicked\nforever\n play sound [Vexento - Affectus v] until done\nend\n\n@Blocks\n\ndefine Level 1\nrepeat (10)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I receive [actual start v]\nLevel 1\n\nwhen flag clicked\nset [clones v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nClones\n\ndefine Fall\nclear graphic effects\nset [yv v] to [0]\nforever\n clear graphic effects\n change [yv v] by (-1)\n change y by (YV)\n if <(y position) < [-170]> then\n set [pixel v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [clones v] to [0]\nwait (0.4) seconds\nif <(Level) = [2]> then\n Level 2\nend\n\ndefine Level 2\nset [clones v] to [0]\nrepeat (15)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen flag clicked\nhide\ngo to x: (248) y: (-186)\n\nwhen I receive [reload level v]\nset [clones v] to [0]\nwait (0.5) seconds\nif <(Level) = [1]> then\n Level 1\nend\nif <(Level) = [2]> then\n Level 2\nend\n\nwhen I start as a clone\nif <(Level) = [2]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (-84)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (-84)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (-84)\n show\n end\n if <(Clones) = [7]> then\n go to x: (-25) y: (-84)\n show\n end\n if <(Clones) = [8]> then\n go to x: (8) y: (-84)\n show\n end\n if <(Clones) = [9]> then\n go to x: (23) y: (30)\n show\n end\n if <(Clones) = [10]> then\n go to x: (57) y: (30)\n show\n end\n if <(Clones) = [11]> then\n go to x: (90) y: (30)\n show\n end\n if <(Clones) = [12]> then\n go to x: (123) y: (30)\n show\n end\n if <(Clones) = [13]> then\n go to x: (156) y: (30)\n show\n end\n if <(Clones) = [14]> then\n go to x: (189) y: (30)\n show\n end\n if <(Clones) = [15]> then\n go to x: (223) y: (30)\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(Clones) = [0]> then\n clear graphic effects\n Fall\n delete this clone\n end\nend\n\ndefine Clones\nset [yv v] to [0]\nforever\n set [ghost v] effect to (98)\n change y by (YV)\n if <(distance to [player v]) < [50]> then\n set [ghost v] effect to (0)\n wait (0.4) seconds\n Fall\n end\nend\n\nwhen I start as a clone\nif <(Level) = [1]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-191) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-117) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-84) y: (-84)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-3) y: (-84)\n show\n end\n if <(Clones) = [6]> then\n go to x: (30) y: (-84)\n show\n end\n if <(Clones) = [7]> then\n go to x: (102) y: (-84)\n show\n end\n if <(Clones) = [8]> then\n go to x: (135) y: (-84)\n show\n end\n if <(Clones) = [9]> then\n go to x: (202) y: (-84)\n show\n end\nend\n\n@Text\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\nforever\n if <(costume [number v]) < [2]> then\n if <key (space v) pressed?> then\n next costume\n wait (1) seconds\n end\n end\n if <(costume [number v]) = [2]> then\n if <key (space v) pressed?> then\n broadcast (Actual Start v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [actual start v]\nset size to (200) %\nswitch costume to (costume2 v)\ngo to x: (209) y: (147)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) > [10]> then\n hide\n end\nend\n\n@1\n\nwhen flag clicked\nset size to (300) %\nhide\n\nwhen I receive [start v]\nswitch costume to (0 v)\ngo to x: (-110) y: (147)\nshow\nforever\n switch costume to (letter (1) of (Deaths))\n if <(Deaths) > [999]> then\n hide\n end\nend\n\n@Bad Sprite\n\nwhen flag clicked\nhide\n\nwhen I receive [actual start v]\nforever\n if <(Deaths) > [999]> then\n go to x: (-82) y: (151)\n show\n end\nend\n\n@2\n\nwhen flag clicked\nset size to (300) %\nhide\n\nwhen I receive [actual start v]\ngo to x: (-77) y: (147)\nforever\n if <(Deaths) > [9]> then\n show\n forever\n switch costume to (letter (2) of (Deaths))\n if <(Deaths) > [999]> then\n hide\n end\n end\n end\nend\n\n@3\n\nwhen flag clicked\nset size to (300) %\nhide\n\nwhen I receive [actual start v]\ngo to x: (-44) y: (147)\nforever\n if <(Deaths) > [99]> then\n show\n forever\n switch costume to (letter (3) of (Deaths))\n if <(Deaths) > [999]> then\n hide\n end\n end\n end\nend\n\n@Hider\n\nwhen I receive [start v]\ngo to x: (-306) y: (198)\nshow\n\nwhen flag clicked\nhide\ngo to x: (-306) y: (198)\n\nwhen I receive [actual start v]\nhide\n\n@Blocks2\n\nwhen flag clicked\nset [clones v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nClones\n\ndefine Fall\nclear graphic effects\nset [yv v] to [0]\nforever\n clear graphic effects\n change [yv v] by (-1)\n change y by (YV)\n if <(y position) < [-170]> then\n set [pixel v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [clones v] to [0]\nwait (0.4) seconds\nif <(Level) = [3]> then\n Level 3\nend\nif <(Level) = [4]> then\n Level 4\nend\n\ndefine Level 3\nset [clones v] to [0]\nrepeat (16)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen flag clicked\nhide\ngo to x: (248) y: (-186)\n\nwhen I receive [reload level v]\nset [clones v] to [0]\nwait (0.5) seconds\nif <(Level) = [3]> then\n Level 3\nend\nif <(Level) = [4]> then\n Level 4\nend\n\ndefine Level 4\nset [clones v] to [0]\nrepeat (16)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I start as a clone\nif <(Level) = [4]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-117)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (-150)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (-150)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (-150)\n show\n end\n if <(Clones) = [7]> then\n go to x: (-25) y: (-150)\n show\n end\n if <(Clones) = [8]> then\n go to x: (8) y: (-150)\n show\n end\n if <(Clones) = [9]> then\n go to x: (41) y: (-150)\n show\n end\n if <(Clones) = [10]> then\n go to x: (74) y: (-84)\n show\n end\n if <(Clones) = [11]> then\n go to x: (107) y: (-51)\n show\n end\n if <(Clones) = [12]> then\n go to x: (140) y: (15)\n show\n end\n if <(Clones) = [13]> then\n go to x: (173) y: (81)\n show\n end\n if <(Clones) = [14]> then\n go to x: (206) y: (81)\n show\n end\n if <(Clones) = [15]> then\n go to x: (239) y: (81)\n show\n end\n if <(Clones) = [16]> then\n go to x: (272) y: (81)\n show\n end\nend\n\nwhen I start as a clone\nif <(Level) = [3]> then\n if <(Clones) = [1 ]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (-84)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (-84)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (-84)\n switch costume to (costume2 v)\n show\n end\n if <(Clones) = [7]> then\n go to x: (74) y: (-84)\n switch costume to (costume2 v)\n show\n end\n if <(Clones) = [8]> then\n go to x: (107) y: (-84)\n switch costume to (costume2 v)\n show\n end\n if <(Clones) = [9]> then\n go to x: (140) y: (-84)\n show\n end\n if <(Clones) = [10]> then\n go to x: (173) y: (-84)\n show\n end\n if <(Clones) = [11]> then\n go to x: (272) y: (-51)\n show\n end\n if <(Clones) = [12]> then\n go to x: (272) y: (-18)\n show\n end\n if <(Clones) = [13]> then\n go to x: (272) y: (15)\n show\n end\n if <(Clones) = [14]> then\n go to x: (272) y: (48)\n show\n end\n if <(Clones) = [15]> then\n go to x: (272) y: (81)\n show\n end\n if <(Clones) = [16]> then\n go to x: (272) y: (114)\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(Clones) = [0]> then\n clear graphic effects\n Fall\n delete this clone\n end\nend\n\ndefine Clones\nset [yv v] to [0]\nforever\n set [ghost v] effect to (98)\n change y by (YV)\n if <(distance to [player v]) < [50]> then\n set [ghost v] effect to (0)\n wait (0.4) seconds\n Fall\n end\nend\n\nwhen I start as a clone\n\n@Blocks3\n\nwhen flag clicked\nset [clones v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nClones\n\ndefine Fall\nclear graphic effects\nset [yv v] to [0]\nforever\n clear graphic effects\n change [yv v] by (-1)\n change y by (YV)\n if <(y position) < [-170]> then\n set [pixel v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [clones v] to [0]\nwait (0.4) seconds\nif <(Level) = [5]> then\n Level 5\nend\nif <(Level) = [6]> then\n Level 6\nend\n\nwhen flag clicked\nhide\ngo to x: (248) y: (-186)\n\nwhen I receive [reload level v]\nset [clones v] to [0]\nwait (0.5) seconds\nif <(Level) = [5]> then\n Level 5\nend\nif <(Level) = [6]> then\n Level 6\nend\n\ndefine Level 5\nset [level v] to [5]\nset [clones v] to [0]\nrepeat (12)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I start as a clone\nif <(Level) = [5]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-18)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (48)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-58) y: (147)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-25) y: (-84)\n show\n end\n if <(Clones) = [7]> then\n go to x: (8) y: (-84)\n show\n end\n if <(Clones) = [8]> then\n go to x: (74) y: (-51)\n show\n end\n if <(Clones) = [9]> then\n go to x: (107) y: (-51)\n show\n end\n if <(Clones) = [10]> then\n go to x: (173) y: (-84)\n show\n end\n if <(Clones) = [11]> then\n go to x: (239) y: (-51)\n show\n end\n if <(Clones) = [12]> then\n go to x: (272) y: (-51)\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <(Clones) = [0]> then\n clear graphic effects\n Fall\n delete this clone\n end\nend\n\ndefine Clones\nset [yv v] to [0]\nforever\n set [ghost v] effect to (98)\n change y by (YV)\n if <(distance to [player v]) < [50]> then\n set [ghost v] effect to (0)\n wait (0.4) seconds\n Fall\n end\nend\n\nwhen I start as a clone\n\ndefine Level 6\nset [clones v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I start as a clone\nif <(Level) = [6]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-50)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-50)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-124) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-91) y: (-51)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-58) y: (-18)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-25) y: (15)\n show\n end\n if <(Clones) = [7]> then\n go to x: (90) y: (30)\n show\n end\n if <(Clones) = [8]> then\n go to x: (123) y: (30)\n show\n end\n if <(Clones) = [9]> then\n go to x: (189) y: (30)\n show\n end\n if <(Clones) = [10]> then\n go to x: (223) y: (-84)\n show\n end\nend\n\nwait (1) seconds\n\n@Blocks4\n\nwhen flag clicked\nset [clones v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nClones\n\ndefine Fall\nclear graphic effects\nset [yv v] to [0]\nforever\n clear graphic effects\n change [yv v] by (-1)\n change y by (YV)\n if <(y position) < [-170]> then\n set [pixel v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [clones v] to [0]\nwait (0.4) seconds\nif <(Level) = [7]> then\n Level 7\nend\nif <(Level) = [8]> then\n Level 8\nend\n\nwhen flag clicked\nhide\ngo to x: (248) y: (-186)\n\nwhen I receive [reload level v]\nset [clones v] to [0]\nwait (0.5) seconds\nif <(Level) = [7]> then\n Level 7\nend\nif <(Level) = [8]> then\n Level 8\nend\n\nwhen I start as a clone\nforever\n if <(Clones) = [0]> then\n clear graphic effects\n Fall\n delete this clone\n end\nend\n\ndefine Level 7\nset [level v] to [7]\nset [clones v] to [0]\nrepeat (16)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\ndefine Clones\nset [yv v] to [0]\nforever\n set [ghost v] effect to (98)\n change y by (YV)\n if <(distance to [player v]) < [50]> then\n set [ghost v] effect to (0)\n wait (0.4) seconds\n Fall\n end\nend\n\nwhen I start as a clone\nif <(Level) = [ 7 ]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (15)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (15)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (15)\n show\n end\n if <(Clones) = [7]> then\n go to x: (-25) y: (84)\n show\n end\n if <(Clones) = [8]> then\n go to x: (8) y: (84)\n show\n end\n if <(Clones) = [9]> then\n go to x: (41) y: (-84)\n show\n end\n if <(Clones) = [10]> then\n go to x: (74) y: (-84)\n show\n end\n if <(Clones) = [11]> then\n go to x: (241) y: (-84)\n show\n end\n if <(Clones) = [12]> then\n go to x: (107) y: (15)\n show\n end\n if <(Clones) = [13]> then\n go to x: (140) y: (15)\n show\n end\n if <(Clones) = [14]> then\n go to x: (173) y: (84)\n show\n end\n if <(Clones) = [15]> then\n go to x: (206) y: (84)\n show\n end\nend\n\ndefine Level 8\nset [level v] to [8]\nset [clones v] to [0]\nrepeat (30)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\nwhen I start as a clone\nif <(Level) = [8]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (-84)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (-51)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (-51)\n show\n end\n if <(Clones) = [7]> then\n go to x: (-25) y: (-51)\n show\n end\n if <(Clones) = [8]> then\n go to x: (8) y: (-51)\n show\n end\n if <(Clones) = [9]> then\n go to x: (41) y: (-18)\n show\n end\n if <(Clones) = [10]> then\n go to x: (74) y: (-18)\n show\n end\n if <(Clones) = [11]> then\n go to x: (241) y: (-18)\n show\n end\n if <(Clones) = [12]> then\n go to x: (107) y: (-18)\n show\n end\n if <(Clones) = [13]> then\n go to x: (140) y: (-18)\n show\n end\n if <(Clones) = [14]> then\n go to x: (173) y: (-18)\n show\n end\n if <(Clones) = [15]> then\n go to x: (206) y: (-18)\n show\n end\n if <(Clones) = [16]> then\n go to x: (-223) y: (-10)\n show\n end\n if <(Clones) = [17]> then\n go to x: (-190) y: (-10)\n show\n end\n if <(Clones) = [18]> then\n go to x: (-157) y: (48)\n show\n end\n if <(Clones) = [19]> then\n go to x: (-124) y: (48)\n show\n end\n if <(Clones) = [20]> then\n go to x: (-91) y: (48)\n show\n end\n if <(Clones) = [21]> then\n go to x: (-58) y: (48)\n show\n end\n if <(Clones) = [22]> then\n go to x: (-25) y: (73)\n show\n end\n if <(Clones) = [23]> then\n go to x: (8) y: (73)\n show\n end\n if <(Clones) = [24]> then\n go to x: (41) y: (84)\n show\n end\n if <(Clones) = [25]> then\n go to x: (74) y: (84)\n show\n end\n if <(Clones) = [26]> then\n go to x: (241) y: (84)\n show\n end\n if <(Clones) = [27]> then\n go to x: (107) y: (84)\n show\n end\n if <(Clones) = [28]> then\n go to x: (140) y: (84)\n show\n end\n if <(Clones) = [29]> then\n go to x: (173) y: (84)\n show\n end\n if <(Clones) = [30]> then\n go to x: (206) y: (84)\n show\n end\nend\n\n@Blocks5\n\nwhen flag clicked\nset [clones v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nClones\n\ndefine Fall\nclear graphic effects\nset [yv v] to [0]\nforever\n clear graphic effects\n change [yv v] by (-1)\n change y by (YV)\n if <(y position) < [-170]> then\n set [pixel v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nset [clones v] to [0]\nwait (0.4) seconds\nif <(Level) = [9]> then\n Level 9\nend\nif <(Level) = [10]> then\n Level 10\nend\n\nwhen flag clicked\nhide\ngo to x: (248) y: (-186)\n\nwhen I receive [reload level v]\nset [clones v] to [0]\nwait (0.5) seconds\nif <(Level) = [9]> then\n Level 9\nend\nif <(Level) = [10]> then\n Level 10\nend\n\nwhen I start as a clone\nforever\n if <(Clones) = [0]> then\n clear graphic effects\n Fall\n delete this clone\n end\nend\n\ndefine Clones\nset [yv v] to [0]\nforever\n set [ghost v] effect to (98)\n change y by (YV)\n if <(distance to [player v]) < [50]> then\n set [ghost v] effect to (0)\n wait (0.4) seconds\n Fall\n end\nend\n\nwhen I start as a clone\nif <(Level) = [9]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-84)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (-51)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (-51)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (-51)\n show\n end\n if <(Clones) = [7]> then\n go to x: (-25) y: (-18)\n show\n end\n if <(Clones) = [8]> then\n go to x: (8) y: (-18)\n show\n end\n if <(Clones) = [9]> then\n go to x: (41) y: (-18)\n show\n end\n if <(Clones) = [10]> then\n go to x: (74) y: (-180)\n show\n end\n if <(Clones) = [11]> then\n go to x: (241) y: (-180)\n show\n end\n if <(Clones) = [12]> then\n go to x: (107) y: (-180)\n show\n end\n if <(Clones) = [13]> then\n go to x: (140) y: (18)\n show\n end\n if <(Clones) = [14]> then\n go to x: (173) y: (18)\n show\n end\n if <(Clones) = [15]> then\n go to x: (206) y: (18)\n show\n end\nend\n\nwhen I start as a clone\nif <(Level) = [10]> then\n if <(Clones) = [1]> then\n go to x: (-223) y: (-84)\n show\n end\n if <(Clones) = [2]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(Clones) = [3]> then\n go to x: (-157) y: (-18)\n show\n end\n if <(Clones) = [4]> then\n go to x: (-124) y: (-18)\n show\n end\n if <(Clones) = [5]> then\n go to x: (-91) y: (-18)\n show\n end\n if <(Clones) = [6]> then\n go to x: (-58) y: (120)\n show\n end\n if <(Clones) = [7]> then\n go to x: (-25) y: (120)\n show\n end\n if <(Clones) = [8]> then\n go to x: (8) y: (120)\n show\n end\n if <(Clones) = [9]> then\n go to x: (41) y: (15)\n show\n end\n if <(Clones) = [10]> then\n go to x: (74) y: (15)\n show\n end\n if <(Clones) = [11]> then\n go to x: (241) y: (15)\n show\n end\n if <(Clones) = [12]> then\n go to x: (107) y: (120)\n show\n end\n if <(Clones) = [13]> then\n go to x: (140) y: (120)\n show\n end\n if <(Clones) = [14]> then\n go to x: (173) y: (120)\n show\n end\n if <(Clones) = [15]> then\n go to x: (206) y: (20)\n show\n end\nend\n\ndefine Level 9\nset [level v] to [9]\nset [clones v] to [0]\nrepeat (16)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\ndefine Level 10\nset [level v] to [10]\nset [clones v] to [0]\nrepeat (16)\n create clone of (_myself_ v)\n change [clones v] by (1)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I receive [tihnkgl fw v]\nforever\n show\nend\n\n | Welcome to Jumping Blind!\nInstructions in game. -=-=-10 Levels-=-=-\nPlatforms are almost invisible!\nTo make it harder, once you land on a platform, it falls behind you!\n\nThis is one of my earlier projects - I've gotten much better with my art and coding more recently, so don't feel afraid to check out some of my more recent projects! Maybe visit my profile for more awesome games! |
CopyCat - A Platformer and Simulation | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (drop flag v)\n\nwhen backdrop switches to [drop flag v]\nbroadcast (Drop flag v)\n\nwhen I receive [share time! v]\nswitch backdrop to (share time v)\n\nwhen I receive [yay! v]\nswitch backdrop to (yay! v)\n\nwhen I receive [shared v]\nswitch backdrop to (shared v)\n\nwhen backdrop switches to [shared v]\nwait (1.5) seconds\nswitch backdrop to (fame v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (yay!2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (copier v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (game time v)\nbroadcast (game time v)\n\nswitch backdrop to (story - part 30 v)\nswitch backdrop to (story - part 32 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nbroadcast (Choose Player v)\nswitch backdrop to (solo character choice page v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Vexento - Sentimento v] until done\nend\n\nwhen I receive [reported! v]\nswitch backdrop to (senntecenasofdjn v)\n\nwhen backdrop switches to [senntecenasofdjn v]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (doneodennfjds v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (lol confronts him v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (tips1 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (tips2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (tips3 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (tips4 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (tips5 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (tips6 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (thumbnail v)\n\nwhen backdrop switches to [thumbnail v]\nstop [all v]\n\n@Sprite2\n\nwhen I receive [share time! v]\nshow\ngo to x: (63) y: (144)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (shared v)\n\n@Sprite3\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <<touching (sprite4 v)?> and <not <mouse down?>>> then\n go to x: (113) y: (54)\n broadcast (yay! v)\n wait (2.5) seconds\n broadcast (share time! v)\n end\nend\n\nwhen I receive [drop flag v]\ngo to x: (-182) y: (17)\nshow\n\nwhen I receive [share time! v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [drop flag v]\nshow\n\nwhen backdrop switches to [share time v]\nhide\n\n@Cat1\n\nwhen I receive [game time v]\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n if <touching (broadcast block v)?> then\n go to x: (-196) y: (-78)\n broadcast (next level v)\n end\n if <touching color (#e1a91a)?> then\n go to x: (-196) y: (-17)\n end\n if <<(y position) = [-210]> or <(y position) < [-210]>> then\n go to x: (-196) y: (-17)\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen backdrop switches to [game time6 v]\nforever\n if <touching color (#8a55d7)?> then\n think [Are the dangerous "Stop All" blocks actaully dangerous here? Or are they just fake?] for (4) seconds\n end\nend\n\nwhen backdrop switches to [game time9 v]\nforever\n if <touching color (#8a55d7)?> then\n think [No! Don't jump here! You can't stand on these blocks, remember?] for (4) seconds\n end\nend\n\nwhen backdrop switches to [report button v]\nhide\n\nwhen backdrop switches to [report button v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [game time v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen backdrop switches to [report button v]\nhide\n\n@Blocks\n\nwhen flag clicked\nhide\n\nwhen I receive [game time v]\nset [ghost v] effect to (70)\nswitch costume to (all v)\nshow\n\nthink [Hint!]\n\nthink [Hint!] for (2) seconds\n\nwhen backdrop switches to [report button v]\nhide\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen backdrop switches to [game time2 v]\ngo to x: (-85) y: (-115)\nshow\n\nwhen backdrop switches to [game time3 v]\ngo to x: (-85) y: (-115)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (104) y: (-114)\n\nwhen backdrop switches to [game time4 v]\ndelete this clone\n\nwhen backdrop switches to [game time4 v]\ngo to x: (106) y: (-76)\n\nwhen backdrop switches to [game time5 v]\ngo to x: (-22) y: (-107)\n\nwhen backdrop switches to [game time6 v]\nhide\n\nwhen backdrop switches to [game time7 v]\nshow\ngo to x: (-64) y: (-116)\n\nwhen backdrop switches to [game time9 v]\nshow\ngo to x: (12) y: (79)\n\nwhen backdrop switches to [game time10 v]\ngo to x: (-14) y: (2)\n\nwhen backdrop switches to [game time11 v]\nturn left (90) degrees\ngo to x: (-93) y: (6)\n\nwhen backdrop switches to [report button v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game time6 v]\nshow\ngo to x: (-77) y: (-123)\n\nwhen backdrop switches to [game time7 v]\nhide\n\nwhen backdrop switches to [game time9 v]\ngo to x: (18) y: (-93)\nshow\n\nwhen backdrop switches to [game time10 v]\nhide\n\n@broadcast block\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game time v]\ngo to x: (159) y: (48)\nshow\n\nwhen backdrop switches to [game time3 v]\ngo to x: (172) y: (-34)\n\nwhen backdrop switches to [game time4 v]\ngo to x: (-175) y: (82)\n\nwhen backdrop switches to [game time5 v]\ngo to x: (167) y: (-25)\n\nwhen backdrop switches to [game time6 v]\ngo to x: (145) y: (-142)\n\nwhen backdrop switches to [game time7 v]\nturn left (90) degrees\ngo to x: (214) y: (-73)\n\nwhen backdrop switches to [game time8 v]\ngo to x: (209) y: (-104)\n\nwhen backdrop switches to [game time9 v]\nturn right (90) degrees\ngo to x: (178) y: (-57)\n\nwhen backdrop switches to [game time10 v]\ngo to x: (176) y: (84)\n\nwhen backdrop switches to [game time11 v]\ngo to x: (-15) y: (138)\n\nwhen backdrop switches to [report button v]\nhide\n\n@select reason\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [report button v]\nswitch costume to (select reason v)\nshow\ngo to x: (-96) y: (60)\n\nwhen this sprite clicked\nswitch costume to (dropdown menu v)\ngo to x: (-80) y: (-34)\nbroadcast (time to click v)\n\nwhen I receive [reported! v]\nhide\n\n@reason button\n\nwhen flag clicked\nhide\n\nwhen I receive [time to click v]\nshow\ngo to x: (-82) y: (34)\n\nwhen this sprite clicked\nbroadcast (reported! v)\n\nwhen I receive [reported! v]\nhide\n\n | |
Apple Platformer | @Stage\n\n@Apple\n\nwhen flag clicked\nhide\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\ngo to x: (-201) y: (-146)\npoint in direction (90)\nwait (2) seconds\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#00ffff)?> then\n erase all\n set [yv v] to [0]\n go to x: (-201) y: (-146)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [15]\n end\n if <touching color (#00ff55)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-5]\n end\n end\n if <touching color (#003fff)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-146)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n erase all\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-201) y: (-146)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n switch costume to (pick random (1) to (2))\nend\n\nwhen backdrop switches to [backdrop4 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop5 v)\n\nwhen flag clicked\nforever\n play sound [dance around v] until done\nend\n\nwhen backdrop switches to [backdrop20 v]\nwait (10) seconds\nswitch backdrop to (backdrop21 v)\nerase all\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (2) seconds\nhide\n\n@Moving Item\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\nforever\n go to x: (-35) y: (-42)\n glide (1) secs to x: (126) y: (-42)\n go to x: (126) y: (-42)\n glide (1) secs to x: (-35) y: (-42)\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Pen\n\nwhen backdrop switches to [backdrop17 v]\nset [pen v] to [100]\nshow variable [pen v]\nbroadcast (ucanpaintnow v)\n\nwhen I receive [ucanpaintnow v]\nset [color v] to [Black]\nset pen color to (#000000)\nset pen size to (10)\nforever\n if <<mouse down?> and <not <<(backdrop [name v]) = [backdrop37]> or <<(backdrop [name v]) = [backdrop44]> or <(backdrop [name v]) = [backdrop39]>>>>> then\n repeat until <<(Pen) < [1]> or <not <mouse down?>>>\n change [pen v] by (-1)\n pen down\n end\n end\nend\n\nwhen I receive [colorchange v]\nshow variable [color v]\nforever\n if <key (z v) pressed?> then\n if <(color) = [Paint]> then\n set [color v] to [Erase]\n wait (0.5) seconds\n else\n set [color v] to [Paint]\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nset [game v] to [start]\nset [timer v] to [0]\nhide variable [color v]\npen up\nhide variable [pen v]\nerase all\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <(color) = [Erase]> then\n set pen size to (25)\n set pen color to (#ffffff)\n else\n set pen size to (10)\n set pen color to (#000000)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [pen v] to [100]\n erase all\n end\nend\n\nwhen I receive [ucanpaintnow v]\nforever\n if <(Pen) < [1]> then\n pen up\n end\nend\n\nwhen I receive [ucanpaintnow v]\nforever\n if <not <mouse down?>> then\n pen up\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nset [pen v] to [100]\nshow variable [pen v]\nbroadcast (ucanpaintnow v)\n\n | Use the arrow keys to move.\nGet to the light blue.\nAvoid the dark blue.\nRed is bouncy.\nYou can swim in light green. |
Nature (A Platformer) | @Stage\n\nwhen flag clicked\nset volume to (30) %\nswitch backdrop to (backdrop19 v)\nwait (5.8) seconds\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Itro x Valcos - Starbound \[NCS Release\].mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop18 v]\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in stage v]\nstop all sounds\nset volume to (30) %\nforever\n play sound [「Music Box」Undertale - His Theme \( Undertale \)【Jayn】.mp3 v] until done\nend\n\nrepeat (20)\n\nwhen I receive [next v]\nnext backdrop\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@You\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nhide\nwait (5.8) seconds\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nset size to (25) %\ngo to x: (-204) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [velocity x v] by (-0.7)\n turn right ((Velocity x) + (-2)) degrees\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [velocity x v] by (0.7)\n turn right ((Velocity x) + (2)) degrees\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-240) y: (-30)\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set [velocity x v] to ((Velocity x) * (0.9))\n set [velocity y v] to ((Velocity y) * (0.9))\n change x by (Velocity x)\n change y by (Velocity y)\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <(y position) < [-173]>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [ghost v] effect to (0)\n go to x: (-204) y: (0)\n end\nend\n\ndefine Touch Ground <>\n\nbroadcast (Next v)\npoint in direction (90)\n\nwhen [r v] key pressed\ngo to x: (-204) y: (-30)\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (Next v)\n point in direction (90)\n go to x: (-204) y: (0)\n go to x: (-204) y: (0)\n end\nend\n\nwhen I receive [next v]\ngo to x: (-204) y: (-30)\n\nwhen I receive [next v]\nif <([costume # v] of [ground v]) = [24]> then\n stop [other scripts in sprite v]\n point in direction (90)\n go to x: (0) y: (0)\n broadcast (Credits v)\nend\n\nwhen flag clicked\n\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change x by ((0) - (Velocity x))\n change y by ((0) - (slope))\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-230) y: (20)\n\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change x by ((0) - (Velocity x))\n change y by ((0) - (slope))\n end\n end\nend\n\n@Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (5.8) seconds\nshow\ngo to x: (0) y: (0)\n\n@Spikes\n\nhide\n\nhide\n\ngo [backward v] (20) layers\n\nhide\n\ngo to x: (74) y: (3)\n\nhide\n\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (20) layers\nhide\ngo to x: (0) y: (-33)\nforever\n if <([costume # v] of [ground v]) = [4]> then\n switch costume to (costume1 v)\n go to x: (92) y: (-33)\n show\n else\n if <([costume # v] of [ground v]) = [7]> then\n switch costume to (costume2 v)\n go to x: (-24) y: (-28)\n show\n else\n if <([costume # v] of [ground v]) = [10]> then\n switch costume to (costume3 v)\n go to x: (74) y: (3)\n show\n else\n if <([costume # v] of [ground v]) = [11]> then\n switch costume to (costume4 v)\n go to x: (74) y: (3)\n show\n else\n if <([costume # v] of [ground v]) = [12]> then\n switch costume to (costume3 v)\n go to x: (74) y: (3)\n show\n else\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (costume5 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (costume7 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (costume6 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [16]> then\n switch costume to (costume7 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (costume7 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [19]> then\n switch costume to (costume7 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (costume7 v)\n go to x: (38) y: (-32)\n show\n else\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (costume8 v)\n go to x: (38) y: (-32)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n go [backward v] (20) layers\nend\n\nhide\n\nhide\n\nhide\n\nhide\n\nhide\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [23]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n change [color v] effect by (4)\n end\nelse\n set [ghost v] effect to (100)\nend\n\ngo [backward v] (1) layers\n\ngo to x: (0) y: (0)\n\nset [ghost v] effect to (100)\n\n@Elements\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <touching (you v)?> then\n hide\n broadcast (Next v)\n wait (1) seconds\n end\nend\n\nset size to (100) %\nshow\n\nhide\n\nhide\n\nhide\n\nbroadcast (Next v)\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\nend\n\nwhen I receive [next v]\nrepeat (3)\n if <([costume # v] of [ground v]) = [13]> then\n switch costume to (costume1 v)\n set size to (100) %\n go to x: (2) y: (-39)\n show\n else\n if <([costume # v] of [ground v]) = [14]> then\n switch costume to (costume2 v)\n set size to (100) %\n go to x: (159) y: (105)\n show\n else\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (costume3 v)\n set size to (100) %\n go to x: (-211) y: (127)\n show\n else\n if <([costume # v] of [ground v]) = [16]> then\n switch costume to (costume4 v)\n set size to (100) %\n go to x: (-146) y: (121)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwait (0.2) seconds\n\nrepeat (10)\n change size by (-10)\nend\n\ngo to x: (190) y: (105)\n\n@Colors\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <touching (you v)?> then\n hide\n broadcast (Next v)\n wait (1) seconds\n end\nend\n\nset size to (100) %\n\nhide\n\nhide\n\nhide\n\nbroadcast (Next v)\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-1)\n wait (0.1) seconds\n end\n wait (0.1) seconds\nend\n\nwhen I receive [next v]\nrepeat (3)\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (costume1 v)\n set size to (60) %\n go to x: (114) y: (-93)\n show\n else\n if <([costume # v] of [ground v]) = [19]> then\n switch costume to (costume2 v)\n set size to (60) %\n go to x: (-13) y: (136)\n show\n else\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (costume3 v)\n set size to (60) %\n go to x: (151) y: (139)\n show\n else\n if <([costume # v] of [ground v]) = [21]> then\n switch costume to (costume4 v)\n set size to (60) %\n go to x: (109) y: (76)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwait (0.2) seconds\n\nrepeat (10)\n change size by (-10)\nend\n\nshow\n\n@Sprite1\n\nwhen I receive [credits v]\ngo to x: (0) y: (-350)\nshow\nforever\n if <(y position) = [629]> then\n hide\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\n\n@New Intro\n\nwhen flag clicked\nswitch costume to (new intro-0 v)\nhide\nstart sound [1 v]\ngo to x: (0) y: (-127)\nset [ghost v] effect to (100)\nset [velocity v] to [10]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n change [velocity v] by (0.1)\n set [velocity v] to ((velocity) * (0.9))\n change y by (velocity)\nend\nrepeat (47)\n next costume\n wait (0.01) seconds\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n | Scratch 3.0 broke it lol\n\n\n\n\nStop saying it lags because I can't fix that >.<\n________________________________________________________ \nJeez 130 messages o.o \nPlease Note: I read every single comment even if I don't respond :)\n\nAll levels are possible! (Yes, even the cloud one).\n_________________________________________________________\nWelcome to Nature, a platformer showcasing the beauty of nature.\n_________________________________________________________\n☁️ Instructions: WASD or Arrow Keys to move.\n_________________________________________________________\n\n☁️ Can you save nature? The artificial world is taking over. Only you can stop it!\n_________________________________________________________\n\n GOODNESS this is extremely late. I have not shared a game in a while XD This took so long to make. Sorry if it's short. I honestly can't add anything else. Too much art XP |
Make your own platformer! V2.5 | @Stage\n\nwhen flag clicked\nask [what health would you like your figure to have? \(whole numbers only\)] and wait\n\nwhen I receive [health set v]\nask [what health would you like your figure to have? \(whole numbers only\)] and wait\n\n@Sprite1\n\nwhen I receive [play v]\nshow\nset [health v] to (answer)\nset [jumping steps v] to [0]\nset [jump ok v] to [yes]\nswitch costume to (costume1 v)\ngo to x: (start x) y: (start y)\nrepeat until <(playing) = [1]>\n show variable [health v]\n if <key (up arrow v) pressed?> then\n if <(jump ok) = [yes]> then\n set [jumping steps v] to [12]\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n if <touching color (#7f7f7f)?> then\n change x by (-4)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-4)\n if <touching color (#7f7f7f)?> then\n change x by (4)\n end\n end\n if <touching color (#6600cc)?> then\n set [jumping steps v] to [15]\n end\n if <[0] < (jumping steps)> then\n switch costume to (costume2 v)\n change y by (7)\n change [jumping steps v] by (-1)\n end\n if <color (#002699) is touching (#666666)?> then\n switch costume to (costume1 v)\n set [jumping steps v] to [0]\n set [jump ok v] to [yes]\n else\n if <[1] > (jumping steps)> then\n change y by (-4)\n end\n set [jump ok v] to [no]\n end\n if <touching color (#00cc44)?> then\n go to x: (start x) y: (start y)\n hide\n broadcast (done v)\n set [playing v] to [0]\n stop [this script v]\n end\n if <touching color (#ff0000)?> then\n go to x: (start x) y: (start y)\n change [health v] by (-1)\n broadcast (new v)\n end\n if <(health) = [0]> then\n hide\n broadcast (done v)\n end\nend\n\nwhen flag clicked\nhide variable [health v]\ngo to x: (183) y: (-120)\nset size to (60) %\nshow\nswitch costume to (costume1 v)\nset [start x v] to (x position)\nset [start y v] to (y position)\nset [guy v] to [1]\nset [guy v] to [1]\nset [health v] to (answer)\nset [jumping steps v] to [0]\nset [jump ok v] to [yes]\nforever\n if <(playing) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [guy v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n set [guy v] to [0]\n if <color (#002699) is touching (#000000)?> then\n go to x: (-132) y: (140)\n set [guy v] to [0]\n else\n set [guy v] to [0]\n repeat until <color (#002699) is touching (#666666)?>\n change y by (-5)\n end\n change y by (5)\n set [guy v] to [1]\n set [start x v] to (x position)\n set [start y v] to (y position)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [done v]\nhide variable [health v]\ngo to x: (start x) y: (start y)\nshow\nset [health v] to (answer)\nset [jumping steps v] to [0]\nset [jump ok v] to [yes]\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [playing v] to [1]\nset [hold v] to [0]\nforever\n go to x: (-190) y: (156)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set size to (75) %\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [hold v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n set [hold v] to [0]\n if <touching color (#cccccc)?> then\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [done v]\nset [playing v] to [1]\nset [hold v] to [0]\nshow\n\nwhen I receive [play v]\nset [playing v] to [0]\nset [hold v] to [1]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [flag? v] to [0]\ngo to x: (-132) y: (140)\nset size to (75) %\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [hold v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n set [hold v] to [0]\n if <color (#cc7700) is touching (#cccccc)?> then\n go to x: (-132) y: (140)\n set [flag? v] to [0]\n else\n set [flag? v] to [0]\n repeat until <color (#cc7700) is touching (#666666)?>\n change y by (-5)\n end\n set [flag? v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(playing) = [1]> then\n if <<not <color (#cc7700) is touching (#cccccc)?>> and <not <color (#cc7700) is touching (#666666)?>>> then\n repeat until <<color (#cc7700) is touching (#666666)?> or <color (#cc7700) is touching (#cccccc)?>>\n change y by (-5)\n end\n end\n end\nend\n\n@Sprite4\n\nwhen this sprite clicked\nif <(flag?) = [1]> then\n set [playing v] to [0]\n broadcast (Play v)\n hide\nelse\n think [no flag!] for (2) seconds\nend\n\nwhen I receive [done v]\nshow\nhide variable [health v]\nset [health v] to [5]\nset [jumping steps v] to [0]\nset [jump ok v] to [yes]\nset [playing v] to [1]\n\nwhen flag clicked\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-93) y: (154)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I start as a clone\nforever\n set size to (75) %\n switch costume to (costume2 v)\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [hold v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n set [hold v] to [0]\n if <touching color (#cccccc)?> then\n delete this clone\n end\n end\n end\nend\n\n@Sprite6\n\nwhen I receive [play v]\nshow\n\nwhen I receive [done v]\nhide\n\nwhen this sprite clicked\nset [playing v] to [1]\nbroadcast (done v)\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-35) y: (146)\nforever\n point in direction (90)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I start as a clone\nforever\n set size to (80) %\n switch costume to (costume2 v)\n show\n if <(playing) = [0]> then\n move (5) steps\n if on edge, bounce\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [hold v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n set [hold v] to [0]\n end\n end\n if <touching color (#cccccc)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching color (#7f7f7f)?> or <touching color (#ff0000)?>> then\n turn right (180) degrees\n wait until <not <<touching color (#7f7f7f)?> or <touching color (#ff0000)?>>>\n end\nend\n\n@Sprite9\n\nwhen I receive [done v]\nshow\nrepeat (100)\n set [pixelate v] effect to (0)\n set [ghost v] effect to (0)\nend\nset [hold v] to [0]\nshow\n\nwhen flag clicked\nshow\nset [hold v] to [0]\nforever\n switch costume to (costume1 v)\n go to x: (22) y: (160)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [new v]\nrepeat (100)\n set [pixelate v] effect to (0)\n set [ghost v] effect to (0)\nend\nset [hold v] to [0]\n\nwhen I receive [play v]\nset [hold v] to [1]\nhide\nforever\n if <color (#666666) is touching (#002699)?> then\n wait (0.1) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I start as a clone\nforever\n set size to (75) %\n switch costume to (costume2 v)\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [hold v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n set [hold v] to [0]\n if <touching color (#cccccc)?> then\n delete this clone\n end\n end\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nshow\nset [playing v] to [1]\nset [hold v] to [0]\nswitch costume to (costume1 v)\nforever\n go to x: (92) y: (142)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [play v]\nset [playing v] to [0]\nset [hold v] to [1]\nhide\n\nwhen I start as a clone\nforever\n set size to (75) %\n switch costume to (costume2 v)\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(hold) = [0]> then\n set [hold v] to [1]\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n end\n if <touching color (#cccccc)?> then\n set [hold v] to [0]\n delete this clone\n end\n set [hold v] to [0]\n repeat until <color (#990000) is touching (#666666)?>\n change y by (-5)\n end\n end\n end\nend\n\nwhen I receive [done v]\nset [playing v] to [1]\nset [hold v] to [0]\nshow\n\n@Sprite11\n\nwhen I receive [play v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (health set v)\n\n | arrow keys to move in test mode\nclick and drag the person in edit mode to change start position\nvillains only move in test mode\nyou can move blocks around in edit mode\nto delete unwanted objects, drag them to the light grey area \n\nblocks:\ngrey block: platform\ngreen flag: finish\nred block: hazard\nvillain: moving hazard\ncrumbling: fading platform\ncannon: super jump\nhealth set: set your figure's health\n\nWhat's new in 2.5? \nnew vector character\nfixed start position glitch\n\nWhat's new in 2.3?\nhealth set: set the health for your game\nyou can move player's starting position\nmade blocks smaller so you can build bigger levels\n\nWhat's new in 2.0?\nfixed some glitches:\nplayer moves now every time\nplayer doesn't move not in test mode |
The Longest Platformer Ever! | @Stage\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n change y by (300)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nset [yv v] to [50]\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\nwhen backdrop switches to [backdrop101 v]\nrepeat until <not <(backdrop [name v]) = [backdrop101]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [41]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [41]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [backdrop46]>> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n | (BROKEN)\n\nArrow keys to move.\nFind the 'exit'\nCan you find the secret at the end?\n\nKeys:\n\nP - Pause\nR - Reset |
Poo Platformer | @Stage\n\nwhen flag clicked\nset [blue - score v] to [0]\nset [green - score v] to [0]\nforever\n hide variable [sho2 v]\n set [score v] to (join (Blue - Score) (join [ - ] (Green - Score)))\nend\n\n@Sprite1\n\nwhen backdrop switches to [backdrop2 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-204) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#ff0000)\nswitch backdrop to (backdrop4 v)\nset [ghost v] effect to (0)\nset [level v] to [24]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-209) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho2 v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n change [blue - score v] by (1)\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n broadcast (nope v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n if <(Blue - Score) > [0]> then\n change [blue - score v] by (-1)\n end\n end\n if <(level) = [101]> then\n set [sho2 v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho2 v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho2 v] to [¯\_\(ツ\)_/¯]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (234.24) %\n else\n set size to (200) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (5) seconds\nhide\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [41]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [41]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\nwhen backdrop switches to [backdrop50 v]\n\nwhen flag clicked\nhide\ngo to x: (254) y: (-274)\nforever\n if <(backdrop [name v]) = [backdrop50]> then\n stop [other scripts in sprite v]\n if <<(distance to [sprite1 v]) < [11]> or <(distance to [sprite9 v]) < [11]>> then\n show\n end\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\nwhen flag clicked\nforever\n set [levll v] to (join [Level ] (join (backdrop [number v]) [/100]))\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [backdrop46]>> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\n\n | \n \nhaha Tricked ya its not fortnite but its fun\n\n |
Emoji Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Jake Kaufman - Shovel Knight v] until done\nend\n\nwhen I receive [actually start!!! v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [castle!!!!!!! v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [actually start!!! v]\nforever\n if <(backdrop [number v]) = [10]> then\n broadcast (Castle!!!!!!! v)\n end\nend\n\nwhen I receive [out of castle!!!!! v]\nswitch backdrop to (backdrop2 v)\nstop all sounds\nstop [other scripts in stage v]\nforever\n play sound [Jake Kaufman - Shovel Knight v] until done\nend\n\nwhen I receive [out of castle!!!!! v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [mountain!!!! v]\nstop all sounds\nstop [other scripts in stage v]\nforever\n play sound [427184_Defend v] until done\nend\n\nwhen I receive [valcano!!!! v]\nforever\n switch backdrop to (backdrop4 v)\nend\n\nwhen I receive [castle!!!!!!! v]\nstop all sounds\nstop [other scripts in stage v]\nforever\n play sound [Go K.K. Rider! 8 Bit.mp3 v] until done\nend\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nstop [other scripts in stage v]\nstop all sounds\nswitch backdrop to (backdrop5 v)\n\n@emojis\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [able to move? v] to [1]\nswitch costume to (waffle! v)\ngo to x: (-9) y: (-6)\nhide\nset size to (76) %\n\nwhen I receive [actually start!!! v]\nwait (2) seconds\nshow\ngo to x: (-206) y: (-132)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(able to move?) = [1]> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\nend\n\nset size to (130) %\n\nwhen I receive [next area v]\nwait (0.2) seconds\ngo to x: (next X) y: (next Y)\n\nwhen I receive [actually start!!! v]\nforever\n if <touching color (#ff00bf)?> then\n broadcast (next area v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [world v]) = [2]> then\n set [next x v] to [-184]\n set [next y v] to [-52]\n end\nend\n\nwhen I receive [actually start!!! v]\nforever\n if <<<(y position) < [-175]> or <touching color (#ff0000)?>> and <([costume # v] of [world v]) = [1]>> then\n go to x: (-206) y: (-132)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<(y position) < [-175]> or <touching color (#ff0000)?>> and <([costume # v] of [world v]) = [2]>> then\n go to x: (-184) y: (-52)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<(y position) < [-175]> or <touching color (#ff0000)?>> and <<([costume # v] of [world v]) = [3]> or <<([costume # v] of [world v]) = [4]> or <<([costume # v] of [world v]) = [5]> or <<([costume # v] of [world v]) = [6]> or <<([costume # v] of [world v]) = [7]> or <<([costume # v] of [world v]) = [8]> or <([costume # v] of [world v]) = [9]>>>>>>>> then\n go to x: (-184) y: (-52)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<(y position) < [-175]> or <touching color (#ff0000)?>> and <not <([costume # v] of [world v]) = [1]>>> then\n go to x: (-184) y: (-52)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<<(y position) < [-175]> or <touching color (#ff0000)?>> and <not <([costume # v] of [world v]) = [1]>>> and <<(backdrop [number v]) = [3]> and <not <<<([costume # v] of [world v]) = [10]> or <([costume # v] of [world v]) = [11]>> or <<([costume # v] of [world v]) = [12]> or <([costume # v] of [world v]) = [13]>>>>>> then\n broadcast (back to part of 1st cast. v)\n go to x: (-184) y: (-52)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<(y position) < [-175]> or <touching color (#6600cc)?>> and <([costume # v] of [world v]) = [29]>> then\n broadcast (get hit by BOSS v)\n go to x: (-184) y: (-52)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [20]> then\n broadcast (out of castle!!!!! v) and wait\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [10]> then\n broadcast (Castle!!!!!!! v)\n stop [this script v]\n end\nend\n\ngo to (emoji eyes v)\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [22]> then\n broadcast (mountain!!!! v) and wait\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [27]> then\n broadcast (valcano!!!! v) and wait\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [29]> then\n broadcast (BOSS BATTLE!!!!:O v) and wait\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [next left! v]\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (-1))\nwait (0.2) seconds\n\nwhen I receive [next right! v]\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (1))\nwait (0.2) seconds\n\nwhen I receive [actually start!!! v]\nhide\n\nwhen I receive [credits! v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\n@Emoji eyes\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (waffle v)\ngo to [front v] layer\nset size to (70) %\nhide\nforever\n go to [front v] layer\n go to (emojis v)\nend\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\nwhen I receive [actually start!!! v]\nwait (2) seconds\n\nwhen I receive [next left! v]\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (-1))\nwait (0.2) seconds\n\nwhen I receive [next right! v]\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (1))\nwait (0.2) seconds\n\nwhen I receive [actually start!!! v]\nhide\nwait (2) seconds\nshow\n\ngo to [front v] layer\n\nwhen I receive [credits! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nforever\n repeat (10)\n change [whirl v] effect by (5)\n end\n wait (0.6) seconds\n repeat (10)\n change [whirl v] effect by (-5)\n end\n wait (0.6) seconds\n repeat (10)\n change [whirl v] effect by (-5)\n end\n wait (0.6) seconds\n repeat (10)\n change [whirl v] effect by (5)\n end\n wait (0.6) seconds\nend\n\nwhen I receive [start v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (start v)\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\n@player select xD\n\nwhen flag clicked\nhide\ngo to x: (-4) y: (-37)\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\nwhen I receive [actually start!!! v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (41) y: (14)\nswitch costume to (costume1 v)\nset size to (100) %\nhide\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\nwhen I receive [next right! v]\nrepeat (2)\n change size by (5)\nend\nrepeat (2)\n change size by (-5)\nend\n\nwhen I receive [start v]\nwait (2) seconds\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (next right! v)\n wait (1) seconds\n end\nend\n\nwhen I receive [actually start!!! v]\nhide\n\nwhen I receive [actually start!!! v]\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (-80) y: (14)\nhide\n\nwhen I receive [next left! v]\nrepeat (2)\n change size by (5)\nend\nrepeat (2)\n change size by (-5)\nend\n\nwhen I receive [actually start!!! v]\nhide\n\nwhen I receive [actually start!!! v]\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nwait (2) seconds\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (next left! v)\n wait (1) seconds\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [thing for button. v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-10) y: (94)\nhide\n\nwhen I receive [next left! v]\nhide\nwait (0.2) seconds\nshow\n\nwhen I receive [next right! v]\nhide\nwait (0.2) seconds\nshow\n\nwhen I receive [start v]\nwait (2) seconds\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (ACTUALLY START!!! v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nwait (2) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n if <(thing for button.) = [0]> then\n switch costume to (costume1 v)\n end\n end\n if <(thing for button.) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [actually start!!! v]\nswitch costume to (costume2 v)\nset [thing for button. v] to [0]\n\n@world\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next area v]\nnext costume\nwait (1) seconds\n\nwhen I receive [actually start!!! v]\nshow\n\nwhen I receive [back to part of 1st cast. v]\nswitch costume to (costume14 v)\n\nforever\nend\n\nbroadcast (next area v)\n\nwhen I receive [go up bolder v]\nrepeat (20)\n glide (0.001) secs to x: (pick random (-5) to (3)) y: (pick random (-5) to (5))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\nend\n\nif <touching (emojis v)?> then\n broadcast (next area v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@scratch emoji2\n\nwhen flag clicked\nset [got _eggplant v] to [0]\ngo to x: (-101) y: (82)\nset size to (100) %\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n set [got _eggplant v] to [1]\n broadcast (got _eggplant_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [got _eggplant_ v]\nglide (1) secs to x: (-222) y: (160)\n\nbroadcast (got _eggplant_ v)\n\ngo to x: (-101) y: (82)\n\nset size to (100) %\n\nwhen I receive [actually start!!! v]\nforever\n if <<([costume # v] of [world v]) = [3]> and <(got _eggplant) = [1]>> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [2]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [got _eggplant_ v]\nrepeat (50)\n change size by (1)\nend\nrepeat (50)\n change size by (-1)\nend\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [world v]) = [29]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\nwhen I receive [actually start!!! v]\nshow\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@scratch emoji3\n\nwhen flag clicked\nset [got _broccoli_ v] to [0]\nhide\ngo to x: (44) y: (123)\nset size to (100) %\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n set [got _broccoli_ v] to [1]\n broadcast (got _broccoli_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [got _broccoli_ v]\nglide (1) secs to x: (-193) y: (159)\n\nwhen I receive [got _broccoli_ v]\nrepeat (50)\n change size by (1)\nend\nrepeat (50)\n change size by (-1)\nend\n\nset size to (100) %\n\nbroadcast (got _eggplant_ v)\n\ngo to x: (-101) y: (82)\n\nwhen I receive [actually start!!! v]\nforever\n if <<([costume # v] of [world v]) = [8]> and <(got _broccoli_) = [1]>> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [7]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (-147) y: (0)\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [9]> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [8]> then\n show\n else\n wait (0.1) seconds\n hide\n end\n if <(y position) = [340]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [go up gate v]\nrepeat until <(y position) = [340]>\n change y by (5)\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (-124) y: (116)\nset size to (70) %\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [8]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [got switch1 v]\nswitch costume to (costume1 v)\nwait (0.06) seconds\nswitch costume to (costume2 v)\nwait (0.06) seconds\nswitch costume to (costume3 v)\nwait (0.06) seconds\nswitch costume to (costume4 v)\nwait (0.06) seconds\nswitch costume to (costume5 v)\nwait (0.06) seconds\nswitch costume to (costume6 v)\nwait (0.06) seconds\nswitch costume to (costume7 v)\nwait (0.06) seconds\nswitch costume to (costume8 v)\nwait (0.06) seconds\nswitch costume to (costume9 v)\nbroadcast (go up gate v)\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n broadcast (got switch1 v) and wait\n stop [this script v]\n end\nend\n\n@scratch emoji4\n\nwhen flag clicked\nset [got _sushi_ v] to [0]\ngo to x: (34) y: (73)\nset size to (100) %\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n set [got _sushi_ v] to [1]\n broadcast (got _sushi_ v)\n stop [this script v]\n end\nend\n\nwhen I receive [got _sushi_ v]\nglide (1) secs to x: (-167) y: (166)\n\nbroadcast (got _sushi_ v)\n\ngo to x: (-101) y: (82)\n\nwhen I receive [actually start!!! v]\nforever\n if <<([costume # v] of [world v]) = [11]> and <(Got _sushi_) = [1]>> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [10]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [got _sushi_ v]\nrepeat (50)\n change size by (1)\nend\nrepeat (50)\n change size by (-1)\nend\n\nset size to (100) %\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@Sprite10\n\nwhen flag clicked\nset [stuff for bad guy in castle. v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\nhide\ngo to x: (0) y: (3)\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [14]> then\n wait (1) seconds\n show\n broadcast (bad guy! v) and wait\n stop [this script v]\n end\nend\n\nwhen I receive [bad guy! v]\nwait (1) seconds\nglide (1) secs to x: (-228) y: (10)\nswitch costume to (costume2 v)\nforever\n if <(stuff for bad guy in castle.) = [0]> then\n point towards (emojis v)\n move (4) steps\n end\nend\n\nwhen I receive [next area v]\n\nwait (1) seconds\n\nif <(stuff for bad guy in castle.) = [1]> then\n stop [this script v]\nend\n\nwhen I receive [next area v]\npoint in direction (90)\ngo to x: (-283) y: (-37)\n\nwhen I receive [next area v]\nset [stuff for bad guy in castle. v] to [1]\nwait (0.4) seconds\nset [stuff for bad guy in castle. v] to [0]\n\npoint in direction (90)\n\nwhen I receive [out of castle!!!!! v]\nstop [other scripts in sprite v]\nhide\n\nif <(stuff for bad guy in castle.) = [1]> then\n repeat until \n end\nend\n\nwhen I receive [back to part of 1st cast. v]\ngo to x: (-228) y: (10)\nset [stuff for bad guy in castle. v] to [1]\nwait (1.3) seconds\nset [stuff for bad guy in castle. v] to [0]\n\n@scratch emoji5\n\nwhen flag clicked\nset [got _eggcorn_ v] to [0]\ngo to x: (31) y: (9)\nset size to (100) %\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n set [got _eggcorn_ v] to [1]\n broadcast (got _eggcorn_ v)\n stop [this script v]\n end\nend\n\nbroadcast (got _eggcorn_ v)\n\ngo to x: (-101) y: (82)\n\nwhen I receive [actually start!!! v]\nforever\n if <<([costume # v] of [world v]) = [18]> and <(got _eggcorn_) = [1]>> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [17]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [got _eggcorn_ v]\nrepeat (50)\n change size by (1)\nend\nrepeat (50)\n change size by (-1)\nend\n\nset size to (100) %\n\nwhen I receive [got _eggcorn_ v]\nglide (1) secs to x: (-138) y: (168)\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (-100) y: (0)\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [26]> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [25]> then\n show\n else\n wait (0.1) seconds\n hide\n end\n if <(y position) = [344]> then\n stop [this script v]\n end\nend\n\nwhen I receive [go up bolder v]\nrepeat (20)\n glide (0.001) secs to x: (pick random (-5) to (3)) y: (pick random (-5) to (5))\nend\n\nwhen I receive [go up bolder v]\nrepeat until <(y position) = [344]>\n change y by (5)\nend\nhide\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (-150) y: (-177)\nset size to (70) %\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <([costume # v] of [world v]) = [25]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [got switch2 v]\nswitch costume to (costume1 v)\nwait (0.06) seconds\nswitch costume to (costume2 v)\nwait (0.06) seconds\nswitch costume to (costume3 v)\nwait (0.06) seconds\nswitch costume to (costume4 v)\nwait (0.06) seconds\nswitch costume to (costume5 v)\nwait (0.06) seconds\nswitch costume to (costume6 v)\nwait (0.06) seconds\nswitch costume to (costume7 v)\nwait (0.06) seconds\nswitch costume to (costume8 v)\nwait (0.06) seconds\nswitch costume to (costume9 v)\nbroadcast (go up bolder v)\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n broadcast (got switch2 v) and wait\n stop [this script v]\n end\nend\n\n@Sprite13\n\nwhen I receive [boss battle!!!!:o v]\nset [able to move? v] to [0]\nshow\npoint in direction (90)\nsay [So you thought I got stuck in the Castle! *Press X*]\nwait until <key (x v) pressed?>\nsay [Well I'm back! So you should Not even try to save Emoji land! *Press X*]\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nsay []\nbroadcast (ACTUALLY START BOSS BATTLE!!! v)\n\nwhen flag clicked\nhide\n\nwhen I receive [actually start boss battle!!! v]\nwait (0.7) seconds\nset [able to move? v] to [1]\nforever\n if <(stuff for BOSS in valcano) = [0]> then\n point towards (emojis v)\n move (3) steps\n end\nend\n\nwhen I receive [get hit by boss v]\ngo to x: (-228) y: (10)\nset [stuff for boss in valcano v] to [1]\nwait (1.3) seconds\nset [stuff for boss in valcano v] to [0]\n\nwhen flag clicked\nclear graphic effects\nforever\n if <touching (sprite14 v)?> then\n broadcast (take damage v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nset [damage took? v] to [0]\nset [stuff for boss in valcano v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (158) y: (-15)\n\nwhen I receive [take damage v]\nswitch costume to (costume2 v)\nrepeat (15)\n change [ghost v] effect by (3)\nend\nrepeat (15)\n change [ghost v] effect by (-3)\nend\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nchange [damage took? v] by (1)\nwait (0.3) seconds\n\nwhen I receive [actually start boss battle!!! v]\nforever\n if <(Damage Took?) = [8]> then\n point in direction (90)\n broadcast (BOSS defeated v)\n end\nend\n\nwhen I receive [boss defeated v]\nstop [other scripts in sprite v]\nwait (1) seconds\ngo to x: (1) y: (5)\nset [able to move? v] to [0]\nrepeat (80)\n go to x: (pick random (1) to (10)) y: (pick random (1) to (10))\nend\nsay [I've Been defeated! NO!!!! *Press X*]\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nsay [Oh Well. You can have Emoji Land back now! Bye! *Press X*]\nwait (0.3) seconds\nwait until <key (x v) pressed?>\nshow\nsay []\nrepeat (23)\n change y by (10)\nend\nhide\nbroadcast (credits! v)\n\n@Sprite14\n\nwhen flag clicked\nhide\nset [thing for spikey thing. v] to [0]\n\nwhen I receive [come down spikey thing! v]\nshow\nset x to (-137)\nset y to (207)\nset [y velocity stuffy v] to [0]\nset [thing for spikey thing. v] to [1]\nrepeat until <touching color (#000000)?>\n if <not <(y VELOCITY STUFFY) = [30]>> then\n change y by (y VELOCITY STUFFY)\n change [y velocity stuffy v] by (-1)\n end\nend\nset [y velocity stuffy v] to [0]\nchange y by (10)\nrepeat until <touching (sprite13 v)?>\n show\nend\nwait (0.05) seconds\nset [thing for spikey thing. v] to [0]\nhide\n\nwhen I receive [actually start boss battle!!! v]\nwait (0.7) seconds\nforever\n wait (pick random (4) to (6)) seconds\n if <(thing for spikey thing.) = [0]> then\n broadcast (come down spikey thing! v)\n end\nend\n\nwhen I receive [credits! v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nforever\n repeat (10)\n change [brightness v] effect by (0.5)\n end\n repeat (10)\n change [brightness v] effect by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [world v]) = [27]> then\n show\n else\n hide\n end\nend\n\n@scratch emoji6\n\nwhen flag clicked\nset [got _10mil_ v] to [0]\ngo to x: (14) y: (-157)\nset size to (120) %\nhide\n\nwhen I receive [actually start!!! v]\nforever\n if <touching (emojis v)?> then\n set [got _10mil_ v] to [1]\n broadcast (got _eggcorn_ v)\n stop [this script v]\n end\nend\n\nbroadcast (got _eggcorn_ v)\n\ngo to x: (-101) y: (82)\n\nwhen I receive [actually start!!! v]\nforever\n if <<([costume # v] of [world v]) = [25]> and <(got _10mil_) = [1]>> then\n stop [this script v]\n end\n if <([costume # v] of [world v]) = [24]> then\n show\n else\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I receive [got _eggcorn_ v]\nrepeat (50)\n change size by (1)\nend\nrepeat (50)\n change size by (-1)\nend\n\nset size to (100) %\n\nwhen I receive [got _eggcorn_ v]\nglide (1) secs to x: (-107) y: (165)\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nhide\n\n@Sprite16\n\nwhen flag clicked\ngo to x: (0) y: (-220)\nhide\n\nwhen I receive [credits! v]\nshow\nwait (1.5) seconds\nforever\n change y by (0.3)\nend\n\nwhen I receive [credits! v]\nwait (0.7) seconds\nforever\n play sound [elton_john-crocodile_rock v] until done\nend\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [credits! v]\nshow\n\n | ~~~~~~~~~~~~~!WARNING GAME MAY FREEZE!~~~~~~~~~~~~\n WELCOME To Emoji Platformer!\nThe game that took me almost 3 MONTHS to Finish! I hope you like it! This is by far my Most advanced Platformer!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nOBJECT OF THE GAME. You must save a place called "Emoji Land" which is a theme park that you can do fun Emoji related things at! (You can not do those things in this game, its just story line :D) Well You have to save Emoji Land because an evil anti-Emoji stole it and took away all of the emoji rides and other emoji things:( BUT! The incredible emoji's "waffle, pizza, taco, apple, and gobo" will save Emoji Land! during the game You can collect Emoji items like _eggcorn_ and _sushi_ and more! \n\n\n\n\n\n\n\nHINT. When you get to the first level of the castle just get in the wall thing and press the right arrow and up arrow and it just bounces you up in side to side way:) |
Blok (VERSION 1.4) | @Stage\n\nwhen flag clicked\nset [asking v] to [no]\nforever\n play sound [minimal_techno v] until done\n repeat (2)\n play sound [hardcore v] until done\n end\n play sound [mello v] until done\nend\n\nwhen I receive [code v]\nset [key v] to [1]\nask [Enter a code \(level name or custom level\):] and wait\nif <(letter (1) of (answer)) = [⓿]> then\n set [level v] to [20]\n replace item (21) of [levels v] with (answer)\n broadcast (end v)\nelse\n repeat until <<(answer) = (item (key) of [codes v])> or <(key) = [20]>>\n change [key v] by (1)\n end\n if <(answer) = (item (key) of [codes v])> then\n set [level v] to ((key) - (1))\n broadcast (end v)\n end\nend\n\nwhen I receive [build v]\nerase all\nif <not <(letter (1) of (item (level) of [levels v])) = [⓿]>> then\n set [key v] to [1]\nelse\n set [key v] to [2]\nend\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <[e] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [e]\n wait (0.0001) seconds\n change [key v] by (9)\n end\n if <[w] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [w]\n wait (0.0001) seconds\n change [key v] by (5)\n end\n if <[f] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [f]\n wait (0.0001) seconds\n change [key v] by (5)\n end\n if <[b] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [b]\n wait (0.0001) seconds\n change [key v] by (6)\n end\n if <[l] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [l]\n wait (0.0001) seconds\n change [key v] by (5)\n end\n if <[p] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [p]\n wait (0.0001) seconds\n change [key v] by (6)\n end\n if <[h] = (letter (key) of (item (level) of [levels v]))> then\n set [block v] to [h]\n wait (0.0001) seconds\n change [key v] by (5)\n end\n if <(key) > (length of (item (level) of [levels v]))> then\n change [key v] by (-1)\n end\nend\nbroadcast (play v)\n\nwhen I receive [end v]\nwait (0.6) seconds\nchange [level v] by (1)\nif <(level) = [22]> then\n set [level v] to [1]\n set [block v] to [0]\n broadcast (build v)\nend\nif <(level) = [21]> then\n if <not <(letter (1) of (item (level) of [levels v])) = [⓿]>> then\n broadcast (finish v)\n else\n broadcast (build v)\n end\nelse\n broadcast (build v)\nend\n\nwhen stage clicked\nif <(asking) = [no]> then\n broadcast (click v)\nend\n\nwhen I receive [click v]\nset [editor_x v] to ((round (((-255) - (mouse x)) / (30))) * (-1))\nset [editor_y v] to (round (((195) - (mouse y)) / (30)))\nset [ratio v] to []\nif <(letter) = [e]> then\n repeat until <<(length of (ratio)) = [3]> or <not <(letter) = [e]>>>\n set [asking v] to [yes]\n ask [How often will the enemy shoot? Answer in 3 digits. \(Every _____ seconds\)] and wait\n set [ratio v] to (answer)\n end\n broadcast (stamp v)\nelse\n broadcast (stamp v)\nend\nset [asking v] to [no]\n\nif <<(editor?) = [true]> and <(key) = [0]>> then\n set [editor_x v] to ((round (((-255) - (mouse x)) / (30))) * (-1))\n set [editor_y v] to (round (((195) - (mouse y)) / (30)))\n set [ratio v] to []\n if <(letter) = [e]> then\n repeat until <(length of (ratio)) = [3]>\n set [asking v] to [yes]\n ask [How often will the enemy shoot? Answer in 3 digits. \(Every _____ seconds\)] and wait\n set [ratio v] to (answer)\n end\n end\n broadcast (stamp v)\nend\nset [asking v] to [no]\n\nif <(asking) = [no]> then\nend\n\n@hero\n\nwhen [r v] key pressed\nif <(restart?) = [true]> then\n set size to (100) %\n switch costume to (blok v)\n go to x: (x) y: (y)\n point in direction (direction)\n broadcast (play v)\nend\n\nwhen I receive [play v]\nclear graphic effects\nset size to (95) %\nswitch costume to (blok v)\nset [direction_enemy v] to [null]\nset [exploding v] to [false]\nset [action? v] to [false]\nset [shot v] to [false]\nset [force v] to [-10]\nset [height v] to [0]\nset [tick v] to [0]\nshow\nwait until <(restart?) = [true]>\nwait (1) seconds\nrepeat until <(restart?) = [false]>\n gravity\n shoot\n controls\n if <(y position) < [-165]> then\n blowup\n end\n set [force v] to [-10]\n if <((x position) - (15)) < [-240]> then\n change x by (5)\n end\n if <((x position) + (15)) > [240]> then\n change x by (-5)\n end\n if <<(direction_enemy) = [null]> and <not <touching color (#391954)?>>> then\n switch costume to (blok v)\n end\n change [tick v] by (1)\nend\n\nwhen I receive [build v]\nif <(level) = [21]> then\n hide\nelse\n show\nend\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [b]> then\n set [direction v] to ((letter ((key) + (5)) of (item (level) of [levels v])) * (90))\n set [x v] to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set [y v] to ((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))))\n set [block v] to [0]\n wait (0.0001) seconds\n go to x: (x) y: (y)\n point in direction (direction)\n show\n end\nend\n\ndefine blowup\nstop [other scripts in sprite v]\nstart sound [explosion v]\npoint in direction (90)\nset size to (50) %\nswitch costume to (1 v)\nrepeat (8)\n next costume\nend\nset size to (100) %\ngo to x: (x) y: (y)\npoint in direction (direction)\nbroadcast (play v)\n\ndefine gravity\nif <key (space v) pressed?> then\n if <(direction) = [180]> then\n if <<(UP) = [false]> and <(DOWN) = [true]>> then\n repeat (5)\n change y by (5)\n end\n set [force v] to [5]\n set [height v] to [1]\n else\n if <(UP) = [true]> then\n set [down v] to [true]\n set [force v] to [0]\n else\n set [force v] to [5]\n end\n end\n end\nend\nif <<(DOWN) = [false]> and <<((x position) - (14)) > [-240]> and <((x position) + (14)) < [240]>>> then\n if <(force) > [0]> then\n change [height v] by (1)\n else\n if <not <(round ((height) / (2))) = ((height) / (2))>> then\n change y by (5)\n set [height v] to [0]\n end\n end\n change y by (force)\nend\n\ndefine shoot\nif <(shot) = [true]> then\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n if <(DOWN) = [true]> then\n if <(direction) = [90]> then\n if <(LEFT) = [false]> then\n set [action? v] to [true]\n repeat (5)\n move (-6) steps\n end\n set [action? v] to [false]\n end\n end\n if <(direction) = [-90]> then\n if <(RIGHT) = [false]> then\n set [action? v] to [true]\n repeat (5)\n move (-6) steps\n end\n set [action? v] to [false]\n end\n end\n end\n end\n set [shot v] to [false]\nend\n\nwhen I receive [hit v]\nswitch costume to (glow v)\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <<(direction) < ((direction_enemy) + (89))> and <(direction) > ((direction_enemy) - (89))>> then\n switch costume to (glow v)\n wait (0.05) seconds\n else\n if <(direction_enemy) = [180]> then\n if <(direction) < (((direction_enemy) * (-1)) + (89))> then\n switch costume to (glow v)\n wait (0.05) seconds\n else\n set [exploding v] to [true]\n blowup\n end\n else\n set [exploding v] to [true]\n blowup\n end\n end\nend\nset [direction_enemy v] to [null]\n\ndefine controls\nif <<((x position) - (14)) > [-240]> and <((x position) + (14)) < [240]>> then\n if <<touching color (#3d1a58)?> and <(DOWN) = [true]>> then\n wait (0.0001) seconds\n end\n if <<not <key (space v) pressed?>> and <(action?) = [false]>> then\n if <key (left arrow v) pressed?> then\n if <<(LEFT) = [false]> and <(DOWN) = [true]>> then\n set [action? v] to [true]\n rotate (-3)\n set [action? v] to [false]\n end\n end\n if <key (right arrow v) pressed?> then\n if <<(RIGHT) = [false]> and <(DOWN) = [true]>> then\n set [action? v] to [true]\n rotate (3)\n set [action? v] to [false]\n end\n end\n end\nend\n\nwhen I receive [end v]\nset [restart? v] to [false]\nwait (0.6) seconds\nstop [other scripts in sprite v]\nhide\n\ndefine None\nrepeat (5)\n turn right ((direction) * (3)) degrees\n go to x: ((x position) + (direction)) y: ((y position) + (1))\nend\nrepeat (5)\n turn right ((direction) * (3)) degrees\n go to x: ((x position) + (direction)) y: ((y position) - (1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [touching v]\nif <(direction) = (direction_spike)> then\n switch costume to (glow v)\nelse\n if <(action?) = [false]> then\n set [exploding v] to [true]\n stop [other scripts in sprite v]\n blowup\n end\nend\n\nrepeat until <not <touching color (#371952)?>>\nend\n\n@bullet\n\nwhen I start as a clone\nshow\nset [is_clone? v] to [true]\npoint in direction ([direction v] of [hero v])\nrepeat until <<<<touching color (#7030a0)?> or <touching color (#ff4f60)?>> or <touching color (#50defe)?>> or <<<touching color (#febd00)?> or <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [180]> or <(y position) < [-180]>>>> or <<<(direction) = [180]> and <touching color (#663b00)?>> or <<not <touching (level v)?>> and <<touching color (#a2a2a2)?> or <<touching color (#7f7f7f)?> or <touching color (#676767)?>>>>>>>\n move (10) steps\nend\nif <touching color (#febd00)?> then\n broadcast (destroy v)\n wait (0.0001) seconds\nend\ndelete this clone\n\nwhen I receive [play v]\nset [is_clone? v] to [false]\nhide\nwait until <(restart?) = [true]>\nwait (1) seconds\nforever\n go to x: ([x position v] of [hero v]) y: ([y position v] of [hero v])\n if <key (space v) pressed?> then\n if <<(action?) = [false]> and <(is_clone?) = [false]>> then\n if <(DOWN) = [true]> then\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n create clone of (_myself_ v)\n set [shot v] to [true]\n start sound [laser v]\n wait (0.2) seconds\n end\n else\n if <([direction v] of [hero v]) = [180 ]> then\n create clone of (_myself_ v)\n broadcast (shot v)\n start sound [laser v]\n wait (0.2) seconds\n end\n end\n end\n end\nend\n\n@enemy\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [build v]\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [e]> then\n set x to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set y to ((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))))\n point in direction ((letter ((key) + (5)) of (item (level) of [levels v])) * (90))\n stamp\n end\nend\n\n@redbullet\n\nwhen I start as a clone\nwait until <(restart?) = [true]>\nshow\nset [is_clone? v] to [true]\nforever\n if <(classification) = [shoot]> then\n repeat until <<<touching (hero v)?> or <<touching color (#7030a0)?> or <<touching color (#50defe)?> or <<touching color (#676767)?> or <touching color (#a2a2a2)?>>>>> or <<touching color (#7f7f7f)?> or <<touching color (#febd03)?> or <touching (_edge_ v)?>>>>\n move (8) steps\n end\n if <<touching (hero v)?> and <(exploding) = [false]>> then\n set [direction_enemy v] to (direction)\n broadcast (hit v)\n delete this clone\n else\n delete this clone\n end\n else\n forever\n set [classification v] to [shoot]\n show\n create clone of (_myself_ v)\n hide\n wait (speed) seconds\n end\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\nwhen [r v] key pressed\nif <(classification) = [shooting]> then\n delete this clone\nend\n\nwhen I receive [build v]\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [e]> then\n if <(is_clone?) = [false]> then\n set [speed v] to (join (letter ((key) + (6)) of (item (level) of [levels v])) (join (letter ((key) + (7)) of (item (level) of [levels v])) (letter ((key) + (8)) of (item (level) of [levels v]))))\n set [x v] to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set [y v] to ((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))))\n set [direction v] to (letter ((key) + (5)) of (item (level) of [levels v]))\n go to x: (x) y: (y)\n point in direction ((direction) * (90))\n set [direction v] to (direction)\n move (10) steps\n create clone of (_myself_ v)\n end\n set [block v] to [0]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-220) y: (-160)\nset [is_clone? v] to [false]\nset [classification v] to [regenerate]\n\n@hit\n\nwhen [r v] key pressed\nif <(restart?) = [true]> then\n clear graphic effects\n if <(is_clone?) = [false]> then\n set [key v] to [0]\n repeat until <(key) = (length of (deleted))>\n show\n set [x v] to (join (letter ((key) + (1)) of (deleted)) (letter ((key) + (2)) of (deleted)))\n set [y v] to (join (letter ((key) + (3)) of (deleted)) (letter ((key) + (4)) of (deleted)))\n set x to ((-255) + ((30) * (x)))\n set y to ((195) - ((30) * (y)))\n change [key v] by (4)\n create clone of (_myself_ v)\n hide\n end\n set [deleted v] to []\n end\nend\n\nwhen I receive [destroy v]\nif <<touching (bullet v)?> or <(disappear) = [true]>> then\n wait (0.0001) seconds\n set [disappear v] to [true]\n repeat (20)\n broadcast (sense v)\n change [ghost v] effect by (5)\n end\n set [deleted v] to (join (deleted) (join (x) (y)))\n delete this clone\nend\n\nwhen I start as a clone\nset [is_clone? v] to [true]\nset [disappear v] to [false]\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I receive [build v]\nset [deleted v] to []\nset [disappear v] to [false]\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [h]> then\n show\n set [x v] to (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))\n set [y v] to (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))\n set x to ((-255) + ((30) * (x)))\n set y to ((195) - ((30) * (y)))\n create clone of (_myself_ v)\n set [block v] to [0]\n hide\n end\nend\n\nwhen flag clicked\nset [is_clone? v] to [false]\nset [deleted v] to []\n\nset [level v] to [21]\n\n@finish\n\nwhen I receive [finish v]\nhide\n\nforever\n wait (0.0005) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\n\nforever\n repeat (10)\n change [whirl v] effect by (100)\n end\n repeat (10)\n change [whirl v] effect by (-100)\n end\nend\n\nwhen I receive [build v]\nif <(level) = [21]> then\n hide\nelse\n show\nend\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [f]> then\n set x to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set y to ((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))))\n show\n set [block v] to [0]\n wait (1) seconds\n end\nend\n\n@ledge\n\nwhen I receive [build v]\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [l]> then\n set x to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set y to (((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v]))))) + (10))\n stamp\n go to [front v] layer\n set [block v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\n@wall\n\nwhen I receive [build v]\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [w]> then\n show\n switch costume to (pick random (1) to (3))\n set x to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set y to ((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))))\n stamp\n hide\n set [block v] to [0]\n end\nend\n\n@spike\n\nwhen I receive [build v]\nrepeat until <(key) = (length of (item (level) of [levels v]))>\n if <(block) = [p]> then\n show\n set x to ((-255) + ((30) * (join (letter ((key) + (1)) of (item (level) of [levels v])) (letter ((key) + (2)) of (item (level) of [levels v])))))\n set y to ((195) - ((30) * (join (letter ((key) + (3)) of (item (level) of [levels v])) (letter ((key) + (4)) of (item (level) of [levels v])))))\n point in direction ((letter ((key) + (5)) of (item (level) of [levels v])) * (90))\n create clone of (_myself_ v)\n hide\n set [block v] to [0]\n end\nend\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(restart?) = [true]> then\n if <<touching (hero v)?> and <<([costume # v] of [hero v]) = [1]> or <([costume # v] of [hero v]) = [2]>>> then\n set [direction_spike v] to (direction)\n broadcast (touching v)\n end\n end\nend\n\n@sensor_up\n\nwhen I receive [play v]\nforever\n go to x: (([x position v] of [hero v]) + (10)) y: (([y position v] of [hero v]) + (16))\n if <<touching color (#3f3f3f)?> or <<touching color (#7f7f7f)?> or <<touching color (#6f2f9f)?> or <([y position v] of [hero v]) = [165 ]>>>> then\n set [up v] to [true]\n else\n set [up v] to [false]\n end\nend\n\n@sensor_down\n\nwhen I receive [play v]\nforever\n go to x: (([x position v] of [hero v]) - (10)) y: (([y position v] of [hero v]) - (16))\n if <touching color (#3f3f3f)?> then\n set [down v] to [true]\n change y by (-5)\n if <<touching color (#50defe)?> and <(action?) = [false]>> then\n broadcast (end v)\n stop [this script v]\n end\n change y by (5)\n else\n set [down v] to [false]\n end\nend\n\n@sensor_left\n\nwhen I receive [play v]\nforever\n go to x: (([x position v] of [hero v]) - (16)) y: ([y position v] of [hero v])\n if <<touching color (#febd03)?> or <<<touching color (#686868)?> or <<touching color (#a2a2a2)?> or <<touching color (#7f7f7f)?> or <<touching color (#51dfff)?> or <touching color (#ff4f60)?>>>>> or <touching color (#7030a0)?>>> then\n say [Hello!] for (1e-05) seconds\n set [left v] to [true]\n else\n set [left v] to [false]\n end\nend\n\nset [left v] to [false]\n\n@sensor_right\n\nwhen I receive [play v]\nforever\n go to x: (([x position v] of [hero v]) + (16)) y: ([y position v] of [hero v])\n if <<touching color (#febd03)?> or <<touching color (#3f3f3f)?> or <touching color (#6f2f9f)?>>> then\n set [right v] to [true]\n else\n set [right v] to [false]\n end\nend\n\n@press_space\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [0]\nset [restart? v] to [false]\nset [editor? v] to [false]\nrepeat until <<(level) = [1]> or <(editor?) = [true]>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I receive [level_editor v]\nhide\n\nwhen [space v] key pressed\nif <<(level) = [0]> and <(editor?) = [false]>> then\n hide\n set [level v] to [1]\n repeat (2)\n broadcast (build v)\n end\nend\n\n@title/end\n\nwhen flag clicked\nswitch costume to (title v)\ngo to x: (45) y: (35)\nshow\ngo to [front v] layer\n\nwhen I receive [build v]\nhide\n\nwhen I receive [finish v]\nerase all\ngo to x: (5) y: (10)\nswitch costume to (winner v)\nshow\n\nwhen I receive [level_editor v]\nhide\n\n@level\n\nwhen I receive [build v]\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nif <(level) = [21]> then\n hide\nelse\n show\n repeat ((level) - (1))\n next costume\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [finish v]\nhide\n\n@code_button\n\nwhen this sprite clicked\nbroadcast (code v)\nchange [brightness v] effect by (50)\nwait (0.1) seconds\nchange [brightness v] effect by (-50)\n\nwhen I receive [finish v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [build v]\nshow\n\n@pen\n\ndefine y\npen down\nmove (360) steps\npen up\nchange x by (30)\ngo to x: (x position) y: (180)\n\ndefine x\npen down\nmove (480) steps\npen up\nchange y by (-30)\ngo to x: (-240) y: (y position)\n\nwhen I receive [level_editor v]\nset pen color to (#282013)\nerase all\ngo to x: (-240) y: (180)\npoint in direction (90)\nx\nx\nx\nx\nx\nx\nx\nx\nx\nx\nx\nx\ngo to x: (-240) y: (180)\npoint in direction (180)\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\n\nwhen I receive [restart v]\nset pen color to (#282013)\nerase all\ngo to x: (-240) y: (180)\npoint in direction (90)\nx\nx\nx\nx\nx\nx\nx\nx\nx\nx\nx\nx\ngo to x: (-240) y: (180)\npoint in direction (180)\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\ny\n\nwhen flag clicked\nerase all\n\n@block\n\nwhen I start as a clone\nset [is_clone? v] to [true]\nif <(key) = [0]> then\n set [location v] to (length of [blocks v])\n set [classification v] to (letter)\nend\n\nwhen I receive [level_editor v]\nset [key v] to [0]\ninitiate\n\ndefine initiate\nhide\ndelete (all) of [custom_level v]\ndelete (all) of [blocks v]\nreplace item (1) of [used? v] with [false]\nreplace item (2) of [used? v] with [false]\nreplace item (1) of [visible? v] with [false]\nbroadcast (restart v)\nset [new_level v] to [⓿]\n\nwhen [c v] key pressed\nif <<(is_clone?) = [false]> and <(editor?) = [true]>> then\n ask [Are you sure you want to clear? \(yes/no\)] and wait\n if <(answer) = [yes]> then\n initiate\n broadcast (restart v)\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine create\nif <(editor?) = [true]> then\n go to x: ((-255) + ((editor_x) * (30))) y: ((195) - ((editor_y) * (30)))\n switch costume to (blok v)\n repeat until <(item (costume [number v]) of [letters v]) = (letter)>\n next costume\n end\n if <<(letter) = [b]> or <<(letter) = [p]> or <(letter) = [e]>>> then\n point in direction (orientation)\n else\n point in direction (-90)\n end\n if <(letter) = [l]> then\n change y by (10)\n end\n show\n create clone of (block v)\n hide\n if <(length of (editor_x)) = [1]> then\n set [editor_x v] to (join [0] (editor_x))\n end\n if <(length of (editor_y)) = [1]> then\n set [editor_y v] to (join [0] (editor_y))\n end\n if <(orientation) = [90]> then\n set [rotation v] to [1]\n end\n if <(orientation) = [180]> then\n set [rotation v] to [2]\n end\n if <(orientation) = [-90]> then\n set [rotation v] to [3]\n end\n if <(orientation) = [0]> then\n set [rotation v] to [4]\n end\n if <(letter) = [e]> then\n add (join (letter) (join (editor_x) (join (editor_y) (join (rotation) (ratio))))) to [blocks v]\n else\n if <<(letter) = [b]> or <(letter) = [p]>> then\n add (join (letter) (join (editor_x) (join (editor_y) (rotation)))) to [blocks v]\n else\n add (join (letter) (join (editor_x) (editor_y))) to [blocks v]\n end\n end\nend\n\nwhen [space v] key pressed\nif <<<<(is_clone?) = [false]> and <(editor?) = [true]>> and <([costume # v] of [helpscreen v]) = [2]>> and <(key) = [0]>> then\n delete (all) of [custom_level v]\n set [new_level v] to [⓿]\n broadcast (help v)\n if <(item (1) of [visible? v]) = [false]> then\n replace item (1) of [visible? v] with [true]\n set [index v] to [1]\n repeat until <(index) = ((length of [blocks v]) + (1))>\n set [new_level v] to (join (new_level) (item (index) of [blocks v]))\n change [index v] by (1)\n end\n add (new_level) to [custom_level v]\n hide list [custom_level v]\n else\n replace item (1) of [visible? v] with [false]\n show list [custom_level v]\n end\nend\n\nwhen I receive [stamp v]\nif <<(is_clone?) = [false]> and <not <key (d v) pressed?>>> then\n go to (mouse-pointer v)\n if <<(mouse x) > [-240]> and <<(mouse x) < [240]> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>>> then\n if <(letter) = [b]> then\n if <(item (1) of [used? v]) = [false]> then\n replace item (1) of [used? v] with [true]\n create\n end\n else\n if <(letter) = [f]> then\n if <(item (2) of [used? v]) = [false]> then\n replace item (2) of [used? v] with [true]\n create\n end\n else\n create\n end\n end\n end\nend\n\nwhen [l v] key pressed\nif <<<(is_clone?) = [false]> and <(editor?) = [true]>> and <([costume # v] of [helpscreen v]) = [2]>> then\n ask [Insert previous level code to load:] and wait\n if <(letter (1) of (answer)) = [⓿]> then\n initiate\n set [load_code v] to (answer)\n set [block v] to [0]\n set [key v] to [2]\n repeat until <(key) = (length of (answer))>\n if <[e] = (letter (key) of (answer))> then\n set [letter v] to [e]\n load\n change [key v] by (9)\n end\n if <[w] = (letter (key) of (answer))> then\n set [letter v] to [w]\n load\n change [key v] by (5)\n end\n if <[f] = (letter (key) of (answer))> then\n set [letter v] to [f]\n replace item (2) of [used? v] with [true]\n load\n change [key v] by (5)\n end\n if <[b] = (letter (key) of (answer))> then\n set [letter v] to [b]\n replace item (1) of [used? v] with [true]\n load\n change [key v] by (6)\n end\n if <[l] = (letter (key) of (answer))> then\n set [letter v] to [l]\n load\n change [key v] by (5)\n end\n if <[p] = (letter (key) of (answer))> then\n set [letter v] to [p]\n load\n change [key v] by (6)\n end\n if <[h] = (letter (key) of (answer))> then\n set [letter v] to [h]\n load\n change [key v] by (5)\n end\n if <(key) > (length of (answer))> then\n change [key v] by (-1)\n end\n end\n set [key v] to [0]\n set [letter v] to [b]\n end\nend\n\ndefine load\nset x to ((-255) + ((30) * (join (letter ((key) + (1)) of (answer)) (letter ((key) + (2)) of (answer)))))\nset y to ((195) - ((30) * (join (letter ((key) + (3)) of (answer)) (letter ((key) + (4)) of (answer)))))\nswitch costume to (blok v)\nrepeat until <(item (costume [number v]) of [letters v]) = (letter)>\n next costume\nend\nif <<(letter) = [b]> or <<(letter) = [p]> or <(letter) = [e]>>> then\n point in direction ((letter ((key) + (5)) of (answer)) * (90))\nelse\n point in direction (-90)\nend\nif <(letter) = [l]> then\n change y by (10)\nend\nset [classification v] to (letter)\nset [location v] to ((length of [blocks v]) + (1))\nshow\ncreate clone of (block v)\nhide\nset [index v] to [0]\nset [block v] to []\nif <(letter) = [e]> then\n repeat (9)\n set [block v] to (join (block) (letter ((key) + (index)) of (answer)))\n change [index v] by (1)\n end\nelse\n if <<(letter) = [b]> or <(letter) = [p]>> then\n repeat (6)\n set [block v] to (join (block) (letter ((key) + (index)) of (answer)))\n change [index v] by (1)\n end\n else\n repeat (5)\n set [block v] to (join (block) (letter ((key) + (index)) of (answer)))\n change [index v] by (1)\n end\n end\nend\nadd (block) to [blocks v]\n\nwhen flag clicked\nshow list [custom_level v]\nset [is_clone? v] to [false]\n\nwhen this sprite clicked\nif <(key) = [0]> then\n if <key (d v) pressed?> then\n if <(classification) = [b]> then\n replace item (1) of [used? v] with [false]\n end\n if <(classification) = [f]> then\n replace item (2) of [used? v] with [false]\n end\n replace item (location) of [blocks v] with []\n delete this clone\n else\n if <not <(letter) = (classification)>> then\n if <(classification) = [b]> then\n replace item (location) of [blocks v] with []\n replace item (1) of [used? v] with [false]\n broadcast (click v)\n delete this clone\n end\n if <(classification) = [f]> then\n replace item (location) of [blocks v] with []\n replace item (2) of [used? v] with [false]\n broadcast (click v)\n delete this clone\n else\n replace item (location) of [blocks v] with []\n broadcast (click v)\n delete this clone\n end\n end\n end\nend\n\n@orb\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(item (2) of [visible? v]) = [false]> then\n replace item (2) of [visible? v] with [true]\n broadcast (open/close v)\n switch costume to (orb v)\n go to [front v] layer\n set [ghost v] effect to (0)\nelse\n replace item (2) of [visible? v] with [false]\n broadcast (open/close v)\n switch costume to (direction v)\n go to [front v] layer\n set [ghost v] effect to (25)\nend\n\nwhen [down arrow v] key pressed\nset [orientation v] to [180]\npoint in direction (180)\n\nwhen [right arrow v] key pressed\nset [orientation v] to [90]\npoint in direction (90)\n\nwhen [left arrow v] key pressed\nset [orientation v] to [-90]\npoint in direction (-90)\n\nwhen [up arrow v] key pressed\nset [orientation v] to [0]\npoint in direction (0)\n\nwhen I receive [level_editor v]\nreplace item (2) of [visible? v] with [false]\nshow\ngo to x: (-200) y: (140)\nset [letter v] to [b]\nswitch costume to (direction v)\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (25)\n\ngo [backward v] (1000) layers\n\n@menu\n\nwhen I start as a clone\nset [is_clone? v] to [true]\nforever\n if <<(classification) = [b]> or <(classification) = [e]>> then\n point in direction (orientation)\n end\n if <(classification) = (letter)> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (75)\n end\n go to x: (([x position v] of [orb v]) + (((10) * (menu_direction)) + (location))) y: ([y position v] of [orb v])\nend\n\nwhen I receive [open/close v]\nif <(is_clone?) = [false]> then\n if <(item (2) of [visible? v]) = [true]> then\n if <(([x position v] of [orb v]) + (280)) > [240]> then\n set [menu_direction v] to [-1]\n else\n set [menu_direction v] to [1]\n end\n set [move v] to ((35) * (menu_direction))\n set [classification v] to [0]\n go to [front v] layer\n switch costume to (finish v)\n set [ghost v] effect to (75)\n go to x: ([x position v] of [orb v]) y: ([y position v] of [orb v])\n change x by ((10) * (menu_direction))\n change x by (move)\n show\n next costume\n set [classification v] to [b]\n set [location v] to (move)\n create clone of (_myself_ v)\n hide\n change x by (move)\n show\n next costume\n set [classification v] to [h]\n set [location v] to ((move) * (2))\n create clone of (_myself_ v)\n hide\n change x by (move)\n show\n next costume\n set [classification v] to [e]\n set [location v] to ((move) * (3))\n create clone of (_myself_ v)\n hide\n change x by (move)\n show\n next costume\n set [classification v] to [w]\n set [location v] to ((move) * (4))\n create clone of (_myself_ v)\n hide\n change x by (move)\n show\n next costume\n set [classification v] to [p]\n set [location v] to ((move) * (5))\n create clone of (_myself_ v)\n hide\n change x by (move)\n show\n next costume\n set [classification v] to [l]\n set [location v] to ((move) * (6))\n create clone of (_myself_ v)\n hide\n change x by (move)\n show\n next costume\n set [classification v] to [f]\n set [location v] to ((move) * (7))\n create clone of (_myself_ v)\n hide\n set [classification v] to [0]\n else\n hide\n set [classification v] to [0]\n end\nelse\n delete this clone\nend\n\nwhen this sprite clicked\nset [x v] to [0]\nrepeat (length of [letters v])\n change [x v] by (1)\n if <(classification) = (item (x) of [letters v])> then\n set [letter v] to (item (x) of [letters v])\n end\nend\n\nwhen flag clicked\nset [is_clone? v] to [false]\n\n@orb_open\n\nwhen I receive [open/close v]\nif <(item (2) of [visible? v]) = [true]> then\n show\n go to x: (([x position v] of [orb v]) + ((140) * (menu_direction))) y: ([y position v] of [orb v])\n forever\n go to x: (([x position v] of [orb v]) + ((140) * (menu_direction))) y: ([y position v] of [orb v])\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@helpscreen\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n repeat (15)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (15)\n switch costume to (code_help v)\nend\n\nwhen I receive [help v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(costume [number v]) = [2]> then\n if <(item (1) of [visible? v]) = [true]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [level_editor v]\nshow\nswitch costume to (intro_help v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (25)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@editor\n\nwhen this sprite clicked\nset [editor? v] to [true]\nbroadcast (initiate_editor v)\nchange [brightness v] effect by (50)\nwait (0.1) seconds\nchange [brightness v] effect by (-50)\nwait (0.5) seconds\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [build v]\nhide\n\n@transition\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (hidden v)\n\nwhen I receive [build v]\nswitch costume to (loading v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (transition v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo [backward v] (4) layers\n\nwhen I receive [play v]\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [restart? v] to [true]\nreplace item (21) of [levels v] with []\n\nwhen I receive [finish v]\ngo to [front v] layer\nswitch costume to (transition v)\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\n\nwhen I receive [initiate_editor v]\nswitch costume to (loading v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (level_editor v) and wait\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n | YOU NEED THIS SYMBOL ----> ⓿ \nAT THE BEGINNING OF YOUR CODE!!! If you don't have it then your didn't copy the entire code correctly!!!\n\nRemember to triple click to copy the ENTIRE code. If your level is BIG and your code is longer then 500 characters you need to paste it into to separate comments to post everything. Sorry for the inconvenience, the codes ended up longer and harder than I wanted...\n\nHOW TO PLAY:\n-Use the arrow keys to move\n-Press the space-bar to shoot \n-Maneuver to the top of the blue block to advance to the next round.\n-PRESS "R" TO RESTART THE LEVEL\n\nLEVEL EDITOR: \n-Click anywhere to create a block.\n-Press "L" to load a level\n-Drag the orb (white circle) anywhere on the screen. Click it to open up the tool box and select the type of block you want to use.\n-Use the arrow keys to rotate the blocks\n-Hold "d" and click a block to delete it. By simply clicking on a block you will replace it with the currently selected block.\n-Press space to create a code for your level. Highlight the ENTIRE code and press ctrl+C to copy it.\n-Click the "Use Code" button in the main game and paste your code in to play your level!\n-Press "c" to clear the screen |
A Land Frozen In Time | @Stage\n\nwhen flag clicked\nforever\n play sound [Peaceful Background Music- Ambient Dreams - relaxdaily N°032.mp3 v] until done\nend\n\n@Levels\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n switch costume to (join [Lv] (Lv))\n set size to (100) %\nend\n\nwhen I receive [next lv v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end v]\nswitch costume to (thanks v)\nstop [other scripts in sprite v]\nset size to (150) %\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-96)\nset [xv v] to [0]\nset [yv v] to [0]\nset [lv v] to [0]\nforever\n if <(Lv) = [10]> then\n broadcast (End v)\n hide\n stop [this script v]\n end\n go to [front v] layer\n set size to (50) %\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\n point in direction (-90)\n end\n set rotation style [left-right v]\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#483e37)?> then\n change y by (1)\n if <touching color (#483e37)?> then\n change y by (1)\n if <touching color (#483e37)?> then\n change y by (1)\n if <touching color (#483e37)?> then\n change y by (1)\n if <touching color (#483e37)?> then\n change y by (1)\n if <touching color (#483e37)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <touching color (#483e37)?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#483e37)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#483e37)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [7.5]\n end\n end\n change y by (1)\n if <touching color (#c83771)?> then\n set [yv v] to [10]\n end\n if <<<touching color (#7137c8)?> or <<touching color (#c83737)?> or <touching color (#5fbcd3)?>>> or <(y position) < [-159]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n show\n go to x: (-193) y: (-96)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <<touching color (#c3e6b0)?> or <<touching color (#b7e272)?> or <touching color (#646e33)?>>> then\n broadcast (Next Lv v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n show\n go to x: (-193) y: (-96)\n change [lv v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (150) %\n\n | |
Ultimate Platformer | @Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nset [time v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nhide variable [☁ record_time v]\nrepeat until <(backdrop [number v]) = [20]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nshow variable [☁ record_time v]\nforever\n if <(Time) < (☁ Record_Time)> then\n set [☁ record_time v] to (Time)\n end\nend\n\nwhen flag clicked\nset volume to (40) %\nforever\n play sound [Malaguena.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [y spawn v] to [-110]\nset [x spawn v] to [-224]\ngo to x: (X Spawn) y: (Y Spawn)\nset size to (50) %\nforever\n if on edge, bounce\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\n end\n if <touching color (#003fff)?> then\n set [y v] to [16]\n end\n if <touching color (#7f00ff)?> then\n broadcast (message1 v)\n go to x: (X Spawn) y: (Y Spawn)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Screen Shot 2016-06-26 at 2.06.05 PM\n\nwhen flag clicked\ngo to x: (0) y: (0)\nchange [ghost v] effect by (10000)\ngo to [front v] layer\n\n | -Use the arrow keys to move\n-Avoid red at all costs\n-Blue is bouncy\n-Try to get to purple\n-Try to beat the record time\n-@crazyhenryj currently has the record time of 74.9 seconds. |
Jons Platformer | @Stage\n\nwhen flag clicked\nset volume to (80) %\nbroadcast (levelstart v)\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 43 The Inner Struggle \(Tower\).mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (-200) y: (-108)\n\ndefine Physics\nif <not <(Restrict Movement) = [1]>> then\n set [old_costume v] to (costume [number v])\n switch costume to (sensor v)\n change y by (yVel)\n change y by (-1)\n if <touching (level v)?> then\n if <(yVel) < [.1]> then\n set [ycollision v] to [1]\n set [xglide v] to [0]\n set [yvel v] to [0]\n if <[0] = (Double Jump)> then\n set [jump v] to (Jump Height)\n else\n set [jump v] to [2]\n end\n goUp\n else\n set [yvel v] to [0]\n set [jump v] to [0]\n goDown\n end\n else\n set [ycollision v] to [0]\n change [yvel v] by ((0) - (Gravity))\n end\n if <not <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n set [spacepressed v] to [0]\n end\n if <<[0] < (jump)> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n if <[0] = (Double Jump)> then\n if <(Jump Height) = (jump)> then\n set [yvel v] to (Jump Height)\n set volume to (50) %\n start sound [Jump13 v]\n end\n change [jump v] by (-1)\n change [yvel v] by (((Gravity) / (4)) * (3))\n else\n if <[0] = (spacepressed)> then\n set [yvel v] to (Jump Height)\n change [jump v] by (-1)\n set [spacepressed v] to [1]\n end\n end\n else\n if <[0] = (Double Jump)> then\n set [jump v] to [0]\n end\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (Speed)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by ((0) - (Speed))\n end\n else\n set [xvel v] to ((0.75) * (xVel))\n end\n set [xvel v] to ((0.7) * (xVel))\n change x by (xVel)\n if <touching (level v)?> then\n change x by ((0) - (xVel))\n set [xvel v] to [0]\n if <not <(round (xVel)) = [0]>> then\n if <[0] < (xVel)> then\n change x by (1)\n if <touching (black top v)?> then\n change x by (-1)\n else\n change x by (1)\n if <touching (black top v)?> then\n change x by (-1)\n else\n change x by (1)\n if <touching (black top v)?> then\n change x by (-1)\n end\n end\n end\n else\n change x by (-1)\n if <touching (black top v)?> then\n change x by (1)\n else\n change x by (-1)\n if <touching (black top v)?> then\n change x by (1)\n else\n change x by (-1)\n if <touching (black top v)?> then\n change x by (1)\n end\n end\n end\n end\n end\n end\n if <<(xVel) < [.5]> and <[-.5] < (xVel)>> then\n set [xvel v] to [0]\n end\n if <<not <touching (portalb v)?>> and <not <touching (portalr v)?>>> then\n set [j v] to [0]\n end\n switch costume to (old_costume)\n broadcast (render v)\nend\n\ndefine goUp\nrepeat (16)\n if <touching (level v)?> then\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (-16)\nend\n\ndefine varReset\nset [d v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [jump v] to [5]\nset [speed v] to [1.3]\nset [gravity v] to [0.25]\nset [jump height v] to [5]\ngo to x: (-200) y: (-90)\n\nwhen I receive [die v]\nvarReset\n\ndefine goDown\nrepeat (16)\n if <touching (level v)?> then\n change y by (-1)\n end\nend\nif <touching (level v)?> then\n change y by (16)\nend\n\nwhen flag clicked\nswitch costume to (idol v)\n\nwhen flag clicked\nset [jumpcos v] to [no]\nset [jumped? v] to [no]\nswitch costume to (idol v)\nforever\n if <(ycollision) = [1]> then\n switch costume to (run1 v)\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (run1 v)\n wait (0.2) seconds\n set volume to (50) %\n start sound [Hit_Hurt2 v]\n switch costume to (run2 v)\n wait (0.2) seconds\n end\n else\n JumpCostume (2)\n wait until <(ycollision) = [1]>\n switch costume to (idol v)\n end\nend\n\ndefine None\nswitch costume to (costume?)\n\nwhen I receive [levelstart v]\nhide\nshow\nvarReset\nforever\n Physics\n if <(y position) < [-160]> then\n broadcast (die v)\n end\nend\n\nwhen [r v] key pressed\nvarReset\n\n@Thumbnail\n\nwhen flag clicked\nset size to (1600) %\nhide\ngo to x: (0) y: (5)\n\nshow\ngo to [front v] layer\n\n@Tiles\n\ndefine Render\nset [a v] to [0]\nset [b v] to [0]\nset [orbx v] to [0]\nset [orby v] to [0]\ngo to x: (-232) y: (-172)\nshow\nerase all\nbroadcast (show v) and wait\nrepeat (23)\n repeat (30)\n switch costume to (render v)\n if <touching color (#666666)?> then\n switch costume to (dirt v)\n stamp\n else\n if <touching color (#b2b2b2)?> then\n switch costume to (grass v)\n stamp\n else\n if <touching color (#001966)?> then\n switch costume to (win v)\n create clone of (_myself_ v)\n else\n if <touching color (#ff0000)?> then\n switch costume to (grassspike v)\n create clone of (_myself_ v)\n else\n end\n end\n end\n end\n change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nbroadcast (hide v)\nhide\n\nwhen flag clicked\nRender\ndelete this clone\n\nwhen I receive [resettiles v]\nRender\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n switch costume to (grassspike v)\n forever\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n wait until <touching (player v)?>\n change [level v] by (1)\n reset\nend\n\nwhen I receive [level v]\ndelete this clone\n\ndefine reset\nbroadcast (level v)\nbroadcast (ResetTiles v)\nbroadcast (levelstart v)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (-4)\n\nwhen I receive [show v]\nclear graphic effects\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [levelstart v]\nswitch costume to (Level)\n\n | arrow keys to move \nspace / up arrow to jump |
JON'S 2 PLAYER PLATFORMER | @Stage\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level completed v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level completed v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n broadcast (finish v)\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level completed v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level completed v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [finish v]\ngo to x: (-223) y: (-166)\n\nwhen flag clicked\nforever\n if <touching (sprite11 v)?> then\n go to x: (-223) y: (-166)\n end\nend\n\nwhen flag clicked\nforever\n hide variable [sho v]\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\nwhen backdrop switches to [backdrop101 v]\nrepeat until <not <(backdrop [name v]) = [backdrop101]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [41]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [41]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\n@Sprite8\n\nwhen flag clicked\nset [time v] to [0]\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [backdrop46]>> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n@Sprite9\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level completed v] to [1]\ngo to x: (-200) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level completed v] by (1)\n go to x: (-200) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-200) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (w v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (w v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n broadcast (finish v)\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-200) y: (-167)\n switch backdrop to (next backdrop v)\n change [level completed v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (w v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level completed v] by (1)\n go to x: (-200) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-200) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [finish v]\ngo to x: (-200) y: (-166)\n\nwhen flag clicked\nforever\n if <touching (sprite10 v)?> then\n go to x: (-200) y: (-166)\n end\nend\n\nwhen flag clicked\nforever\n hide variable [sho v]\nend\n\nwhen flag clicked\nset [level completed v] to [0]\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n if <key (down arrow v) pressed?> then\n go to (sprite1 v)\n point towards (sprite9 v)\n show\n repeat until <<touching (_edge_ v)?> or <touching (sprite9 v)?>>\n move (10) steps\n end\n if <<touching (_edge_ v)?> or <touching (sprite9 v)?>> then\n hide\n end\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n go to (sprite9 v)\n point towards (sprite1 v)\n show\n repeat until <<touching (_edge_ v)?> or <touching (sprite1 v)?>>\n move (10) steps\n end\n if <<touching (_edge_ v)?> or <touching (sprite1 v)?>> then\n hide\n end\n end\nend\n\n | IT TELLS YOU |
Blammer Arcade (Platformer) | @Stage\n\nwhen I receive [main v]\nstop [other scripts in stage v]\nset [camx v] to [0]\nchange [mainmusic v] by (1)\nset [song v] to (((mainmusic) mod (2)) + (1))\nforever\n play sound (song) until done\nend\n\nwhen flag clicked\nbroadcast (volumechange v)\nbroadcast (main v)\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\nset [mainmusic v] to [0]\nset [gamemusic v] to [2]\n\nwhen I receive [start v]\nstop [other scripts in stage v]\nchange [gamemusic v] by (1)\nset [song v] to (((gamemusic) mod (3)) + (2))\nforever\n play sound (song) until done\nend\n\n@bg\n\ndefine Reset\nerase all\nset [x1 v] to [0]\nset [x2 v] to [956]\nhide\nforever\n if <(dead) < [3]> then\n loop\n change [camx v] by (Scroll Speed)\n end\nend\n\ndefine loop\nerase all\nswitch costume to (bg v)\ngo to [front v] layer\ngo to x: (((X1) - (CamX)) * (0.5)) y: (0)\nstamp\nif <(((X1) - (CamX)) * (0.5)) < [-478]> then\n change [x1 v] by (1912)\n go to x: (((X1) - (CamX)) * (0.5)) y: (0)\n stamp\nend\nswitch costume to (bg2 v)\ngo to [front v] layer\ngo to x: (((X2) - (CamX)) * (0.5)) y: (0)\nstamp\nif <(((X2) - (CamX)) * (0.5)) < [-478]> then\n change [x2 v] by (1912)\n go to x: (((X2) - (CamX)) * (0.5)) y: (0)\n stamp\nend\n\nwhen I receive [main v]\nwait (0) seconds\nReset\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nwait (0) seconds\nReset\ndelete this clone\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@Land\n\nwhen I start as a clone\nif <(type) = [1]> then\n go [backward v] (10) layers\nelse\nend\nforever\n if <(dead) < [3]> then\n Block\n end\nend\n\nwhen I receive [start v]\nwait (0) seconds\nReset\ndelete this clone\n\ndefine Reset\nhide\nset [x v] to [-299]\nset [y v] to [-130]\nset [missilelag v] to [0]\n\ndefine None\nset [type v] to (type)\nif <(type) = [1]> then\n change [x v] by (125)\n if <(Y) > [-150]> then\n change [y v] by (-20)\n end\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n change [x v] by (125)\n if <(Y) < [50]> then\n change [y v] by (20)\n end\n create clone of (_myself_ v)\n else\n if <(type) = [3]> then\n change [x v] by (125)\n change [y v] by (0)\n create clone of (_myself_ v)\n else\n if <(type) = [4]> then\n change [x v] by (125)\n change [y v] by (0)\n create clone of (_myself_ v)\n else\n if <(type) = [5]> then\n change [x v] by (125)\n change [y v] by (0)\n create clone of (_myself_ v)\n else\n if <(type) = [6]> then\n change [x v] by (275)\n change [y v] by (0)\n create clone of (_myself_ v)\n else\n if <(type) = [7]> then\n change [x v] by (125)\n change [y v] by (0)\n set [spinder x v] to (X)\n set [spinder y v] to (Y)\n create clone of (spinder v)\n create clone of (_myself_ v)\n else\n if <(type) = [8]> then\n change [x v] by (125)\n change [y v] by (0)\n set [squishy x v] to (X)\n set [squishy y v] to (Y)\n create clone of (squishy v)\n create clone of (_myself_ v)\n else\n if <(type) = [9]> then\n change [x v] by (125)\n change [y v] by (0)\n create clone of (_myself_ v)\n set [squishy x v] to ((X) - (50))\n set [squishy y v] to (Y)\n create clone of (squishy v)\n repeat (1)\n end\n set [squishy x v] to ((X) + (50))\n set [squishy y v] to (Y)\n create clone of (squishy v)\n else\n if <(type) = [10]> then\n change [x v] by (125)\n change [y v] by (0)\n create clone of (_myself_ v)\n set [squishy x v] to ((X) - (50))\n set [squishy y v] to (Y)\n create clone of (squishy v)\n repeat (1)\n end\n set [squishy x v] to (X)\n set [squishy y v] to (Y)\n create clone of (squishy v)\n repeat (1)\n end\n set [squishy x v] to ((X) + (50))\n set [squishy y v] to (Y)\n create clone of (squishy v)\n else\n if <(type) = [11]> then\n change [x v] by (125)\n change [y v] by (0)\n set [squishy x v] to (X)\n set [squishy y v] to (Y)\n create clone of (gsquishy v)\n create clone of (_myself_ v)\n else\n if <(type) = [12]> then\n change [x v] by (125)\n change [y v] by (0)\n set [powerx v] to (X)\n set [powery v] to (Y)\n create clone of (power up v)\n create clone of (_myself_ v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [main v]\nset [start v] to [0]\nReset\nwait (0) seconds\nforever\n if <(dead) < [3]> then\n if <((X) - (CamX)) < [340]> then\n if <<(start) = [1]> and <(X) > [800]>> then\n Generate (item (pick random (1) to (length of [landtype v])) of [landtype v])\n else\n Generate (3)\n end\n end\n end\nend\n\ndefine Block\ngo to x: ((X) - (CamX)) y: (Y)\nif <((X) - (CamX)) < [-260]> then\n delete this clone\nend\nif <(type) = [5]> then\n switch costume to (landcannon v)\n change [missilelag v] by (1)\n if <(missilelag) > ((200) / (Scroll Speed))> then\n if <[75] < ([abs v] of ((X) - ([x v] of [player v])) )> then\n set [missilex v] to (X)\n set [missiley v] to (Y)\n start sound [nsmbwiiBanzaiBill v]\n create clone of (missile v)\n end\n set [missilelag v] to [0]\n end\nelse\n if <(type) = [4]> then\n switch costume to (spike v)\n if <touching (player v)?> then\n if <(invincible) = [0]> then\n set [dead v] to [1]\n end\n end\n switch costume to (landspike v)\n else\n switch costume to (land v)\n end\nend\nif <((X) - (CamX)) < [260]> then\n show\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@border\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@Player\n\ndefine Reset\nset size to (15) %\nset [score+ v] to [0]\nset [invincible v] to [0]\nset [power up v] to [none]\npoint in direction (90)\nset [x v] to (CamX)\nset [y v] to [180]\nset [animation v] to [i]\nset [animation# v] to [1]\nset [blink v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [-4]\nset [jump v] to [0]\nset [duck v] to [0]\nset [land v] to [0]\nset [bubble v] to [0]\nset [dead v] to [1]\nwait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\nrepeat until <<<(bubble) > ((300) / (Scroll Speed))> or <key (space v) pressed?>> or <mouse down?>>\n set [bounce v] to [0]\n change [x v] by (Scroll Speed)\n Position\n switch costume to (bubble v)\n if <(bubble) > (((300) / (Scroll Speed)) * (0.5))> then\n if <((bubble) mod (2)) = [0]> then\n switch costume to (i1 v)\n end\n end\n change [bubble v] by (1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-0.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (0.5)\n end\n Move\nend\nstart sound [nsmbwiiPopBubble v]\nset [dead v] to [0]\n\ndefine Blink\nchange [blink v] by (1)\nif <(Blink) = [100]> then\n if <(Animation) = [i]> then\n set [animation# v] to [2]\n end\nend\nif <(Blink) = [101]> then\n if <(Animation) = [i]> then\n set [animation# v] to [3]\n end\n set [blink v] to [0]\nend\nif <(Blink) = [0]> then\n if <(Animation) = [i]> then\n set [animation# v] to [2]\n end\nend\nif <(Blink) = [1]> then\n if <(Animation) = [i]> then\n set [animation# v] to [1]\n end\nend\n\ndefine eclip\nswitch costume to (hit v)\nif <touching (border v)?> then\n repeat until <not <touching (border v)?>>\n if <(x position) > [0]> then\n change [x v] by (-1)\n if <(Xvel) > [0]> then\n set [xvel v] to [0]\n end\n else\n change [x v] by (1)\n if <(Xvel) < [0]> then\n set [xvel v] to [0]\n end\n end\n Position\n end\n if <(x position) > [0]> then\n change [x v] by (1)\n if <(Xvel) > [0]> then\n set [xvel v] to [0]\n end\n else\n change [x v] by (-1)\n if <(Xvel) < [0]> then\n set [xvel v] to [0]\n end\n end\n Position\nend\n\ndefine Animation\nif <(duck) = [1]> then\n set [xvel v] to ((Xvel) * (0.6))\n if <(Animation) = [j]> then\n if <(Animation#) < [2]> then\n change [animation# v] by (1)\n else\n if <<not <key (s v) pressed?>> and <not <key (down arrow v) pressed?>>> then\n if <(Animation#) < [3]> then\n change [animation# v] by (1)\n else\n set [duck v] to [0]\n set [animation v] to [i]\n set [animation# v] to [1]\n end\n end\n end\n else\n start sound [nsmbwiiDuck v]\n set [animation v] to [j]\n set [animation# v] to [1]\n end\nend\nif <(jump) = [1]> then\n if <(Animation) = [j]> then\n if <(Animation#) < [3]> then\n change [animation# v] by (1)\n else\n set [animation v] to [i]\n set [animation# v] to [1]\n set [jump v] to [0]\n set [yvel v] to ((10) + (([abs v] of (Xvel) ) * (0.25)))\n start sound [nsmbwiiJump v]\n Move\n Position\n end\n else\n set [animation v] to [j]\n set [animation# v] to [1]\n end\nend\nswitch costume to (join (Animation) (Animation#))\n\ndefine clip\nPosition\nswitch costume to (d v)\nif <touching (land v)?> then\n change [y v] by ([abs v] of (Yvel) )\n set [yvel v] to [0]\n Position\n switch costume to (s v)\n if <touching (land v)?> then\n switch costume to (s2 v)\n if <touching (border v)?> then\n set [dead v] to [2]\n stop [this script v]\n end\n set [xvel v] to ((0) - (Xvel))\n change [x v] by (Xvel)\n set [xvel v] to ((0.5) * (Xvel))\n Position\n end\n switch costume to (d v)\n repeat until <not <touching (land v)?>>\n change [y v] by (1)\n Position\n end\n change [y v] by (-1)\n Position\nend\nswitch costume to (s v)\nif <touching (land v)?> then\n set [xvel v] to ((0) - (Xvel))\n change [x v] by (Xvel)\n set [xvel v] to ((0.5) * (Xvel))\n Position\n switch costume to (s v)\n repeat until <not <touching (land v)?>>\n change [x v] by (((Xvel) / (2)) + ((direction) / (-45)))\n Position\n end\nend\n\ndefine Move\nchange [x v] by (Xvel)\nchange [y v] by (Yvel)\nset [xvel v] to ((Xvel) * ((1) - (((1) / ([cade v] of [faster v])) * (0.05))))\nset [yvel v] to ((Yvel) * ((1) - (((1) / ([cade v] of [faster v])) * (0.05))))\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I receive [main v]\nset [invincible v] to [0]\nset size to (15) %\nshow\npoint in direction (90)\nset [scroll speed v] to [2]\nset [lives v] to [10]\nset [score v] to [0]\ngo to x: (0) y: (-102)\nswitch costume to (i1 v)\nwait (0) seconds\nwait until <(start) = [1]>\nReset\nforever\n if <(dead) < [3]> then\n Move\n Position\n Gravity\n clip\n eclip\n Animation\n Blink\n if <(Y) < [-165]> then\n set [dead v] to [1]\n end\n if <(bounce) = [1]> then\n set [animation v] to [i]\n set [animation# v] to [1]\n set [bounce v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [nsmbwiiStomp2 v]\n set [yvel v] to ((10) + (([abs v] of (Xvel) ) * (0.25)))\n else\n start sound [nsmbwiiStomp1 v]\n set [yvel v] to ((5) + (([abs v] of (Xvel) ) * (0.25)))\n end\n Move\n Position\n end\n if <(dead) = [1]> then\n switch costume to (dead v)\n set [yvel v] to [10]\n set [xvel v] to [0]\n set [score+ v] to [0]\n start sound [nsmbwiiDeath v]\n repeat (10)\n Position\n end\n switch costume to (dead2 v)\n repeat until <(Y) < [-200]>\n change [yvel v] by (-1)\n Move\n Position\n end\n if <(lives) = [0]> then\n set [dead v] to [3]\n else\n change [lives v] by (-1)\n Reset\n end\n end\n if <(dead) = [2]> then\n switch costume to (crush1 v)\n start sound [nsmbwiiDeath v]\n repeat (6)\n wait (0) seconds\n next costume\n end\n if <(lives) = [0]> then\n set [dead v] to [3]\n else\n change [lives v] by (-1)\n Reset\n end\n end\n end\n if <(dead) = [4]> then\n Reset\n end\nend\n\nwhen I receive [start v]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n if <(dead) = [0]> then\n if <(power up) = [mega]> then\n set [invincible v] to [1]\n set size to (15) %\n start sound [nsmbwiiPowerup v]\n repeat (10)\n change size by (4.25)\n set [power up v] to [mega]\n end\n set [gage v] to [100]\n repeat until <<(dead) > [0]> or <(gage) < [1]>>\n change [gage v] by ((-1) / (3))\n set [power up v] to [mega]\n end\n start sound [nsmbwiiPowerDown v]\n repeat (10)\n change size by (-4.25)\n set [power up v] to [none]\n end\n else\n if <(power up) = [ghost]> then\n if <not <touching (land v)?>> then\n set [invincible v] to [1]\n set [ghost v] effect to (50)\n set [ghosty v] to (Y)\n if <(gage) < [1]> then\n set [gage v] to [100]\n end\n repeat until <<<<<not <key (space v) pressed?>> and <not <mouse down?>>> or <(gage) < [1]>> or <(dead) > [0]>> or <not <(power up) = [ghost]>>>\n change [gage v] by (-2.5)\n set [y v] to (ghosty)\n set [yvel v] to [0]\n end\n set size to (15) %\n set [ghost v] effect to (0)\n set [invincible v] to [0]\n if <(gage) < [1]> then\n wait until <touching (land v)?>\n end\n end\n else\n if <(power up) = [coin]> then\n create clone of (+coins v)\n set [power up v] to [none]\n else\n if <(power up) = [1up]> then\n start sound [nsmbwii1up1 v]\n change [lives v] by (1)\n set [power up v] to [none]\n else\n end\n end\n end\n end\n end\n end\n set size to (15) %\n set [ghost v] effect to (0)\n set [invincible v] to [0]\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\ndefine Gravity\nswitch costume to (d v)\nif <touching (land v)?> then\n if <(invincible) = [0]> then\n set [score+ v] to [0]\n end\n set [xvel v] to ((Xvel) * (0.85))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [jump v] to [1]\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(jump) = [0]> then\n set [duck v] to [1]\n end\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n if <(Xvel) < [0]> then\n change [xvel v] by (-1)\n else\n change [xvel v] by (-0.5)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n if <(Xvel) > [0]> then\n change [xvel v] by (1)\n else\n change [xvel v] by (0.5)\n end\n end\n if <(land) = [1]> then\n else\n if <(land) = [0]> then\n set [animation v] to [j]\n set [animation# v] to [1]\n set [land v] to [2]\n start sound [nsmbwiiLandGrass v]\n else\n if <(Animation#) < [3]> then\n change [animation# v] by (1)\n else\n set [animation v] to [i]\n set [animation# v] to [1]\n set [land v] to [1]\n end\n end\n end\n if <(power up) = [ghost]> then\n set [gage v] to [100]\n else\n end\nelse\n set [land v] to [0]\n change [yvel v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-0.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (0.5)\n end\nend\n\n@missile\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\ndefine Move\nset [xvel v] to (([sin v] of (direction) ) * (5))\nset [yvel v] to (([cos v] of (direction) ) * (5))\nchange [x v] by (Xvel)\nchange [y v] by (Yvel)\nturn right (dirvel) degrees\nset [dirvel v] to ((dirvel) * (0.9))\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nset [x v] to (missileX)\nset [y v] to ((missileY) + (38))\nif <([x v] of [player v]) > (X)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nset [dirvel v] to [0]\nset [animation v] to [0]\nswitch costume to (missile1 v)\nchange [x v] by ((direction) / (3))\nMove\nPosition\nforever\n if <(dead) < [3]> then\n if <([abs v] of (Y) ) > [180]> then\n delete this clone\n end\n if <([abs v] of ((X) - (CamX)) ) > [240]> then\n delete this clone\n end\n switch costume to (hit v)\n if <<touching (land v)?> or <touching (spinder v)?>> then\n switch costume to (explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiBobomb v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n delete this clone\n end\n if <<touching (player v)?> and <(dead) = [0]>> then\n if <(invincible) = [0]> then\n set [dead v] to [1]\n end\n switch costume to (explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiBobomb v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n delete this clone\n end\n if <(direction) < [0]> then\n switch costume to (above v)\n if <<<touching (player v)?> and <(dead) = [0]>> and <not <([yvel v] of [player v]) < [0]>>> then\n change [dirvel v] by ([abs v] of (([yvel v] of [player v]) * (0.125)) )\n else\n switch costume to (below v)\n if <<touching (player v)?> and <(dead) = [0]>> then\n if <([yvel v] of [player v]) < [0]> then\n set [bounce v] to [1]\n change [dirvel v] by ((0) - ([abs v] of (([yvel v] of [player v]) * (0.375)) ))\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n end\n end\n end\n else\n switch costume to (below v)\n if <<<touching (player v)?> and <(dead) = [0]>> and <not <([yvel v] of [player v]) < [0]>>> then\n change [dirvel v] by ((0) - ([abs v] of (([yvel v] of [player v]) * (0.125)) ))\n else\n switch costume to (above v)\n if <<touching (player v)?> and <(dead) = [0]>> then\n if <([yvel v] of [player v]) < [0]> then\n set [bounce v] to [1]\n change [dirvel v] by ([abs v] of (([yvel v] of [player v]) * (0.375)) )\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n end\n end\n end\n end\n Move\n Position\n change [animation v] by (0.2)\n if <(animation) > [2]> then\n set [animation v] to [0.2]\n end\n switch costume to (join [missile] ([ceiling v] of (animation) ))\n if <touching (spinderlaser v)?> then\n switch costume to (explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiBobomb v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@spinder\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I start as a clone\nset [x v] to (spinder x)\nset [y v] to ((spinder y) + (125))\nshow\nset [dir v] to [0]\npoint in direction (0)\nswitch costume to (spinder1 v)\nPosition\nrepeat until <(distance to [player v]) < [150]>\n if <(dead) < [3]> then\n Position\n if <((X) - (CamX)) < [-240]> then\n delete this clone\n end\n if <<<touching (player v)?> and <(dead) = [0]>> or <touching (missile v)?>> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n switch costume to (spinder explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiBobomb v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n go [backward v] (100) layers\n turn right (100) degrees\n repeat until <([abs v] of ((X) - (CamX)) ) > [250]>\n switch costume to (spinder dead v)\n set size to (25) %\n Position\n end\n delete this clone\n end\n end\nend\nstart sound [nsmbwiiMechaKoopaLand v]\nrepeat (2)\n Position\n next costume\n wait (0) seconds\nend\nforever\n repeat ((100) / (Scroll Speed))\n Position\n point towards (player v)\n turn right (180) degrees\n change [dir v] by (((direction) - (dir)) / (5))\n point in direction (dir)\n if <((X) - (CamX)) < [-240]> then\n delete this clone\n end\n if <<<touching (player v)?> and <(dead) = [0]>> or <touching (missile v)?>> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n switch costume to (spinder explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiBobomb v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n go [backward v] (100) layers\n turn right (100) degrees\n repeat until <([abs v] of ((X) - (CamX)) ) > [250]>\n switch costume to (spinder dead v)\n set size to (25) %\n Position\n end\n delete this clone\n end\n end\n repeat (3)\n Position\n set [spinderlaser x v] to (X)\n set [spinderlaser y v] to (Y)\n set [spinderlaser dir v] to (direction)\n start sound [nsmbwiiBowserJrFireBall v]\n create clone of (spinderlaser v)\n repeat (3)\n Position\n if <<<touching (player v)?> and <(dead) = [0]>> or <touching (missile v)?>> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n switch costume to (spinder explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiBobomb v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n go [backward v] (100) layers\n turn right (100) degrees\n repeat until <([abs v] of ((X) - (CamX)) ) > [250]>\n switch costume to (spinder dead v)\n set size to (25) %\n Position\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@spinderlaser\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I start as a clone\nswitch costume to (spinderlaser v)\nshow\nset rotation style [all around v]\nset [x v] to (spinderlaser x)\nset [y v] to (spinderlaser y)\npoint in direction (spinderlaser dir)\nturn right (180) degrees\nset [xvel v] to (([sin v] of (direction) ) * (7.5))\nset [yvel v] to (([cos v] of (direction) ) * (7.5))\nPosition\nforever\n if <(dead) < [3]> then\n if <([abs v] of (Y) ) > [180]> then\n delete this clone\n end\n if <([abs v] of ((X) - (CamX)) ) > [240]> then\n delete this clone\n end\n Move\n Position\n if <<<touching (land v)?> or <touching (squishy v)?>> or <touching (missile v)?>> then\n switch costume to (laser explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiElectrocuted v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n delete this clone\n end\n if <<touching (player v)?> and <(dead) = [0]>> then\n if <(invincible) = [0]> then\n set [dead v] to [1]\n end\n switch costume to (laser explosion v)\n set rotation style [all around v]\n set [animation v] to [1]\n start sound [nsmbwiiElectrocuted v]\n repeat (13)\n turn right (20) degrees\n Position\n set size to (item (animation) of [explosion size v]) %\n change [animation v] by (1)\n end\n delete this clone\n end\n end\nend\n\ndefine Move\nchange [x v] by (Xvel)\nchange [y v] by (Yvel)\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@squishy\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I start as a clone\nset [x v] to (squishy x)\nset [y v] to ((squishy y) + (23))\nshow\nswitch costume to (squishy1 v)\nset [animation v] to [0]\nforever\n if <(dead) < [3]> then\n switch costume to (squishy hit v)\n if <touching (player v)?> then\n if <(dead) = [0]> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n set [bounce v] to [1]\n switch costume to (squishy dead v)\n repeat (10)\n Position\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n if <<touching (spinderlaser v)?> or <touching (missile v)?>> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n switch costume to (squishy dead v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <([abs v] of (Y) ) > [180]> then\n delete this clone\n end\n if <((X) - (CamX)) < [-240]> then\n delete this clone\n end\n Position\n change [animation v] by (0.5)\n if <(animation) > [6]> then\n set [animation v] to [0.2]\n end\n switch costume to (join [squishy] ([ceiling v] of (animation) ))\n if <touching (player v)?> then\n if <(invincible) = [0]> then\n set [dead v] to [1]\n end\n end\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@score+\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I start as a clone\nset [x v] to (score+x)\nset [y v] to (score+y)\nshow\nif <(score+) > [6]> then\n set [score+ v] to [6]\nend\nif <(score+) = [6]> then\n start sound [nsmbwii1up1 v]\n change [lives v] by (1)\nelse\n change [score v] by (([10 ^ v] of ((score+) * ([log v] of (2) )) ) * (100))\nend\nswitch costume to (score+)\nset size to ((10) + ((score+) * (2.5))) %\nrepeat (10)\n Position\n change [y v] by (1)\nend\nrepeat (10)\n Position\n change [y v] by (1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@heart\n\nwhen I start as a clone\nchange x by (((clone) * (5)) + (10))\nset size to (12.5) %\nforever\n switch costume to ((letter ((clone) - (1)) of (lives)) + (3))\n if <(clone) = [1]> then\n switch costume to (x v)\n end\n show\n if <(clone) > ((length of (lives)) + (1))> then\n hide\n end\nend\n\nwhen I receive [main v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nwait (0) seconds\nshow\nswitch costume to (heart v)\nset [clone v] to [0]\ngo to x: (-170) y: (160)\nset size to (25) %\nforever\n go to [front v] layer\n if <(clone) < ((length of (lives)) + (1))> then\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@score\n\nwhen I receive [main v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nwait (0) seconds\nset [clone v] to [0]\ngo to x: (170) y: (160)\nset size to (25) %\nforever\n set [score v] to (round (score))\n if <(clone) < ((length of (score)) + (1))> then\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (12.5) %\nforever\n set x to ((((length of ((score) + (1))) - (clone)) * (-5)) + (160))\n switch costume to ((letter (clone) of (score)) + (2))\n show\n if <(clone) = ((length of (score)) + (1))> then\n switch costume to (pts v)\n end\n if <(clone) > ((length of (score)) + (1))> then\n hide\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@faster\n\nwhen I receive [main v]\nwait (0) seconds\nset [cade v] to [1]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nforever\n wait until <(CamX) > ((cade) * (2500))>\n create clone of (_myself_ v)\n create clone of (+coins v)\n animation\n change [cade v] by (cade)\nend\n\nwhen I start as a clone\ngo to x: (160) y: (145)\nif <(score) > (Personal Best)> then\n set y to (135)\nend\nset size to (12.5) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (+1000 v)\nchange [score v] by (1000)\nrepeat (10)\n change y by (1)\nend\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine animation\ngo to x: (0) y: (100)\nswitch costume to (faster v)\nset size to (20) %\nshow\nset [ghost v] effect to (100)\nstart sound [nsmbwiiHurryUp v]\nrepeat (3)\n repeat (10)\n change [ghost v] effect by (-10)\n change [scroll speed v] by ((1) / (60))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [scroll speed v] by ((1) / (60))\n end\nend\nhide\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@personal best\n\nwhen I receive [main v]\nshow\ngo to x: (153) y: (148)\n\nset [personal best v] to [0]\nset [unicoins v] to [0]\n\nwhen I receive [start v]\nhide\nforever\n if <(score) > (Personal Best)> then\n show\n set [personal best v] to (score)\n end\nend\n\n@tutorial\n\nwhen I start as a clone\nset [tutorial v] to [2]\nswitch costume to (box1 v)\nset y to (30)\nwait until <(tutorial) = [3]>\npoint in direction (180)\nrepeat until <(x position) < [-20]>\n change x by (((-25) - (x position)) / (2))\nend\nsquish\nset [tutorial v] to [4]\nwait until <(tutorial) = [5]>\npoint in direction (0)\nrepeat until <(x position) > [20]>\n change x by (((25) - (x position)) / (2))\nend\nsquish\nset [tutorial v] to [6]\nwait until <(tutorial) = [7]>\npoint in direction (90)\nset x to (0)\nwait until <(tutorial) = [8]>\nsquish\nrepeat until <(y position) > [60]>\n change y by (((65) - (y position)) / (2))\nend\nrepeat until <(y position) = [30]>\n change y by ((0) - (((65) - (y position)) / (2)))\n if <((y position) + ((0) - (((65) - (y position)) / (2)))) < [30]> then\n set y to (30)\n end\nend\nsquish\nset [tutorial v] to [9]\nwait until <(tutorial) = [10]>\nrepeat (1)\n switch costume to (box2 v)\nend\nrepeat (1)\n switch costume to (box3 v)\nend\nrepeat (1)\n switch costume to (box4 v)\nend\nwait until <(tutorial) = [11]>\nrepeat (1)\n switch costume to (box3 v)\nend\nrepeat (1)\n switch costume to (box2 v)\nend\nrepeat (1)\n switch costume to (box1 v)\nend\nwait until <(tutorial) = [12]>\ndelete this clone\n\ndefine squish\nrepeat (1)\n switch costume to (box2 v)\nend\nrepeat (1)\n switch costume to (box3 v)\nend\nrepeat (1)\n switch costume to (box2 v)\nend\nrepeat (1)\n switch costume to (box1 v)\nend\n\nwhen I receive [main v]\npoint in direction (90)\nhide\nwait (0) seconds\nwait until <(start) = [1]>\nwait (0) seconds\nset [tutorial v] to [1]\nwait until <(tutorial) = [1]>\ngo to x: (0) y: (0)\nshow\nrepeat until <(dead) = [0]>\n switch costume to (space1 v)\n repeat (10)\n end\n switch costume to (space2 v)\n repeat (5)\n end\nend\ncreate clone of (_myself_ v)\nswitch costume to (move1 v)\nwait until <(tutorial) = [2]>\nrepeat (10)\nend\nswitch costume to (move2 v)\nset [tutorial v] to [3]\nwait until <(tutorial) = [4]>\nswitch costume to (move1 v)\nrepeat (10)\nend\nswitch costume to (move3 v)\nset [tutorial v] to [5]\nwait until <(tutorial) = [6]>\nswitch costume to (move1 v)\nrepeat (10)\nend\nswitch costume to (jump1 v)\nset [tutorial v] to [7]\nrepeat (10)\nend\nswitch costume to (jump2 v)\nset [tutorial v] to [8]\nrepeat (5)\nend\nswitch costume to (jump1 v)\nwait until <(tutorial) = [9]>\nrepeat (10)\nend\nswitch costume to (duck1 v)\nrepeat (10)\nend\nswitch costume to (duck2 v)\nset [tutorial v] to [10]\nrepeat (20)\nend\nswitch costume to (duck1 v)\nset [tutorial v] to [11]\nrepeat (10)\nend\nset [tutorial v] to [12]\nhide\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@logo\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset size to (25) %\ngo to x: (0) y: (-50)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (start1 v)\n repeat (10)\n end\n switch costume to (start2 v)\n repeat (5)\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [main v]\nshow\nset size to (25) %\nset [ghost v] effect to (100)\nswitch costume to (presenting v)\ngo to x: (0) y: (-50)\nrepeat until <(y position) > [-25]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-25)\nend\nrepeat until <(y position) > [25]>\n change y by (((50) - (y position)) / (25))\n change [ghost v] effect by (-25)\nend\nrepeat until <(y position) > [50]>\n change y by (((75) - (y position)) / (5))\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (100)\nrepeat (10)\nend\nset size to (50) %\nswitch costume to (logo v)\ngo to x: (0) y: (50)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\nwait until <<key (space v) pressed?> or <mouse down?>>\nstart sound [nsmbwiiStartLevel v]\ncreate clone of (black v)\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@black\n\nwhen I receive [main v]\nshow\nswitch costume to (black8 v)\nrepeat (7)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (black1 v)\nrepeat (7)\n next costume\nend\nrepeat (25)\nend\nbroadcast (start v)\nset [start v] to [1]\nrepeat (5)\nend\nrepeat (7)\n switch costume to ((costume [number v]) - (1))\nend\ndelete this clone\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@Unicoin hud\n\nwhen I receive [main v]\nhide\ndelete this clone\n\nwhen I start as a clone\nchange x by (((clone) * (5)) + (10))\nset size to (12.5) %\nforever\n switch costume to ((letter ((clone) - (1)) of (Unicoins)) + (3))\n if <(clone) = [1]> then\n switch costume to (x v)\n end\n show\n if <(clone) > ((length of (Unicoins)) + (1))> then\n hide\n end\nend\n\nwhen I receive [start v]\nwait (0) seconds\nshow\nswitch costume to (unicoin v)\nset [clone v] to [0]\ngo to x: (-125) y: (160)\nset size to ((25) / (3)) %\nforever\n go to [front v] layer\n if <(clone) < ((length of (Unicoins)) + (1))> then\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@gsquishy\n\nwhen I start as a clone\nset [x v] to (squishy x)\nset [y v] to ((squishy y) + (23))\nshow\nswitch costume to (squishy1 v)\nset [animation v] to [0]\nforever\n if <(dead) < [3]> then\n switch costume to (squishy hit v)\n if <touching (player v)?> then\n if <(dead) = [0]> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n create clone of (+coins v)\n set [bounce v] to [1]\n switch costume to (squishy dead v)\n repeat (10)\n Position\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n if <<touching (spinderlaser v)?> or <touching (missile v)?>> then\n change [score+ v] by (1)\n set [score+x v] to (X)\n set [score+y v] to (Y)\n create clone of (score+ v)\n switch costume to (squishy dead v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <([abs v] of (Y) ) > [180]> then\n delete this clone\n end\n if <((X) - (CamX)) < [-240]> then\n delete this clone\n end\n Position\n change [animation v] by (0.5)\n if <(animation) > [6]> then\n set [animation v] to [0.2]\n end\n switch costume to (join [squishy] ([ceiling v] of (animation) ))\n if <touching (player v)?> then\n if <(invincible) = [0]> then\n set [dead v] to [1]\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@+coins\n\nwhen I start as a clone\ngo to x: (-105) y: (145)\nset size to (12.5) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (+100 v)\nchange [unicoins v] by (100)\nstart sound [nsmbwiiCoin v]\nrepeat (10)\n change y by (1)\nend\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [main v]\nhide\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@Power Up HUD\n\nwhen I receive [start v]\nshow\nset [power up v] to [none]\nforever\n switch costume to (power up)\n if <(power up) = [random]> then\n start sound [Item Box1 v]\n repeat (25)\n next costume\n end\n set [power up v] to (item (pick random (1) to (length of [power ups v])) of [power ups v])\n start sound [Item Box2 v]\n end\nend\n\nwhen I receive [main v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@Power up\n\nwhen I start as a clone\nset [x v] to (powerx)\nset [y v] to ((powery) + (75))\nshow\nswitch costume to (powerup v)\nforever\n if <(dead) < [3]> then\n if <([abs v] of (Y) ) > [180]> then\n delete this clone\n end\n if <((X) - (CamX)) < [-240]> then\n delete this clone\n end\n Position\n if <touching (player v)?> then\n switch costume to (powerup v)\n start sound [Item Box Hit v]\n repeat (10)\n change [fisheye v] effect by (50)\n change [ghost v] effect by (10)\n change size by (2.5)\n end\n set [power up v] to [random]\n delete this clone\n end\n end\nend\n\ndefine Position\ngo to x: ((X) - (CamX)) y: (Y)\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@gage\n\nwhen I receive [main v]\nhide\nset [gage v] to [100]\nforever\n switch costume to (join ((round ((gage) / (5))) * (5)) [g])\n show\n go to x: (([x position v] of [player v]) / (2)) y: (([y position v] of [player v]) / (2))\n if <(invincible) = [0]> then\n hide\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@continue\n\nwhen I receive [main v]\nset [dead v] to [0]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(clone) = [1]> then\n set [ghost v] effect to (100)\n set size to (25) %\n go to x: (0) y: (-50)\n switch costume to (space2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n switch costume to (space1 v)\n repeat (10)\n if <(dead) = [0]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\n end\n switch costume to (space2 v)\n repeat (5)\n if <(dead) = [0]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\n end\n end\nelse\n set [ghost v] effect to (100)\n set size to (10) %\n go to x: (0) y: (-65)\n switch costume to (500 coins v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nforever\n if <(dead) = [0]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n hide\n wait until <(dead) = [3]>\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-50)\n switch costume to (continue v)\n set [clone v] to [1]\n create clone of (_myself_ v)\n set [clone v] to [2]\n create clone of (_myself_ v)\n set [clone v] to [0]\n repeat until <(y position) > [-25]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-25)\n end\n repeat until <<(y position) > [25]> or <<key (space v) pressed?> and <(Unicoins) > [499]>>>\n change y by (((50) - (y position)) / (100))\n change [ghost v] effect by (-25)\n end\n if <<<key (space v) pressed?> or <mouse down?>> and <(Unicoins) > [499]>> then\n change [unicoins v] by (-500)\n set [lives v] to [5]\n set [dead v] to [4]\n start sound [nsmbwiiStartLevel v]\n repeat until <(y position) > [50]>\n change y by (((75) - (y position)) / (5))\n change [ghost v] effect by (25)\n end\n else\n repeat until <(y position) > [50]>\n change y by (((75) - (y position)) / (5))\n change [ghost v] effect by (25)\n end\n set [ghost v] effect to (100)\n set [dead v] to [0]\n broadcast (main v)\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@music\n\nwhen I receive [main v]\nshow\n\nwhen this sprite clicked\nnext costume\nset [volume v] to (((costume [number v]) - (1)) * (100))\nbroadcast (volumechange v)\n\nwhen flag clicked\nforever\n set volume to (volume) %\n if <(costume [number v]) = [1]> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n@personal best main\n\nwhen I receive [main v]\nwait (0) seconds\nset [clone v] to [0]\ngo to x: (170) y: (160)\nset size to (25) %\nhide\nforever\n if <(clone) < ((length of (Personal Best)) + (1))> then\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (12.5) %\nforever\n set x to ((((length of ((Personal Best) + (1))) - (clone)) * (-5)) + (160))\n switch costume to ((letter (clone) of (Personal Best)) + (2))\n show\n if <(clone) = ((length of (Personal Best)) + (1))> then\n switch costume to (pts v)\n end\n if <(clone) > ((length of (Personal Best)) + (1))> then\n hide\n end\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [volumechange v]\nset volume to (volume) %\n\n | Control Blammer the Unicorn in this Mario-like arcade platformer. You have 10 lives to earn points by defeating enemies, racking up combos and surviving as long as possible!\n\nControls:\nWASD / Arrow Keys - Movement, Jumping and Ducking\nSpace / Click - Pop Bubble / Use Power Up\nClick the button on the bottom-left corner to mute all sounds\n\nEarning Points:\n- Jump on Squishies and Missiles. You can build a combo if you jump on consecutive enemies without touching the ground, gaining extra points/lives.\n-Spinders will shoot lasers at you but will die if you jump into them, which will also raise your combo.\n- By jumping into missiles from above or below, you can change their trajectories and kill more enemies with them!\n- You also earn bonus 1000 points after travelling a large distance.\n\nPower Ups:\nThe colourful boxes with lightning bolts contain power ups:\n- Mega: Turns you into an invincible giant, allowing you to rack up massive combos\n- Ghost: Holding space or clicking allows you to glide in mid air and become invincible for a short period\n- Coin: Gain 100 free unicoins\n- 1UP: Gain a free life\nYour current power up is shown on the bottom-right corner\n\nUnicoins:\nYou earn 100 unicoins after travelling certain distances, power ups and jumping on golden squishies. Upon losing all of your lives, you can press space to spend 500 unicoins to keep playing to improve your score.\n\nIf lag is bad, try here: https://phosphorus.github.io/#114080029 |
-Above the Sky Platformer- | @Stage\n\nwhen flag clicked\nstart sound [menu v]\n\nwhen I receive [message1 v]\nstop all sounds\nforever\n play sound [Game1 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nrepeat (15)\n turn right (2) degrees\n wait (1e-07) seconds\nend\nforever\n repeat (30)\n turn left (2) degrees\n wait (1e-07) seconds\n end\n repeat (30)\n turn right (2) degrees\n wait (1e-07) seconds\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\npoint in direction (90)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu v]\nshow\n\n@Sprite3\n\nwhen flag clicked\npoint in direction (90)\nshow\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nshow\npoint in direction (90)\nrepeat (15)\n turn right (2) degrees\n wait (1e-07) seconds\nend\nforever\n repeat (30)\n turn left (2) degrees\n wait (1e-07) seconds\n end\n repeat (30)\n turn right (2) degrees\n wait (1e-07) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nbroadcast (Level Select v)\n\n@Sprite5\n\nwhen flag clicked\nshow\npoint in direction (90)\nrepeat (15)\n turn right (2) degrees\n wait (1e-07) seconds\nend\nforever\n repeat (30)\n turn left (2) degrees\n wait (1e-07) seconds\n end\n repeat (30)\n turn right (2) degrees\n wait (1e-07) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (instructions v)\nbroadcast (Instructions v)\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [menu v]\nshow\n\n@Charachter_1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(y position) < [-165]> then\n go to x: (-183) y: (-114)\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#dadada)?> or <<touching color (#c6c6c6)?> or <<touching color (#b8b8b8)?> or <touching color (#b2b2b2)?>>>> then\n go to x: (-183) y: (-114)\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-183) y: (-114)\n\nwhen I receive [message1 v]\nswitch backdrop to (level1 v)\nset [coins v] to [0]\ngo to x: (-193) y: (-115)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#006622)?> or <touching color (#00ff55)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#006622)?> or <touching color (#00ff55)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [new level v]\ngo to x: (-183) y: (-114)\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n broadcast (New Level v)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n if <(backdrop [name v]) = [level1]> then\n go to x: (193) y: (-102)\n end\n if <(backdrop [name v]) = [level2]> then\n go to x: (193) y: (-102)\n end\n if <(backdrop [name v]) = [level6]> then\n go to x: (195) y: (-82)\n end\n if <(backdrop [name v]) = [level9]> then\n go to x: (195) y: (-102)\n end\n if <(backdrop [name v]) = [level15]> then\n go to x: (-49) y: (-102)\n end\n if <(backdrop [name v]) = [level21]> then\n hide\n end\n if <(backdrop [name v]) = [level16]> then\n go to x: (195) y: (-102)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (Menu v)\nhide\n\nwhen I receive [level select v]\nshow\n\n | PLEASE CHECK OUT MY NEW ACCOUNT!!!!!: @-NovaGames- |
Nyan Platformer | @Stage\n\n@Sprite1\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop1 v)\nswitch costume to (nyan_cat_by_atkforever-d9j5htb-5 v)\nset size to (10) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-100)\npoint in direction (90)\nset [level v] to [1]\nwait (3.5) seconds\nswitch backdrop to (backdrop4 v)\nswitch backdrop to (next backdrop v)\nshow\nshow variable [deaths v]\nshow variable [level v]\nforever\n change [gravity v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n next costume\n change [xvel v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n next costume\n change [xvel v] by (-0.7)\n end\n set [xvel v] to ((XVel) * (0.9))\n change x by (XVel)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change x by ((XVel) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XVel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [gravity v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (gravity)\n if <touching color (#000000)?> then\n change y by ((gravity) * (-1))\n set [gravity v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [gravity v] to [8]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n set [gravity v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-100)\n change [level v] by (1)\n end\n if <touching color (#00ffff)?> then\n set [gravity v] to [12]\n end\n if <touching color (#f0a23a)?> then\n show\n hide\n reset timer\n end\n if <<touching color (#ff0101)?> or <<key (r v) pressed?> or <touching color (#e2ce95)?>>> then\n if <<touching color (#ff0101)?> or <touching color (#e2ce95)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [xvel v] to [0]\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n set [gravity v] to [0]\n go to x: (-200) y: (-100)\n else\n set [xvel v] to [0]\n set [ghost v] effect to (0)\n set [gravity v] to [0]\n go to x: (-200) y: (-100)\n end\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [tac-nayn-nyan-cat-tac-nayn-26040173-606-388-0 v]\nshow\n\nwhen this sprite clicked\nset volume to (1200) %\nforever\n play sound [recording1 v] until done\nend\n\nhide variable [deaths v]\n\nwhen backdrop switches to [backdrop2 v]\nhide variable [level v]\n\nset [level v] to [1]\n\nwhen flag clicked\nhide variable [level v]\nhide variable [deaths v]\nhide\nswitch backdrop to (images v)\nset [deaths v] to [0]\nset [sub level v] to [0]\nset [gravity v] to [0]\nset [xvel v] to [0]\nset size to (40) %\nswitch backdrop to (images v)\ngo to x: (-120) y: (-20)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (990000) y: (9999999)\nhide\n\nwhen backdrop switches to [nyancat v]\nshow\nforever\n go to x: (-8) y: (-1)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nset size to (20) %\ngo to x: (999) y: (999)\npoint in direction (90)\n\nwhen backdrop switches to [nyancat5 v]\nshow\ngo to x: (93) y: (-61)\nrepeat until <(Level) = [13]>\n glide (1) secs to x: (-192) y: (-98)\n glide (1) secs to x: (140) y: (-98)\nend\n\nwhen backdrop switches to [nyancat17 v]\nset size to (17) %\nshow\ngo to x: (93) y: (-61)\nforever\n glide (1.3) secs to x: (-192) y: (-104)\n glide (1.3) secs to x: (55) y: (-104)\nend\n\nwhen backdrop switches to [nyancat12 v]\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat8 v]\nhide\ngo to x: (999) y: (999)\n\n@tac\n\nwhen backdrop switches to [backdrop1 v]\nhide\ngo to x: (999) y: (999)\n\nwhen flag clicked\nset [hi v] to [0]\nhide variable [level v]\nhide variable [deaths v]\nhide\nswitch backdrop to (images v)\nset [deaths v] to [0]\nset [gravity v] to [0]\nset [xvel v] to [0]\nset size to (75) %\nswitch backdrop to (images v)\ngo to x: (120) y: (-20)\n\nwhen backdrop switches to [tac-nayn-nyan-cat-tac-nayn-26040173-606-388-0 v]\nshow\n\nwhen this sprite clicked\nforever\n set [hi v] to [100]\n set volume to (150) %\n play sound [recording1 v] until done\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide variable [level v]\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop3 v)\nswitch costume to (nyan_cat_by_atkforever-d9j5htb-5 v)\nset size to (22.1) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-100)\npoint in direction (90)\nset [level v] to [1]\nwait (3.5) seconds\nswitch backdrop to (backdrop4 v)\nswitch backdrop to (next backdrop v)\nshow variable [deaths v]\nshow\nshow variable [level v]\nforever\n change [gravity v] by (-0.4)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n next costume\n change [xvel v] by (0.6)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n next costume\n change [xvel v] by (-0.7)\n point in direction (90)\n end\n set [xvel v] to ((XVel) * (0.9))\n change x by (XVel)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change y by (0.9)\n if <touching color (#000000)?> then\n change x by ((XVel) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XVel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [gravity v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (gravity)\n if <touching color (#000000)?> then\n change y by ((gravity) * (-1))\n set [gravity v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [gravity v] to [8]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n set [gravity v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-100)\n change [level v] by (1)\n broadcast (Next Level v) and wait\n end\n if <touching color (#00ffff)?> then\n set [gravity v] to [12]\n end\n if <<touching color (#ff0101)?> or <key (r v) pressed?>> then\n if <touching color (#ff0101)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [xvel v] to [0]\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n set [gravity v] to [0]\n go to x: (-200) y: (-100)\n else\n set [xvel v] to [0]\n set [ghost v] effect to (0)\n set [gravity v] to [0]\n go to x: (-200) y: (-100)\n end\n end\nend\n\n@DRAGON\n\nwhen flag clicked\nhide\nset size to (55) %\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat7 v]\nshow\nforever\n next costume\n go to x: (80) y: (-60)\n wait (0.13) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\nhide\n\n@8616\n\n@8 bit 20\n\nwhen flag clicked\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat7 v]\nrepeat until <(Level) = [20]>\n wait (0) seconds\n go to x: (-26) y: (-38)\n show\n glide (1) secs to x: (-250) y: (6)\n hide\n go to x: (999) y: (999)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\n@8 bit 2\n\nwhen flag clicked\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat7 v]\nrepeat until <(Level) = [20]>\n wait (0.1) seconds\n go to x: (-26) y: (-38)\n show\n glide (1.2) secs to x: (-250) y: (-27)\n hide\n go to x: (999) y: (999)\n wait (0.4) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\n@8 bit 3\n\nwhen flag clicked\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat7 v]\nrepeat until <(Level) = [20]>\n go to x: (-26) y: (-38)\n show\n glide (1) secs to x: (-250) y: (-38)\n hide\n go to x: (999) y: (999)\n wait (0.3) seconds\nend\n\n@blue-fire-png-18\n\nwhen flag clicked\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat7 v]\npoint in direction (180)\nrepeat until <(Level) = [20]>\n wait (0.8) seconds\n go to x: (-26) y: (-38)\n show\n glide (0.8) secs to x: (-250) y: (-134)\n hide\n go to x: (999) y: (999)\n wait (0.4) seconds\n show\n go to x: (-26) y: (-38)\n glide (1) secs to x: (-250) y: (-20)\n hide\n wait (1.4) seconds\n show\n go to x: (-26) y: (-38)\n glide (1) secs to x: (-250) y: (-59)\n hide\nend\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\n@8 bit 4\n\nwhen backdrop switches to [nyancat7 v]\nrepeat until <(Level) = [20]>\n wait (0.2) seconds\n go to x: (-26) y: (-38)\n show\n glide (1) secs to x: (-250) y: (6)\n hide\n go to x: (999) y: (999)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\n@Sprite4\n\nwhen flag clicked\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [nyancat7 v]\nset size to (100) %\nshow\ngo to x: (-28) y: (43)\nforever\n glide (2) secs to x: (56) y: (43)\n glide (2) secs to x: (-200) y: (43)\nend\n\nwhen backdrop switches to [backdrop2 v]\nset size to (12) %\nhide\ngo to x: (999) y: (999)\n\n@floater101\n\nwhen flag clicked\nshow\ngo to x: (85) y: (-75)\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen this sprite clicked\nhide\nswitch backdrop to (tac-nayn-nyan-cat-tac-nayn-26040173-606-388-0 v)\ngo to x: (999) y: (999)\n\n@jeremy-nyan-cat-trans-001\n\nwhen flag clicked\ngo to x: (999) y: (999)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-276) y: (-42)\n\n@led-screen-you-win-loop-huge-color-shows-video-stars-text-39756057\n\nwhen flag clicked\ngo to x: (999) y: (999)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (50) y: (0)\n\nwhen flag clicked\nset size to (70) %\n\n@3021307-inline-fb-thumbsup-printpackaging\n\n@download\n\nwhen flag clicked\nhide\nset size to (50) %\ngo to x: (999) y: (999)\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-153) y: (55)\n\n@Sprite5\n\nwhen backdrop switches to [nyancat15 v]\nshow\ngo to x: (-66) y: (1)\nforever\n wait (2) seconds\n next costume\nend\n\nwhen flag clicked\ngo to x: (999) y: (999)\nhide\n\nwhen backdrop switches to [nyancat9 v]\ngo to x: (999) y: (999)\nhide\n\n@download2\n\nwhen flag clicked\nswitch costume to (download v)\nhide\nwait until <(Level) = [1]>\nwait (3.5) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\nif <(hi) = [100]> then\n go to (sprite1 v)\n point in direction ([direction v] of [tac v])\n set [ghost v] effect to (0)\n repeat (10)\n go to (tac v)\n change y by (46)\n change x by (67)\n end\n repeat (10)\n change x by (-6)\n change [ghost v] effect by (10)\n end\nelse\n point in direction ([direction v] of [sprite1 v])\n set [ghost v] effect to (0)\n repeat (10)\n change y by (10)\n go to (sprite1 v)\n end\n repeat (10)\n change x by (-6)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nchange x by (-19)\n\nchange x by (-6)\n\n@tumblr_static_rainbow\n\nwhen backdrop switches to [nyancat9 v]\ngo to x: (36) y: (28)\nshow\n\nwhen backdrop switches to [nyancat6 v]\ngo to x: (999) y: (999)\nhide\n\nwhen flag clicked\ngo to x: (999) y: (999)\nhide\n\n@Mlg_Doge\n\nwhen flag clicked\ngo to x: (999) y: (999)\nhide\n\nwhen backdrop switches to [nyancat15 v]\ngo to x: (999) y: (999)\nhide\n\nwhen backdrop switches to [nyancat14 v]\ngo to x: (8) y: (11)\nshow\n\n@Flappy-Bird-(Yellow)\n\nwhen flag clicked\nset size to (30) %\ngo to x: (999) y: (999)\nhide\n\nwhen backdrop switches to [nyancat16 v]\nshow\nrepeat until <(Level) = [18]>\n go to x: (-236) y: (6)\n glide (0.05) secs to x: (-233) y: (12)\n glide (0.05) secs to x: (-226) y: (19)\n glide (0.05) secs to x: (-215) y: (27)\n glide (0.05) secs to x: (-206) y: (32)\n glide (0.05) secs to x: (-194) y: (38)\n glide (0.05) secs to x: (-187) y: (38)\n glide (0.05) secs to x: (-180) y: (31)\n glide (0.05) secs to x: (-174) y: (25)\n glide (0.05) secs to x: (-168) y: (18)\n glide (0.05) secs to x: (-158) y: (14)\n glide (0.05) secs to x: (-151) y: (3)\n glide (0.05) secs to x: (-139) y: (-4)\n glide (0.05) secs to x: (-134) y: (0)\n glide (0.05) secs to x: (-126) y: (6)\n glide (0.05) secs to x: (-119) y: (13)\n glide (0.05) secs to x: (-111) y: (20)\n glide (0.05) secs to x: (-105) y: (26)\n glide (0.05) secs to x: (-99) y: (24)\n glide (0.05) secs to x: (-95) y: (21)\n glide (0.05) secs to x: (-89) y: (19)\n glide (0.05) secs to x: (-85) y: (10)\n glide (0.05) secs to x: (-85) y: (10)\n glide (0.05) secs to x: (-83) y: (5)\n glide (0.05) secs to x: (-73) y: (-2)\n glide (0.05) secs to x: (-66) y: (-9)\n glide (0.05) secs to x: (-62) y: (-17)\n glide (0.05) secs to x: (-57) y: (-24)\n glide (0.05) secs to x: (-50) y: (-29)\n glide (0.05) secs to x: (-45) y: (-37)\n glide (0.05) secs to x: (-40) y: (-45)\n glide (0.05) secs to x: (-34) y: (-50)\n glide (0.05) secs to x: (-31) y: (-53)\n glide (0.05) secs to x: (-25) y: (-46)\n glide (0.05) secs to x: (-18) y: (-40)\n glide (0.05) secs to x: (-13) y: (-34)\n glide (0.05) secs to x: (-7) y: (-30)\n glide (0.05) secs to x: (0) y: (-26)\n glide (0.05) secs to x: (7) y: (-34)\n glide (0.05) secs to x: (21) y: (-45)\n glide (0.05) secs to x: (23) y: (-50)\n glide (0.05) secs to x: (28) y: (-45)\n glide (0.05) secs to x: (33) y: (-39)\n glide (0.05) secs to x: (41) y: (-28)\n glide (0.05) secs to x: (45) y: (-23)\n glide (0.05) secs to x: (52) y: (-14)\n glide (0.05) secs to x: (56) y: (-3)\n glide (0.05) secs to x: (61) y: (5)\n glide (0.05) secs to x: (62) y: (10)\n glide (0.05) secs to x: (65) y: (19)\n glide (0.05) secs to x: (69) y: (28)\n glide (0.05) secs to x: (70) y: (38)\n glide (0.05) secs to x: (74) y: (57)\n glide (0.05) secs to x: (80) y: (65)\n glide (0.05) secs to x: (86) y: (76)\n glide (0.05) secs to x: (96) y: (84)\n glide (0.05) secs to x: (100) y: (86)\n glide (0.05) secs to x: (104) y: (83)\n glide (0.05) secs to x: (112) y: (74)\n glide (0.05) secs to x: (120) y: (68)\n glide (0.05) secs to x: (132) y: (76)\n glide (0.05) secs to x: (143) y: (86)\n glide (0.05) secs to x: (154) y: (79)\n glide (0.05) secs to x: (165) y: (69)\n glide (0.05) secs to x: (177) y: (49)\n glide (0.05) secs to x: (191) y: (32)\n glide (0.05) secs to x: (203) y: (26)\n glide (0.05) secs to x: (215) y: (18)\n glide (0.05) secs to x: (229) y: (7)\n glide (0.05) secs to x: (240) y: (-3)\n glide (0.05) secs to x: (247) y: (-10)\n glide (0.05) secs to x: (254) y: (-14)\nend\n\nwhen backdrop switches to [nyancat11 v]\ngo to x: (999) y: (999)\nhide\nhide\nhide\nhide\n\n@Sprite6\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(backdrop [name v]) = [nyancat]> then\n forever\n wait (1) seconds\n change [time v] by (1)\n if <(backdrop [name v]) = [backdrop2]> then\n forever\n set [time v] to (Time)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Time) < (☁ World Record)> and <(backdrop [name v]) = [backdrop2]>> then\n wait (0.2) seconds\n set [☁ world record v] to (Time)\n end\nend\n\n | Arrow keys/WASD to move, but the game has a tutorial on how to play\n\nNEW: Cloud Highscore, this means that when play while signed in to a scratcher account if you beat the current highscore yours will be saved. |
Pixel Dash! (Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Epic 8bit v] until done\nend\n\nwhen flag clicked\nforever\n set [attempts show v] to (join [Attempt ] (Attempts))\n set [level show v] to (join [Level ] (Level))\n set [highscore show v] to (join [HI: ] (join (☁ Highscore) [ attempts]))\nend\n\n@Render Tiles\n\ndefine render\nclear graphic effects\nhide\ngo to x: (-232) y: (-158)\nset size to (100) %\nshow\nerase all\nrepeat (23)\n repeat (30)\n switch costume to (render v)\n if <touching color (#663b00)?> then\n switch costume to (brown v)\n stamp\n else\n if <touching color (#00cc44)?> then\n switch costume to (brown no grass v)\n stamp\n else\n if <touching color (#009933)?> then\n switch costume to (brown w grass v)\n stamp\n else\n if <touching color (#009933)?> then\n switch costume to (brown w grass v)\n stamp\n else\n if <touching color (#666666)?> then\n switch costume to (grey up spike v)\n stamp\n else\n if <touching color (#a5a3f4)?> then\n switch costume to (crystal v)\n stamp\n else\n if <touching color (#cccccc)?> then\n switch costume to (grey v)\n stamp\n else\n if <touching color (#003fff)?> then\n switch costume to (grey down spike v)\n stamp\n end\n end\n end\n end\n end\n end\n end\n end\n change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nhide\nbroadcast (hide v)\n\nwhen flag clicked\nset [level v] to [1]\nerase all\nwait (0.1) seconds\nrender\n\nwhen I receive [next level and render v]\nchange [level v] by (1)\nerase all\nwait (0.1) seconds\nrender\n\nwhen flag clicked\nforever\n set [mousex v] to (mouse x)\n set [mousey v] to (mouse y)\nend\n\n@Level \n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [next level and render v]\nset [ghost v] effect to (0)\nnext costume\n\nwhen flag clicked\nswitch costume to (costume9 v)\nset size to (1600) %\nset [ghost v] effect to (0)\ngo to x: (0) y: (6.5)\nclear graphic effects\nforever\n if <(costume [number v]) = [11]> then\n hide variable [level show v]\n if <(Attempts) < (☁ Highscore)> then\n set [☁ highscore v] to (Attempts)\n end\n end\nend\n\n@Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [next level and render v]\nhide\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nset size to (50) %\ngo to x: (-215) y: (-147)\npoint in direction (90)\nwait (0.5) seconds\nrepeat until <touching color (#ff9400)?>\n if <(x position) < [-235]> then\n set x to (-235)\n end\n if <(x position) > [235]> then\n set x to (235)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n set [x vel v] to ((x vel) * (0.8))\n change [y vel v] by (-1)\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x vel) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (level v)?> then\n reverse\n set [y vel v] to [0]\n end\n if <(y position) < [-160]> then\n set [y vel v] to [0]\n go to x: (-215) y: (-147)\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [12]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <touching color (#ff9400)?> then\n start sound [low tom v]\n change [attempts v] by (1)\n broadcast (hide v)\n end\n if <touching color (#00ffff)?> then\n set [y vel v] to [0]\n go to x: (-215) y: (-147)\n set [x vel v] to [0]\n point in direction (90)\n broadcast (next level and render v)\n end\nend\n\ndefine reverse\nif <(y vel) > [0]> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\nelse\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\nend\n\nchange y by ((y vel) * (-1))\n\n@Ninja Turtle2\n\nwhen I receive [hide v]\nshow variable [level show v]\nshow variable [attempts show v]\nshow variable [highscore show v]\nshow\nset size to (50) %\npoint in direction (90)\nwait (0.5) seconds\nrepeat until <touching color (#ff9400)?>\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\nbroadcast (hide v)\n\nwhen I receive [hide v]\nswitch costume to (nt v)\nwait (1) seconds\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (nt2 v)\n wait (0.2) seconds\n switch costume to (nt3 v)\n wait (0.2) seconds\n else\n switch costume to (nt v)\n end\nend\n\nwhen I receive [next level and render v]\nhide\n\nwhen flag clicked\nhide variable [level show v]\nhide variable [attempts show v]\nhide variable [highscore show v]\nhide\nset [attempts v] to [1]\nforever\n go to (hitbox v)\nend\n\n | Pixel Dash! \nThe objective is to get to the blue crystal.\nTry to beat all 10 levels!\nThis game uses rendered graphics so it will be a bit laggy at the start...\nUp arrow to jump. Avoid the orange spikes!!!\n\nHave fun! |
Parkour - Sky Island Platformer | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n repeat (10)\n play sound [Allison Vexento - Mango Breeze.mp3 v] until done\n end\nend\n\nwhen backdrop switches to [stage 1 v]\nrepeat until <(backdrop [number v]) = [34]>\n change [time v] by (1)\n wait (1) seconds\nend\n\n@Start\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<touching (mouse-pointer v)?> and <(size) = [100]>> then\n repeat (2)\n change size by (0.5)\n end\n repeat (2)\n change size by (1.5)\n end\n repeat (5)\n change size by (2.5)\n end\n repeat (5)\n change size by (1.5)\n end\n repeat (5)\n change size by (1)\n end\n repeat (4)\n change size by (0.5)\n end\n repeat (2)\n change size by (0.25)\n end\n else\n if <<not <touching (mouse-pointer v)?>> and <(size) > [100]>> then\n repeat (2)\n change size by (-0.5)\n end\n repeat (2)\n change size by (-1.5)\n end\n repeat (5)\n change size by (-2.5)\n end\n repeat (5)\n change size by (-1.5)\n end\n repeat (5)\n change size by (-1)\n end\n repeat (4)\n change size by (-0.5)\n end\n repeat (2)\n change size by (-0.25)\n end\n end\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\nset [level v] to [Main Menu]\nswitch backdrop to (main menu v)\nshow\n\nwhen flag clicked\nforever\n if <not <(Level) = [Main Menu]>> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (stage 1 v)\nset [level v] to [1]\nbroadcast (start v)\n\nwhen flag clicked\nset [time v] to [0]\n\n@How To Play\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<touching (mouse-pointer v)?> and <(size) = [100]>> then\n repeat (2)\n change size by (0.5)\n end\n repeat (2)\n change size by (1.5)\n end\n repeat (5)\n change size by (2.5)\n end\n repeat (5)\n change size by (1.5)\n end\n repeat (5)\n change size by (1)\n end\n repeat (4)\n change size by (0.5)\n end\n repeat (2)\n change size by (0.25)\n end\n else\n if <<not <touching (mouse-pointer v)?>> and <(size) > [100]>> then\n repeat (2)\n change size by (-0.5)\n end\n repeat (2)\n change size by (-1.5)\n end\n repeat (5)\n change size by (-2.5)\n end\n repeat (5)\n change size by (-1.5)\n end\n repeat (5)\n change size by (-1)\n end\n repeat (4)\n change size by (-0.5)\n end\n repeat (2)\n change size by (-0.25)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (button2-b v)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [Main Menu]> then\n switch costume to (button2-b v)\n show\n else\n if <(Level) = [Help]> then\n switch costume to (button2-b2 v)\n show\n else\n hide\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [ 1 ]> then\n set [level v] to [Help]\n switch backdrop to (help v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [level v] to [Main Menu]\n switch backdrop to (main menu v)\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <key (left arrow v) pressed?> then\n if <<(left) = [0]> and <(jumping) = [0]>> then\n go to x: ((x position) - (2.5)) y: (y position)\n else\n if <<(left) = [0]> and <(jumping) = [1]>> then\n go to x: ((x position) - (2)) y: (y position)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <key (up arrow v) pressed?> then\n if <<(bottom) = [1]> and <<(top) = [0]> and <(jumping) = [0]>>> then\n set [jumping v] to [1]\n repeat (6)\n if <(jumping) = [1]> then\n go to x: (x position) y: ((y position) + (6))\n end\n end\n repeat (6)\n if <(jumping) = [1]> then\n go to x: (x position) y: ((y position) + (5))\n end\n end\n repeat (4)\n if <(jumping) = [1]> then\n go to x: (x position) y: ((y position) + (4))\n end\n end\n repeat (4)\n if <(jumping) = [1]> then\n go to x: (x position) y: ((y position) + (2.5))\n end\n end\n repeat (6)\n if <(jumping) = [1]> then\n go to x: (x position) y: ((y position) + (1))\n end\n end\n repeat (8)\n if <(jumping) = [1]> then\n go to x: (x position) y: ((y position) + (0.2))\n end\n end\n set [jumping v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(bottom) = [0]> and <(jumping) = [0]>> then\n repeat (6)\n if <(bottom) = [0]> then\n go to x: (x position) y: ((y position) - (0.5))\n end\n end\n repeat (6)\n if <(bottom) = [0]> then\n go to x: (x position) y: ((y position) - (1.5))\n end\n end\n repeat (4)\n if <(bottom) = [0]> then\n go to x: (x position) y: ((y position) - (2))\n end\n end\n repeat until <(bottom) = [1]>\n go to x: (x position) y: ((y position) - (4))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(top) = [1]> then\n set [jumping v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [Main Menu]> or <(Level) = [Help]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-169) y: (-110)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-169) y: (-110)\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n go to x: (-169) y: (-110)\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#009933)?> then\n switch backdrop to (stage 33 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n switch backdrop to (stage 34 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#995900)?> then\n switch backdrop to (stage 1 v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n switch backdrop to (stage 35 v)\n wait (5) seconds\n switch backdrop to (stage 34 v)\n end\n forever\n if <touching color (#0033cc)?> then\n switch backdrop to (stage 35 v)\n wait (5) seconds\n switch backdrop to (stage 34 v)\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <key (right arrow v) pressed?> then\n if <<(right) = [0]> and <(jumping) = [0]>> then\n go to x: ((x position) + (2.5)) y: (y position)\n else\n if <<(right) = [0]> and <(jumping) = [1]>> then\n go to x: ((x position) + (2)) y: (y position)\n end\n end\n end\nend\n\n@PlayerTop\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#666666)?> then\n set [top v] to [1]\n set [jumping v] to [0]\n else\n set [top v] to [0]\n end\nend\n\n@PlayerBottom\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#666666)?> then\n set [bottom v] to [1]\n else\n set [bottom v] to [0]\n end\nend\n\n@PlayerLeft\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#666666)?> then\n set [left v] to [1]\n else\n set [left v] to [0]\n end\nend\n\n@PlayerRight\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#666666)?> then\n set [right v] to [1]\n else\n set [right v] to [0]\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | - Use the arrow keys to move\n- Try reach the yellow sun on every level\n- There are 31 Levels, try to find the real ending!\nBut most importantly...\nHAVE FUN!\n\nB.T.W Don't play in full screen if you want it to stop lagging. |
~ ᑕOᖇOᑎᗩ ~ ᴀ ᴘʟᴀᴛғᴏʀᴍᴇʀ | @Stage\n\nwhen flag clicked\nset volume to (100) %\nset [brightness v] effect to (-100)\nswitch backdrop to (squiggle thumbnail v)\nerase all\nbroadcast (Test v)\n\nwhen I receive [platformer v]\nset [system mode v] to [Platformer]\nrepeat until <not <(System Mode) = [Platformer]>>\n switch backdrop to (join [Level ] (Level))\n if <(testmode) = [1]> then\n erase all\n switch backdrop to (\[\] v)\n end\n if <(Level) > [28]> then\n change volume by (-0.5)\n set [brightness v] effect to ((([sin v] of ((timer) * (1000)) ) * (((Level) - (27)) * (4))) + (((Level) - (27)) * (4)))\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [logoover v]\nwait (1) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (1) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nbroadcast (Intro v)\nrepeat until \n if <([v1 v] of [title screen/intro v]) < [500]> then\n set [brightness v] effect to ((-100) + (([v1 v] of [title screen/intro v]) * (0.2)))\n end\nend\n\nwhen I receive [m2 v]\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nset volume to (100) %\nrepeat until <(Level) > [10]>\n stop all sounds\nend\n\nset [testmode v] to [1]\n\nbroadcast (Platformer v)\n\nerase all\nswitch backdrop to (\[\] v)\n\nset [testmode v] to [0]\n\nrepeat until <[] > [10]>\n stop all sounds\nend\nwait until <(Level) = [21]>\n\nwhen I receive [next level v]\nif <(Level) = [20]> then\n repeat (20)\n change volume by (-5)\n end\n stop all sounds\n set volume to (100) %\nend\n\nwhen I receive [title v]\nif <not <key (s v) pressed?>> then\n broadcast (Logo v)\nend\n\nwhen I receive [credits v]\nset [system mode v] to [Credits]\nstop all sounds\nset volume to (100) %\nrepeat until <not <(System Mode) = [Credits]>>\n play sound [Undertale - Toby Fox - Undertale v] until done\nend\n\nwhen I receive [endend v]\nset [!! v] to [1]\nrepeat (30)\n change [brightness v] effect by (-1)\nend\nwait (10) seconds\nswitch backdrop to (home enough v)\nrepeat (200)\n change [brightness v] effect by (0.5)\nend\nreset timer\nrepeat until <not <(System Mode) = [Credits]>>\n set [brightness v] effect to (([sin v] of ((timer) * (50)) ) * (10))\nend\n\nwhen I receive [credits v]\nwait (3) seconds\nset [!! v] to [0]\nrepeat until <<not <(System Mode) = [Credits]>> or <(!!) = [1]>>\n set [brightness v] effect to ((([sin v] of ((timer) * (50)) ) * (10)) - (80))\nend\n\nwhen I receive [platformer v]\nset volume to (100) %\nrepeat until <not <(System Mode) = [Platformer]>>\n if <(Level) < [11]> then\n play sound [What - C418 - Bushes and Marshmallows v] until done\n else\n if <(Level) < [16]> then\n play sound [I Am Different - Portal 2 v] until done\n else\n if <(Level) < [22]> then\n if <(Level) = [21]> then\n play sound [Overgrowth - Portal 2 v] until done\n else\n play sound [Monkey Park - C418 - Bushes and Marshmallows v] until done\n end\n else\n if <(Level) > [22]> then\n if <(Level) < [29]> then\n play sound [Social Lego - C418 - One v] until done\n end\n end\n end\n end\n end\nend\n\nwhen I receive [f v]\nrepeat until <(Level) = [21]>\n change volume by (-20)\nend\nset volume to (100) %\n\n@Logo - Dark\n\ndefine this part needs to go fast owo\nset [clonetype v] to [WaveG1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [WaveG2]\ncreate clone of (_myself_ v)\nset [clonetype v] to [WaveB1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [WaveB2]\ncreate clone of (_myself_ v)\nrepeat (15)\n set [clonetype v] to [Spark]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clonetype) = [CANSLP]> then\n go to x: (0) y: (0)\n point in direction (0)\n set size to (20) %\n set [ghost v] effect to (100)\n show\n switch costume to (canslp v)\n repeat (10)\n change size by (8)\n turn left (-9) degrees\n change [ghost v] effect by (-10)\n end\n wait until <(Logo Timer) > [3.7]>\n repeat (10)\n change size by (-8)\n turn left (9) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(Clonetype) = [Spark]> then\n set [c v] to (pick random (0) to (1))\n switch costume to (sparkg v)\n if <(c) = [1]> then\n next costume\n end\n set [n v] to (pick random (4) to (8))\n go to x: (0) y: (0)\n set size to (20) %\n point in direction (pick random (1) to (360))\n clear graphic effects\n show\n set [v v] to [40]\n repeat (10)\n switch costume to (back v)\n change size by ((n) / (2))\n change [ghost v] effect by (-10)\n move ((v) * ((n) / (6))) steps\n switch costume to (sparkg v)\n if <(c) = [1]> then\n next costume\n end\n change [v v] by (-4)\n end\n change [v v] by (-1)\n repeat (10)\n switch costume to (back v)\n move ((v) * ((n) / (6))) steps\n switch costume to (sparkg v)\n if <(c) = [1]> then\n next costume\n end\n end\n turn right (150) degrees\n set [v v] to [0]\n wait until <(Logo Timer) > [3.7]>\n repeat (14)\n change [v v] by (2)\n move ((v) * ((n) / (6))) steps\n turn right (3) degrees\n change size by (-5)\n change [ghost v] effect by (7)\n end\n delete this clone\n else\n if <(Clonetype) = [WaveG1]> then\n switch costume to (waveg v)\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (90)\n clear graphic effects\n show\n repeat (10)\n change size by (20)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(Clonetype) = [WaveG2]> then\n switch costume to (waveg v)\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (-90)\n clear graphic effects\n show\n repeat (10)\n change size by (20)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(Clonetype) = [WaveB1]> then\n switch costume to (sparkb v)\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (90)\n clear graphic effects\n show\n repeat (10)\n change size by (20)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(Clonetype) = [WaveB2]> then\n switch costume to (sparkb v)\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (-90)\n clear graphic effects\n show\n repeat (10)\n change size by (20)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(Clonetype) = [Back]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (0) y: (0)\n set size to (100) %\n set [brightness v] effect to (-50)\n wait until <(Logo Timer) > [1.7]>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n wait until <(Logo Timer) > [2.5]>\n repeat (5)\n change [brightness v] effect by (30)\n end\n repeat (20)\n change [brightness v] effect by (-2.5)\n end\n wait until <(Logo Timer) > [3.7]>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <(Logo Timer) > [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Logoover v)\n delete this clone\n else\n if <(Clonetype) = [0]> then\n clear graphic effects\n go to x: (0) y: (0)\n switch costume to (0 v)\n set size to (100) %\n show\n set [v v] to [-20]\n start sound [bomblow v]\n start sound [bomb v]\n repeat (5)\n change size by (v)\n change [v v] by (3)\n change [brightness v] effect by (10)\n end\n set [v v] to [-4]\n repeat (10)\n change size by (v)\n change [v v] by (0.4)\n change [brightness v] effect by (4)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\n end\n repeat (20)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\n change size by (-1)\n end\n switch costume to (shiny v)\n wait until <(Logo Timer) > [2.5]>\n set [v v] to [30]\n start sound [DistantExplosion v]\n start sound [phaser v]\n start sound [photon_torpedo v]\n start sound [bullethit2 v]\n repeat (10)\n go to [front v] layer\n change size by (15)\n change [v v] by (-3)\n end\n repeat (5)\n go to [front v] layer\n change [brightness v] effect by (-10)\n change size by (v)\n change [v v] by (-3)\n end\n repeat (5)\n go to [front v] layer\n change [brightness v] effect by (-10)\n end\n repeat until <(Logo Timer) > [3.5]>\n go to [front v] layer\n end\n start sound [DistantExplosionr v]\n start sound [phaserr v]\n start sound [photon_torpedor v]\n start sound [bullethitr v]\n set [v v] to [10]\n repeat (20)\n change [v v] by (-2)\n change size by (v)\n change [brightness v] effect by ((v) * (-0.5))\n turn right (v) degrees\n end\n hide\n wait (0.5) seconds\n play sound [steelsword v] until done\n delete this clone\n else\n if <(Clonetype) = [1]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (0) y: (200)\n switch costume to (1 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [.5]>\n set [i v] to [0]\n end\n if <(Clonetype) = [2]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (0) y: (-200)\n switch costume to (2 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [.7]>\n set [i v] to [0]\n end\n if <(Clonetype) = [3]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (-200) y: (0)\n switch costume to (3 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [.8]>\n set [i v] to [0]\n end\n if <(Clonetype) = [4]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (200) y: (0)\n switch costume to (4 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [.9]>\n set [i v] to [0]\n end\n if <(Clonetype) = [5]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (75) y: (150)\n switch costume to (5 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [1]>\n set [i v] to [0]\n end\n if <(Clonetype) = [6]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (-75) y: (-150)\n switch costume to (6 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [1.03]>\n set [i v] to [0]\n end\n if <(Clonetype) = [7]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (-150) y: (-75)\n switch costume to (7 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [1.06]>\n set [i v] to [0]\n end\n if <(Clonetype) = [8]> then\n clear graphic effects\n switch costume to (back v)\n show\n go to x: (150) y: (75)\n switch costume to (8 v)\n set size to (200) %\n set [ghost v] effect to (100)\n wait until <(Logo Timer) > [1.1]>\n set [i v] to [0]\n end\n start sound (c)\n set [i v] to [0]\n repeat until <(distance to [logo - dark v]) < [40]>\n point towards (logo - dark v)\n move (40.1) steps\n point in direction (90)\n if <(i) < [4]> then\n change [i v] by (1)\n set size to ((200) - ((i) * (25))) %\n set [ghost v] effect to ((100) - ((i) * (25)))\n end\n end\n set [v v] to [40]\n repeat until <(v) < [0]>\n point towards (logo - dark v)\n turn right (180) degrees\n move (v) steps\n point in direction (90)\n change [v v] by (-15)\n end\n repeat until <(distance to [logo - dark v]) < [40]>\n point towards (logo - dark v)\n turn right (180) degrees\n move (v) steps\n point in direction (90)\n change [v v] by (-15)\n end\n go to (logo - dark v)\n wait until <(Logo Timer) > [1.5]>\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [logo v]\nset [~ v] to [0]\ngo to x: (0) y: (0)\nset [logo timer v] to [0]\nhide\nset [clonetype v] to [Back]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nset [c v] to [0]\nrepeat (8)\n if <(c) > [2]> then\n set [c v] to [1]\n else\n change [c v] by (1)\n end\n change [clonetype v] by (1)\n create clone of (_myself_ v)\nend\nrepeat until <(Logo Timer) > [5]>\n wait (0) seconds\n change [logo timer v] by (0.0333333)\n if <(Logo Timer) > [1.5]> then\n if <(~) = [0]> then\n set [~ v] to [1]\n set [clonetype v] to [0]\n create clone of (_myself_ v)\n end\n end\n if <(Logo Timer) > [2.6]> then\n if <(~) = [1]> then\n set [~ v] to [2]\n this part needs to go fast owo\n end\n end\n if <(Logo Timer) > [2.8]> then\n if <(~) = [2]> then\n set [~ v] to [3]\n this part needs to go fast owo\n set [clonetype v] to [CANSLP]\n create clone of (_myself_ v)\n end\n end\nend\n\n@Title Screen/Intro\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [0]\nhide\n\nwhen I receive [title screen v]\nset [system mode v] to [Title]\n\ndefine draw spaceview1\nswitch backdrop to (space 1 v)\nchange [v1 v] by (1)\nerase all\nswitch costume to (title v)\nif <(v1) < [500]> then\n set [brightness v] effect to ((-100) + ((v1) * (0.2)))\n switch costume to (\[\] v)\n go to x: ((-350) + ((v1) * (0.7))) y: (0)\n switch costume to (space back v)\n stamp\n switch costume to (\[\] v)\n go to x: ((-500) + ((v1) * (1))) y: (0)\n switch costume to (space middle v)\n stamp\n switch costume to (\[\] v)\n go to x: ((-1000) + ((v1) * (2))) y: (0)\n switch costume to (space front v)\n stamp\n switch costume to (\[\] v)\n go to x: ((-10000) + ((v1) * (20))) y: (0)\n switch costume to (flame 1 v)\n set size to ((([sin v] of ((v1) * (10)) ) * (10)) + (40)) %\n stamp\n next costume\n set size to ((([cos v] of ((v1) * (10)) ) * (10)) + (40)) %\n stamp\n create clone of (_myself_ v)\n set size to (50) %\n switch costume to (ship v)\n stamp\nelse\n switch costume to (\[\] v)\n go to x: ((3500) + ((v1) * (-7))) y: (0)\n switch costume to (space back v)\n stamp\n switch costume to (\[\] v)\n go to x: ((5000) + ((v1) * (-10))) y: (0)\n switch costume to (space middle v)\n stamp\n switch costume to (\[\] v)\n go to x: ((10000) + ((v1) * (-20))) y: (0)\n switch costume to (space front v)\n stamp\n switch costume to (\[\] v)\n go to x: ((-1000) + ((v1) * (2))) y: (0)\n switch costume to (flame 1 v)\n set size to ((([sin v] of ((v1) * (10)) ) * (10)) + (40)) %\n stamp\n next costume\n set size to ((([cos v] of ((v1) * (10)) ) * (10)) + (40)) %\n stamp\n create clone of (_myself_ v)\n set size to (50) %\n switch costume to (ship v)\n stamp\nend\nset size to (100) %\n\ndefine draw shipview 1\nswitch backdrop to (space 1 v)\nchange [v1 v] by (1)\nerase all\nswitch costume to (ship v)\nset size to (150) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (0.7)) - (700))\nswitch costume to (moon v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (1)) - (1000))\nswitch costume to (corona v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (ship v)\nset size to (100) %\nswitch costume to (window v)\nstamp\n\ndefine draw shipview 2\nchange [v1 v] by (1)\nerase all\ngo to x: (0) y: (0)\nswitch costume to (ship v)\nset size to (100) %\nswitch costume to (back v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (0.5)) - (550))\nswitch costume to (face v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (1)) - (1100))\nset [ghost v] effect to (60)\nset [brightness v] effect to (-100)\nswitch costume to (corona window v)\nstamp\nclear graphic effects\n\ndefine Corona\nclear graphic effects\nchange [v1 v] by (1)\nerase all\nif <(v1) > [1200]> then\n set [ghost v] effect to (((v1) * (0.5)) + (-600))\nend\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (-0.7)) - (-840))\nswitch costume to (moon v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: (((v1) * (-1)) - (-1200))\nswitch costume to (corona v)\nstamp\nif <(v1) > [1200]> then\n go to x: (0) y: (0)\n switch costume to (corona words v)\n set [ghost v] effect to (((v1) * (-0.5)) - (-700))\n stamp\nend\n\ndefine draw spaceview 2\nswitch backdrop to (space 2 v)\nchange [v1 v] by (1)\nerase all\nswitch costume to (\[\] v)\npoint in direction (45)\ngo to x: ((-1460) + ((v1) * (2))) y: ((-1460) + ((v1) * (2)))\nswitch costume to (flame 1 v)\nset size to ((([sin v] of ((v1) * (10)) ) * (10)) + (8)) %\nstamp\nnext costume\nset size to ((([cos v] of ((v1) * (10)) ) * (10)) + (8)) %\nstamp\ncreate clone of (_myself_ v)\nswitch costume to (ship v)\nset size to (10) %\nstamp\npoint in direction (90)\n\nwhen I receive [intro v]\nset [system mode v] to [Intro]\npoint in direction (90)\nset [v1 v] to [0]\nrepeat until <(v1) > [630]>\n draw spaceview1\nend\nrepeat until <(v1) > [800]>\n draw spaceview 2\nend\nrepeat until <(v1) > [1000]>\n draw shipview 1\nend\nrepeat until <(v1) > [1100]>\n draw shipview 2\nend\nrepeat until <(v1) > [1400]>\n Corona\nend\nswitch costume to (title v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (title screen v)\nerase all\n\nwhen I receive [intro v]\nplay sound [C418 - Bushes and Marshmallows - 14 But I love you.mp3 v] until done\nrepeat until <not <<(System Mode) = [Intro]> or <(System Mode) = [Title]>>>\n play sound [C418 - Bushes and Marshmallows - 14 But I love you.mp3 v] until done\nend\nhide\n\nwhen I receive [intro v]\nrepeat until <not <(System Mode) = [Intro]>>\n if <key (s v) pressed?> then\n set [v1 v] to [1400]\n end\nend\n\nwhen I receive [part 2 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nbroadcast (m2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (nl v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [platformer v]\nclear graphic effects\nhide\n\nwhen I receive [part 3 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nbroadcast (m2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (nl v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [coredead v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (flash v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nstamp\nhide\nclear graphic effects\nwait (8) seconds\nbroadcast (cutscene v)\n\nwhen I receive [done v]\nrepeat (5)\n go to x: (0) y: (0)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [flash v]\ngo to [front v] layer\nset [levelon v] to [0]\nset [mepause v] to [1]\nif <(Level) < [22]> then\n switch costume to (flash v)\nelse\n switch costume to (fade v)\nend\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n go to x: (0) y: (0)\n change [ghost v] effect by (-20)\nend\nset [mepause v] to [0]\n\nwhen I receive [bf v]\ngo to [front v] layer\nset [levelon v] to [0]\nset [mepause v] to [1]\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n go to x: (0) y: (0)\n change [ghost v] effect by (-10)\nend\nset [mepause v] to [0]\nbroadcast (next level v)\nbroadcast (nl v)\ngo to [front v] layer\n\nbroadcast (intro v)\nreset timer\n\nwhen I receive [endfade v]\ngo to x: (0) y: (0)\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\nset [system mode v] to [Credits]\nbroadcast (credits v)\nerase all\nwait (5) seconds\nswitch backdrop to (space 1 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nclear graphic effects\n\nwhen I receive [credits v]\nchange [☁ finishers v] by (1)\nset [clo v] to [0]\nwait (19) seconds\nbroadcast (c0 v)\nwait (4) seconds\nbroadcast (c1 v)\nwait (5) seconds\ncreate clone of (_myself_ v)\nbroadcast (c2 v)\nwait (2) seconds\nbroadcast (c3 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c4 v)\nwait (2) seconds\nbroadcast (c5 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c6 v)\nwait (2) seconds\nbroadcast (c7 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c8 v)\nwait (2) seconds\nbroadcast (c9 v)\nwait (11.5) seconds\ncreate clone of (_myself_ v)\nbroadcast (c10 v)\nwait (2) seconds\nbroadcast (c11 v)\nwait (7) seconds\ncreate clone of (_myself_ v)\nbroadcast (c12 v)\nwait (4) seconds\nbroadcast (c13 v)\nbroadcast (endend v)\nwait (5) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (fin v)\n\nwhen I start as a clone\nset [clo v] to [1]\nif <(System Mode) = [Intro]> then\n if <(v1) < [630]> then\n show\n switch costume to (title v)\n point in direction (-90)\n turn left (pick random (-10) to (10)) degrees\n change y by (pick random (-10) to (10))\n change x by (-30)\n set [v1 v] to (pick random (0.5) to (3))\n switch costume to (bubble v)\n set size to ((100) * (v1)) %\n repeat (10)\n switch costume to (\[\] v)\n move ((10) * (v1)) steps\n change [ghost v] effect by (10)\n switch costume to (bubble v)\n change size by (-20)\n end\n delete this clone\n else\n show\n switch costume to (\[\] v)\n point in direction (-135)\n turn left (pick random (-10) to (10)) degrees\n change y by (pick random (-6) to (-6))\n change x by (-6)\n set [v1 v] to (pick random (0.5) to (3))\n switch costume to (bubble v)\n set size to ((20) * (v1)) %\n repeat (10)\n switch costume to (\[\] v)\n move ((2) * (v1)) steps\n change [ghost v] effect by (10)\n switch costume to (bubble v)\n change size by (-4)\n end\n delete this clone\n end\nelse\n if <(System Mode) = [Credits]> then\n switch costume to (fade v)\n set [ghost v] effect to (100)\n show\n repeat (2)\n go to [front v] layer\n change [ghost v] effect by (-50)\n end\n erase all\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n set [v1 v] to [100]\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n switch costume to (press space v)\n reset timer\n repeat until <key (space v) pressed?>\n go to [front v] layer\n if <(v1) > [0]> then\n change [ghost v] effect by (-5)\n change [v1 v] by (-5)\n end\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n end\nend\n\nwhen I receive [c2 v]\nif <(clo) = [0]> then\n switch costume to (c2 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c1 v]\nif <(clo) = [0]> then\n switch costume to (c1 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n hide\n stamp\nend\n\nwhen I receive [c7 v]\nif <(clo) = [0]> then\n switch costume to (c7 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c4 v]\nif <(clo) = [0]> then\n switch costume to (c4 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n stamp\nend\n\nwhen I receive [c5 v]\nif <(clo) = [0]> then\n switch costume to (c5 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n stamp\nend\n\nwhen I receive [c0 v]\nif <(clo) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (corona words v)\n clear graphic effects\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n hide\n stamp\nend\n\nwhen I receive [c6 v]\nif <(clo) = [0]> then\n switch costume to (c6 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c8 v]\nif <(clo) = [0]> then\n switch costume to (c8 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c9 v]\nif <(clo) = [0]> then\n switch costume to (c9 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c10 v]\nif <(clo) = [0]> then\n switch costume to (c10 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n hide\n stamp\nend\n\nwhen I receive [c11 v]\nif <(clo) = [0]> then\n switch costume to (c11 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n hide\n stamp\nend\n\nwhen I receive [c3 v]\nif <(clo) = [0]> then\n switch costume to (c3 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c12 v]\nif <(clo) = [0]> then\n switch costume to (c12 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [c13 v]\nif <(clo) = [0]> then\n switch costume to (c13 v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\n end\n clear graphic effects\n hide\n stamp\nend\n\nwhen I receive [fin v]\nif <(clo) = [0]> then\n switch costume to (fin v)\n set [ghost v] effect to (100)\n show\n repeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\n end\n clear graphic effects\nend\n\nwhen I receive [part 4 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (fade v)\nset [ghost v] effect to (100)\nshow\nbroadcast (m2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (nl v)\nwait (2) seconds\nset volume to (0) %\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (5)\nend\nhide\n\nbroadcast (cutover v)\n\nwhen I receive [cheat v]\nhide\n\nwhen I receive [title screen v]\nset volume to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (title v)\ngo to x: (0) y: (0)\nshow\nreset timer\nrepeat until <key (space v) pressed?>\n set [brightness v] effect to (([sin v] of ((timer) * (100)) ) * (5))\n set [fisheye v] effect to (([sin v] of ((timer) * (100)) ) * (2))\n go [backward v] (1) layers\nend\nrepeat (50)\n change volume by (-2)\n change [brightness v] effect by (-2)\nend\nset [system mode v] to [Platformer]\nstop all sounds\nset volume to (100) %\nbroadcast (platformer v)\n\n@Squiggle - Player\n\nwhen flag clicked\nhide\n\ndefine Init\nset [goal v] to [0]\nset [pgoodmove v] to [0]\nset [movegood v] to [1]\nset [mepause v] to [0]\nset [ghost v] effect to (100)\nshow\nswitch costume to (player hitbox v)\nset [gravity v] to [.7]\nset [haspulsepack v] to [0]\nset [level v] to [1]\nset [hintid v] to [0]\nset [hintstatus v] to [0]\nset [hinton v] to [0]\ndelete (all) of [hints v]\nrepeat (5)\n add [1] to [hints v]\nend\nset [door v] to [0]\nStart\nRespawn\n\ndefine None\nif <(PGOODMOVE) = [1]> then\n repeat ([abs v] of (x) )\n if <(x) > [0]> then\n change [player x v] by (1)\n else\n change [player x v] by (-1)\n end\n go to x: (Player X) y: (Player Y)\n change y by (-1)\n if <touching (squiggle - level v)?> then\n if <(x) = [0]> then\n set [player yv v] to [0]\n end\n repeat (8)\n change y by (1)\n if <not <touching (squiggle - level v)?>> then\n change y by (Gravity)\n set [player y v] to (y position)\n set [on ground v] to [1]\n stop [this script v]\n end\n end\n set [player xv v] to [0]\n set [player yv v] to [0]\n go to x: (Player X) y: (Player Y)\n repeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n set [player x v] to (x position)\n stop [this script v]\n end\n end\n repeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n set [player y v] to (y position)\n stop [this script v]\n end\n end\n change y by (-0.15)\n set [player x v] to (x position)\n set [player y v] to (y position)\n end\n end\n repeat ([abs v] of (y) )\n if <(y) > [0]> then\n change [player y v] by (1)\n else\n change [player y v] by (-1)\n end\n go to x: (Player X) y: (Player Y)\n change y by (-1)\n if <touching (squiggle - level v)?> then\n if <(x) = [0]> then\n set [player yv v] to [0]\n end\n repeat (8)\n change y by (1)\n if <not <touching (squiggle - level v)?>> then\n change y by (Gravity)\n set [player y v] to (y position)\n set [on ground v] to [1]\n stop [this script v]\n end\n end\n set [player xv v] to [0]\n set [player yv v] to [0]\n go to x: (Player X) y: (Player Y)\n repeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n set [player x v] to (x position)\n stop [this script v]\n end\n end\n repeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n set [player y v] to (y position)\n stop [this script v]\n end\n end\n change y by (-0.15)\n set [player x v] to (x position)\n set [player y v] to (y position)\n end\n end\nelse\n change [player x v] by (x)\n change [player y v] by (y)\n go to x: (Player X) y: (Player Y)\n change y by (-1)\n if <touching (squiggle - level v)?> then\n if <(x) = [0]> then\n set [player yv v] to [0]\n end\n repeat (8)\n change y by (1)\n if <not <touching (squiggle - level v)?>> then\n change y by (Gravity)\n set [player y v] to (y position)\n set [on ground v] to [1]\n stop [this script v]\n end\n end\n set [player xv v] to [0]\n set [player yv v] to [0]\n go to x: (Player X) y: (Player Y)\n repeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n set [player x v] to (x position)\n stop [this script v]\n end\n end\n repeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n set [player y v] to (y position)\n stop [this script v]\n end\n end\n change y by (-0.15)\n set [player x v] to (x position)\n set [player y v] to (y position)\n end\nend\n\ndefine Start\ndelete (all) of [startx v]\ndelete (all) of [starty v]\nStart Level (1) = (-210) (-115)\nStart Level (2) = (225) (75)\nStart Level (3) = (215) (-30)\nStart Level (4) = (-210) (-115)\nStart Level (5) = (90) (140)\nStart Level (6) = (-75) (120)\nStart Level (7) = (90) (125)\nStart Level (8) = (-185) (145)\nStart Level (9) = (210) (-125)\nStart Level (10) = (-180) (145)\nStart Level (11) = (-165) (145)\nStart Level (12) = (-180) (0)\nStart Level (13) = (175) (125)\nStart Level (14) = (-195) (-130)\nStart Level (15) = (-100) (160)\nStart Level (16) = (-180) (160)\nStart Level (17) = (-70) (160)\nStart Level (18) = (-6) (172)\nStart Level (19) = (70) (100)\nStart Level (20) = (10) (165)\nStart Level (21) = (-220) (130)\nStart Level (22) = (-87) (-74)\nStart Level (23) = (-130) (-110)\nStart Level (24) = (-150) (-130)\nStart Level (25) = (-130) (-85)\nStart Level (26) = (-215) (-20)\nStart Level (27) = (-215) (-85)\nStart Level (28) = (-230) (-38)\nStart Level (29) = (-196) (-46)\nStart Level (30) = (-215) (-111)\n\nwhen [p v] key pressed\n\ndefine Respawn\nset [player life stat v] to [1]\nset [player x v] to (item (Level) of [startx v])\nset [player y v] to (item (Level) of [starty v])\ngo to x: (Player X) y: (Player Y)\nset [player xv v] to [0]\nset [player yv v] to [0]\nset [on ground v] to [0]\nset [playerdmg v] to [0]\nset [playerknb v] to [0]\nset [hp v] to [10]\nset [hpdisplay v] to [0]\n\ndefine None\nif <(length of [starty v]) < (level)> then\n add (x) to [startx v]\n add (y) to [starty v]\nelse\n replace item (level) of [startx v] with (x)\n replace item (level) of [starty v] with (y)\nend\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n if <(Level) > [28]> then\n change volume by (-0.5)\n else\n set volume to (100) %\n end\n if <(testmode) = [1]> then\n clear graphic effects\n end\n if <(mepause) = [0]> then\n if <(LevelOn) = [1]> then\n if <(Hp) < [1]> then\n if <(Player Life Stat) > [0]> then\n set [player life stat v] to [0]\n if <(Level) = [21]> then\n start sound [bullethit1-echo v]\n else\n start sound [bullethit1 v]\n end\n end\n else\n if <(HPDisplay) > [0]> then\n change [hpdisplay v] by (-5)\n end\n if <not <(Playerknb) = [0]>> then\n change [player xv v] by (Playerknb)\n set [playerknb v] to [0]\n end\n if <not <(playerdmg) = [0]>> then\n change [hp v] by ((playerdmg) * (-1))\n if <(Hp) < [0]> then\n set [hp v] to [0]\n set [playerdmg v] to [0]\n end\n if <(Hp) > [10]> then\n set [hp v] to [10]\n set [playerdmg v] to [0]\n end\n if <not <(playerdmg) = [0]>> then\n set [hpdisplay v] to [200]\n end\n set [playerdmg v] to [0]\n end\n if <touching (squiggle - water v)?> then\n if <key (right arrow v) pressed?> then\n change [player xv v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [player xv v] by (-0.6)\n end\n set [player yv v] to ((Player Yv) * (0.7))\n if <key (up arrow v) pressed?> then\n change [player yv v] by (1.5)\n end\n if <key (down arrow v) pressed?> then\n change [player yv v] by (-1.5)\n end\n else\n if <<(Level) < [30]> or <(Player X) < [160]>> then\n set [cuttick v] to [0]\n if <key (right arrow v) pressed?> then\n change [player xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [player xv v] by (-1)\n end\n else\n if <(Player X) < [180]> then\n change [player xv v] by (0.5)\n else\n change [cuttick v] by (1)\n if <(cuttick) > [210]> then\n if <(cuttick) < [212]> then\n broadcast (endfade v)\n end\n change [player xv v] by (0.1)\n end\n end\n end\n if <(Pulse) > [0]> then\n change [pulse v] by (-2)\n end\n if <(door) = [0]> then\n if <<(On Ground) = [1]> or <(og) = [1]>> then\n set [pulsefuel v] to [1]\n set [up v] to [1]\n if <key (up arrow v) pressed?> then\n if <<(Level) < [30]> or <(Player X) < [160]>> then\n set [player yv v] to [8]\n set [up v] to [0]\n end\n end\n else\n if <(hasPulsePack) = [1]> then\n if <(PulseFuel) = [1]> then\n if <key (up arrow v) pressed?> then\n if <<(Level) < [30]> or <(Player X) < [160]>> then\n if <(up) = [1]> then\n set [pulsefuel v] to [0]\n set [pulse v] to [10]\n if <(Player Yv) < [0]> then\n set [player yv v] to [0]\n end\n change [player yv v] by (8)\n if <(Level) = [21]> then\n start sound [Pulse-echo v]\n else\n start sound [Pulse v]\n end\n end\n end\n else\n set [up v] to [1]\n end\n end\n end\n end\n end\n end\n if <(On Ground) = [1]> then\n set [og v] to [1]\n else\n set [og v] to [0]\n end\n set [on ground v] to [0]\n Move (Player Xv) (0)\n change [player yv v] by ((Gravity) * ((-1) + ((<touching (squiggle - water v)?> * (1)) * (0.3))))\n Move (0) (Player Yv)\n set [player xv v] to ((Player Xv) * (0.7))\n if <touching (squiggle - hazard v)?> then\n set [hp v] to [0]\n end\n end\n if <(Player Life Stat) < [1]> then\n change [player life stat v] by (-1)\n end\n if <(Player Life Stat) < [-30]> then\n Respawn\n end\n if <(hasPulseGun) = [1]> then\n go to x: (((Player X) - ([camx v] of [squiggle - display v])) * (3)) y: (((Player Y) - ([camy v] of [squiggle - display v])) * (3))\n point towards (mouse-pointer v)\n set [gunangle v] to (direction)\n point in direction (90)\n go to x: (Player X) y: (Player Y)\n if <mouse down?> then\n if <<(Level) < [30]> or <(Player X) < [160]>> then\n if <(Player Life Stat) = [1]> then\n change [guncharge v] by (1)\n if <(GunCharge) > [10]> then\n broadcast (pulsegun.shoot v)\n if <(Level) = [21]> then\n start sound [shootbeam-echo v]\n start sound [Pulse Gun Echo v]\n else\n start sound [shootbeam v]\n start sound [Pulse Gun v]\n end\n end\n end\n end\n else\n change [guncharge v] by (-1)\n end\n if <(GunCharge) < [0]> then\n set [guncharge v] to [0]\n end\n end\n end\n end\n Hints\nend\nhide\n\nwhen I receive [part 2 v]\nset [mepause v] to [1]\n\nbroadcast (Platformer v)\n\nclear graphic effects\n\nset [ghost v] effect to (100)\n\nGo to level (12)\n\nwhen I receive [reset v]\nGo to level (Level)\n\nwhen [space v] key pressed\n\ngo to x: (50) y: (0)\n\ndefine None\nset [goal v] to [0]\nset [mepause v] to [0]\nRespawn\nset [level v] to (level)\nif <(level) > [6]> then\n set [haspulsepack v] to [1]\nelse\n set [haspulsepack v] to [0]\nend\nif <(level) > [12]> then\n set [haspulsegun v] to [1]\nelse\n set [haspulsegun v] to [0]\nend\n\nwhen I receive [nl v]\nGo to level ((Level) + (1))\nbroadcast (nextobjs v)\n\nstop all sounds\n\nbroadcast (Next Level v)\n\nbroadcast (flash v)\n\nset [testmode v] to [0]\n\nset [testmode v] to [1]\n\ndefine Hints\nif <(Level) = [22]> then\n replace item (1) of [hints v] with [0]\n replace item (2) of [hints v] with [0]\n replace item (3) of [hints v] with [0]\n replace item (4) of [hints v] with [0]\n set [hintid v] to [5]\nend\nif <(item (1) of [hints v]) = [1]> then\n if <(Level) = [1]> then\n set [hintid v] to [1]\n set [hinton v] to [1]\n end\nend\nif <(item (2) of [hints v]) = [1]> then\n if <touching (squiggle - water v)?> then\n set [hintid v] to [2]\n set [hinton v] to [1]\n end\nend\nif <(item (3) of [hints v]) = [1]> then\n if <(hasPulsePack) = [1]> then\n set [hintid v] to [3]\n set [hinton v] to [1]\n end\nend\nif <(item (4) of [hints v]) = [1]> then\n if <(hasPulseGun) = [1]> then\n set [hintid v] to [4]\n set [hinton v] to [1]\n end\nend\nif <(item (5) of [hints v]) = [1]> then\n if <(door) = [1]> then\n set [hintid v] to [5]\n set [hinton v] to [1]\n end\nend\nif <(HintOn) = [1]> then\n if <(HintStatus) < [1]> then\n change [hintstatus v] by (0.02)\n end\n if <(HintID) = [1]> then\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [hinton v] to [0]\n replace item (1) of [hints v] with [0]\n end\n end\n if <(HintID) = [2]> then\n if <not <touching (squiggle - water v)?>> then\n set [hinton v] to [0]\n else\n if <key (down arrow v) pressed?> then\n set [hinton v] to [0]\n replace item (2) of [hints v] with [0]\n end\n end\n end\n if <(HintID) = [3]> then\n if <(PulseFuel) = [0]> then\n set [hinton v] to [0]\n replace item (3) of [hints v] with [0]\n end\n end\n if <(HintID) = [4]> then\n if <[object type v] contains [Bullet]?> then\n set [hinton v] to [0]\n replace item (4) of [hints v] with [0]\n end\n end\n if <(HintID) = [5]> then\n if <<(door) = [0]> or <[object v1 v] contains [Open]?>> then\n set [hinton v] to [0]\n if <(Level) > [22]> then\n set [hinton v] to [0]\n replace item (5) of [hints v] with [0]\n end\n end\n if <(Level) > [23]> then\n set [hinton v] to [0]\n replace item (5) of [hints v] with [0]\n end\n end\nelse\n if <(HintStatus) > [0]> then\n change [hintstatus v] by (-0.02)\n end\nend\n\nset [testmode v] to [0]\n\nset [testmode v] to [1]\n\nset [hp v] to [9999999]\n\nbroadcast (Next Level v)\nbroadcast (nl v)\n\nwhen I receive [cutover v]\nwait (3) seconds\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\nwait (1) seconds\nGo to level (22)\nstop all sounds\nbroadcast (R v)\n\ndelete (all) of [console v]\n\nbroadcast (Cutscene v)\n\nset [player x v] to (mouse x)\nset [player y v] to (mouse y)\n\nwait (10) seconds\n\nbroadcast (Platformer v)\nwait (1) seconds\nGo to level (30)\nstop all sounds\nbroadcast (R v)\n\nbroadcast (Coredead v)\n\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\nwait (1) seconds\nGo to level (22)\nstop all sounds\nbroadcast (R v)\n\nset [haspulsegun v] to [1]\n\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\n\nGo to level (26)\n\nbroadcast (platformer v)\n\n@Squiggle - Objects\n\ndefine None\nif <(Clone?) = [0]> then\n if <(length of [open slots v]) = [0]> then\n set [clone id v] to ((length of [object type v]) + (1))\n add (x) to [object x v]\n add (y) to [object y v]\n add (type) to [object type v]\n add (Level) to [object level v]\n add [0] to [object xv v]\n add [0] to [object yv v]\n add (d) to [object v1 v]\n else\n set [clone id v] to (item (1) of [open slots v])\n replace item (Clone ID) of [object type v] with (type)\n replace item (Clone ID) of [object x v] with (x)\n replace item (Clone ID) of [object y v] with (y)\n replace item (Clone ID) of [object level v] with (Level)\n replace item (Clone ID) of [object xv v] with [0]\n replace item (Clone ID) of [object yv v] with [0]\n replace item (Clone ID) of [object v1 v] with (d)\n delete (1) of [open slots v]\n end\n if <(type) = [Blast]> then\n replace item (Clone ID) of [object yv v] with (pick random (1) to (360))\n end\n change [cid v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Init\nset [level v] to [1]\nset [haspulsepack v] to [0]\nset [haspulsegun v] to [0]\nset [clone? v] to [0]\nSet Objects\n\ndefine Set Objects\ndelete (all) of [trackerid v]\nhide\ngo [backward v] (100) layers\nset [clone id v] to [0]\ndelete (all) of [open slots v]\ndelete (all) of [object x v]\ndelete (all) of [object y v]\ndelete (all) of [object type v]\ndelete (all) of [object level v]\ndelete (all) of [object xv v]\ndelete (all) of [object yv v]\ndelete (all) of [object v1 v]\ndelete (all) of [kill v]\ndelete (all) of [killid v]\ndelete (all) of [blastx v]\ndelete (all) of [blasty v]\ndelete (all) of [blasttype v]\nset [levelon v] to [0]\nwait until <(LevelOn) = [1]>\nPart 1 Objects\nPart 2 Objects\nPart 3 Objects\nPart 4 Objects\nset [door v] to [0]\n\ndefine None\nif <(MOVEGOOD) = [1]> then\n repeat ([abs v] of (x) )\n if <(x) > [0]> then\n replace item (Clone ID) of [object x v] with ((item (Clone ID) of [object x v]) + (1))\n else\n replace item (Clone ID) of [object x v] with ((item (Clone ID) of [object x v]) + (-1))\n end\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n if <touching (squiggle - level v)?> then\n if <(x) = [0]> then\n replace item (Clone ID) of [object yv v] with [0]\n end\n repeat (6)\n change y by (1)\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object y v] with (y position)\n set [on ground v] to [1]\n stop [this script v]\n end\n end\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n repeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object x v] with (x position)\n stop [this script v]\n end\n end\n repeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object y v] with (y position)\n stop [this script v]\n end\n end\n change y by ((Gravity) * (-0.215))\n replace item (Clone ID) of [object x v] with (x position)\n replace item (Clone ID) of [object y v] with (y position)\n end\n end\n repeat ([abs v] of (y) )\n if <(y) > [0]> then\n replace item (Clone ID) of [object y v] with ((item (Clone ID) of [object y v]) + (1))\n else\n replace item (Clone ID) of [object y v] with ((item (Clone ID) of [object y v]) + (-1))\n end\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n if <touching (squiggle - level v)?> then\n if <(x) = [0]> then\n replace item (Clone ID) of [object yv v] with [0]\n end\n repeat (6)\n change y by (1)\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object y v] with (y position)\n set [on ground v] to [1]\n stop [this script v]\n end\n end\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n repeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object x v] with (x position)\n stop [this script v]\n end\n end\n repeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object y v] with (y position)\n stop [this script v]\n end\n end\n change y by ((Gravity) * (-0.215))\n replace item (Clone ID) of [object x v] with (x position)\n replace item (Clone ID) of [object y v] with (y position)\n end\n end\nelse\n replace item (Clone ID) of [object x v] with ((item (Clone ID) of [object x v]) + (x))\n replace item (Clone ID) of [object y v] with ((item (Clone ID) of [object y v]) + (y))\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n if <touching (squiggle - level v)?> then\n if <(x) = [0]> then\n replace item (Clone ID) of [object yv v] with [0]\n end\n repeat (6)\n change y by (1)\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object y v] with (y position)\n set [on ground v] to [1]\n stop [this script v]\n end\n end\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n repeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object x v] with (x position)\n stop [this script v]\n end\n end\n repeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (-1))\n if <not <touching (squiggle - level v)?>> then\n replace item (Clone ID) of [object y v] with (y position)\n stop [this script v]\n end\n end\n change y by ((Gravity) * (-0.215))\n replace item (Clone ID) of [object x v] with (x position)\n replace item (Clone ID) of [object y v] with (y position)\n end\nend\n\ndefine Objects\nif <(item (Clone ID) of [object type v]) = [Coin]> then\n if <touching (squiggle - player v)?> then\n change [playerdmg v] by (-0.25)\n start sound [Pulse v]\n Kill this clone\n end\nend\nif <(item (Clone ID) of [object type v]) = [Pulse Pack]> then\n if <touching (squiggle - player v)?> then\n set [haspulsepack v] to [1]\n start sound [Pulse v]\n Kill this clone\n end\nend\nif <(item (Clone ID) of [object type v]) = [Pulse Gun]> then\n if <touching (squiggle - player v)?> then\n set [haspulsegun v] to [1]\n start sound [Pulse v]\n Kill this clone\n end\nend\nif <(item (Clone ID) of [object type v]) = [Goal]> then\n if <touching (squiggle - player v)?> then\n if <(Level) = [20]> then\n broadcast (F v)\n end\n set [goal v] to [1]\n set [levelon v] to [0]\n set [mepause v] to [1]\n hide\n start sound [heal v]\n if <(Level) = [10]> then\n broadcast (Part 2 v)\n else\n if <(Level) = [15]> then\n broadcast (Part 3 v)\n else\n broadcast (Next Level v)\n broadcast (nl v)\n end\n end\n delete this clone\n end\nend\nif <<(item (Clone ID) of [object type v]) = [Entry]> or <(item (Clone ID) of [object type v]) = [Door]>> then\n set [door v] to [0]\n if <touching (squiggle - player v)?> then\n set [door v] to [1]\n if <(item (Clone ID) of [object v1 v]) = [Closed]> then\n if <key (up arrow v) pressed?> then\n set [levelon v] to [0]\n set [mepause v] to [1]\n replace item (Clone ID) of [object v1 v] with [Open]\n if <(item (Clone ID) of [object type v]) = [Entry]> then\n start sound [Entry v]\n broadcast (Part 4 v)\n else\n start sound [Door v]\n broadcast (bf v)\n end\n end\n end\n end\nend\nif <(item (Clone ID) of [object type v]) = [NPC]> then\n if <([x position v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with [Right]\n else\n replace item (Clone ID) of [object xv v] with [Left]\n end\nend\n\ndefine Entities-2\nif <(item (Clone ID) of [object type v]) = [Oodle]> then\n if <touching (squiggle - player v)?> then\n if <(Player Life Stat) = [1]> then\n start sound (join [Rasp Hit ] (pick random (1) to (2)))\n change [playerknb v] by ((item (Clone ID) of [object xv v]) * (20))\n change [playerdmg v] by (3)\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-1))\n end\n end\n if <touching (squiggle - water v)?> then\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.25))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.25))\n end\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n else\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.3))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.3))\n end\n if <(On Ground) = [1]> then\n if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with [2]\n end\n end\n end\n set [on ground v] to [0]\n Move (item (Clone ID) of [object xv v]) (0)\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * (-1)))\n Move (0) (item (Clone ID) of [object yv v])\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.7))\nend\nif <(item (Clone ID) of [object type v]) = [Gust]> then\n if <touching (squiggle - player v)?> then\n if <(Player Life Stat) = [1]> then\n start sound (join [Rasp Hit ] (pick random (1) to (2)))\n change [playerknb v] by ((item (Clone ID) of [object xv v]) * (1))\n change [playerdmg v] by (2)\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-5))\n end\n end\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.85))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.85))\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\n end\n if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (0.2))\n end\n if <([player y v] of [squiggle - player v]) < (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (-0.2))\n end\n Move (item (Clone ID) of [object xv v]) (0)\n Move (0) (item (Clone ID) of [object yv v])\n point towards (squiggle - player v)\n replace item (Clone ID) of [object v1 v] with ((direction) + (90))\n point in direction (90)\nend\nif <(item (Clone ID) of [object type v]) = [Bullet]> then\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n point in direction (item (Clone ID) of [object v1 v])\n move (5) steps\n replace item (Clone ID) of [object x v] with (x position)\n replace item (Clone ID) of [object y v] with (y position)\n if <<touching (squiggle - level v)?> or <touching (_edge_ v)?>> then\n blast (Clone ID)\n add (Clone ID) to [kill v]\n if <(Level) = [21]> then\n start sound [hit-echo v]\n else\n start sound [hit v]\n end\n end\nend\nif <(item (Clone ID) of [object type v]) = [Guard]> then\n if <(Player Life Stat) = [1]> then\n if <touching (squiggle - player v)?> then\n start sound [Soul Explode v]\n change [playerdmg v] by (10)\n end\n Find Distance from Point ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) to Segment (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) (item (Clone ID) of [object xv v]) (item (Clone ID) of [object yv v]) seg? (1)\n if <(Return 1) < [10]> then\n start sound [Soul Explode v]\n change [playerdmg v] by (10)\n end\n end\nend\nif <(item (Clone ID) of [object type v]) = [Port]> then\n Find Distance from Point ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) to Segment (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) (0) (0) seg? (1)\n if <(Return 1) < [10]> then\n change [playerdmg v] by (10)\n end\n set [i v] to [0]\n repeat (length of [object type v])\n change [i v] by (1)\n if <(item (i) of [object type v]) = [Bullet]> then\n Find Distance from Point (item (i) of [object x v]) (item (i) of [object y v]) to Segment (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) (0) (0) seg? (1)\n if <(Return 1) < [3]> then\n blast (i)\n add (i) to [kill v]\n start sound [Core deflect v]\n end\n end\n end\nend\nif <(item (Clone ID) of [object type v]) = [Core]> then\n set size to (200) %\n if <(Player Life Stat) = [1]> then\n if <touching (squiggle - player v)?> then\n change [playerdmg v] by (10)\n end\n end\n set [i v] to [0]\n repeat (length of [object type v])\n change [i v] by (1)\n if <(item (i) of [object type v]) = [Bullet]> then\n if <([sqrt v] of ((((item (i) of [object x v]) - (item (Clone ID) of [object x v])) * ((item (i) of [object x v]) - (item (Clone ID) of [object x v]))) + (((item (i) of [object y v]) - (item (Clone ID) of [object y v])) * ((item (i) of [object y v]) - (item (Clone ID) of [object y v])))) ) < [32]> then\n Point at (item (i) of [object x v]) (item (i) of [object y v]) from (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v])\n replace item (i) of [object v1 v] with (return 1)\n start sound [Core deflect v]\n end\n end\n end\n if <not <[object type v] contains [Port]?>> then\n replace item (Clone ID) of [object type v] with [Coreoff]\n start sound [Boss shut down long v]\n start sound [Boss shut down short v]\n end\nend\nif <(item (Clone ID) of [object type v]) = [Coreoff]> then\n set size to (200) %\n if <(Player Life Stat) = [1]> then\n if <touching (squiggle - player v)?> then\n change [playerdmg v] by (10)\n end\n end\nend\nif <(item (Clone ID) of [object type v]) = [Blast]> then\n if <(item (Clone ID) of [object xv v]) < [10]> then\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (-30))\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (1))\n else\n add (Clone ID) to [kill v]\n end\nend\n\ndefine Part 2 Objects\nif <(Level) = [11]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (210) (112) [1]\n hide\nend\nif <(Level) = [12]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (209) (-54) [1]\n Create Object [Gust] at (100) (125) [1]\n Create Object [Oodle] at (57) (-93) [1]\n Create Object [Pulse Gun] at (-194) (106) [1]\n hide\nend\nif <(Level) = [13]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (-160) (-72) [1]\n Create Object [Gust] at (85) (140) [1]\n Create Object [Gust] at (-150) (50) [1]\n Create Object [Gust] at (150) (-63) [1]\n Create Object [Gust] at (-45) (-85) [1]\n hide\nend\nif <(Level) = [14]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (208) (70) [1]\n Create Object [Oodle] at (-125) (105) [1]\n Create Object [Gust] at (-120) (25) [1]\n Create Object [Gust] at (200) (90) [1]\n hide\nend\nif <(Level) = [15]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (-20) (-175) [1]\n Create Object [Oodle] at (205) (30) [1]\n Create Object [Gust] at (-135) (-85) [1]\n Create Object [Gust] at (135) (-45) [1]\n Create Object [Guard] at (75) (170) [-157]\n Create Object [Guard] at (-195) (155) [150]\n Create Object [Guard] at (-80) (10) [91]\n Create Object [Guard] at (-70) (-135) [91]\n Create Object [Guard] at (20) (-70) [-91]\n Create Object [Guard] at (25) (80) [-91]\n Create Object [Guard] at (217) (159) [-176]\n hide\nend\n\nwhen I receive [pulsegun.shoot v]\nif <(Clone?) = [0]> then\n if <(GunCharge) > [10]> then\n set [guncharge v] to [0]\n if <(testmode) = [0]> then\n Create Object [Bullet] at (([player x v] of [squiggle - player v]) + (([sin v] of (GunAngle) ) * (10))) (([player y v] of [squiggle - player v]) + (([cos v] of (GunAngle) ) * (10))) (GunAngle)\n else\n Create Object [Bullet] at (([x position v] of [squiggle - player v]) + (([sin v] of (GunAngle) ) * (10))) (([y position v] of [squiggle - player v]) + (([cos v] of (GunAngle) ) * (10))) (GunAngle)\n end\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\nset [ghost v] effect to (100)\nswitch costume to (item (Clone ID) of [object type v])\nclone init\nrepeat until <not <(System Mode) = [Platformer]>>\n clone code\n if <(testmode) = [1]> then\n clear graphic effects\n go to [front v] layer\n end\n if <(Level) > [28]> then\n change volume by (-0.5)\n else\n set volume to (100) %\n end\nend\ndelete this clone\n\ndefine clone code\nif <not <[killid v] contains (cid)?>> then\n point in direction (90)\n if <not <(Level) = (item (Clone ID) of [object level v])>> then\n delete this clone\n end\n if <[kill v] contains (Clone ID)?> then\n set [i v] to [0]\n repeat until <(item (i) of [kill v]) = (Clone ID)>\n change [i v] by (1)\n end\n delete (i) of [kill v]\n Kill this clone\n else\n if <not <(item (Clone ID) of [object type v]) = [None]>> then\n if <(mepause) = [0]> then\n switch costume to (item (Clone ID) of [object type v])\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n if <(item (Clone ID) of [object type v]) = [Guard]> then\n point in direction (item (Clone ID) of [object v1 v])\n end\n Objects\n Entities\n end\n end\n end\nend\n\ndefine Reset\nset [i v] to [0]\nrepeat (length of [object type v])\n change [i v] by (1)\n add (i) to [kill v]\nend\n\nwhen [r v] key pressed\nbroadcast (r v)\n\ndelete this clone\n\nwhen I receive [nextobjs v]\nif <(Clone?) = [0]> then\n Set Objects\nend\n\nforever\n show\n switch costume to (gust v)\n go to (mouse-pointer v)\n change y by (-50)\nend\n\nif <(type) = [Bullet]> then\n add (GunAngle) to [object v1 v]\nelse\nend\n\nif <(type) = [Bullet]> then\n replace item (Clone ID) of [object v1 v] with (GunAngle)\nelse\nend\n\nwait (1) seconds\nReset\n\nbroadcast (Reset v)\n\nwhen I receive [r v]\nif <(Clone?) = [0]> then\n Reset\n broadcast (Reset v)\n Set Objects\nend\n\ndefine None\nif <((x1) - (x2)) = [0]> then\n set [linem v] to [9999999]\nelse\n set [linem v] to (((y1) - (y2)) / ((x1) - (x2)))\nend\nset [lineb v] to ((y1) - ((LineM) * (x1)))\nif <(LineM) = [0]> then\n set [clm v] to [9999999]\nelse\n set [clm v] to ((-1) / (LineM))\nend\nset [clb v] to ((y) - ((CLM) * (x)))\nIntersect (CLM) (CLB) (LineM) (LineB)\nset [return 1 v] to ([sqrt v] of ((((ry) - (y)) * ((ry) - (y))) + (((rx) - (x)) * ((rx) - (x)))) )\nset [seg v] to [0]\nif <(seg) = [1]> then\n set [display v] to (((x1) - (x2)) / (2))\n if <([abs v] of ((rx) - (((x1) + (x2)) / (2))) ) > ([abs v] of (((x1) - (x2)) / (2)) )> then\n set [alt v] to ([sqrt v] of ((((y1) - (y)) * ((y1) - (y))) + (((x1) - (x)) * ((x1) - (x)))) )\n set [seg v] to [1]\n set [return 1 v] to (alt)\n set [alt v] to ([sqrt v] of ((((y2) - (y)) * ((y2) - (y))) + (((x2) - (x)) * ((x2) - (x)))) )\n set [rx v] to (x1)\n set [ry v] to (y1)\n if <(alt) < (Return 1)> then\n set [seg v] to [2]\n set [return 1 v] to (alt)\n set [rx v] to (x2)\n set [ry v] to (y2)\n end\n end\nend\n\ndefine None\nif <((m1) + ((m2) * (-1))) = [0]> then\n set [rx v] to [999999999999999999999999]\nelse\n set [rx v] to (((b2) + ((b1) * (-1))) / ((m1) + ((m2) * (-1))))\nend\nset [ry v] to (((rx) * (m1)) + (b1))\n\nwhen I receive [next level v]\nif <(Clone?) = [0]> then\n broadcast (flash v)\n wait (0.5) seconds\n repeat (3)\n Reset\n broadcast (Reset v)\n wait (0.5) seconds\n end\n Set Objects\n broadcast (Done v)\nend\n\nset [levelon v] to [1]\n\ndefine Part 3 Objects\nif <(Level) = [16]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (-55) (-175) [1]\n Create Object [Guard] at (30) (140) [-170]\n hide\nend\nif <(Level) = [17]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (15) (-140) [1]\n Create Object [Guard] at (30) (-15) [-93]\n Create Object [Guard] at (90) (85) [-110]\n Create Object [Imp] at (0) (-135) [0]\n hide\nend\nif <(Level) = [18]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (-15) (-150) [1]\n Create Object [Guard] at (113) (158) [-138]\n Create Object [Guard] at (-168) (-97) [58]\n Create Object [Guard] at (126) (-117) [-77]\n hide\nend\nif <(Level) = [19]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (235) (130) [1]\n Create Object [Guard] at (220) (-52) [-0.5]\n Create Object [Rasp] at (-100) (50) [0]\n Create Object [Gust] at (130) (30) [0]\n hide\nend\nif <(Level) = [20]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (10) (-80) [1]\n Create Object [Guard] at (210) (65) [270]\n Create Object [Tangle] at (70) (-95) [270]\n Create Object [Tangle] at (-80) (-80) [270]\n Create Object [Tangle] at (-90) (50) [270]\n hide\nend\nif <(Level) = [21]> then\n show\n Create Object [Port] at (43) (133) [16]\n Create Object [Port] at (167) (116) [65]\n Create Object [Port] at (46) (-153) [162]\n Create Object [Port] at (-164) (-101) [-124]\n Create Object [Port] at (-207) (12) [-77]\n Create Object [Port] at (-147) (172) [50]\n Create Object [Core] at (0) (0) [0]\n hide\nend\nif <(Level) = [22]> then\n show\n Create Object [Entry] at (-40) (-81) [Closed]\n hide\nend\n\nwhen I receive [r v]\nReset\nbroadcast (Reset v)\nSet Objects\n\nCreate Object [Rasp] at (-100) (50) [0]\nCreate Object [Gust] at (130) (30) [0]\n\ndefine clone init\nset size to (100) %\nif <(item (Clone ID) of [object type v]) = [Guard]> then\n switch costume to (coin v)\n go to x: (item (Clone ID) of [object x v]) y: (item (Clone ID) of [object y v])\n point in direction (item (Clone ID) of [object v1 v])\n repeat until <<touching (_edge_ v)?> or <touching (squiggle - level v)?>>\n move (5) steps\n replace item (Clone ID) of [object xv v] with (x position)\n replace item (Clone ID) of [object yv v] with (y position)\n end\n switch costume to (guard v)\nend\n\nforever\n show\n switch costume to (port v)\n if <key (a v) pressed?> then\n go to (mouse-pointer v)\n end\n if <key (b v) pressed?> then\n point towards (mouse-pointer v)\n end\nend\n\ndefine None\nif <((m1) + ((m2) * (-1))) = [0]> then\n set [rx v] to [999999999999999999999999]\nelse\n set [rx v] to (((b2) + ((b1) * (-1))) / ((m1) + ((m2) * (-1))))\nend\nset [ry v] to (((rx) * (m1)) + (b1))\n\ndefine None\nset [m v] to (((y) - (yo)) / ((x) - (xo)))\nset [a v] to ([atan v] of (m) )\nif <(a) < [0]> then\n change [a v] by (180)\nend\nif <(y) < (yo)> then\n change [a v] by (180)\nend\nset [return 1 v] to ((90) - (a))\n\nswitch costume to (guard v)\nforever\n point towards (mouse-pointer v)\nend\n\nwhen flag clicked\nset [cid v] to [0]\ndelete (all) of [killid v]\nhide\n\ndelete this clone\n\nCreate Object [Blast] at (0) (0) [Guard]\n\nstop [all v]\n\nreplace item (Clone ID) of [object type v] with [None]\nreplace item (Clone ID) of [object x v] with [None]\nreplace item (Clone ID) of [object y v] with [None]\nreplace item (Clone ID) of [object v1 v] with [None]\nadd (Clone ID) to [open slots v]\n\ndefine None\nadd (item (id) of [object x v]) to [blastx v]\nadd (item (id) of [object y v]) to [blasty v]\nadd (item (id) of [object type v]) to [blasttype v]\n\ndefine blasts\nrepeat until <(length of [blasttype v]) = [0]>\n Create Object [Blast] at (item (1) of [blastx v]) (item (1) of [blasty v]) (item (1) of [blasttype v])\n delete (1) of [blastx v]\n delete (1) of [blasty v]\n delete (1) of [blasttype v]\nend\n\ndefine Entities\nEntities-1\nEntities-2\nif <not <(item (Clone ID) of [object type v]) = [Bullet]>> then\n set [i v] to [0]\n repeat (length of [object type v])\n change [i v] by (1)\n if <(item (i) of [object type v]) = [Bullet]> then\n if <([sqrt v] of ((((item (Clone ID) of [object x v]) - (item (i) of [object x v])) * ((item (Clone ID) of [object x v]) - (item (i) of [object x v]))) + (((item (Clone ID) of [object y v]) - (item (i) of [object y v])) * ((item (Clone ID) of [object y v]) - (item (i) of [object y v])))) ) < [10]> then\n if <not <<(item (Clone ID) of [object type v]) = [Blast]> or <<(item (Clone ID) of [object type v]) = [Coin]> or <(item (Clone ID) of [object type v]) = [NPC]>>>> then\n if <(item (Clone ID) of [object type v]) = [Guard]> then\n blast (Clone ID)\n add (Clone ID) to [kill v]\n start sound [Guard-Burst v]\n else\n if <(item (Clone ID) of [object type v]) = [Port]> then\n blast (Clone ID)\n add (Clone ID) to [kill v]\n start sound [Port death v]\n else\n if <(item (Clone ID) of [object type v]) = [Coreoff]> then\n broadcast (Coredead v)\n blast (Clone ID)\n add (Clone ID) to [kill v]\n set [system mode v] to [Wait]\n stop all sounds\n start sound [Core death v]\n start sound [bullethit1 v]\n else\n Point at (item (Clone ID) of [object x v]) (item (Clone ID) of [object y v]) from (item (i) of [object x v]) (item (i) of [object y v])\n replace item (Clone ID) of [object xv v] with (([sin v] of (return 1) ) * (20))\n replace item (Clone ID) of [object yv v] with (([cos v] of (return 1) ) * (20))\n end\n end\n end\n blast (i)\n add (i) to [kill v]\n if <(Level) = [21]> then\n start sound [hit-echo v]\n else\n start sound [hit v]\n end\n end\n end\n end\n end\nend\n\nforever\n if <key (space v) pressed?> then\n point in direction (90)\n go to (mouse-pointer v)\n change y by (30)\n end\nend\n\ndefine Part 4 Objects\nif <(Level) = [23]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-60) to (200)) y: (pick random (130) to (180))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-60) to (200)) y: (pick random (130) to (180))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (215) (-110) [Closed]\n hide\nend\nif <(Level) = [24]> then\n show\n repeat (7)\n switch costume to (coin v)\n go to x: (pick random (170) to (230)) y: (pick random (-140) to (-50))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (170) to (230)) y: (pick random (-140) to (-50))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n repeat (3)\n switch costume to (coin v)\n go to x: (pick random (15) to (35)) y: (pick random (-30) to (-20))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (15) to (35)) y: (pick random (-30) to (-20))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (215) (-129) [Closed]\n Create Object [NPC] at (90) (-155) (pick random (0) to (5))\n Create Object [NPC] at (-60) (155) (pick random (0) to (5))\n hide\nend\nif <(Level) = [25]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-150) to (-40)) y: (pick random (20) to (170))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-150) to (-40)) y: (pick random (20) to (170))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (190) (33) [Closed]\n Create Object [Imp] at (100) (-150) []\n Create Object [Imp] at (-120) (50) []\n Create Object [NPC] at (-80) (-84) (pick random (0) to (5))\n Create Object [NPC] at (130) (30) (pick random (0) to (5))\n hide\nend\nif <(Level) = [26]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (135) to (235)) y: (pick random (135) to (175))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (135) to (235)) y: (pick random (135) to (175))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (-27) (133) [Closed]\n Create Object [NPC] at (20) (-83) (pick random (0) to (5))\n Create Object [NPC] at (43) (82) (pick random (0) to (5))\n Create Object [NPC] at (160) (142) (pick random (0) to (5))\n hide\nend\nif <(Level) = [27]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (85) to (175)) y: (pick random (0) to (55))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (85) to (175)) y: (pick random (0) to (55))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (212) (-74) [Closed]\n Create Object [NPC] at (135) (-62) (pick random (0) to (5))\n Create Object [NPC] at (0) (-74) (pick random (0) to (5))\n Create Object [NPC] at (-144) (-78) (pick random (0) to (5))\n Create Object [Imp] at (90) (-50) []\n Create Object [Imp] at (160) (30) []\n hide\nend\nif <(Level) = [28]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (180) to (230)) y: (pick random (15) to (70))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (180) to (30)) y: (pick random (15) to (70))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (214) (25) [Closed]\n hide\nend\nif <(Level) = [29]> then\n show\n repeat (10)\n switch costume to (coin v)\n go to x: (pick random (-130) to (130)) y: (pick random (-90) to (-70))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-130) to (130)) y: (pick random (-90) to (-70))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Door] at (210) (-54) [Closed]\n hide\nend\n\nforever\n switch costume to (door v)\n show\n go to (mouse-pointer v)\nend\n\nwhen I receive [platformer v]\nset [clonecount v] to [0]\ndelete (all) of [trackerid v]\nif <(Clone?) = [0]> then\n Init\n repeat until <not <(System Mode) = [Platformer]>>\n blasts\n end\nend\n\ndefine Kill this clone\nreplace item (Clone ID) of [object x v] with [None]\nreplace item (Clone ID) of [object y v] with [None]\nreplace item (Clone ID) of [object type v] with [None]\nreplace item (Clone ID) of [object xv v] with [None]\nreplace item (Clone ID) of [object yv v] with [None]\nreplace item (Clone ID) of [object v1 v] with [None]\nadd (Clone ID) to [open slots v]\nadd (cid) to [killid v]\nset [clone id v] to [0]\nhide\n\nif <[trackerid v] contains (Clone ID)?> then\n delete this clone\nelse\n add (Clone ID) to [trackerid v]\nend\n\nset [a v] to (item (i) of [object v1 v])\nif <(item (Clone ID) of [object y v]) > (item (i) of [object y v])> then\n set [a v] to ((a) + (180))\nend\nset [a v] to ((a) mod (360))\n\nif <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\nend\nif <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\nend\nif <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (0.2))\nend\nif <([player y v] of [squiggle - player v]) < (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (-0.2))\nend\n\nforever\n show\n say []\nend\n\ndefine Part 1 Objects\nif <(Level) = [1]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (229) (86) [1]\n hide\nend\nif <(Level) = [2]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Rasp] at (40) (-50) [1]\n Create Object [Imp] at (-210) (-165) [1]\n Create Object [Goal] at (225) (-43) [1]\n hide\nend\nif <(Level) = [3]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Rasp] at (-70) (125) [1]\n Create Object [Rasp] at (-10) (-160) [1]\n Create Object [Imp] at (-210) (-118) [1]\n Create Object [Goal] at (-210) (-118) [1]\n hide\nend\nif <(Level) = [4]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Imp] at (80) (40) [1]\n Create Object [Tangle] at (20) (-110) [1]\n Create Object [Tangle] at (-150) (10) [1]\n Create Object [Goal] at (80) (134) [1]\n hide\nend\nif <(Level) = [5]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (-80) (122) [1]\n Create Object [Tangle] at (-28) (-53) [1]\n Create Object [Tangle] at (170) (-145) [1]\n Create Object [Rasp] at (50) (-15) [1]\n hide\nend\nif <(Level) = [6]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (120) (130) [1]\n Create Object [Tangle] at (75) (-95) [1]\n Create Object [Pulse Pack] at (201) (-64) [1]\n Create Object [Gnaw] at (150) (130) [1]\n hide\nend\nif <(Level) = [7]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (-190) (117) [1]\n Create Object [Gnaw] at (-75) (15) [1]\n hide\nend\nif <(Level) = [8]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Imp] at (-180) (-145) [1]\n Create Object [Goal] at (200) (-160) [1]\n hide\nend\nif <(Level) = [9]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Tangle] at (-190) (124) [1]\n Create Object [Goal] at (-193) (113) [1]\n hide\nend\nif <(Level) = [10]> then\n show\n repeat (20)\n switch costume to (coin v)\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n repeat until <<not <touching (squiggle - level v)?>> and <(LevelOn) = [1]>>\n if <touching (squiggle - level v)?> then\n go to x: (pick random (-200) to (200)) y: (pick random (-160) to (160))\n end\n end\n Create Object [Coin] at (x position) (y position) [1]\n end\n Create Object [Goal] at (30) (-170) [1]\n hide\nend\n\nset [levelon v] to [0]\n\nset [system mode v] to [Platformer]\nbroadcast (Platformer v)\n\nset [levelon v] to [0]\n\nCreate Object [Blast] at (50) (-20) [Guard]\n\ndefine Entities-1\nif <(item (Clone ID) of [object type v]) = [Imp]> then\n if <touching (squiggle - water v)?> then\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.25))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.25))\n end\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n else\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.5))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.5))\n end\n if <(On Ground) = [1]> then\n if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with [5]\n end\n end\n end\n set [on ground v] to [0]\n if <touching (squiggle - player v)?> then\n if <(Player Life Stat) = [1]> then\n start sound (join [Imp Heal ] (pick random (1) to (2)))\n Point at ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) from (x position) (y position)\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + ((([sin v] of (return 1) ) * (-5)) + (([ceiling v] of ([sin v] of (return 1) ) ) * (-5))))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (([cos v] of (return 1) ) * (-2)))\n change [playerdmg v] by (-0.5)\n end\n end\n Move (item (Clone ID) of [object xv v]) (0)\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * ((-1) * <not <touching (squiggle - water v)?>>)))\n Move (0) (item (Clone ID) of [object yv v])\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.7))\nend\nif <(item (Clone ID) of [object type v]) = [Rasp]> then\n if <touching (squiggle - player v)?> then\n if <(Player Life Stat) = [1]> then\n start sound (join [Rasp Hit ] (pick random (1) to (2)))\n change [playerknb v] by ((item (Clone ID) of [object xv v]) * (15))\n change [playerdmg v] by (4)\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-1))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (-1))\n end\n end\n if <touching (squiggle - water v)?> then\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.1))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.1))\n end\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n else\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\n end\n if <(On Ground) = [1]> then\n if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with [4]\n end\n end\n end\n set [on ground v] to [0]\n Move (item (Clone ID) of [object xv v]) (0)\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * ((-1) * <not <touching (squiggle - water v)?>>)))\n Move (0) (item (Clone ID) of [object yv v])\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.7))\nend\nif <(item (Clone ID) of [object type v]) = [Gnaw]> then\n if <touching (squiggle - player v)?> then\n if <(Player Life Stat) = [1]> then\n start sound (join [Rasp Hit ] (pick random (1) to (2)))\n change [playerknb v] by ((item (Clone ID) of [object xv v]) * (3))\n change [playerdmg v] by (2)\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (-1))\n end\n end\n if <touching (squiggle - water v)?> then\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.1))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.1))\n end\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.7))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (1))\n else\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.2))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.2))\n end\n if <(On Ground) = [1]> then\n if <([player y v] of [squiggle - player v]) > (item (Clone ID) of [object y v])> then\n replace item (Clone ID) of [object yv v] with [4]\n end\n end\n end\n set [on ground v] to [0]\n Move (item (Clone ID) of [object xv v]) (0)\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + ((Gravity) * (-1)))\n Move (0) (item (Clone ID) of [object yv v])\nend\nif <(item (Clone ID) of [object type v]) = [Tangle]> then\n if <touching (squiggle - player v)?> then\n if <(Player Life Stat) = [1]> then\n start sound (join [Rasp Hit ] (pick random (1) to (2)))\n change [playerknb v] by ((item (Clone ID) of [object xv v]) * (1))\n change [playerdmg v] by (2)\n Point at ([player x v] of [squiggle - player v]) ([player y v] of [squiggle - player v]) from (x position) (y position)\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (([sin v] of (return 1) ) * (-5)))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (([cos v] of (return 1) ) * (-5)))\n end\n end\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) * (0.85))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) * (0.85))\n point towards (squiggle - player v)\n turn right (([sin v] of ((timer) * (300)) ) * (15)) degrees\n if <touching (squiggle - water v)?> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (([sin v] of (direction) ) * (0.2)))\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (([cos v] of (direction) ) * (0.2)))\n else\n if <([player x v] of [squiggle - player v]) > (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (0.1))\n end\n if <([player x v] of [squiggle - player v]) < (item (Clone ID) of [object x v])> then\n replace item (Clone ID) of [object xv v] with ((item (Clone ID) of [object xv v]) + (-0.1))\n end\n end\n set [on ground v] to [0]\n point in direction (90)\n Move (item (Clone ID) of [object xv v]) (0)\n replace item (Clone ID) of [object yv v] with ((item (Clone ID) of [object yv v]) + (((Gravity) * (-1)) * <not <touching (squiggle - water v)?>>))\n Move (0) (item (Clone ID) of [object yv v])\n point towards (squiggle - player v)\n turn right (([sin v] of ((timer) * (300)) ) * (15)) degrees\n replace item (Clone ID) of [object v1 v] with ((direction) + (90))\n point in direction (90)\nend\n\n@Squiggle - Level\n\nwhen flag clicked\nhide\n\ndefine Init\nset [levelon v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n Ground Code\n if <(testmode) = [1]> then\n clear graphic effects\n end\nend\nhide\n\ndefine Ground Code\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (join (Level) [ Hitbox]))\nset [levelon v] to [1]\n\nwhen I receive [cutover v]\nswitch costume to (level 22 hitbox v)\n\n@Squiggle - Water\n\nwhen flag clicked\nhide\n\ndefine Init\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n Water Code\n if <(testmode) = [1]> then\n clear graphic effects\n end\nend\nhide\n\ndefine Water Code\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (join (Level) [ Hitbox]))\n\n@Squiggle - Hazard\n\nwhen flag clicked\nhide\n\ndefine Init\nset [level v] to [1]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [platformer v]\nInit\nrepeat until <not <(System Mode) = [Platformer]>>\n Hazard Code\n if <(testmode) = [1]> then\n clear graphic effects\n end\nend\nhide\n\ndefine Hazard Code\ngo to x: (0) y: (0)\nswitch costume to (join [Level ] (join (Level) [ Hazard]))\n\nset [level v] to [20]\n\n@Squiggle - Display\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer v]\nrepeat until <not <(System Mode) = [Platformer]>>\n if <(testmode) = [0]> then\n Render\n end\nend\nerase all\n\nwhen I receive [platformer v]\nset [brightness v] effect to (-100)\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\ndefine None\nif <(a) < [0]> then\n set pen rgb: (r) (g) (b) ghost: (0)\nelse\n if <(a) > [99.5]> then\n set pen rgb: (r) (g) (b) ghost: (99.5)\n else\n if <(r) > [255]> then\n set pen rgb: (255) (g) (b) ghost: (a)\n else\n if <(g) > [255]> then\n set pen rgb: (r) (255) (b) ghost: (a)\n else\n if <(b) > [255]> then\n set pen rgb: (r) (g) (255) ghost: (a)\n else\n set pen color to ((((((([floor v] of ((255) - ((a) * (2.55))) ) * (256)) + (([floor v] of (r) ) * <(r) > [0]>)) * (256)) + (([floor v] of (g) ) * <(g) > [0]>)) * (256)) + (([floor v] of (b) ) * <(b) > [0]>))\n end\n end\n end\n end\nend\n\ndefine Render\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nset [camy v] to ([player y v] of [squiggle - player v])\nif <([player x v] of [squiggle - player v]) > [160]> then\n if <(Level) < [30]> then\n set [camx v] to [160]\n else\n if <(CamX) < [240]> then\n change [camx v] by (1)\n end\n end\nelse\n set [camx v] to ([player x v] of [squiggle - player v])\nend\nif <([player x v] of [squiggle - player v]) < [-160]> then\n set [camx v] to [-160]\nend\nif <([player y v] of [squiggle - player v]) > [120]> then\n set [camy v] to [120]\nend\nif <([player y v] of [squiggle - player v]) < [-120]> then\n set [camy v] to [-120]\nend\nerase all\nif <(Level) = [30]> then\n switch costume to (. v)\n set size to (100) %\n switch costume to (join [shield ] (([floor v] of ((timer) / ((3) / (40))) ) mod (4)))\n go to x: (((CamX) * (-0.5)) + ((340) * (1))) y: (0)\n set [brightness v] effect to ((([sin v] of ((timer) * (500)) ) * (20)) + (20))\n stamp\nend\nswitch costume to (. v)\nset size to (250) %\nswitch costume to (join [Level ] (join (Level) [ Background]))\ngo to x: ((CamX) * (-2)) y: ((CamY) * (-2))\nif <(Level) = [29]> then\n set [brightness v] effect to (pick random (1) to (-1))\nend\nif <(Level) = [30]> then\n set [brightness v] effect to ((([sin v] of ((timer) * (500)) ) * (5)) + (5))\nend\nstamp\nif <(Level) = [30]> then\n if <([cuttick v] of [squiggle - player v]) < ((30) * (4))> then\n switch costume to (\[\] v)\n go to x: (((CamX) - (220)) * (-3)) y: (((CamY) + (20)) * (-3))\n switch costume to (daughter.old v)\n set size to (350) %\n stamp\n end\nend\nswitch costume to (. v)\nset size to (300) %\nswitch costume to (join [Level ] (join (Level) [ Foreground]))\ngo to x: ((CamX) * (-3)) y: ((CamY) * (-3))\nif <(Level) = [29]> then\n set [brightness v] effect to (pick random (2) to (-2))\nend\nif <(Level) = [30]> then\n set [brightness v] effect to ((([sin v] of ((timer) * (500)) ) * (3)) + (3))\nend\nstamp\nif <(Level) = [29]> then\n switch costume to (. v)\n set size to (300) %\n switch costume to (\[\] v)\n go to x: ((CamX) * (-3)) y: ((CamY) * (-3))\n change x by (-30)\n change y by (-90)\n set [brightness v] effect to (pick random (0) to (20))\n set [ghost v] effect to (pick random (0) to (60))\n switch costume to (join [flame ] (([floor v] of ((timer) * (30)) ) mod (5)))\n stamp\nend\nclear graphic effects\nswitch costume to (\[\] v)\nif <(Level) > [21]> then\n set [i v] to [0]\n repeat (length of [object type v])\n change [i v] by (1)\n if <(item (i) of [object type v]) = [Entry]> then\n go to x: (((CamX) - (item (i) of [object x v])) * (-3)) y: (((CamY) - (item (i) of [object y v])) * (-3))\n switch costume to (join [Entry.] (item (i) of [object v1 v]))\n clear graphic effects\n if <(door) = [0]> then\n set [brightness v] effect to (-20)\n end\n stamp\n end\n if <(item (i) of [object type v]) = [Door]> then\n go to x: (((CamX) - (item (i) of [object x v])) * (-3)) y: (((CamY) - (item (i) of [object y v])) * (-3))\n switch costume to (join [Door.] (item (i) of [object v1 v]))\n clear graphic effects\n if <(door) = [0]> then\n set [brightness v] effect to (-20)\n end\n stamp\n end\n end\nend\nclear graphic effects\ngo to x: ((([player x v] of [squiggle - player v]) - (CamX)) * (3)) y: ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\nif <<(Player Life Stat) = [1]> and <(goal) = [0]>> then\n if <([hpdisplay v] of [squiggle - player v]) > [0]> then\n set pen size to (3)\n change y by (30)\n change x by (15)\n if <([hpdisplay v] of [squiggle - player v]) < [100]> then\n set pen rgb: (0) (50) (0) ghost: ((100) - ([hpdisplay v] of [squiggle - player v]))\n else\n set pen rgb: (0) (50) (0) ghost: (0)\n end\n pen down\n change x by (-30)\n if <([hpdisplay v] of [squiggle - player v]) < [100]> then\n set pen rgb: (0) (255) (0) ghost: ((100) - ([hpdisplay v] of [squiggle - player v]))\n else\n set pen rgb: (0) (255) (0) ghost: (0)\n end\n change x by (([hp v] of [squiggle - player v]) * (3))\n pen up\n go to x: ((([player x v] of [squiggle - player v]) - (CamX)) * (3)) y: ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\n end\n switch costume to (player.right v)\n if <([player xv v] of [squiggle - player v]) < [0]> then\n switch costume to (player.left v)\n end\n turn right (([player xv v] of [squiggle - player v]) * (5)) degrees\n stamp\n if <(hasPulseGun) = [1]> then\n switch costume to (pulse gun_gun v)\n point in direction (GunAngle)\n stamp\n if <(GunCharge) > [0]> then\n move (30) steps\n switch costume to (pulse gun_charge v)\n set size to ((30) * ((10) - (GunCharge))) %\n set [ghost v] effect to ((10) * ((10) - (GunCharge)))\n set [r v] to (pick random (1) to (360))\n turn right (r) degrees\n stamp\n turn left (r) degrees\n move (-30) steps\n end\n set size to (300) %\n end\n point in direction (90)\n if <(hasPulsePack) = [1]> then\n change x by ((20) * ((<([player xv v] of [squiggle - player v]) < [0]> * (2)) - (1)))\n if <(Pulse) > [0]> then\n set size to ((80) + ((Pulse) * (5))) %\n change y by ((([sin v] of ((timer) * (100)) ) * (5)) + ((-15) + ((Pulse) * (3))))\n switch costume to (pulse pack.on v)\n set [ghost v] effect to ((100) - ((Pulse) * (10)))\n stamp\n clear graphic effects\n end\n set size to (130) %\n set y to ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\n change y by ((([sin v] of ((timer) * (100)) ) * (5)) + (15))\n switch costume to (pulse pack.off v)\n stamp\n set size to (300) %\n end\nelse\n switch costume to (player blast v)\n point in direction ((Player Life Stat) * (30))\n set size to (((Player Life Stat) * (-50)) + (50)) %\n set [ghost v] effect to ((Player Life Stat) * (-15))\n stamp\nend\nset size to (300) %\nclear graphic effects\npoint in direction (90)\nset [i v] to [0]\nrepeat (length of [object type v])\n change [i v] by (1)\n if <not <<(item (i) of [object type v]) = [None]> or <<(item (i) of [object type v]) = [Entry]> or <(item (i) of [object type v]) = [Door]>>>> then\n if <(item (i) of [object type v]) = [Guard]> then\n switch costume to (\[\] v)\n go to x: (((item (i) of [object xv v]) - (CamX)) * (3)) y: (((item (i) of [object yv v]) - (CamY)) * (3))\n set pen color to (#ff00bf)\n set pen shade to (pick random (75) to (100))\n set pen size to (pick random (10) to (20))\n pen down\n go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n pen up\n end\n if <(item (i) of [object type v]) = [Port]> then\n switch costume to (\[\] v)\n set pen color to (#dddede)\n set pen size to (3)\n go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n pen down\n go to x: (((0) - (CamX)) * (3)) y: (((0) - (CamY)) * (3))\n pen up\n go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n switch costume to (port v)\n end\n if <<([abs v] of ((CamX) - (item (i) of [object x v])) ) < [340]> and <([abs v] of ((CamY) - (item (i) of [object y v])) ) < [280]>> then\n switch costume to (\[\] v)\n go to x: (((item (i) of [object x v]) - (CamX)) * (3)) y: (((item (i) of [object y v]) - (CamY)) * (3))\n switch costume to (item (i) of [object type v])\n if <(item (i) of [object type v]) = [Imp]> then\n turn right ((item (i) of [object xv v]) * (10)) degrees\n switch costume to (imp.right v)\n if <(item (i) of [object xv v]) < [0]> then\n switch costume to (imp.left v)\n end\n end\n if <(item (i) of [object type v]) = [Rasp]> then\n switch costume to (rasp.right v)\n if <(item (i) of [object xv v]) < [0]> then\n switch costume to (rasp.left v)\n end\n end\n if <(item (i) of [object type v]) = [Tangle]> then\n switch costume to (join [Tangle.] ((([floor v] of ((timer) * (20)) ) mod (5)) + (1)))\n point in direction (item (i) of [object v1 v])\n end\n if <(item (i) of [object type v]) = [Gnaw]> then\n point in direction ((item (i) of [object x v]) * (10))\n end\n if <(item (i) of [object type v]) = [Oodle]> then\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (5)))\n change y by (([sin v] of ((timer) * (150)) ) * (5))\n switch costume to (oodle.right v)\n if <([player x v] of [squiggle - player v]) > (item (i) of [object x v])> then\n switch costume to (oodle.left v)\n end\n end\n if <(item (i) of [object type v]) = [Gust]> then\n point in direction ((timer) * (300))\n stamp\n point in direction ((item (i) of [object v1 v]) - (90))\n switch costume to (gust_front v)\n end\n if <<<(item (i) of [object type v]) = [Bullet]> or <(item (i) of [object type v]) = [Guard]>> or <(item (i) of [object type v]) = [Port]>> then\n point in direction (item (i) of [object v1 v])\n end\n if <(item (i) of [object type v]) = [Goal]> then\n set [brightness v] effect to (pick random (0) to (70))\n end\n if <(item (i) of [object type v]) = [Core]> then\n point in direction ((([sin v] of ((timer) * (10)) ) * (15)) + (110))\n switch costume to (core.1 v)\n if <(pick random (0) to (10)) = [0]> then\n switch costume to (join [Core.] (pick random (1) to (3)))\n end\n set size to (600) %\n end\n if <(item (i) of [object type v]) = [Coreoff]> then\n point in direction ((([sin v] of ((timer) * (10)) ) * (15)) + (110))\n set size to (600) %\n end\n if <(item (i) of [object type v]) = [Blast]> then\n switch costume to (join [Blast.] (item (i) of [object v1 v]))\n point in direction (item (i) of [object yv v])\n set size to ((item (i) of [object xv v]) * (200)) %\n set [ghost v] effect to ((item (i) of [object xv v]) * (10))\n end\n if <(item (i) of [object type v]) = [NPC]> then\n switch costume to (join [NPC.] (join (item (i) of [object xv v]) (join [.] (item (i) of [object v1 v]))))\n end\n if <<(item (i) of [object type v]) = [Pulse Pack]> or <(item (i) of [object type v]) = [Pulse Gun]>> then\n set [brightness v] effect to ((([cos v] of ((timer) * (300)) ) * (15)) + (15))\n end\n stamp\n point in direction (90)\n clear graphic effects\n set size to (300) %\n end\n end\nend\npoint in direction (90)\nswitch costume to (. v)\nset size to (300) %\nswitch costume to (\[\] v)\ngo to x: ((CamX) * (-3)) y: ((CamY) * (-3))\nswitch costume to (join [Level ] (join (Level) [ Water]))\nset [ghost v] effect to (50)\nif <<(Level) = [25]> or <(Level) = [26]>> then\n set [brightness v] effect to ((([cos v] of ((timer) * (300)) ) * (10)) + (10))\nend\nstamp\nswitch costume to (. v)\nset size to (300) %\nswitch costume to (\[\] v)\ngo to x: ((CamX) * (-3)) y: ((CamY) * (-3))\nswitch costume to (join [Level ] (join (Level) [ Hazard]))\nclear graphic effects\nset [brightness v] effect to (pick random (0) to (10))\nstamp\nif <(HintStatus) > [0]> then\n switch costume to (\[\] v)\n if <(HintID) = [4]> then\n go to (mouse-pointer v)\n else\n go to x: ((([player x v] of [squiggle - player v]) - (CamX)) * (3)) y: ((([player y v] of [squiggle - player v]) - (CamY)) * (3))\n end\n switch costume to (join [Hint] (join (HintID) (join [.] ([floor v] of (((timer) mod (2)) + (1)) ))))\n set [ghost v] effect to (((1) - (HintStatus)) * (100))\n stamp\nend\nif <(Level) = [30]> then\n if <not <([cuttick v] of [squiggle - player v]) < ((30) * (4))>> then\n set rotation style [left-right v]\n point in direction (-90)\n clear graphic effects\n switch costume to (\[\] v)\n go to x: (((CamX) - (225)) * (-3)) y: (((CamY) + (27)) * (-3))\n switch costume to (daughter.old2 v)\n set size to (350) %\n if <([cuttick v] of [squiggle - player v]) > ((30) * (6))> then\n set rotation style [all around v]\n point in direction (90)\n if <([cuttick v] of [squiggle - player v]) > ((30) * (7))> then\n change x by ((([cuttick v] of [squiggle - player v]) - (210)) * (-0.2))\n turn left (2) degrees\n end\n end\n stamp\n end\nend\n\nset [level v] to [11]\n\nwhen [space v] key pressed\n\nswitch costume to (join [Blast.] [Bullet])\n\nset [i v] to [16]\n\nreplace item (16) of [object xv v] with [3]\n\nset [haspulsepack v] to [1]\n\n@Stage 3D Test\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [test v]\nerase all\nset [stage3d v] to [On]\nrepeat until <(Stage3D) = [Off]>\n set [stage3d v] to [Off]\n go to x: (0) y: (0)\n switch costume to (test v)\n stamp\n switch costume to (subject v)\n set [brightness v] effect to (-100)\n stamp\n clear graphic effects\n go to x: (0) y: (0)\n switch costume to (test v)\n if <touching color (#ffffff)?> then\n set [stage3d v] to [On]\n end\n if <key (x v) pressed?> then\n set [stage3d v] to [Off]\n end\nend\nset [system mode v] to [Title]\nbroadcast (Title v)\nerase all\n\n@Cutscene\n\ndefine None\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset [brightness v] effect to (((y) * (0.2)) + (0))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (0.2))\nswitch costume to (sun v)\nset [brightness v] effect to (((y) * (0.05)) + (-50))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (0.5))\nswitch costume to (landscape2 v)\nset [brightness v] effect to (((y) * (0.2)) + (-20))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (0.7))\nswitch costume to (landscape1 v)\nset [brightness v] effect to (((y) * (0.2)) + (-10))\nstamp\nswitch costume to (\[\] v)\nset y to ((y) * (1.3))\nswitch costume to (landscape3 v)\nset [brightness v] effect to (((y) * (0.2)) + (0))\nstamp\ngo to x: (0) y: (0)\nswitch costume to (black v)\nset [ghost v] effect to ((100) - (([cos v] of ((y) + (180)) ) * (-100)))\nstamp\nclear graphic effects\n\nwhen flag clicked\nhide\nerase all\n\ndefine run\nchange [timer v] by (1)\nif <(Timer) < [250]> then\n Render Board1 at (Timer)\nend\nif <<(Timer) > [250]> and <(Timer) < [420]>> then\n Render City1 at ((((Timer) - (250)) * (2)) - (360))\nend\nif <<(Timer) > [420]> and <(Timer) < [730]>> then\n Render City2 at (((Timer) - (420)) * (-8))\nend\nif <<(Timer) > [730]> and <(Timer) < [930]>> then\n Render Window1 at ((Timer) - (830))\nend\nif <<(Timer) > [930]> and <(Timer) < [1030]>> then\n Render Lab1 at (((Timer) * (2)) - (1960))\nend\nif <<(Timer) > [1030]> and <(Timer) < [1130]>> then\n Render Bay1 at (((Timer) * (2)) - (2160))\nend\nif <<(Timer) > [1130]> and <(Timer) < [1180]>> then\n Render Window2 at (((Timer) - (1155)) * (4))\nend\nif <<(Timer) > [1180]> and <(Timer) < [1230]>> then\n Render Bay2 at (((Timer) - (1200)) * (4))\nend\nif <<(Timer) > [1230]> and <(Timer) < [1280]>> then\n Render Hub1 at ((0) - (((Timer) - (1255)) * (4)))\nend\nif <<(Timer) > [1330]> and <(Timer) < [1380]>> then\n Render Lab2 at ((0) - (((Timer) - (1355)) * (4)))\nend\nif <<(Timer) > [1380]> and <(Timer) < [1480]>> then\n Render Crowd1 at (((Timer) - (1380)) * (5))\nend\nif <<(Timer) > [1480]> and <(Timer) < [1555]>> then\n Render board2 at (((Timer) - (1505)) * (4))\nend\nif <<(Timer) > [1555]> and <(Timer) < [1800]>> then\n Render City3 at (((Timer) - (1555)) * (4))\nend\nif <<(Timer) > [1800]> and <(Timer) < [1848]>> then\n Render Crowd2 at (((Timer) - (1824)) * (4))\nend\nif <<(Timer) > [1848]> and <(Timer) < [1896]>> then\n Render Window3 at (((Timer) - (1872)) * (4))\nend\nif <<(Timer) > [1896]> and <(Timer) < [1950]>> then\n Redner Hub2 at (((Timer) - (1896)) * ((-100) / (54)))\nend\nif <<(Timer) > [1950]> and <(Timer) < [1975]>> then\n Render Lab3 at (((Timer) - (1962.5)) * (8))\nend\nif <<(Timer) > [1975]> and <(Timer) < [2075]>> then\n Render Hub3 at ((1975) - (Timer))\nend\nif <<(Timer) > [2075]> and <(Timer) < [2175]>> then\n Render Space1 at (((Timer) - (2125)) * (2))\nend\nif <<(Timer) > [2175]> and <(Timer) < [2375]>> then\n Render Crowd3 at ((Timer) - (2275))\nend\nif <<(Timer) > [2375]> and <(Timer) < [2475]>> then\n Render City4 at (((Timer) - (2425)) * (4))\nend\nif <<(Timer) > [2475]> and <(Timer) < [2525]>> then\n Render Hub4 at (((Timer) - (2500)) * (8))\nend\nif <<(Timer) > [2525]> and <(Timer) < [2650]>> then\n Render Sun1 at (((Timer) - (2600)) * (2))\nend\nif <<(Timer) > [2650]> and <(Timer) < [2700]>> then\n Render Citytop at (((Timer) - (2675)) * (4))\nend\nif <<(Timer) > [2700]> and <(Timer) < [2800]>> then\n Render City5 at (((Timer) - (2750)) * (2))\nend\nif <<(Timer) > [2800]> and <(Timer) < [2850]>> then\n Render Lab5 at (((Timer) - (2825)) * (4))\nend\nif <<(Timer) > [2850]> and <(Timer) < [2900]>> then\n Render Crowd4 at (((Timer) - (2875)) * (4))\nend\nif <<(Timer) > [2900]> and <(Timer) < [2950]>> then\n Render Lab6 at (((Timer) - (2925)) * (4))\nend\nif <<(Timer) > [2950]> and <(Timer) < [3000]>> then\n Render Hub5 at ((((Timer) - (2975)) * (-4)) - (100))\nend\nif <<(Timer) > [3000]> and <(Timer) < [3050]>> then\n Render Space2 at (((Timer) - (3025)) * (4))\nend\nif <<(Timer) > [3050]> and <(Timer) < [3150]>> then\n Render City6 at (((Timer) - (3100)) * (2))\nend\nif <<(Timer) > [3150]> and <(Timer) < [3200]>> then\n Render Tower1 at (((Timer) - (3175)) * (4))\nend\nif <<(Timer) > [3200]> and <(Timer) < [3300]>> then\n Render Corona1 at (((Timer) - (3250)) * (2))\nend\nif <<(Timer) > [3300]> and <(Timer) < [3400]>> then\n Render City7 at (((Timer) - (3350)) * (2))\nend\nif <<(Timer) > [3400]> and <(Timer) < [3450]>> then\n Render Corona2 at (((Timer) - (3425)) * (4))\nend\nif <<(Timer) > [3450]> and <(Timer) < [3550]>> then\n Render Hubwindow2 at (((Timer) - (3500)) * (2))\nend\nif <<(Timer) > [3550]> and <(Timer) < [3750]>> then\n Render Lasertime at (((Timer) - (3650)) * (1))\nend\nif <<(Timer) > [3750]> and <(Timer) < [3800]>> then\n Render Devestation at (((Timer) - (3775)) * (4))\nend\nif <<(Timer) > [3800]> and <(Timer) < [3850]>> then\n Render Spacewindow1 at (((Timer) - (3825)) * (4))\nend\nif <<(Timer) > [3850]> and <(Timer) < [3900]>> then\n Render Hubscreen at (((Timer) - (3875)) * (-4))\nend\nif <<(Timer) > [3900]> and <(Timer) < [3950]>> then\n Render Space3 at (((Timer) - (3925)) * (4))\nend\nif <<(Timer) > [3950]> and <(Timer) < [4000]>> then\n Render Hubwindow3 at (((Timer) - (3975)) * (4))\nend\nif <(Timer) > [4000]> then\n Render Blastoff at (((Timer) - (4050)) * (2))\nend\n\nRender City1 at (10)\n\nRender City2 at ((Timer) * (-2.5))\n\nRender City2 at (((mouse x) - (240)) * (5))\n\ndefine None\nset rotation style [all around v]\nset [\[\] v] to (time)\nif <(time) < [200]> then\n point in direction (90)\n switch costume to (. v)\n set size to ((200) - (time)) %\n switch costume to (\[\] v)\n if <(time) < [100]> then\n go to x: (0) y: ((((100) + (time)) * (1.5)) - (300))\n set [brightness v] effect to ((time) - (100))\n else\n go to x: (0) y: (0)\n clear graphic effects\n end\n switch costume to (board1 v)\n stamp\n switch costume to (. v)\n set size to ((200) - (time)) %\n switch costume to (\[\] v)\n if <(time) < [100]> then\n go to x: (0) y: ((((100) + (time)) * (1.5)) - (300))\n if <(time) < [50]> then\n set [brightness v] effect to (((time) * (2)) - (100))\n else\n set [brightness v] effect to (0)\n end\n else\n go to x: (0) y: (0)\n clear graphic effects\n end\n switch costume to (buttons1 v)\n stamp\n switch costume to (. v)\n set size to ((200) - (time)) %\n switch costume to (\[\] v)\n if <(time) < [100]> then\n go to x: (0) y: ((((100) + (time)) * (1.5)) - (300))\n switch costume to (timelever1 v)\n else\n go to x: (0) y: (110)\n switch costume to (timelever2 v)\n if <(time) < [150]> then\n point in direction ((((time) / (100)) - (1.5)) * (-180))\n else\n point in direction (0)\n set pen size to (5)\n set pen color to (#6d6e71)\n pen down\n if <(time) < [160]> then\n go to x: ((x position) + (((time) - (150)) * (-4))) y: ((y position) + (((time) - (150)) * (1)))\n else\n go to x: ((x position) + (-40)) y: ((y position) + (10))\n end\n pen up\n end\n end\n clear graphic effects\n stamp\nend\nif <(time) > [150]> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n set [ghost v] effect to (((200) - (time)) * (2))\n stamp\nend\n\ndefine None\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset [brightness v] effect to (((x) * (-0.05)) + (-100))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.05))\nswitch costume to (sun v)\nset [brightness v] effect to (((x) * (-0.1)) + (-100))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.2))\nswitch costume to (back3 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-100))\nstamp\nswitch costume to (\[\] v)\nset x to (((x) * (0.26)) + (480))\nswitch costume to (shiphub1 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-80))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.32))\nswitch costume to (back2 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-70))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.4))\nswitch costume to (back1 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-60))\nstamp\nswitch costume to (\[\] v)\nset x to ((x) * (0.6))\nswitch costume to (crowd1 v)\nset [brightness v] effect to (((x) * (-0.05)) + (-70))\nstamp\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (black v)\nset [ghost v] effect to ((100) - (([cos v] of ((((x) + (240)) * (0.14)) - (56.4)) ) * (100)))\nstamp\nclear graphic effects\nset [\[\] v] to (x)\n\nRender City1 at ((10) - (360))\n\nRender Board1 at (((mouse x) / (1)) + (2.4))\n\ndefine None\nset [\[\] v] to (time)\npoint in direction (90)\nclear graphic effects\ngo to x: ((time) * (-1.2)) y: (0)\nswitch costume to (labback1 v)\nset [brightness v] effect to (((time) / (1)) - (100))\nstamp\ngo to x: ((time) * (-1.5)) y: (0)\nswitch costume to (labstuff2 v)\nset [brightness v] effect to (((time) / (1)) - (75))\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-1.7)) + (50)) y: (-120)\nswitch costume to (scientist1 v)\nset size to (500) %\nset [brightness v] effect to (((time) / (1)) - (75))\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-1.7)) + (250)) y: (-120)\nswitch costume to (scientist2 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-1.7)) + (-200)) y: (-120)\nswitch costume to (scientist3 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (2)) + (300)) y: (-120)\nswitch costume to (scientist1 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2)) + (-100)) y: (-120)\nswitch costume to (scientist2 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2)) + (0)) y: (-120)\nswitch costume to (scientist3 v)\nstamp\ngo to x: (((time) * (-2.3)) + (200)) y: (-120)\nswitch costume to (\[\] v)\nswitch costume to (scientist1 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2.3)) + (150)) y: (-120)\nswitch costume to (scientist2 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (((time) * (-2.3)) + (0)) y: (-120)\nswitch costume to (scientist3 v)\nstamp\nset size to (100) %\ngo to x: ((time) * (-2.4)) y: (0)\nswitch costume to (labstuff1 v)\nstamp\nif <(time) > [50]> then\n switch costume to (. v)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (black v)\n clear graphic effects\n set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n stamp\nend\nclear graphic effects\n\nRender Window1 at (((mouse x) / (2.4)) + (2.4))\n\ndefine None\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nstamp\nset size to (50) %\ngo to x: (0) y: (((time) * (-0.1)) + (50))\nswitch costume to (sun v)\nstamp\nset size to (100) %\ngo to x: (0) y: ((time) * (-0.2))\nswitch costume to (back4 v)\nstamp\ngo to x: (0) y: (((time) * (-0.3)) - (0))\nswitch costume to (back5 v)\nstamp\ngo to x: (0) y: (((time) * (-0.6)) - (50))\nswitch costume to (shiphub4 v)\nstamp\nset [brightness v] effect to (pick random (0) to (20))\nswitch costume to (ship2 v)\nchange x by (pick random (-4) to (4))\nchange y by (pick random (-2) to (2))\nstamp\nclear graphic effects\ngo to x: (0) y: (((time) * (-1)) - (100))\nswitch costume to (crowd2 v)\nstamp\n\ndefine None\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\nset size to (50) %\ngo to x: (0) y: (((time) * (-0.1)) + (50))\nswitch costume to (sun v)\nset [brightness v] effect to (((time) * (2)) - (50))\nstamp\nset size to (100) %\ngo to x: (0) y: ((time) * (-0.2))\nswitch costume to (back4 v)\nset [brightness v] effect to (((time) / (3)) - (50))\nstamp\ngo to x: (0) y: (((time) * (-0.3)) - (0))\nswitch costume to (back5 v)\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\ngo to x: (0) y: (((time) * (-0.6)) - (50))\nswitch costume to (shiphub3 v)\nstamp\ngo to x: (0) y: (((time) * (-1)) - (100))\nswitch costume to (crowd2 v)\nstamp\nif <(time) > [50]> then\n switch costume to (. v)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (black v)\n set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n stamp\nend\nclear graphic effects\n\nif <(time) > [50]> then\n switch costume to (. v)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (black v)\n set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n stamp\nend\nclear graphic effects\n\nbroadcast (cheat v)\n\ndefine None\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.05)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.05))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (sun v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.2)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.2))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.7))\nswitch costume to (window v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) * (-3)) + (-500))\nswitch costume to (player.right2 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (1)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-1))\nswitch costume to (chair1 v)\nstamp\n\nRender Bay2 at ((mouse x) / (2.4))\n\nwhen I receive [cheat v]\nhide\nset [timer v] to [0]\nrepeat until <(Timer) > [4200]>\n run\nend\nbroadcast (cutover v)\n\ndefine None\nset [\[\] v] to (time)\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.05)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.05))\nswitch costume to (sun v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.2)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.2))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.3)) + (100)) %\ngo to x: (50) y: (((time) + (-100)) * (0.3))\nswitch costume to (shiphub3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.7))\nswitch costume to (labback2 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (0.8))\nswitch costume to (lab hub 1 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist7 v)\nstamp\npoint in direction ((time) + (-220))\nswitch costume to (glove2 v)\nstamp\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.9)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (((time) + (-200)) * (-1)) y: (((time) + (-200)) * (1))\nswitch costume to (scientist8 v)\nstamp\npoint in direction ((time) * (-3))\nswitch costume to (glove2 v)\nstamp\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-1)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (((time) + (-225)) * (1.1)) y: (((time) + (-200)) * (1.1))\nswitch costume to (scientist9 v)\nstamp\npoint in direction ((([sin v] of ((time) * (10)) ) * (100)) + (35))\nswitch costume to (glove2 v)\nstamp\npoint in direction (90)\n\nRender Lab2 at ((mouse x) / (2.4))\n\ndefine None\npoint in direction (90)\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nstamp\nswitch costume to (\[\] v)\nset y to ((x) * (0.1))\nswitch costume to (sun v)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (0.2)) - (95))\nswitch costume to (landscape3 v)\nset [brightness v] effect to (-30)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (0.3)) - (95))\nswitch costume to (landscape2 v)\nset [brightness v] effect to (-50)\nstamp\nclear graphic effects\nswitch costume to (\[\] v)\nset y to (((x) * (0.4)) - (95))\nswitch costume to (landscape1 v)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (0.6)) - (320))\nswitch costume to (crowd3 v)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (500))\nswitch costume to (shiphubshadow v)\nset [ghost v] effect to (60)\nstamp\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (500))\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (costume6 v)\nset size to (((x) * (0.1)) + (50)) %\nset [ghost v] effect to (60)\nstamp\nset size to (100) %\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (650))\nchange x by (-100)\nswitch costume to (costume7 v)\nset [ghost v] effect to (60)\npoint in direction (x)\nstamp\nset size to (100) %\nswitch costume to (\[\] v)\nset y to (((x) * (1)) - (650))\nchange x by (200)\nswitch costume to (costume8 v)\nset [ghost v] effect to (60)\npoint in direction ((x) * (-1))\nstamp\npoint in direction (90)\n\nforever\n Render Crowd1 at ((mouse x) + (260))\nend\n\ndefine None\npoint in direction (90)\nclear graphic effects\nset size to ((100) + (((time) + (100)) / (5))) %\nswitch costume to (board2 v)\ngo to x: (0) y: (0)\nstamp\nswitch costume to (board3 v)\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (30)) + (30))\nstamp\nif <(time) < [75]> then\n change y by ((0.5) * (((time) + (100)) / (10)))\n stamp\nend\nswitch costume to (\[\] v)\nclear graphic effects\ngo to x: (80) y: (30)\npoint in direction (85)\nif <(time) < [75]> then\n move ((400) - ((time) * (5))) steps\nend\nswitch costume to (glove3 v)\nstamp\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (sky v)\nclear graphic effects\nset size to (100) %\nstamp\nswitch costume to (sun v)\nset size to (50) %\nset y to (((y) * (-0.03)) + (50))\nset x to (-130)\nstamp\nset size to ((100) + (([sin v] of ((y) * (5)) ) * (5))) %\nset [ghost v] effect to ((30) + (([sin v] of ((y) * (5)) ) * (15)))\npoint in direction (90)\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-280))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to ((30) + (([sin v] of (y) ) * (20))) %\npoint in direction (0)\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-280))\nswitch costume to (flame 1 v)\nstamp\nset size to ((30) + (([sin v] of ((y) * (2)) ) * (20))) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-280))\nswitch costume to (flame 2 v)\nstamp\nset size to (50) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.3)) + (-250))\nswitch costume to (ship v)\nstamp\nrepeat (30)\n switch costume to (bubble v)\n set size to (100) %\n go to x: (0) y: (((y) * (0.3)) + (-250))\n set [y v] to (pick random (10) to (50))\n change y by ((-30) - ((y) * (2)))\n change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n set [ghost v] effect to ((y) + (50))\n stamp\nend\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nswitch costume to (\[\] v)\nset y to (((y) * (-0.4)) + (-100))\nset x to (-50)\nswitch costume to (back3 v)\nstamp\nswitch costume to (\[\] v)\nchange x by (50)\nset y to (((y) * (-0.7)) + (-100))\nswitch costume to (towers2 v)\nstamp\nswitch costume to (\[\] v)\nset y to (((y) * (-1)) + (-100))\nswitch costume to (towers1 v)\nstamp\n\nforever\n Render City3 at (((mouse y) * (2)) + (260))\nend\n\ndefine None\npoint in direction (90)\nswitch costume to (sky v)\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nstamp\ngo to x: (((x) * (2)) + (-100)) y: (100)\nswitch costume to (back3 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-1) to (1))\nstamp\ngo to x: (((x) * (1.5)) + (-50)) y: (100)\nswitch costume to (landscape3 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-2) to (2))\nstamp\ngo to x: ((x) * (1.2)) y: (0)\nswitch costume to (landscape1 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-3) to (3))\nstamp\ngo to x: (x) y: (0)\nswitch costume to (crowd2 v)\nset size to (500) %\nset [brightness v] effect to (pick random (-32) to (-28))\nstamp\ngo to x: (((x) * (0.8)) + (-320)) y: (0)\nset size to (100) %\nswitch costume to (crowd1 v)\nset [brightness v] effect to (pick random (-18) to (-12))\nstamp\nset [brightness v] effect to (pick random (-5) to (5))\nswitch costume to (npc1 v)\ngo to x: (((x) * (0.5)) + (-20)) y: (-155)\nset size to (500) %\nstamp\nswitch costume to (npc2 v)\ngo to x: (((x) * (0.4)) + (-80)) y: (-150)\nstamp\nswitch costume to (npc3 v)\ngo to x: (((x) * (0.3)) + (50)) y: (-145)\nstamp\nswitch costume to (npc4 v)\ngo to x: (((x) * (0.2)) + (-150)) y: (-140)\nstamp\nswitch costume to (npc5 v)\ngo to x: (((x) * (0.1)) + (100)) y: (-140)\nstamp\n\ndefine None\npoint in direction (90)\nclear graphic effects\nswitch costume to (. v)\nset size to (120) %\nswitch costume to (houseback v)\ngo to x: ((time) * (0.1)) y: ((time) * (0.2))\nstamp\nswitch costume to (. v)\nset size to (3000) %\nswitch costume to (daughter.right v)\ngo to x: ((time) * (0.15)) y: ((time) * (0.3))\nstamp\nset size to ((100) + (([sin v] of ((time) * (5)) ) * (5))) %\nset [ghost v] effect to ((60) + (([sin v] of ((time) * (5)) ) * (15)))\npoint in direction (90)\nswitch costume to (\[\] v)\ngo to x: (((time) * (0.5)) + (150)) y: ((time) * (2))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset [ghost v] effect to (60)\nset size to ((30) + (([sin v] of (time) ) * (20))) %\npoint in direction (0)\nswitch costume to (\[\] v)\nchange y by (-10)\nswitch costume to (flame 1 v)\nstamp\nset size to ((30) + (([sin v] of ((time) * (2)) ) * (20))) %\nswitch costume to (flame 2 v)\nstamp\nset size to (50) %\nswitch costume to (\[\] v)\nchange y by (30)\nswitch costume to (ship v)\nstamp\nrepeat (30)\n set size to (100) %\n switch costume to (\[\] v)\n go to x: (((time) * (0.5)) + (150)) y: (((time) * (2)) + (30))\n set [y v] to (pick random (10) to (50))\n change y by ((-30) - ((y) * (2)))\n change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n set [ghost v] effect to ((y) + (50))\n switch costume to (bubble v)\n stamp\nend\npoint in direction (90)\nset [ghost v] effect to (60)\nswitch costume to (\[\] v)\ngo to x: ((time) * (0.4)) y: ((time) * (0.8))\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (back3 v)\nstamp\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (window2 v)\ngo to x: ((time) * (0.2)) y: ((time) * (0.4))\nstamp\n\nforever\n Render Window3 at ((mouse x) / (1.2))\nend\n\ndefine None\nswitch costume to (. v)\nset size to (110) %\nswitch costume to (space v)\ngo to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nstamp\nswitch costume to (. v)\nset size to (100) %\nswitch costume to (surface v)\ngo to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nchange y by (((time) + (-10)) * (2))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-0.7))\nswitch costume to (window v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) * (-3)) + (-500))\nswitch costume to (player.right2 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (100)) * (1)) + (100)) %\ngo to x: (0) y: (((time) + (100)) * (-1))\nswitch costume to (chair1 v)\nstamp\n\ndefine None\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (labback1 v)\ngo to x: ((time) * (-0.5)) y: (0)\nstamp\nswitch costume to (labstuff1 v)\ngo to x: ((time) * (-0.3)) y: (0)\nstamp\nswitch costume to (timelever3 v)\ngo to x: (((time) * (-0.15)) - (150)) y: (0)\nif <(time) > [50]> then\n turn right (((time) - (50)) * (0.5)) degrees\n change y by (((time) - (50)) * (-0.5))\n set [brightness v] effect to (((time) - (50)) * (0.5))\nend\nstamp\nclear graphic effects\npoint in direction (90)\nswitch costume to (lever hub1 v)\nset size to (100) %\ngo to x: ((time) * (-0.1)) y: (0)\nstamp\nset rotation style [left-right v]\npoint in direction (-90)\nswitch costume to (scientist6 v)\nset size to (200) %\ngo to x: (((time) * (-0.1)) + (170)) y: (-50)\nif <(time) > [50]> then\n change x by (((time) - (50)) * (-0.2))\n change y by (((time) - (50)) * (-0.5))\nend\nstamp\nset rotation style [all around v]\nswitch costume to (glove1 v)\nset size to (1500) %\nif <(time) < [50]> then\n go to x: ((time) * (-0.1)) y: (((time) - (0)) * (1))\n turn left (((time) - (0)) * (-0.2)) degrees\nelse\n go to x: ((time) * (-0.1)) y: (((time) - (100)) * (-1))\n turn left (((time) - (150)) * (0.2)) degrees\nend\nstamp\npoint in direction (90)\n\nforever\n Render Lab3 at ((mouse x) / (2.4))\nend\n\ndefine None\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (50)) %\ngo to x: (0) y: (10)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (back6 v)\nstamp\nswitch costume to (join [screen] ((([floor v] of ((time) / (10)) ) mod (3)) + (1)))\nstamp\nif <(time) < [-25]> then\n switch costume to (screentimeframe1 v)\n if <(time) > [-50]> then\n set size to (((time) + (25)) * (-6)) %\n end\nend\nstamp\nif <(time) < [-50]> then\n set pen color to (#ff00bf)\n set pen size to (5)\n go to x: (10) y: (5)\n change x by (pick random (-2) to (2))\n change y by (pick random (-2) to (2))\n point in direction (((time) + (50)) * (-10))\n move (((time) + (-100)) * (-0.1)) steps\n pen down\n move (((time) + (-100)) * (-0.3)) steps\n pen up\n go to x: (10) y: (5)\n change x by (pick random (-2) to (2))\n change y by (pick random (-2) to (2))\n point in direction (((time) + (50)) * ((-10) / (12)))\n move (((time) + (-100)) * (-0.1)) steps\n pen down\n move (((time) + (-100)) * (-0.2)) steps\n pen up\n if <(time) > [-75]> then\n Print number (((time) + (50)) * (-3)) at (pick random (28) to (32)) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\n else\n Print number (75) at (pick random (28) to (32)) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\n end\nend\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (50)) %\nswitch costume to (\[\] v)\ngo to x: ((((time) + (0)) * (1)) + (-150)) y: (((time) + (-500)) * (0.5))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (player.right2 v)\nset rotation style [left-right v]\npoint in direction (-90)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-1)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (1))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (chair1 v)\nstamp\npoint in direction (90)\nset rotation style [all around v]\n\ndefine None\nset [num v] to (dec)\nset [i v] to (length of (dec))\nset [r v] to [0]\nrepeat until <(i) < [0]>\n pow (5) (i)\n set [n v] to ([floor v] of ((num) / (nn)) )\n change [num v] by (((nn) * (-1)) * (n))\n pow (10) (i)\n change [r v] by ((n) * (nn))\n change [i v] by (-1)\nend\npoint in direction (90)\nswitch costume to (. v)\nset size to ((s) * (100)) %\nswitch costume to (\[\] v)\ngo to x: (x) y: (y)\nset [i v] to [0]\nchange x by (((s) * (-2.5)) * (length of (r)))\nrepeat (length of (r))\n change [i v] by (1)\n switch costume to (join [c] (letter (i) of (r)))\n stamp\n change x by ((s) * (5))\n if <((i) mod (4)) = [0]> then\n set x to (x)\n change x by (((s) * (-2.5)) * (length of (r)))\n change y by ((s) * (5))\n end\nend\n\ndefine None\nset [nn v] to [1]\nrepeat (b)\n set [nn v] to ((nn) * (a))\nend\n\nset [timer v] to [0]\nforever\n erase all\n Print number (Timer) at (100) (0) size (3)\n change [timer v] by (1)\nend\n\ndefine None\nset [\[\] v] to (time)\ngo to x: (0) y: (0)\nswitch costume to (space2 v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to (((time) + (100)) / (-10))\nstamp\nset pen color to (join [0x] [50FF00AA])\nset pen size to (3)\nif <(time) > [-50]> then\n if <(time) < [-40]> then\n set [i v] to [0]\n repeat (31)\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (((-50) - (time)) * (-7.5))))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (((-50) - (time)) * (-7.5)))))\n pen down\n change [i v] by (12)\n end\n pen up\n else\n set [i v] to [0]\n repeat (31)\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (75)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (75))))\n pen down\n change [i v] by (12)\n end\n pen up\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * (4)) ) * (10)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * (4)) ) * (10))))\n pen down\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * (4)) ) * (65)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * (4)) ) * (65))))\n pen up\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * ((1) / (3))) ) * (10)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * ((1) / (3))) ) * (10))))\n pen down\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((time) * ((1) / (3))) ) * (50)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((time) * ((1) / (3))) ) * (50))))\n pen up\n end\nend\nset pen color to (join [0x] [10FFFFFF])\nswitch costume to (\[\] v)\nrepeat (10)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n point in direction (-20)\n set [n v] to (pick random (50) to (100))\n move (n) steps\n pen down\n move ((n) * (-2)) steps\n pen up\nend\nclear graphic effects\nswitch costume to (. v)\nset size to ((100) + (([sin v] of ((time) * (5)) ) * (5))) %\npoint in direction (70)\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.25)) + (100)) y: ((time) * (0.5))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to ((30) + (([sin v] of (time) ) * (20))) %\npoint in direction (-20)\nswitch costume to (\[\] v)\nchange y by (-10)\nswitch costume to (flame 1 v)\nstamp\nset size to ((30) + (([sin v] of ((time) * (2)) ) * (20))) %\nswitch costume to (flame 2 v)\nstamp\nset size to (50) %\nswitch costume to (\[\] v)\nmove (30) steps\nswitch costume to (ship v)\nstamp\nrepeat (30)\n set size to (100) %\n switch costume to (\[\] v)\n go to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\n set [y v] to (pick random (10) to (50))\n change y by ((-30) - ((y) * (2)))\n change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n change x by ((y) * (0.75))\n set [ghost v] effect to ((y) + (50))\n switch costume to (bubble v)\n stamp\nend\nclear graphic effects\n\ndefine None\nerase all\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (sky v)\nset size to (100) %\npoint in direction (90)\nstamp\nswitch costume to (back3 v)\nset [brightness v] effect to (-10)\ngo to x: (((time) * (-0.05)) - (50)) y: (0)\nstamp\nswitch costume to (city 2 v)\nset [brightness v] effect to (-10)\ngo to x: ((time) * (-0.02)) y: (-10)\nstamp\nswitch costume to (city 1 v)\ngo to x: ((time) * (0.01)) y: (-30)\nchange [brightness v] effect by (10)\nstamp\nswitch costume to (city 0 v)\ngo to x: ((time) * (0.03)) y: (-50)\nchange [brightness v] effect by (10)\nstamp\nclear graphic effects\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.5)) + (300)) y: (-150)\nswitch costume to (shadow1 v)\nset [ghost v] effect to (40)\nstamp\n\ndefine None\ngo to x: (0) y: ((time) * (-0.1))\nswitch costume to (player.front v)\nset size to (120) %\nswitch costume to (back v)\nclear graphic effects\npoint in direction (90)\nstamp\ngo to x: (0) y: (((time) * (-0.2)) - (130))\nswitch costume to (player.front v)\nset size to (2000) %\nstamp\ngo to x: (0) y: ((time) * (-0.1))\nswitch costume to (player.front v)\nset size to (120) %\nswitch costume to (shadow2 v)\nset [ghost v] effect to (80)\nstamp\n\ndefine None\nerase all\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nswitch costume to (ship v)\nset size to (120) %\nswitch costume to (space3 v)\ngo to x: ((time) * (0.01)) y: ((time) * (0.005))\nstamp\ngo to x: ((time) * (0.2)) y: ((time) * (0.1))\nclear graphic effects\nswitch costume to (sun v)\nset size to (150) %\nset [brightness v] effect to ((([cos v] of (time) ) * (20)) + (0))\nstamp\ngo to x: ((time) * (0.3)) y: ((time) * (0.2))\nclear graphic effects\nswitch costume to (shipcolor v)\nset size to (150) %\nset [brightness v] effect to ((([cos v] of (((time) + (-100)) * (2)) ) * (15)) + (-50))\npoint in direction (150)\nmove ((time) * (-0.8)) steps\nstamp\n\ndefine None\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to (120) %\nswitch costume to (land v)\ngo to x: ((time) * (-0.5)) y: ((time) * (0.3))\nrepeat (5)\n stamp\n next costume\nend\nswitch costume to (land v)\ngo to x: ((time) * (-0.55)) y: ((time) * (0.35))\nrepeat (4)\n next costume\n stamp\nend\ngo to x: ((time) * (-0.6)) y: ((time) * (0.4))\nswitch costume to (costume11 v)\nset [ghost v] effect to (60)\nstamp\nclear graphic effects\nswitch costume to (land v)\nnext costume\nrepeat (3)\n next costume\n stamp\nend\nswitch costume to (land v)\nnext costume\nnext costume\ngo to x: ((time) * (-0.65)) y: ((time) * (0.45))\nrepeat (2)\n next costume\n stamp\nend\nswitch costume to (land v)\nnext costume\nnext costume\nnext costume\ngo to x: ((time) * (-0.75)) y: ((time) * (0.55))\nrepeat (1)\n next costume\n stamp\nend\nswitch costume to (. v)\nset size to (500) %\nswitch costume to (shipcolor v)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\npoint in direction (130)\ngo to x: ((time) * (-0.5)) y: ((time) * (0.3))\nmove ((time) * (-2)) steps\nstamp\n\nforever\n Render Hubwindow2 at ((mouse x) / (2.4))\nend\n\ndefine None\nset [\[\] v] to (time)\nset size to (100) %\npoint in direction (90)\nswitch costume to (sky v)\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\nswitch costume to (. v)\nset size to (((((100) - (time)) + (100)) / (20)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (shiphub2 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (5)) + (100)) %\ngo to x: (0) y: (0)\nswitch costume to (window1 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (3)) + (100)) %\ngo to x: (0) y: (0)\nswitch costume to (two1 v)\nstamp\nif <(time) > [50]> then\n switch costume to (. v)\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (black v)\n set [ghost v] effect to ((100) - (((time) - (50)) * (2)))\n stamp\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\ndefine None\nset [\[\] v] to (time)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nif <(((time) * (2)) + (100)) < [0]> then\n set [brightness v] effect to (((time) * (2)) + (100))\nelse\n clear graphic effects\nend\nstamp\nswitch costume to (. v)\nset size to (((((100) - (time)) + (100)) / (20)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (shiphub2 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (5)) + (100)) %\ngo to x: (0) y: (0)\nswitch costume to (window1 v)\nstamp\nswitch costume to (. v)\nset size to ((((100) - (time)) / (0.5)) + (800)) %\ngo to x: (-100) y: (-120)\nswitch costume to (player.right v)\nif <(time) > [75]> then\n turn left (5) degrees\nend\nstamp\ngo to x: (-30) y: (-120)\npoint in direction (90)\nif <(time) > [50]> then\n if <(time) < [75]> then\n change x by (((time) * (-2)) + (100))\n change y by (((time) * (0.5)) + (-25))\n else\n change x by (-50)\n change y by (12.5)\n turn left (5) degrees\n end\nend\nswitch costume to (daughter.left v)\nstamp\n\ndefine None\nset [\[\] v] to (time)\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.05)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.05))\nswitch costume to (sun v)\nstamp\npoint in direction (135)\ngo to x: (-20) y: (75)\nmove ((time) * (-0.05)) steps\nset size to (100) %\nswitch costume to (shipcolor v)\nset [brightness v] effect to (-100)\nstamp\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.2)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.2))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (100)) %\ngo to x: (0) y: (((time) + (-100)) * (0.7))\nswitch costume to (labback2 v)\nchange x by (pick random (1) to (-1))\nchange y by (pick random (1) to (-1))\nset [brightness v] effect to ((([sin v] of ((time) * (5)) ) * (30)) + (-30))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (0.8))\nswitch costume to (lab hub 1 v)\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist7 v)\nchange x by (([sin v] of ((time) * (10)) ) * (200))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist8 v)\nchange x by (([sin v] of ((time) * (5)) ) * (210))\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.8)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-200)) * (0.9))\nswitch costume to (scientist9 v)\nchange x by (([sin v] of ((time) * (0.8)) ) * (240))\nstamp\nswitch costume to (costume12 v)\ngo to x: (-240) y: (100)\npoint in direction ((time) * (7))\nset [ghost v] effect to ((([sin v] of ((time) * (10)) ) * (30)) + (60))\nstamp\ngo to x: (240) y: (50)\npoint in direction ((time) * (-5))\nstamp\n\nforever\n Render Lab5 at ((mouse x) / (2.4))\nend\n\ndefine None\nswitch costume to (ground v)\nset size to (120) %\ngo to x: (pick random (10) to (-10)) y: (pick random (5) to (-5))\npoint in direction (90)\nset [brightness v] effect to ((([sin v] of ((time) * (7)) ) * (50)) + (pick random (-25) to (-35)))\nstamp\nswitch costume to (npc5 v)\nset size to (1200) %\npoint in direction ((([sin v] of ((time) * (4)) ) * (30)) + (90))\ngo to x: ((([sin v] of ((time) * (4)) ) * (200)) + (100)) y: (180)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc1 v)\npoint in direction ((([sin v] of ((time) * (3)) ) * (50)) + (90))\ngo to x: ((([sin v] of ((time) * (-4)) ) * (150)) + (90)) y: (120)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc3 v)\npoint in direction ((([sin v] of ((time) * (2)) ) * (30)) + (90))\ngo to x: ((([sin v] of ((time) * (5)) ) * (100)) + (-120)) y: (80)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc5 v)\npoint in direction ((([sin v] of ((time) * (1)) ) * (-35)) + (90))\ngo to x: ((([sin v] of ((time) * (5)) ) * (200)) + (-40)) y: (50)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc2 v)\npoint in direction ((([sin v] of ((time) * (8)) ) * (50)) + (90))\ngo to x: ((([sin v] of ((time) * (3)) ) * (180)) + (-120)) y: (20)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (daughter.right v)\nset size to (2500) %\npoint in direction (90)\ngo to x: (0) y: (100)\nchange x by (pick random (25) to (-25))\nchange y by (pick random (15) to (-15))\nset [brightness v] effect to ((([sin v] of ((time) * (7)) ) * (10)) + (pick random (-10) to (-20)))\nstamp\nset [brightness v] effect to ((([sin v] of ((time) * (7)) ) * (50)) + (pick random (-25) to (-35)))\nswitch costume to (npc4 v)\nset size to (1200) %\npoint in direction ((([sin v] of ((time) * (7)) ) * (-30)) + (90))\ngo to x: ((([sin v] of ((time) * (1)) ) * (240)) + (0)) y: (-20)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc3 v)\npoint in direction ((([sin v] of ((time) * (5)) ) * (25)) + (90))\ngo to x: ((([sin v] of ((time) * (4)) ) * (180)) + (50)) y: (-100)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\nswitch costume to (npc1 v)\npoint in direction ((([sin v] of ((time) * (8)) ) * (-20)) + (90))\ngo to x: ((([sin v] of ((time) * (10)) ) * (50)) + (50)) y: (-150)\nchange x by (pick random (15) to (-15))\nchange y by (pick random (15) to (-15))\nstamp\ngo to x: (-250) y: (100)\nclear graphic effects\nset size to (150) %\nswitch costume to (costume12 v)\npoint in direction ((time) * (-7))\nset [ghost v] effect to ((([sin v] of ((time) * (7)) ) * (20)) + (70))\nstamp\nclear graphic effects\ngo to x: (250) y: (0)\nclear graphic effects\nset size to (150) %\nswitch costume to (costume12 v)\npoint in direction ((time) * (7))\nset [ghost v] effect to ((([sin v] of ((time) * (7)) ) * (-20)) + (70))\nstamp\nclear graphic effects\n\ndefine None\nset [y v] to (time)\nif <(time) < [0]> then\n set [y v] to ((y) * (0.1))\n change [y v] by (-100)\nelse\n if <(time) < [25]> then\n set [y v] to ((y) * (10))\n change [y v] by (-100)\n else\n set [y v] to ((y) * (0.1))\n change [y v] by (150)\n end\nend\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (labback1 v)\ngo to x: (0) y: (((y) * (2)) + (120))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nset [brightness v] effect to (pick random (-100) to (0))\nstamp\ngo to x: (0) y: (((y) * (2)) - (240))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-10) to (10))\nstamp\nswitch costume to (lablight.off v)\nset size to (140) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((y) * (0.6)) - (15))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (labstuff1 v)\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\nswitch costume to (\[\] v)\ngo to x: (-150) y: (((y) * (0.45)) - (150))\nswitch costume to (timelever3 v)\nset size to (150) %\nset [brightness v] effect to (pick random (-50) to (0))\nif <(time) > [25]> then\n if <(time) > [40]> then\n turn right (75) degrees\n set [brightness v] effect to (27.5)\n else\n turn right (((time) - (25)) * (5)) degrees\n set [brightness v] effect to (((time) - (25)) * (2.5))\n end\nend\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nstamp\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nswitch costume to (\[\] v)\nset [brightness v] effect to (pick random (-50) to (0))\ngo to x: (0) y: (((y) * (0.4)) - (150))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (lever hub1 v)\nstamp\nswitch costume to (\[\] v)\ngo to x: (0) y: ((y) * (0.4))\nif <(time) < [0]> then\n change y by (50)\n switch costume to (lablight.on v)\n change x by (pick random (-15) to (15))\n change y by (pick random (-15) to (15))\n set [brightness v] effect to (pick random (0) to (100))\nelse\n set [brightness v] effect to (pick random (-100) to (0))\n point in direction (((time) * (-3)) + (90))\n if <(time) < [25]> then\n change y by ((50) - ((time) * (5)))\n else\n change y by ((300) - ((time) * (15)))\n end\n switch costume to (lablight.off v)\nend\nset size to (170) %\nstamp\npoint in direction (90)\n\nforever\n Render Lab6 at ((mouse x) / (2.4))\nend\n\ndefine None\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.7)) + (50)) %\ngo to x: (0) y: (10)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (back6 v)\nstamp\nswitch costume to (join [screen] ((([floor v] of ((time) / (10)) ) mod (3)) + (1)))\nstamp\nif <(time) < [-25]> then\n set [brightness v] effect to (pick random (0) to (50))\nend\nswitch costume to (screentimeframe1 v)\nstamp\nif <(time) < [-25]> then\n set [ghost v] effect to (((((time) + (25)) * (-10)) mod (400)) / (4))\n change size by ((((time) + (25)) * (-10)) mod (400))\n change x by (((((time) + (25)) * (-10)) mod (400)) * (-0.1))\n stamp\nend\nclear graphic effects\nset pen color to (#ff00bf)\nset pen size to (5)\ngo to x: (10) y: (5)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\npoint in direction (((time) + (350)) * (-10))\nmove (((time) + (-100)) * (-0.1)) steps\npen down\nmove (((time) + (-100)) * (-0.3)) steps\npen up\ngo to x: (10) y: (5)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\npoint in direction (((time) + (350)) * ((-10) / (12)))\nmove (((time) + (-100)) * (-0.1)) steps\npen down\nmove (((time) + (-100)) * (-0.2)) steps\npen up\nif <(time) > [-25]> then\n Print number (75) at (((time) * (-0.2)) + (pick random (28) to (32))) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\nelse\n Print number ((75) + (((time) + (25)) * (((time) + (25)) * (10)))) at (((time) * (-0.2)) + (pick random (28) to (32))) (pick random (-2) to (2)) size ((((time) + (-100)) * (-0.005)) + (3))\nend\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-0.5)) + (50)) %\nswitch costume to (\[\] v)\ngo to x: ((((time) + (0)) * (1)) + (-150)) y: (((time) + (-500)) * (0.5))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (player.right2 v)\nset rotation style [left-right v]\npoint in direction (-90)\nstamp\nswitch costume to (. v)\nset size to ((((time) + (-100)) * (-1)) + (100)) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (((time) + (-100)) * (1))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nswitch costume to (chair1 v)\nstamp\npoint in direction (90)\nset rotation style [all around v]\n\ndefine None\nerase all\nswitch costume to (. v)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nswitch costume to (sky v)\ngo to x: (0) y: (0)\nstamp\ngo to x: (0) y: (((time) * (-0.1)) - (10))\nswitch costume to (ground v)\nstamp\ngo to x: (-200) y: (((time) * (-0.05)) + (300))\nswitch costume to (crowd1 v)\nstamp\ngo to x: (0) y: (((time) * (-0.08)) + (100))\nswitch costume to (crowd3 v)\nstamp\nset rotation style [left-right v]\ngo to x: (0) y: (((time) * (-0.1)) + (-50))\nswitch costume to (npc1 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nstamp\ngo to x: (100) y: (((time) * (-0.1)) + (-50))\nswitch costume to (npc2 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nstamp\ngo to x: (-150) y: (((time) * (-0.11)) + (-60))\nswitch costume to (npc3 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nstamp\ngo to x: (-200) y: (((time) * (-0.12)) + (-70))\nswitch costume to (npc4 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nstamp\ngo to x: (170) y: (((time) * (-0.13)) + (-80))\nswitch costume to (npc5 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nstamp\ngo to x: (50) y: (((time) * (-0.14)) + (-90))\nswitch costume to (npc3 v)\nset size to (400) %\nif <(((time) * (4.8)) + (-240)) > ((x position) * (-1))> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nstamp\npoint in direction (90)\nif <(time) > [0]> then\n switch costume to (\[\] v)\n go to x: (((time) * (-18)) + (1200)) y: (50)\n switch costume to (shadow1 v)\n set [ghost v] effect to (60)\n stamp\nend\n\nforever\n Render Hub3 at (((mouse x) / (2.4)) + (-100))\nend\n\ndefine None\nset [\[\] v] to (time)\ngo to x: (0) y: (0)\nswitch costume to (space2 v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to (((time) + (100)) / (-10))\nstamp\nset [r v] to [40]\nif <(time) > [-50]> then\n if <(time) < [0]> then\n set [r v] to ((40) + ((time) + (50)))\n else\n set [r v] to [90]\n end\nend\nset pen color to (join [0x] [50FF00AA])\nset pen size to (3)\nset [i v] to [0]\nrepeat (31)\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n pen down\n change [i v] by (12)\nend\npen up\nif <(time) > [-50]> then\n if <(time) < [0]> then\n set [r v] to ((40) + (((time) + (50)) * (2)))\n else\n set [r v] to [140]\n end\n set pen color to (join [0x] [50FF00AA])\n set pen size to (3)\n set [i v] to [0]\n repeat (31)\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n pen down\n change [i v] by (12)\n end\n pen up\nend\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (250)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (250)) ) * ((r) * ((2) / (15))))))\npen down\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (250)) ) * ((r) * ((13) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (250)) ) * ((r) * ((13) / (15))))))\npen up\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((2) / (15))))))\npen down\ngo to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((1.8) / (3)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (250)) ) * ((r) * ((1.8) / (3))))))\npen up\nset pen color to (join [0x] [10FFFFFF])\nswitch costume to (\[\] v)\nrepeat (10)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n point in direction (-20)\n set [n v] to (pick random (50) to (100))\n move (n) steps\n pen down\n move ((n) * (-2)) steps\n pen up\nend\nclear graphic effects\nswitch costume to (costume9 v)\nset size to (((160) / (3)) + (([sin v] of ((time) * (5)) ) * ((8) / (3)))) %\npoint in direction (70)\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.25)) + (100)) y: ((time) * (0.5))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to (((48) / (3)) + (([sin v] of (time) ) * ((32) / (3)))) %\npoint in direction (-20)\nswitch costume to (\[\] v)\nchange y by (-5)\nswitch costume to (flame 1 v)\nstamp\nset size to (((48) / (3)) + (([sin v] of ((time) * (2)) ) * ((32) / (3)))) %\nswitch costume to (flame 2 v)\nstamp\nset size to ((80) / (3)) %\nswitch costume to (\[\] v)\nmove (20) steps\nswitch costume to (ship v)\nstamp\nrepeat (30)\n set size to ((160) / (3)) %\n switch costume to (\[\] v)\n go to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\n set [y v] to (pick random (10) to (50))\n change y by ((-30) - ((y) * (2)))\n change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n change x by ((y) * (0.75))\n set [ghost v] effect to ((y) + (50))\n switch costume to (bubble v)\n stamp\nend\nclear graphic effects\n\nforever\n Render Space2 at ((mouse x) / (2.4))\nend\n\nforever\n Render City7 at ((mouse x) / (2.4))\nend\n\ndefine None\nclear graphic effects\npoint in direction (90)\nswitch costume to (. v)\nset size to (350) %\nswitch costume to (safetytowerback v)\ngo to x: (0) y: ((time) * (-3))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to ((([sin v] of ((time) * (-10)) ) * (20)) - (20))\nstamp\nswitch costume to (towerpeople v)\ngo to x: (0) y: ((time) * (-3.5))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nchange x by (([sin v] of ((time) * (-3)) ) * (20))\nset [brightness v] effect to ((([sin v] of ((time) * (-8)) ) * (30)) - (30))\nstamp\ngo to x: (0) y: ((time) * (-4))\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-2) to (2))\nswitch costume to (towerdaughter v)\nset [brightness v] effect to ((([sin v] of ((time) * (-5)) ) * (10)) - (10))\nstamp\nswitch costume to (safetytower v)\ngo to x: (0) y: ((time) * (-4.5))\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to ((([sin v] of ((time) * (20)) ) * (50)) - (50))\nstamp\nswitch costume to (. v)\nset size to (120) %\nswitch costume to (sinkground v)\ngo to x: (0) y: (0)\nchange x by (pick random (-20) to (20))\nchange y by (pick random (10) to (-10))\nset [brightness v] effect to ((([sin v] of ((time) * (5)) ) * (30)) - (30))\nstamp\nrepeat (15)\n switch costume to (dust v)\n set size to (pick random (100) to (400)) %\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (-90))\n point in direction (pick random (1) to (360))\n set [ghost v] effect to (pick random (10) to (50))\n stamp\nend\nclear graphic effects\n\nforever\n Render Tower1 at ((mouse x) / (2.4))\nend\n\nforever\n Render Tower1 at ((mouse x) / (2.4))\nend\n\nwhen I receive [cutscene v]\nstart sound [312 Years \[trial\] v]\nerase all\nRender Board1 at (0)\nset size to (100) %\nswitch costume to (black v)\ngo to x: (0) y: (0)\nshow\nrepeat (200)\n change [ghost v] effect by (0.5)\nend\nhide\nset [timer v] to [0]\nrepeat until <(Timer) > [4200]>\n run\nend\nbroadcast (cutover v)\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (space3 v)\nset size to (100) %\nstamp\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaatmosphere v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (100)) %\nstamp\nclear graphic effects\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaside v)\nset size to (100) %\nset [brightness v] effect to (((time) * (0.1)) + (-30))\nstamp\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (30)) - (50))\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction (((time) * (-0.01)) + (90))\nturn right (-30) degrees\nmove (((time) * (-0.2)) + (50)) steps\nturn left (((time) * (0.2)) + (-70)) degrees\nswitch costume to (shipcolor v)\nset size to (30) %\nstamp\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction (((time) * (-0.01)) + (90))\nset [brightness v] effect to (-100)\nset [ghost v] effect to (65)\nturn left (((time) * (0.2)) + (-50)) degrees\nstamp\nset [ghost v] effect to (90)\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronasidering v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (100)) %\nstamp\nset [ghost v] effect to (90)\n\nclear graphic effects\nforever\n Render Corona1 at ((mouse x) / (2.4))\nend\n\ndefine None\nif <(time) = [-100]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (25)) - (10))\nstamp\nswitch costume to (shipcolor v)\nset size to (175) %\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (25)) - (50))\npoint in direction (135)\nmove ((time) * (-0.1)) steps\nstamp\ngo to x: (((time) * (-0.1)) - (70)) y: (-50)\npoint in direction (90)\nclear graphic effects\nswitch costume to (back3 v)\nset size to (75) %\nset [brightness v] effect to ((([sin v] of ((time) * (3)) ) * (25)) - (50))\nstamp\ngo to x: (((time) * (-0.5)) - (70)) y: (0)\nswitch costume to (city 0 v)\nset size to (200) %\nset [brightness v] effect to ((([sin v] of ((time) * (1.5)) ) * (25)) - (50))\nstamp\ngo to x: (((time) * (-0.75)) - (70)) y: (0)\nswitch costume to (city 1 v)\nset [brightness v] effect to ((([cos v] of ((time) * (1.5)) ) * (25)) - (50))\nstamp\ngo to x: (((time) * (-1)) - (70)) y: (-50)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nif <(time) > [-50]> then\n change y by (((time) + (50)) * (-1))\nend\nswitch costume to (escape lights v)\nset size to (500) %\nset [brightness v] effect to ((([sin v] of ((time) * (6)) ) * (25)) - (25))\nstamp\nswitch costume to (escape towers v)\nset [brightness v] effect to ((([sin v] of ((time) * (3)) ) * (25)) - (25))\nstamp\ngo to x: (((time) * (-1.5)) - (70)) y: (0)\nswitch costume to (city 2 v)\nchange size by (200)\nset [brightness v] effect to ((([sin v] of ((time) * (1.5)) ) * (25)) - (50))\nstamp\n\nforever\n Render City7 at ((mouse x) / (2.4))\nend\n\ndefine None\nset [m v] to (((y) - (yo)) / ((x) - (xo)))\nset [a v] to ([atan v] of (m) )\nif <(a) < [0]> then\n change [a v] by (180)\nend\nif <(y) < (yo)> then\n change [a v] by (180)\nend\nset [return 1 v] to ((90) - (a))\n\ndefine None\nif <(time) = [-100]> then\n clear graphic effects\nend\nset [brightness v] effect to ((([cos v] of (time) ) * (20)) + (-50))\nswitch costume to (. v)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nstamp\npoint in direction (135)\ngo to x: (-20) y: (75)\nmove ((time) * (-0.05)) steps\nset size to (100) %\nswitch costume to (shipcolor v)\nstamp\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (0) y: (((time) * (-0.05)) - (50))\nswitch costume to (back3 v)\nstamp\nswitch costume to (. v)\nset size to (200) %\nswitch costume to (city 0 v)\ngo to x: (0) y: (((time) * (-0.1)) + (150))\nstamp\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (back1 v)\ngo to x: (100) y: (((time) * (-0.3)) + (0))\nstamp\nswitch costume to (. v)\nset size to (150) %\nswitch costume to (crowd2 v)\ngo to x: ((100) + (pick random (3) to (-3))) y: ((((time) * (-0.4)) + (-50)) + (pick random (1) to (-1)))\nstamp\nswitch costume to (\[\] v)\ngo to x: (350) y: (((time) * (-0.3)) + (50))\nswitch costume to (costume12 v)\nset [ghost v] effect to ((([sin v] of ((time) * (3)) ) * (10)) + (80))\npoint in direction ((time) * (20))\nstamp\nswitch costume to (\[\] v)\ngo to x: (-350) y: (((time) * (-0.3)) + (50))\nswitch costume to (costume12 v)\nset [ghost v] effect to ((([cos v] of ((time) * (3)) ) * (10)) + (80))\npoint in direction ((time) * (-20))\nstamp\nchange [ghost v] effect by (5)\n\nforever\n Render City6 at ((mouse x) / (2.4))\nend\n\ndefine None\nswitch costume to (laserhole v)\nset size to (100) %\npoint in direction (90)\nif <(time) < [-90]> then\n clear graphic effects\n go to x: (0) y: (0)\nelse\n set [ghost v] effect to (90)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\nend\nset [brightness v] effect to (((time) / (2)) - (50))\nstamp\ngo to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\nclear graphic effects\nswitch costume to (. v)\nset size to (((time) * (0.2)) + (120)) %\nswitch costume to (upbuildings.1 v)\nset [brightness v] effect to (((time) / (5)) - (20))\nchange [brightness v] effect by (pick random (10) to (0))\nstamp\ngo to x: (pick random (-1) to (1)) y: (pick random (-1) to (1))\npoint in direction (180)\nclear graphic effects\nswitch costume to (. v)\nset size to (((time) * (0.5)) + (150)) %\nswitch costume to (upbuildings.1 v)\nset [brightness v] effect to (((time) / (10)) - (10))\nchange [brightness v] effect by (pick random (10) to (0))\nstamp\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (space3 v)\nset size to (100) %\nstamp\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaatmosphere v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (200)) %\nstamp\nclear graphic effects\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronaside v)\nset size to (200) %\nset [brightness v] effect to (((time) * (0.1)) + (-30))\nstamp\nswitch costume to (shipcolor v)\nset size to (60) %\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction (((time) * (-0.01)) + (90))\nset [brightness v] effect to (-100)\nset [ghost v] effect to (65)\nturn left ((((time) + (200)) * (0.2)) + (-50)) degrees\nmove (50) steps\nstamp\nclear graphic effects\nset [brightness v] effect to ((([sin v] of ((time) * (2)) ) * (30)) - (50))\nchange [brightness v] effect by (pick random (0) to (((time) * (0.1)) + (10)))\ngo to x: (((time) * (0.1)) + (30)) y: (((time) * (-0.02)) + (30))\npoint in direction ((((time) + (200)) * (-0.01)) + (90))\nturn right (-30) degrees\nmove (((time) * (0.2)) + (160)) steps\nturn left ((((time) + (200)) * (0.2)) + (-70)) degrees\nswitch costume to (shipcolor v)\nset size to (60) %\nstamp\nmove (-100) steps\nrepeat (3)\n set [brightness v] effect to (pick random (0) to (50))\n switch costume to (laserlight v)\n set size to (pick random (150) to (80)) %\n point in direction (pick random (1) to (360))\n set [ghost v] effect to (((time) * (-0.5)) + (100))\n stamp\nend\nset [ghost v] effect to (90)\nset [brightness v] effect to (([sin v] of ((time) * (5)) ) * (10))\ngo to x: ((time) * (0.1)) y: ((time) * (-0.02))\npoint in direction (((time) * (-0.01)) + (90))\nswitch costume to (coronasidering v)\nset size to ((([sin v] of ((time) * (2)) ) * (1)) + (200)) %\nstamp\nset [ghost v] effect to (90)\n\nforever\n Render Corona2 at ((mouse x) / (2.4))\nend\n\ndefine None\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((120) + ((time) * (0.1))) %\nswitch costume to (back v)\nclear graphic effects\npoint in direction (90)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\ngo to x: (0) y: (((time) * (-0.1)) - (130))\nswitch costume to (player.front v)\nset size to ((2000) + ((time) * (2))) %\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-2) to (2))\nset [brightness v] effect to (pick random (-25) to (0))\nstamp\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((120) + ((time) * (0.1))) %\nswitch costume to (shadow3 v)\nset [ghost v] effect to (60)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\n\ndefine None\npoint in direction (90)\nif <([abs v] of (time) ) < [2]> then\n go to x: (0) y: (0)\n switch costume to (black v)\n clear graphic effects\n set [brightness v] effect to (100)\n stamp\nelse\n if <(time) < [-95]> then\n clear graphic effects\n go to x: (0) y: (0)\n else\n set [ghost v] effect to (90)\n set [brightness v] effect to (((time) + (100)) * (-0.2))\n go to x: (pick random (-2.5) to (2.5)) y: (pick random (-2.5) to (2.5))\n end\n if <(time) < [0]> then\n switch costume to (presky v)\n else\n switch costume to (postsky v)\n set [brightness v] effect to ((time) * (0.5))\n go to x: (pick random (-5.1) to (5.1)) y: (pick random (-3.1) to (3.1))\n end\n set size to (100) %\n stamp\n if <(time) < [0]> then\n set [brightness v] effect to (((time) * (2)) + (0))\n else\n clear graphic effects\n switch costume to (shiplasertop2 v)\n set [ghost v] effect to (90)\n stamp\n clear graphic effects\n set [brightness v] effect to (-50)\n end\n switch costume to (shiplasertop v)\n stamp\n if <(time) < [0]> then\n go to x: (0) y: (0)\n clear graphic effects\n set [brightness v] effect to (time)\n switch costume to (terrain v)\n set size to (((time) * (0.02)) + (100)) %\n stamp\n set [brightness v] effect to (((time) * (0.1)) + (-50))\n switch costume to (city 1 v)\n set size to (((time) * (0.1)) + (50)) %\n go to x: (0) y: (-150)\n stamp\n go to x: (0) y: (0)\n set [brightness v] effect to (((time) * (0.5)) + (10))\n switch costume to (frontterrain v)\n set size to (((time) * (0.2)) + (120)) %\n stamp\n set [brightness v] effect to (((time) * (0.25)) + (-10))\n switch costume to (trees v)\n set size to (((time) * (0.5)) + (150)) %\n stamp\n else\n set size to ((time) + (100)) %\n go to x: (pick random (-5.1) to (5.1)) y: (pick random (-3.1) to (3.1))\n switch costume to (wreckage v)\n stamp\n end\nend\nif <(time) > [75]> then\n go to x: (0) y: (0)\n switch costume to (black v)\n clear graphic effects\n set [brightness v] effect to (100)\n set [ghost v] effect to ((100) - (((time) - (75)) * (4)))\n stamp\nend\n\nforever\n Render Lasertime at ((mouse x) / (2.4))\nend\n\nforever\n Render City5 at ((mouse x) / (2.4))\nend\n\ndefine None\npoint in direction (90)\nclear graphic effects\nset [brightness v] effect to (pick random (0) to (((time) + (100)) * (-0.5)))\ngo to x: (pick random (0.9) to (-0.9)) y: (pick random (0.9) to (-0.9))\nset size to (100) %\nswitch costume to (costume13 v)\nstamp\ngo to x: ((time) * (0.2)) y: ((time) * (0.2))\nswitch costume to (clouds v)\nset size to (110) %\nset [ghost v] effect to ((([sin v] of ((time) * (4)) ) * (20)) + (50))\nstamp\nchange x by (pick random (2) to (-2))\nchange y by (pick random (2) to (-2))\nset [ghost v] effect to ((([sin v] of ((time) * (2)) ) * (30)) + (40))\nstamp\nclear graphic effects\nset [ghost v] effect to (40)\nswitch costume to (blast v)\ngo to x: (240) y: (-240)\nswitch costume to (. v)\nset size to (((time) + (150)) * (3)) %\nrepeat (3)\n set [brightness v] effect to (pick random (0) to (((time) + (100)) * (0.5)))\n point in direction (pick random (1) to (360))\n switch costume to (blast v)\n stamp\nend\n\nforever\n Render Devestation at ((mouse x) / (2.4))\nend\n\ndefine None\ngo to x: (0) y: (0)\npoint in direction (90)\nif <(time) < [-98]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\nswitch costume to (space3 v)\nset size to (100) %\nstamp\nclear graphic effects\nset [ghost v] effect to (90)\nswitch costume to (coronaatmosphere2 v)\nset size to ((175) + (((100) - (time)) * (0.1))) %\ngo to x: (pick random (-100.9) to (-99.1)) y: (pick random (-50.9) to (-49.1))\npoint in direction (time)\nstamp\nif <(time) < [-98]> then\n clear graphic effects\nelse\n set [ghost v] effect to (60)\nend\nswitch costume to (coronaside2 v)\npoint in direction (90)\nset size to ((120) + (((-50) - (time)) * (0.1))) %\nset [brightness v] effect to (pick random (-25) to (-75))\npoint in direction (((time) * (-0.02)) + (90))\nstamp\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (. v)\nset size to ((100) + (((100) - (time)) * (0.5))) %\nswitch costume to (window v)\nset [brightness v] effect to (pick random (-25) to (-50))\nstamp\nswitch costume to (. v)\nset size to ((100) + (((100) - (time)) * (1))) %\nswitch costume to (player.back v)\nstamp\nset size to (100) %\n\nforever\n Render Spacewindow1 at ((mouse x) / (2.4))\nend\n\ndefine None\nclear graphic effects\nif <(time) < [0]> then\n set [brightness v] effect to (pick random (0) to (50))\nend\npoint in direction (90)\nswitch costume to (. v)\nset size to ((((time) + (-200)) * (-0.7)) + (50)) %\ngo to x: (0) y: (10)\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nswitch costume to (back6 v)\nstamp\nswitch costume to (join [screen] ((([floor v] of ((time) / (10)) ) mod (3)) + (1)))\nstamp\nswitch costume to (screentimeframe1 v)\nif <(time) < [0]> then\n set [brightness v] effect to (pick random (0) to (100))\n change size by (([sin v] of ((time) * (20)) ) * (50))\nend\nstamp\nset pen color to (#ff00bf)\nif <(time) < [0]> then\n set pen shade to ((([sin v] of ((time) * (20)) ) * (25)) + (75))\nend\nset pen size to (5)\ngo to x: (10) y: (5)\nif <(time) > [0]> then\n point in direction (((time) + (180)) * (-10))\nelse\n point in direction (0)\nend\nmove (((time) + (-200)) * (-0.05)) steps\npen down\nmove (((time) + (-200)) * (-0.2)) steps\npen up\ngo to x: (10) y: (5)\nif <(time) > [0]> then\n point in direction (((time) + (0)) * ((-10) / (12)))\nelse\n point in direction (0)\nend\nmove (((time) + (-200)) * (-0.05)) steps\npen down\nmove (((time) + (-200)) * (-0.15)) steps\npen up\nPrint number (40000) at (((time) * (-0.1)) + (pick random (38) to (42))) (pick random (-2) to (2)) size ((((time) + (-200)) * (-0.005)) + (3))\n\ndefine None\nset [\[\] v] to (time)\ngo to x: (0) y: (0)\nswitch costume to (space2 v)\nset size to (100) %\npoint in direction (90)\nset [brightness v] effect to (((time) + (100)) / (-10))\nstamp\nset [r v] to [90]\nset pen color to (join [0x] [50FF00AA])\nset pen size to (3)\nif <(time) > [0]> then\n change pen size by ((time) * (0.2))\nend\nset [i v] to [0]\nrepeat (31)\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n pen down\n change [i v] by (12)\nend\npen up\nset [r v] to [140]\nset [i v] to [0]\nrepeat (31)\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of ((i) + (time)) ) * (r)))) y: (((time) * (0.5)) + ((10) + (([cos v] of ((i) + (time)) ) * (r))))\n pen down\n change [i v] by (12)\nend\npen up\nif <(time) < [0]> then\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (-20)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (-20)) ) * ((r) * ((2) / (15))))))\n pen down\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * (4)) + (-20)) ) * ((r) * ((13) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * (4)) + (-20)) ) * ((r) * ((13) / (15))))))\n pen up\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((2) / (15))))))\n pen down\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((1.8) / (3)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (((time) * ((1) / (3))) + (-20)) ) * ((r) * ((1.8) / (3))))))\n pen up\nelse\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((2) / (15))))))\n pen down\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((13) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((13) / (15))))))\n pen up\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((2) / (15)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((2) / (15))))))\n pen down\n go to x: (((time) * (-0.25)) + ((95) + (([sin v] of (-20) ) * ((r) * ((1.8) / (3)))))) y: (((time) * (0.5)) + ((10) + (([cos v] of (-20) ) * ((r) * ((1.8) / (3))))))\n pen up\nend\nset pen size to (3)\nset pen color to (join [0x] [10FFFFFF])\nswitch costume to (\[\] v)\nrepeat (10)\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n point in direction (-20)\n set [n v] to (pick random (50) to (100))\n move (n) steps\n pen down\n move ((n) * (-2)) steps\n pen up\nend\nclear graphic effects\nswitch costume to (costume9 v)\nset size to (((160) / (3)) + (([sin v] of ((time) * (5)) ) * ((8) / (3)))) %\npoint in direction (70)\nswitch costume to (\[\] v)\ngo to x: (((time) * (-0.25)) + (100)) y: ((time) * (0.5))\nchange x by (pick random (3) to (-3))\nchange y by (pick random (3) to (-3))\nswitch costume to (costume9 v)\nstamp\nclear graphic effects\nset size to (((48) / (3)) + (([sin v] of (time) ) * ((32) / (3)))) %\npoint in direction (-20)\nswitch costume to (\[\] v)\nchange y by (-5)\nswitch costume to (flame 1 v)\nstamp\nset size to (((48) / (3)) + (([sin v] of ((time) * (2)) ) * ((32) / (3)))) %\nswitch costume to (flame 2 v)\nstamp\nset size to ((80) / (3)) %\nswitch costume to (\[\] v)\nmove (20) steps\nswitch costume to (ship v)\nif <(time) > [0]> then\n set [brightness v] effect to (pick random (0) to (50))\nend\nstamp\nrepeat (30)\n set size to ((160) / (3)) %\n switch costume to (\[\] v)\n go to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\n set [y v] to (pick random (10) to (50))\n change y by ((-30) - ((y) * (2)))\n change x by (pick random (((50) - (y)) / (5)) to ((-1) * (((50) - (y)) / (5))))\n change x by ((y) * (0.75))\n set [ghost v] effect to ((y) + (50))\n switch costume to (bubble v)\n stamp\nend\nclear graphic effects\nswitch costume to (timeglare v)\ngo to x: (((time) * (-0.25)) + (100)) y: (((time) * (0.5)) + (30))\nmove (-15) steps\nset [ghost v] effect to ((100) - ((time) * (1)))\nset size to ((time) * (1.5)) %\nset [brightness v] effect to (pick random (0) to ((time) / (2)))\nchange x by (pick random ((time) / (-5)) to ((time) / (5)))\nchange y by (pick random ((time) / (-5)) to ((time) / (5)))\nstamp\nclear graphic effects\n\ndefine None\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((120) + ((time) * (0.1))) %\nswitch costume to (back v)\nclear graphic effects\npoint in direction (90)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (50))\nstamp\ngo to x: (0) y: (((time) * (-0.1)) - (130))\nswitch costume to (player.front v)\nset size to ((2000) + ((time) * (2))) %\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-2) to (2))\nset [brightness v] effect to (pick random (-25) to (0))\nstamp\ngo to x: (0) y: ((time) * (-0.05))\nswitch costume to (player.front v)\nset size to ((150) + ((time) * (0.1))) %\nswitch costume to (ship3 v)\nchange x by (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-50) to (0))\nstamp\nswitch costume to (. v)\nset size to ((200) + ((time) * (5))) %\nset [brightness v] effect to (pick random (0) to ((time) / (2)))\nset [ghost v] effect to ((100) - (time))\nswitch costume to (timeglare v)\npoint in direction (time)\nstamp\n\nforever\n Render Hubwindow3 at ((mouse x) / (2.4))\nend\n\ndefine None\n\ndefine None\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nif <([abs v] of ((time) - (50)) ) < [4]> then\n clear graphic effects\n switch costume to (black v)\n set [brightness v] effect to (100)\n stamp\nelse\n set [brightness v] effect to (0)\n if <(time) < [-95]> then\n clear graphic effects\n else\n set [ghost v] effect to (90)\n point in direction (pick random (88.5) to (91.5))\n change x by (pick random (-1.5) to (1.5))\n change y by (pick random (-1.5) to (1.5))\n end\n switch costume to (space3 v)\n stamp\n switch costume to (deadcorona v)\n set size to (100) %\n go to x: (-250) y: (-50)\n point in direction (pick random (89.5) to (90.5))\n change x by (pick random (-0.5) to (0.5))\n change y by (pick random (-0.5) to (0.5))\n set [brightness v] effect to (pick random (50) to (-50))\n stamp\n clear graphic effects\n switch costume to (deadcorona2 v)\n set [brightness v] effect to (pick random (0) to (-50))\n change x by (pick random (-1.5) to (1.5))\n change y by (pick random (-1.5) to (1.5))\n stamp\n if <(time) < [50]> then\n switch costume to (costume14 v)\n go to x: (-130) y: (-60)\n point in direction (80)\n move ((((time) + (100)) * (((time) + (100)) * ((time) + (100)))) * (0.0001)) steps\n set size to (50) %\n stamp\n switch costume to (timeglare v)\n set size to ((50) - (((time) + (100)) * (0.5))) %\n set [ghost v] effect to ((100) - (((time) + (100)) * (0.5)))\n point in direction (time)\n stamp\n switch costume to (\[\] v)\n set size to (((time) + (100)) * (0.2)) %\n set [ghost v] effect to ((100) - (((time) + (100)) * (0.5)))\n switch costume to (timeglare v)\n stamp\n else\n go to x: (-130) y: (-60)\n point in direction (80)\n move (337.5) steps\n switch costume to (vortex v)\n set size to (((time) * (4)) - (150)) %\n set [brightness v] effect to ((300) - ((time) * (4)))\n set [ghost v] effect to (((time) - (50)) * (2))\n point in direction ((time) * (4))\n stamp\n end\nend\nif <(time) > [150]> then\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (black v)\n set [brightness v] effect to (0)\n set [ghost v] effect to ((250) - (time))\n stamp\nend\n\nforever\n Render Blastoff at ((mouse x) / (1.2))\nend\n\nforever\n Render Hub5 at (((mouse x) / (2.4)) + (-100))\nend\n\nbroadcast (Cutscene v)\n\nbroadcast (cheat v)\nwait (1) seconds\nchange [timer v] by (3900)\n\nchange [timer v] by (3900)\n\nforever\n Render Hubscreen at ((mouse x) / (2.4))\nend\n\nwhen I receive [cutover v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset [ghost v] effect to (0)\nshow\nwait until <(Level) = [1]>\nwait until <(Level) = [22]>\nrepeat (200)\n show\n go to [front v] layer\n change [ghost v] effect by (0.5)\nend\nhide\nclear graphic effects\n\nbroadcast (cutover v)\n\nbroadcast (Cutscene v)\nwait (10) seconds\nchange [timer v] by (3900)\n\n | please stop googling corona virus and clicking on this\n\nAlso I guess I forgot to mention, but if you get stuck, press R to restart.\n\nCurated!\nThanks @imeatingchocolate =D\n\n:: C R E D I T S ::\n\n\nPRODUCTION:\n\nDesign-\nCANSLP\n\nExecution-\nCANSLP\n\nMarketing-\nCANSLP\n\n\nTECHNOLOGY:\n\nProgramming-\nCANSLP\n\nPlayer-\n"Scratch" by MIT\n\nEngine-\n"Squiggle" by CANSLP\n\n\nAESTHETICS:\n\nArt-\nCANSLP\n\nSound Effects-\nMJVville\nCANSLP\n(several others)\n\nMusic-\nC418\nValve\nCANSLP\nToby Fox\n\n(MUSIC):\n\nTitle-\n"But I Love You" by C418\n\nSurface-\n"What" by C418\n\nMantle-\n"I Am Different" by Valve\n\nCore-\n"Monkey Park" by C418\n\nPort-\n"Overgrowth" by Valve\n\nFlashback-\n"312 Years" by CANSLP\n\nHaven-\n"Social Lego" by C418\n\nCredits-\n"Undertale" by Toby Fox\n\n\nGAME:\n\nMechanics-\nCANSLP\n\nLevel Design-\nCANSLP\n\nStory-\nCANSLP\n\n\n\n- CITATION -\n\nCANSLP:\nscratch.mit.edu/users/CANSLP\nCANSLP.bandcamp.com\n\nMIT:\nweb.mit.edu\nscratch.mit.edu\n\nMJVville:\nscratch.mit.edu/users/MJVmjv\nMJVville.bandcamp.com\n\nC418:\nC418.org\nC418.bandcamp.com\n\nValve:\nvalvesoftware.com\n\nToby Fox:\ntobyfox.bandcamp.com\n\n(Squiggle Engine: https://scratch.mit.edu/projects/114684889/ ) |
Boxed | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <([costume name v] of [sprite2 v]) = [Boss1]> then\n switch backdrop to (backdrop2 v)\n wait (37) seconds\n switch backdrop to (backdrop3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [sprite2 v]) = [Boss1Def]> then\n switch backdrop to (boss1def v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <([costume name v] of [sprite2 v]) = [Boss2]> then\n switch backdrop to (backdrop4 v)\n wait (37) seconds\n switch backdrop to (backdrop5 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [sprite2 v]) = [costume25]> then\n switch backdrop to (unpossible v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [sprite2 v]) = [End]> then\n switch backdrop to (end1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in stage v]\n\nwhen flag clicked\nforever\n if <([costume name v] of [sprite2 v]) = [Boss2Def]> then\n switch backdrop to (boss2def v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.85)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.85)\nend\nset [xv v] to ((Xv) * (0.87))\nchange x by (Xv)\nif <touching color (#c3c3c3)?> then\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\nchange y by (Yv)\nif <touching color (#ff6642)?> then\n broadcast (die v)\n start sound [Burn v]\nend\nif <touching color (#2ccbb7)?> then\n broadcast (reverse v)\nend\nif <touching color (#7b2ccb)?> then\n broadcast (physics v)\nend\nif <touching color (#ffa79a)?> then\n broadcast (next level v)\nend\nif <touching color (#c3c3c3)?> then\n change y by ((Yv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Yv) < [0.1]> then\n if <not <touching color (#ff6642)?>> then\n set [yv v] to [13]\n end\n end\n else\n if <(Yv) < [0.1]> then\n set [yv v] to [0]\n else\n change [yv v] by (-1)\n end\n end\nend\nchange [yv v] by (-1)\nif <touching color (#cc7700)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [3]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset size to (55) %\nforever\n Physics\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n go to x: (0) y: (0)\n if <key (r v) pressed?> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [die v]\nset [color v] effect to (-20)\nwait (3) seconds\nrepeat (20)\n change [color v] effect by (1)\nend\nset [color v] effect to (0)\n\nwhen I receive [boss1 v]\nwait (5) seconds\nsay [No...?] for (2) seconds\nwait (6) seconds\nsay [What challenge?] for (2) seconds\nwait (7) seconds\nsay [I saw it...] for (2) seconds\nwait (7) seconds\nsay [Wait, what?] for (2) seconds\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [b1d v]\nsay [You failed, boss level has restarted.] for (3) seconds\n\n@Sprite2\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nnext costume\n\nwhen I receive [die v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [reverse v]\nset rotation style [all around v]\npoint in direction (-90)\ngo to x: (0) y: (0)\n\nwhen I receive [physics v]\npoint in direction (90)\ngo to x: (-500) y: (-300)\n\nwhen flag clicked\nbroadcast (start v)\nswitch costume to (risky v)\nset [yes v] to [0]\n\nwhen [t v] key pressed\nif <(Yes) = [0]> then\n set rotation style [left-right v]\n point in direction (-90)\nend\n\nwhen [y v] key pressed\nif <(Yes) = [0]> then\n set rotation style [all around v]\n point in direction (90)\nend\n\nwhen I receive [b2 v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nnext costume\n\nwhen I receive [start v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [xpos v] to [0]\nset [ypos v] to [0]\nset [yvel v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (1500) %\nforever\n change x by ((xPos) * (-1))\n change y by ((yPos) * (-1))\n if <(Yes) = [0]> then\n if <key (b v) pressed?> then\n set size to (100) %\n go to x: (0) y: (0)\n end\n if <key (s v) pressed?> then\n set size to (1500) %\n end\n end\n if <key (r v) pressed?> then\n stop [other scripts in sprite v]\n point in direction (90)\n go to x: (0) y: (0)\n broadcast (start v)\n end\nend\n\nwhen backdrop switches to [unpossible v]\nchange [yes v] by (1)\nwait until <key (l v) pressed?>\nbroadcast (next level v)\nwait (1) seconds\nwait until <key (l v) pressed?>\nbroadcast (next level v)\nwait (1) seconds\nwait until <key (k v) pressed?>\nbroadcast (next level v)\n\nwhen backdrop switches to [end1 v]\nbroadcast (end v)\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nstart sound [EarthQuake.mp3 v]\nrepeat (50)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\nstop all sounds\nwait (2) seconds\nstart sound [EarthQuake.mp3 v]\nrepeat (50)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\nstop all sounds\nwait (2) seconds\nstart sound [EarthQuake.mp3 v]\nrepeat (100)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\nend\n\nstop all sounds\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\n\nwhen I receive [end v]\nwait (9) seconds\nswitch costume to (end v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nswitch costume to (end2 v)\nstop all sounds\nwait (0.5) seconds\nbroadcast (yas v)\n\n@Lutin1\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume2 v)\ngo to x: (0) y: (-160)\nset [music v] to [0]\nwait (0.1) seconds\nif <([costume name v] of [sprite2 v]) = [Risky]> then\n forever\n play sound [Descent.mp3 v] until done\n end\nend\n\nwhen backdrop switches to [boss1def v]\nhide variable [lifes v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Descent.mp3 v] until done\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\n set volume to (0) %\n wait until <not <mouse down?>>\nelse\n switch costume to (costume2 v)\n set volume to (100) %\n wait until <not <mouse down?>>\nend\n\nwhen backdrop switches to [backdrop4 v]\nstop all sounds\nstop [other scripts in sprite v]\nstart sound [Essential.mp3 v]\nstop [this script v]\n\nwhen backdrop switches to [boss2def v]\nhide variable [lifes v]\nstop all sounds\nstop [other scripts in sprite v]\nforever\n play sound [Descent.mp3 v] until done\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [unpossible v]\nstop all sounds\nstop [other scripts in sprite v]\nplay sound [computer beeps1 v] until done\n\nwhen backdrop switches to [end1 v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop2 v]\nstop all sounds\nstop [other scripts in sprite v]\nstart sound [Essential.mp3 v]\nstop [this script v]\n\nwhen I receive [yas v]\nstart sound [Descent.mp2 v]\n\n@Lutin2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait (1) seconds\nwait until <([costume name v] of [sprite2 v]) = [Boss1]>\nwait (3) seconds\ngo to x: (160) y: (-170)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (Boss1 v)\nsay [HAH! You're so frustrated... Do you even remember how you got here?] for (5) seconds\nwait (2) seconds\nsay [I didn't think so... You WANTED to come in here. You wanted to participate to the challenge.] for (6) seconds\nwait (2) seconds\nsay [They challenged five people that if they escaped this box, they would be rewarded. They said it was risky, though.] for (7) seconds\nwait (2) seconds\nsay [However, there can only be one winner. Sorry little one, but I'm the one that will win... Adios!] for (7) seconds\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (B1 v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Lutin3\n\nwhen flag clicked\nhide variable [lifes v]\nset [lifes v] to [3]\nhide\nset size to (35) %\n\nwhen I start as a clone\nforever\n if <touching (sprite1 v)?> then\n if <(Lifes) = [1]> then\n stop [other scripts in sprite v]\n broadcast (B1D v)\n change [lifes v] by (-1)\n delete this clone\n end\n change [lifes v] by (-1)\n wait (1) seconds\n delete this clone\n end\n if <touching (lutin4 v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nset [direc v] to (pick random (179) to (-89))\ngo to (sprite1 v)\nif <<(Direc) < [180]> and <(Direc) > [135]>> then\n point in direction (180)\nend\nif <<(Direc) < [135]> and <(Direc) > [45]>> then\n point in direction (90)\nend\nif <<(Direc) < [45]> and <(Direc) > [-45]>> then\n point in direction (0)\nend\nif <<(Direc) < [-45]> and <(Direc) > [-135]>> then\n point in direction (-90)\nend\nmove (-220) steps\npoint towards (sprite1 v)\nturn right (5) degrees\nrepeat (48)\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [b1 v]\nshow variable [lifes v]\nrepeat (15)\n create clone of (_myself_ v)\n wait (2) seconds\nend\nwait (2) seconds\nbroadcast (Next Level v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [b1d v]\nwait (1) seconds\nstop [other scripts in sprite v]\nwait (2) seconds\nset [lifes v] to [3]\nrepeat (15)\n create clone of (_myself_ v)\n wait (2) seconds\nend\nwait (2) seconds\nbroadcast (Next Level v)\n\n@Lutin4\n\nwhen flag clicked\nhide\npoint in direction (180)\nforever\n if <key (i v) pressed?> then\n go to (sprite1 v)\n point in direction (0)\n change y by (10)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n if <key (l v) pressed?> then\n go to (sprite1 v)\n point in direction (90)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n if <key (j v) pressed?> then\n go to (sprite1 v)\n point in direction (-90)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n if <key (k v) pressed?> then\n go to (sprite1 v)\n point in direction (180)\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset size to (25) %\nrepeat (24)\n move (10) steps\nend\ndelete this clone\n\nrepeat (10)\n go to x: (-240) y: (pick random (-50) to (50))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Lutin5\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait (1) seconds\nwait until <([costume name v] of [sprite2 v]) = [Boss2]>\nwait (3) seconds\ngo to x: (160) y: (-170)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (Boss2 v)\nsay [So, you're the one that beat Red?] for (5) seconds\nsay [That was expected... He wasn't that smart, but I am.] for (6) seconds\nsay [You got stuck in the rooms, right? That was me. I cheated and made the rooms repeat themselves.] for (7) seconds\nsay [If you got here, that means you're smarter than the rest... But you will never beat my ultimate room! MUAHAHHAHA!] for (7) seconds\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (B2 v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n | Please read all instructions....\nBoxed 2: https://scratch.mit.edu/projects/116637324/\n\nTIPS:\n-Be in small mode when you change gravity\n-Don't play fullscreen\n-Press green flag twice\n-If character is in a blank place or the character is below the level refresh the page by clicking 'F5'\n-READ EVERYTHING DOWN HERE!\n-I will read all comments but I won't answer them all.\n\nINSTRUCTIONS:\n-Arrow keys to move\n-IJKL to attack (1st boss fight)\n-Other instructions are in-game\n-Press 'r' to restart the level and reset your character\n\nNOTES:\n-F5 and 'r' won't work if your character is below the level. Instead, press Cmd-M on Mac or Ctrl-M on Windows to fix that. (Thanks @DragonDesigns)\n-Tell me bugs, glitches and recommendations on comments!\n-WE GOT 200 LOVES! :D SEQUEL SHALL BE MADE!\n\n\n\n\n\n\n\n\n\n-If you read this far, well gg. Here's your prize:\n\nWAFFLES!!!! |
The 100 Level platformer | @Stage\n\nwhen flag clicked\nshow list [feedback v]\nclear graphic effects\nforever\n set [level v] to (join [Level ] (join (backdrop [number v]) [/100]))\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\nwhen [h v] key pressed\n\nwhen flag clicked\nforever\n if <key (h v) pressed?> then\n hide variable [level v]\n hide variable [time v]\n hide variable [volume v]\n else\n show variable [time v]\n show variable [level v]\n show variable [volume v]\n end\nend\n\nwhen backdrop switches to [backdrop100 v]\nwait (3) seconds\nrepeat (200)\n change [mosaic v] effect by (10)\nend\nset [mosaic v] effect to (200)\nstop [other scripts in stage v]\nbroadcast (message1 v)\nforever\n repeat (200)\n change [mosaic v] effect by (10)\n end\n set [mosaic v] effect to (200)\nend\n\nwhen I receive [message1 v]\nstop all sounds\nask [What's your name?] and wait\nhide list [feedback v]\nwait (1) seconds\ninsert (answer) at (last) of [feedback v] \nstart sound [snap v]\nwait (0.5) seconds\ninsert (join [Time:] (Time)) at (last) of [feedback v] \nstart sound [snap v]\nwait (0.5) seconds\ninsert (join [Deaths] (Deaths)) at (last) of [feedback v] \nstart sound [snap v]\nwait (0.5) seconds\ninsert [Congrtats] at (last) of [feedback v] \nstart sound [snap v]\nwait (0.5) seconds\ninsert [For More Games Go to Big-Stack-of-Hay \(In Notes And Credits\)] at (last) of [feedback v] \nstart sound [cheer v]\n\nwhen flag clicked\ndelete (all) of [feedback v]\n\nwhen flag clicked\nforever\n play sound [odesong-b v] until done\nend\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n set volume to (Volume) %\nend\n\n@Ball\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop53]> then\n set size to (20) %\n wait (0.001) seconds\n next costume\n else\n set size to (90) %\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [deaths v] to [0]\ngo to x: (-196) y: (28)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff9400)?> then\n set [yv v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-77)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n change [deaths v] by (1)\n clear graphic effects\n go to x: (-196) y: (-77)\n end\nend\n\nwhen backdrop switches to [backdrop79 v]\nrepeat until <not <(backdrop [name v]) = [backdrop79]>>\n if <<(costume [number v]) = [5]> and <key (space v) pressed?>> then\n set [yv v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-77)\n end\nend\n\nwhen backdrop switches to [backdrop80 v]\nset pen color to (#ff0000)\nrepeat until <not <(backdrop [name v]) = [backdrop80]>>\n erase all\n if <<key (space v) pressed?> or <<key (k v) pressed?> or <key (down arrow v) pressed?>>> then\n set pen color to (#ff0000)\n pen down\n wait (1) seconds\n erase all\n end\n if <key (3 v) pressed?> then\n set pen color to (#000000)\n pen down\n set [yv v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-77)\n erase all\n pen up\n end\nend\n\nwhen backdrop switches to [backdrop81 v]\nset pen size to (10)\npen down\nset pen color to (#2c5db9)\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (next backdrop v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop59 v]\nswitch costume to (costume1 v)\ngo to x: (-4) y: (168)\npoint in direction (90)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop59]>>\n point in direction (90)\n glide (5) secs to x: (-20) y: (-168)\n glide (5) secs to x: (-20) y: (168)\nend\nhide\n\nwhen backdrop switches to [backdrop60 v]\nshow\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (8)\nrepeat until <not <(backdrop [name v]) = [backdrop60]>>\n turn right (3) degrees\nend\nhide\n\nwhen backdrop switches to [backdrop61 v]\nstop [other scripts in sprite v]\npoint in direction (0)\ngo to x: (-206) y: (8)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop61]>>\n glide (1) secs to x: (-98) y: (4)\n glide (1) secs to x: (-206) y: (8)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop59 v]\npoint in direction (90)\ngo to x: (-4) y: (168)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop59]>>\n point in direction (90)\n glide (5) secs to x: (110) y: (-168)\n glide (5) secs to x: (110) y: (168)\nend\nhide\n\nwhen backdrop switches to [backdrop60 v]\nhide\n\nwhen backdrop switches to [backdrop61 v]\npoint in direction (180)\ngo to x: (107) y: (-71)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop61]>>\n glide (1) secs to x: (-4) y: (-69)\n glide (1) secs to x: (107) y: (-71)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop60 v]\nhide\n\nwhen backdrop switches to [backdrop61 v]\nshow\npoint in direction (90)\ngo to x: (164) y: (-172)\nrepeat until <not <(backdrop [name v]) = [backdrop61]>>\n glide (5) secs to x: (165) y: (171)\n glide (5) secs to x: (164) y: (-172)\nend\nhide\n\nwhen backdrop switches to [backdrop59 v]\ngo to x: (262) y: (-28)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop59]>>\n turn right (2) degrees\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop68 v]\ngo to x: (279) y: (24)\nshow\nrepeat until <not <(backdrop [name v]) = [Backdrop68]>>\n turn right (1) degrees\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [mode v] to [0]\nset [ghost v] effect to (50)\ngo to [front v] layer\nset x to (0)\nset y to (0)\nforever\n if <<(backdrop [name v]) = [backdrop1]> and <not <(mode) = [new]>>> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [new]\n end\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nforever\n if <(mode) = [new]> then\n show\n else\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(mode) = [new]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mode v] to [0]\n end\n else\n hide\n end\nend\n\n | Press Green Flag to start, restart game Press r to restart level and Press h to hide the time and level.\n\nUse Arrow Keys to move the ball.\nAvoid red Dark Blue Makes You jump and swim in light blue.\n\nFeedback Will Be shown at the end of the game\n\nEnjoy.\n_____________________________________________________\nFor More Fun Games Go to:\nhttps://scratch.mit.edu/studios/2056322/ |
Diversity - A Platformer | @Stage\n\nwhen I receive [jnjojh v]\nnext backdrop\n\nwhen backdrop switches to [end v]\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Vexento - Nostalgia v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000008)?> or <<touching color (#009933)?> or <touching color (#660000)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#cc0000)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [238]> or <(x position) > [238]>> then\n go to x: (-196) y: (-17)\n broadcast (jnjojh v)\n end\nend\n\nwhen backdrop switches to [end v]\nhide\n\n | |
Lemonhead's Adventure-a basic platformer | @Stage\n\n@lemonhead\n\nbroadcast (hide v)\n\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n wait (0.1) seconds\n next costume\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-198) y: (100)\npoint in direction (90)\nforever\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (-0.7)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (0.7)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change y by (1)\n if <touching color (#999900)?> then\n change x by ((Xvel) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching color (#999900)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#999900)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [12]\n end\n end\n change y by (1)\n if <<(x position) = [235]> or <(x position) > [235]>> then\n broadcast (message1 v)\n go to x: (-198) y: (100)\n end\n if <touching color (#000000)?> then\n go to x: (-198) y: (100)\n end\nend\n\n@tiles\n\ndefine render\ndelete (all) of [zlx v]\ndelete (all) of [zly v]\nset [zombie lemons v] to [0]\nbroadcast (show v) and wait\nerase all\nshow\ngo to x: (-232) y: (-166)\nrepeat (14)\n repeat (19)\n switch costume to (costume2 v)\n if <touching (ground v)?> then\n if <touching color (#b2b2b2)?> then\n switch costume to (costume1 v)\n stamp\n else\n if <touching color (#ff0000)?> then\n switch costume to (costume3 v)\n stamp\n else\n if <touching color (#cc0000)?> then\n change [zombie lemons v] by (1)\n add (x position) to [zlx v]\n add (y position) to [zly v]\n else\n end\n end\n end\n end\n change x by (26)\n end\n change y by (26)\n set x to (-232)\nend\nhide\nbroadcast (hide v)\nbroadcast (start v)\n\nwhen I receive [message1 v]\nrender\n\nwhen flag clicked\nrender\n\nrender\n\nswitch costume to (costume3 v)\nstamp\n\n@Ground\n\nset size to (2600) %\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (-6) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [show v]\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nnext costume\n\n@ZL\n\nbroadcast (message1 v)\n\nwhen I receive [hide v]\nrepeat (zombie lemons)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\ngo to x: (item (1) of [zlx v]) y: (item (1) of [zly v])\ndelete (1) of [zlx v]\ndelete (1) of [zly v]\nchange y by (7)\nforever\n wait (0.2) seconds\n next costume\nend\n\nwhen I start as a clone\nforever\n move (2) steps\n if <<touching color (#999900)?> or <<touching color (#000000)?> or <touching (_edge_ v)?>>> then\n turn right (180) degrees\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\npoint in direction (-90)\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [hide v]\nshow\n\nwhen I receive [show v]\nhide\n\n | ARROW KEYS\nThis is a platformer I worked on with my friend. I'm putting it on my page so it can get some more views and yeah that stuff. If you like it, love this one AND the original one. I pretty much did all the work! ;P |
Tilt - A Platformer v2.2c | @Stage\n\nwhen flag clicked\nset [level\(nc\) v] to [1]\nswitch backdrop to (costume1 v)\nshow\n\nwhen I receive [message1 v]\nchange [level\(nc\) v] by (1)\nnext backdrop\n\n@Sprite1\n\ndefine tilt\nif <key (right arrow v) pressed?> then\n change [rollx v] by (0.5)\n turn right (rollx) degrees\nend\nif <key (left arrow v) pressed?> then\n change [rollx v] by (-0.5)\n turn right (rollx) degrees\nend\n\nwhen flag clicked\nset [tabp v] to [0]\nset [jumpcount v] to [0]\nset [achtoggle v] to [0]\nshow list [achievements v]\ngo to x: (-200) y: (-55)\nforever\n tick\n tilt\nend\n\nwhen flag clicked\nforever\n if <key (o v) pressed?> then\n change [achtoggle v] by (1)\n wait (0.8) seconds\n end\nend\n\ndefine tick\nchange [yv v] by (-0.5)\npoint in direction (90)\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\nend\nset [rollx v] to ((rollx) * (0.92))\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n change [jumpcount v] by (1)\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (none v)?> then\n change x by (Change)\nend\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n change [jumpcount v] by (1)\n end\nend\nchange y by (1)\nif <(x position) > [237.55]> then\n go to x: (-200) y: (-55)\n broadcast (message1 v)\nend\nif <touching color (#ff0000)?> then\n go to x: (-200) y: (-55)\nend\nif <touching color (#ffff00)?> then\n set [tabp v] to [1]\n set [yv v] to [15]\nend\nif <key (r v) pressed?> then\n go to x: (-200) y: (-55)\nend\n\nwhen flag clicked\ndelete (all) of [achievements v]\nadd [Get to Level 5] to [achievements v]\nadd [Jump 50 Times] to [achievements v]\nadd [Get to Level 10] to [achievements v]\nadd [Jump 100 Times] to [achievements v]\nadd [Get to Level 20] to [achievements v]\nadd [Play for 5 minutes] to [achievements v]\nadd [Touch a Bounce Pad] to [achievements v]\nadd [Finish the Game] to [achievements v]\nforever\n if <((achToggle) mod (2)) = [1]> then\n hide list [achievements v]\n else\n show list [achievements v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nforever\n play sound [691269_The-Inner-Child-Walk.mp3 v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nset size to (70) %\ngo to x: (150) y: (140)\nhide\nwait (0.2) seconds\nforever\n if <(jumpCount) > [49]> then\n switch costume to (costume1 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(jumpCount) > [99]> then\n switch costume to (costume3 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level\(NC\)) = [10]> then\n switch costume to (costume2 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(backdrop [name v]) = [end]> then\n switch costume to (costume7 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level\(NC\)) = [20]> then\n switch costume to (costume4 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (300) seconds\nswitch costume to (costume5 v)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nstop [this script v]\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(TABP) = [1]> then\n switch costume to (costume6 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level\(NC\)) = [5]> then\n switch costume to (costume8 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n if <(level\(NC\)) = [30]> then\n switch costume to (costume9 v)\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n stop [this script v]\n end\nend\n\n | |
The Glitch~Platformer (GHouL GamES) V3 | @Stage\n\nwhen I receive [next lvl v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [18]> then\n broadcast (The end v)\n end\nend\n\nwhen flag clicked\nplay sound [Mission Impossible Theme\(full theme\).mp3 v] until done\nset volume to (50) %\n\n@play button\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (8.5) seconds\nshow\ngo to [front v] layer\ngo to x: (2) y: (110)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\nhide\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (message1 v)\n end\nend\n\n@Page\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Glitch\n\nwhen I receive [next lvl v]\ngo to x: (-204) y: (-16)\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nwait (0.4) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-196) y: (22)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next lvl v)\n end\n if <touching color (#ffff00)?> then\n set [y v] to [20]\n end\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [g;itch v]\nforever\n wait (pick random (3) to (10)) seconds\n repeat (100)\n change [ghost v] effect by (1)\n change [pixelate v] effect by (1)\n end\n wait (2) seconds\n change [pixelate v] effect by (25)\n show\n clear graphic effects\nend\n\nwhen flag clicked\nwait (4) seconds\nbroadcast (g;itch v)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (120) y: (-51)\ngo to [front v] layer\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\nchange [ghost v] effect by (25)\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (1) seconds\nchange [ghost v] effect by (-25)\nwait (1) seconds\nchange [ghost v] effect by (-25)\nwait (1) seconds\nchange [ghost v] effect by (-25)\nwait (1) seconds\nchange [ghost v] effect by (-25)\nwait (1) seconds\nhide\n\nwhen flag clicked\nwait (7) seconds\n\nchange size by (10)\n\nwhen I receive [logo v]\n\nforever\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\nwait (8.5) seconds\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-6) y: (-6)\nhide\n\n | Featured 6-12-2016 (Aus style) or 12-6-2016 (US style)\nThis "platformer" is the story of a video game character that went wrong and glitched. Help the GLITCH get to the end of the game\nThe Glitch will randomly disappear and reappear.\n___________________________________________________\nINSTRUCTIONS:\nArrow keys to move.\nAvoid lava (red).\nThe rubber (yellow) is bouncy.\n________________________________________________________\nThere are 15 levels. All are possible. (I tested them out.) |
Reflections [Platformer] | @Stage\n\nwhen flag clicked\nbroadcast (setup v) and wait\nbroadcast (music v)\nbroadcast (intro v) and wait\nwait (0.5) seconds\nbroadcast (showTitle v) and wait\nbroadcast (startMenu v) and wait\n\nwhen I receive [music v]\nforever\n play sound [Noisestorm - Leaving Now v] until done\nend\n\ndefine game\nif <(runGameLoop) = [1]> then\n broadcast (gameTick v)\nend\ncalcFPS\n\nwhen I receive [rungameloop v]\nset [timemarker v] to ([floor v] of (timer) )\nforever\n game\n if <(runGameLoop) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [render v]\nbroadcast (render:switchMaps v) and wait\nbroadcast (render:clear entities v) and wait\nbroadcast (render:terrain v) and wait\nbroadcast (render:entities v) and wait\n\nwhen I receive [setup v]\nset [rungameloop v] to [1]\nset [maxlevel v] to [0]\nswitch backdrop to (background v)\n\nwhen I receive [startmenu v]\nswitch backdrop to (title-0 v)\nset [targettime v] to (pick random (3) to (5))\nreset timer\nrepeat until <not <(menu?) = [True]>>\n if <not <(timer) < (targetTime)>> then\n repeat (5)\n next backdrop\n wait (0) seconds\n end\n switch backdrop to (title-0 v)\n set [targettime v] to (pick random (3) to (5))\n reset timer\n end\nend\nset [menuscreen v] to [game]\nbroadcast (initGame v)\n\nwhen I receive [initgame v]\nswitch backdrop to (sky v)\nbroadcast (render v) and wait\nbroadcast (runGameLoop v)\n\nwhen I receive [next v]\nif <not <(Level) < [10]>> then\n broadcast (win v)\n set [rungameloop v] to [2]\n set [menuscreen v] to [title]\n set [menu? v] to [True]\n broadcast (render:clear entities v) and wait\n erase all\n set [rungameloop v] to [1]\n broadcast (startMenu v)\nelse\n set [rungameloop v] to [0]\n change [level v] by (1)\n if <(Level) > (maxLevel)> then\n set [maxlevel v] to (Level)\n end\n replace item (maxLevel) of [locked v] with [0]\n broadcast (render v) and wait\n set [rungameloop v] to [1]\nend\n\ndefine calcFPS\nchange [frames v] by (1)\nif <([floor v] of (timer) ) > (timeMarker)> then\n set [timemarker v] to ([floor v] of (timer) )\n set [fps v] to (Frames)\n set [frames v] to [0]\nend\n\n@Player\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nchange [jumpframe v] by (animSpd)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n set [jumpframe v] to [0]\n end\n set [yv v] to [0]\nend\n\ndefine Reset\nif <(Level) = [10]> then\n go to x: (-220) y: (20)\nelse\n go to x: (-220) y: (80)\nend\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [falling? v] to [6]\nset [speed v] to [2.5]\nset [jump height v] to [12.2]\nset [gravity v] to [1]\nset [animspd v] to [1]\nset [attacking v] to [0]\nset [hp v] to [10]\n\ndefine None\nchange x by (speed)\npoint in direction (direction)\nset [slope v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Slope) = [8]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\n set [xv v] to [0]\nend\nchange [runframe v] by (animSpd)\n\ndefine Set Costume\nset size to (20) %\nif <(Falling?) < [3]> then\n if <(Attacking) > [0]> then\n switch costume to (attack v)\n else\n if <([abs v] of (Xv) ) > [0]> then\n switch costume to ([floor v] of (((runFrame) mod (9)) + (2)) )\n else\n switch costume to (run 1 v)\n end\n end\nelse\n if <(Yv) > [0]> then\n if <(jumpFrame) < [13]> then\n switch costume to ([floor v] of ((jumpFrame) + (15)) )\n else\n switch costume to (jump 12 v)\n end\n else\n switch costume to ([floor v] of ((jumpFrame) + (15)) )\n if <(jumpFrame) > [18]> then\n switch costume to (run 1 v)\n end\n end\nend\n\nwhen I receive [gametick v]\nshow\nPhysics\n\ndefine Physics\nswitch costume to (player hitbox v)\nset rotation style [left-right v]\nset size to (60) %\nchange [yv v] by ((0) - (Gravity))\nchange y by (Yv)\nTouch Ground <(Yv) > [0]>\nif <(Attacking) > [0]> then\n change [attacking v] by (-1)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((0) - (Speed))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n end\nend\nset [xv v] to ((Xv) * (0.7))\nif <(Xv) > [0.5]> then\n Walk (Xv) (90)\nelse\n if <(Xv) < [-0.5]> then\n Walk (Xv) (-90)\n else\n set [runframe v] to [0]\n end\nend\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <<(Falling?) < [3]> and <(Jump Key?) = [0]>> then\n set [jump key? v] to [1]\n set [falling? v] to [6]\n set [yv v] to (Jump Height)\n else\n set [jump key? v] to [0]\n end\nend\nif <mouse down?> then\n if <<(Falling?) < [3]> and <<(Attacking) = [0]> and <(Attack Key?) = [0]>>> then\n set [attacking v] to [10]\n set [attack key? v] to [1]\n end\nelse\n set [attack key? v] to [0]\nend\nif <<touching (obstacles v)?> or <<(y position) < [-195]> or <not <(HP) > [0]>>>> then\n set [rungameloop v] to [0]\n switch costume to (fall 1 v)\n set size to (20) %\n broadcast (dead v) and wait\n set [rungameloop v] to [1]\nend\nif <(x position) > [235]> then\n broadcast (next v)\nend\nSet Costume\n\nwhen I receive [dead v]\nanimateDeath\nReset\n\nwhen I receive [setup v]\nset [sprint v] to [1]\nhide\n\nwhen I receive [render:entities v]\nReset\n\ndefine animateDeath\nif <(y position) > [-180]> then\n set [yv v] to [0]\n set [deathframe v] to [0]\n repeat until <not <(y position) > [-180]>>\n change [deathframe v] by (0.5)\n change [yv v] by ((0) - (Gravity))\n set [xv v] to ((Xv) * (0.85))\n change y by (Yv)\n change x by (Xv)\n switch costume to ([floor v] of (((deathFrame) mod (4)) + (11)) )\n end\nend\n\nwhen I receive [startmenu v]\nhide\n\n@Player Reflection\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [gametick v]\nshow\ngo to x: ([x position v] of [player v]) y: ((([y position v] of [player v]) * (-1)) - (8))\npoint in direction ([direction v] of [player v])\nswitch costume to ([costume # v] of [player v])\n\nwhen I receive [dead v]\nanimateDeath\nReset\n\ndefine Reset\ngo to x: (-220) y: (-88)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [render:entities v]\nReset\n\nwhen I receive [startmenu v]\nhide\n\ndefine animateDeath\nif <(y position) < [180]> then\n set [yv v] to [0]\n set [xv v] to ([xv v] of [player v])\n set [deathframe v] to [0]\n repeat until <not <(y position) < [180]>>\n change [deathframe v] by (0.5)\n change [yv v] by (Gravity)\n set [xv v] to ((Xv) * (0.85))\n change y by (Yv)\n change x by (Xv)\n switch costume to ([floor v] of (((deathFrame) mod (4)) + (11)) )\n end\nend\n\n@Ground\n\nwhen I receive [initgame v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (-4)\nhide\n\nwhen I receive [render:switchmaps v]\nswitch costume to (Level)\n\nwhen I receive [startmenu v]\nhide\n\n@Obstacles\n\nwhen I receive [initgame v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (-4)\nhide\n\nwhen I receive [startmenu v]\nhide\n\nwhen I receive [render:switchmaps v]\nswitch costume to (Level)\n\n@RenderMap\n\nwhen I receive [upload:hide v]\nset [ghost v] effect to (100)\n\nwhen I receive [upload:progress v]\nnext costume\n\nwhen I receive [upload:reset maps v]\nswitch costume to (level 1 v)\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (-4)\nhide\n\nwhen I receive [upload:show v]\nclear graphic effects\nshow\n\n@Render\n\ndefine render\nloadLevelData\nshow\ngo to x: (((tileWidth) / (2)) - ((screenWidth) / (2))) y: (((tileHeight) / (2)) - ((screenHeight) / (2)))\nset size to (100) %\nerase all\nset [loadmarker v] to [0]\nrepeat (length of [_level v])\n change [loadmarker v] by (1)\n if <not <(item (loadMarker) of [_level v]) = [0]>> then\n if <(item (loadMarker) of [_level v]) = [5]> then\n compileCoords (x position) (y position)\n add (pos) to [enemypos v]\n else\n if <(y position) < [4]> then\n switch costume to ((item (loadMarker) of [_level v]) + (2))\n else\n switch costume to ((item (loadMarker) of [_level v]) + (1))\n end\n stamp\n end\n end\n change x by (tileWidth)\n if <((loadMarker) mod (tilesRow)) = [0]> then\n set x to (((tileWidth) / (2)) - ((screenWidth) / (2)))\n change y by (tileHeight)\n end\nend\nhide\n\ndefine loadLevelData\ndelete (all) of [_level v]\nset [loaddatamarker v] to (((Level) - (1)) * (totalTiles))\nrepeat until <(length of [_level v]) = (totalTiles)>\n insert [0] at (last) of [_level v] \n change [loaddatamarker v] by (1)\n if <not <((item (loadDataMarker) of [_leveldata v]) mod (length of [_leveldata v])) = [0]>> then\n replace item (last) of [_level v] with ((item (loadDataMarker) of [_leveldata v]) mod (length of [_leveldata v]))\n end\nend\n\ndefine setup\nset [screenwidth v] to [480]\nset [screenheight v] to [360]\nset [tilewidth v] to [16]\nset [tileheight v] to [16]\nset [tilesrow v] to ([floor v] of ((screenWidth) / (tileWidth)) )\nset [tilescolumn v] to ([ceiling v] of ((screenHeight) / (tileHeight)) )\nset [totaltiles v] to ((tilesRow) * (tilesColumn))\n\ndefine uploadAll\nbroadcast (setup v) and wait\nswitch backdrop to (render v)\ndelete (all) of [_leveldata v]\nbroadcast (upload:reset maps v) and wait\nrepeat (length of [locked v])\n upload\n broadcast (upload:progress v) and wait\nend\n\nwhen I receive [render:terrain v]\nrender\n\nwhen I receive [setup v]\nerase all\nhide\nsetup\n\ndefine None\nset [pos v] to (join ((x) + (500)) ((y) + (500)))\n\ndefine upload\nshow\ngo to x: (((tileWidth) / (2)) - ((screenWidth) / (2))) y: (((tileHeight) / (2)) - ((screenHeight) / (2)))\nset size to (100) %\nbroadcast (upload:show v) and wait\nrepeat (23)\n repeat (30)\n switch costume to (render v)\n if <touching color (#000000)?> then\n switch costume to (ground v)\n else\n if <touching color (#ff0000)?> then\n switch costume to (spike1 v)\n else\n if <touching color (#ff00bf)?> then\n switch costume to (enemy v)\n else\n end\n end\n end\n add ((costume [number v]) - (1)) to [_leveldata v]\n change x by (tileWidth)\n end\n set x to (((tileWidth) / (2)) - ((screenWidth) / (2)))\n change y by (tileHeight)\nend\nbroadcast (upload:hide v)\nhide\n\n@Enemy\n\ndefine delClones\ndelete this clone\n\nwhen I receive [setup v]\ndelClones\ndelete (all) of [enemypos v]\ndelete (all) of [enemydata v]\ndelete (all) of [projectiledata v]\nset [#cloneid v] to [-1]\nset [canupdate v] to [0]\nhide\n\nwhen I receive [render:clear entities v]\ndelete (all) of [enemypos v]\ndelete (all) of [enemydata v]\ndelete (all) of [projectiledata v]\ndelete this clone\n\ndefine getStats\nset [pos v] to []\nset [health v] to []\nset [n v] to [0]\nrepeat until <(letter ((n) + (1)) of (item (#CloneID) of [enemydata v])) = [;]>\n change [n v] by (1)\n set [pos v] to (join (pos) (letter (n) of (item (#CloneID) of [enemydata v])))\nend\nchange [n v] by (1)\nrepeat until <(letter ((n) + (1)) of (item (#CloneID) of [enemydata v])) = [;]>\n change [n v] by (1)\n set [health v] to (join (health) (letter (n) of (item (#CloneID) of [enemydata v])))\nend\ngetCoords (pos)\n\ndefine None\nreplace item (#CloneID) of [enemydata v] with (join (join (pos) [;]) (join (health) [;]))\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\ndefine update\nif <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <<(Attacking) > [0]> and <(distance to [player v]) < [25]>> then\n change [health v] by (-0.25)\nend\nif <not <(health) > [0]>> then\n set [deletedid v] to (#CloneID)\n delete (#CloneID) of [enemypos v]\n delete (#CloneID) of [enemydata v]\n delete (#CloneID) of [projectiledata v]\n broadcast (shiftEnemyID v)\n delete this clone\nend\ncompileStats (pos) (health)\n\nwhen I receive [render:entities v]\nset [n v] to [0]\nrepeat (length of [enemypos v])\n change [n v] by (1)\n genEnemy (item (n) of [enemypos v]) (10)\nend\n\nwhen I receive [gametick v]\nif <(#CloneID) > [0]> then\n if <(canUpdate) = [1]> then\n shootProjectileIf <(timer) > [30]>\n update\n end\nend\n\nwhen I receive [shiftenemyid v]\nif <(#CloneID) > (deletedID)> then\n change [#cloneid v] by (-1)\nend\n\ndefine shootProjectileIf <>\nif <condition> then\n set [timer v] to [0]\n replace item (#CloneID) of [projectiledata v] with [1]\nelse\n change [timer v] by (1)\nend\n\ndefine None\nadd (join (join (pos) [;]) (join (health) [;])) to [enemydata v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [#cloneid v] to (length of [enemydata v])\nadd [0] to [projectiledata v]\nset [mylevel v] to (Level)\ngetStats\ngo to x: (x) y: ((y) + (10))\nshow\nset [canupdate v] to [1]\n\n@Projectiles\n\nwhen I receive [setup v]\ndeleteClones\nset [#cloneid v] to [-1]\nhide\n\nwhen I receive [gametick v]\nif <(#CloneID) < [0]> then\n if <[projectiledata v] contains [1]?> then\n findIndex\n set [#cloneid v] to (index)\n create clone of (_myself_ v)\n set [#cloneid v] to [-1]\n end\nend\n\ndefine deleteClones\nset [#cloneid v] to [0]\ndelete this clone\n\ndefine getStats\nset [health v] to []\nset [pos v] to []\nset [n v] to [0]\nrepeat until <(letter ((n) + (1)) of (item (#CloneID) of [enemydata v])) = [;]>\n change [n v] by (1)\n set [pos v] to (join (pos) (letter (n) of (item (#CloneID) of [enemydata v])))\nend\nchange [n v] by (1)\nrepeat until <(letter ((n) + (1)) of (item (#CloneID) of [enemydata v])) = [;]>\n change [n v] by (1)\n set [health v] to (join (health) (letter (n) of (item (#CloneID) of [enemydata v])))\nend\ngetCoords (pos)\n\ndefine findIndex\nset [n v] to [0]\nrepeat until <(item (n) of [projectiledata v]) = [1]>\n change [n v] by (1)\n if <(n) > (length of [projectiledata v])> then\n set [n v] to [0]\n stop [this script v]\n end\nend\nset [index v] to (n)\nreplace item (index) of [projectiledata v] with [0]\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [startmenu v]\ndeleteClones\nset [#cloneid v] to [-1]\nhide\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (projectile v)\nshow\nif <not <(length of [projectiledata v]) > [0]>> then\n delete this clone\nend\ngetStats\ngo to x: (x) y: ((y) + (20))\npoint towards (player v)\nrepeat until <<<touching (player v)?> or <touching (_edge_ v)?>> or <touching (ground v)?>>\n move (10) steps\nend\nif <touching (player v)?> then\n hide\n repeat (10)\n change [hp v] by (-0.49)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\n@Health Bar\n\nwhen I receive [setup v]\ndelClones\nset [#cloneid v] to [0]\nhide\nclear graphic effects\n\ndefine delClones\ndelete this clone\n\nwhen I receive [initgame v]\nset [#cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [#cloneid v] to [0]\n\nwhen I start as a clone\nif <(#CloneID) = [0]> then\n set [#cloneid v] to (n)\n getStats\n go to x: (x) y: ((y) + (40))\nend\n\nwhen I receive [gametick v]\nshow\nif <(#CloneID) = [0]> then\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (30))\n if <(y position) > [170]> then\n set [ghost v] effect to (((y position) - (169)) * (10))\n else\n set [ghost v] effect to (0)\n end\nelse\n if <(#CloneID) = [1]> then\n go to x: ([x position v] of [player reflection v]) y: (([y position v] of [player reflection v]) - (30))\n if <(y position) < [-170]> then\n set [ghost v] effect to ((([abs v] of (y position) ) - (169)) * (10))\n else\n set [ghost v] effect to (0)\n end\n end\nend\nif <(#CloneID) > [1]> then\n if <(length of [enemydata v]) > [0]> then\n getStats\n else\n delete this clone\n end\n if <not <(health) > [0]>> then\n delete this clone\n else\n set [color v] effect to (((health) / (10)) * (75))\n end\nelse\n set [color v] effect to (((HP) / (10)) * (75))\nend\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [dead v]\nif <(#CloneID) < [2]> then\n hide\nend\n\ndefine getStats\nset [pos v] to []\nset [health v] to []\nset [n v] to [0]\nrepeat until <(letter ((n) + (1)) of (item ((#CloneID) - (1)) of [enemydata v])) = [;]>\n change [n v] by (1)\n set [pos v] to (join (pos) (letter (n) of (item ((#CloneID) - (1)) of [enemydata v])))\nend\nchange [n v] by (1)\nrepeat until <(letter ((n) + (1)) of (item ((#CloneID) - (1)) of [enemydata v])) = [;]>\n change [n v] by (1)\n set [health v] to (join (health) (letter (n) of (item ((#CloneID) - (1)) of [enemydata v])))\nend\ngetCoords (pos)\n\nwhen I receive [render:entities v]\nif <(#CloneID) = [0]> then\n set [n v] to [1]\n repeat (length of [enemypos v])\n change [n v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [render:clear entities v]\nif <(#CloneID) > [1]> then\n delClones\nend\n\nwhen I receive [startmenu v]\ndelClones\nhide\n\n@Title\n\nwhen I receive [showtitle v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (title v)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [startmenu v]\nhide\n\n@Menu\n\ndefine genStartButtons\nswitch costume to (play button v)\nset [#cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [#cloneid v] to [-1]\n\nwhen I start as a clone\nif <(#CloneID) < [2]> then\n go to x: (0) y: ((((#CloneID) - (1)) * (-50)) - (60))\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <(menuScreen) = [title]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n go to x: (1) y: ((((#CloneID) - (1)) * (-50)) - (59))\n else\n go to x: (0) y: ((((#CloneID) - (1)) * (-50)) - (60))\n end\n else\n set [brightness v] effect to (0)\n go to x: (0) y: ((((#CloneID) - (1)) * (-50)) - (60))\n end\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nelse\n if <(#CloneID) < [14]> then\n if <(#CloneID) < [8]> then\n go to x: ((((#CloneID) - (3)) * (35)) - (82.5)) y: (-60)\n else\n go to x: ((((#CloneID) - (8)) * (35)) - (82.5)) y: (-95)\n end\n if <not <((#CloneID) - (2)) > ((maxLevel) + (1))>> then\n replace item ((#CloneID) - (2)) of [locked v] with [0]\n end\n set [ghost v] effect to (100)\n show\n repeat (8)\n change [ghost v] effect by (-12.5)\n end\n repeat until <not <(menuScreen) = [level select]>>\n if <(item ((#CloneID) - (2)) of [locked v]) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(#CloneID) < [8]> then\n go to x: ((((#CloneID) - (3)) * (35)) - (81.5)) y: (-59)\n else\n go to x: ((((#CloneID) - (8)) * (35)) - (81.5)) y: (-94)\n end\n else\n if <(#CloneID) < [8]> then\n go to x: ((((#CloneID) - (3)) * (35)) - (82.5)) y: (-60)\n else\n go to x: ((((#CloneID) - (8)) * (35)) - (82.5)) y: (-95)\n end\n end\n else\n set [brightness v] effect to (0)\n if <(#CloneID) < [8]> then\n go to x: ((((#CloneID) - (3)) * (35)) - (82.5)) y: (-60)\n else\n go to x: ((((#CloneID) - (8)) * (35)) - (82.5)) y: (-95)\n end\n end\n else\n set [brightness v] effect to (-25)\n end\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n end\nend\n\ndefine delClones\nhide\ndelete this clone\n\nwhen I receive [setup v]\ndelClones\nset [menuscreen v] to [title]\nset [menu? v] to [True]\n\ndefine genLevelButtons\ndelete (all) of [locked v]\nswitch costume to (level1 v)\nset [#cloneid v] to [2]\nrepeat (10)\n change [#cloneid v] by (1)\n add [1] to [locked v]\n create clone of (_myself_ v)\n next costume\nend\nset [#cloneid v] to [-1]\n\nwhen I receive [startmenu v]\ndelClones\ngenStartButtons\n\nwhen I receive [levelselect v]\ndelClones\ngenLevelButtons\n\nwhen this sprite clicked\nif <(#CloneID) = [1]> then\n broadcast (levelSelect v)\n set [menuscreen v] to [level select]\nelse\n if <<(#CloneID) > [1]> and <(#CloneID) < [13]>> then\n set [level v] to ((#CloneID) - (2))\n set [menu? v] to [False]\n else\n end\nend\n\n@Thumbnail\n\nwhen I receive [setup v]\ndeleteClones\nset [intro:wait v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\ndefine deleteClones\ndelete this clone\n\nwhen I receive [intro v]\nswitch costume to (thumbnail v)\nshow\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(intro:wait) = [0]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\ngo to [front v] layer\nswitch costume to (sigton v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nset [intro:wait v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [initgame v]\nswitch costume to (thumbnail v)\nshow\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (win scene v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\n\n | Controls:\nLeft/Right arrows, A/D - Walk left/right\nUp arrow, W, Space - Jump\nClick - Attack\n--------------------------\nIf you have problems, restart the project and they *should* go away. I recommend double-clicking the green flag :)\nIf it is really laggy, restart the project and it shouldn't be as bad :)\nWaiting a minute also works too. I don't even know how this started :P |
Scratch to the Future Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nnext backdrop\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen backdrop switches to [backdrop2 v]\n\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Wallpaper v] until done\nend\n\n@Creature2\n\nwhen flag clicked\nset [ypos v] to [0]\nset [xpos v] to [0]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backgrounds-03 v]\ngo to x: (-187) y: (120)\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [xpos v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xpos v] by (-1)\n end\n set [xpos v] to ((xpos) * (0.9))\n change x by (xpos)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change y by (1)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change y by (1)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change y by (1)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change y by (1)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change y by (1)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change x by ((xpos) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xpos) > [0]> then\n set [xpos v] to [-5]\n else\n set [xpos v] to [5]\n end\n set [ypos v] to [10]\n else\n set [xpos v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [ypos v] by (-1)\n change y by (ypos)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n change y by ((ypos) * (-1))\n set [ypos v] to [1]\n end\n change y by (-1)\n if <<touching color (#f5917b)?> or <<touching color (#47a8a0)?> or <<touching color (#f9d378)?> or <<touching color (#edb357)?> or <<touching color (#e29f91)?> or <<touching color (#4c96d1)?> or <<touching color (#a2c23f)?> or <touching color (#666666)?>>>>>>>> then\n if <key (up arrow v) pressed?> then\n set [ypos v] to [9]\n end\n end\n change y by (1)\n if <<(y position) < [-174]> or <touching color (#be3a31)?>> then\n go to x: (-187) y: (120)\n end\n if <[235] < (x position)> then\n go to x: (-187) y: (120)\n broadcast (message1 v)\n end\nend\n\n@costume1\n\nwhen flag clicked\ngo to x: (-134) y: (151)\nhide\nwait (1) seconds\nshow\nforever\n glide (2) secs to x: (-134) y: (151)\n glide (2) secs to x: (225) y: (151)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n go to (costume1 v)\n point in direction (180)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.7)) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n go to (costume1 v)\n point in direction (180)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.7)) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (assembly v)\nset size to (100) %\nhide\nwait (1) seconds\nshow\nset size to (0) %\nrepeat (8)\n change size by (15)\nend\nrepeat (10)\n change size by (-2)\nend\nwait (3) seconds\nrepeat (5)\n change size by (-20)\nend\nhide\n\n | This is just a super small platformer I made for the last part of the scratch to the future camp. Yeah... A another platformer. I'm lazy!\nDO FULLSCREEN\n\nHiya fellow scratchers! I made a new game! https://scratch.mit.edu/projects/118041887/\n\nHere is another scratch camp project I made! https://scratch.mit.edu/projects/117607929/\n\nI KNOW ITS EASY I MADE IT LIKE THAT!!! You can make it harder by trying to go through with no deaths! Also, please comment nicely |
The Ultimate Game 2 | @Stage\n\nwhen flag clicked\nif <(☁ Connection?) = [1]> then\n switch backdrop to (background v)\nelse\n switch backdrop to (no cloud v)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n switch backdrop to (background v)\nend\nhide variable [mytime v]\nhide variable [mydeaths v]\nset [switch to game v] to [0]\nset [#character v] to [1]\nset [#n of characters v] to [12]\nset [music on/off v] to [ON]\nset [sfx on/off v] to [ON]\nset [skipped? v] to [0]\nset [pause v] to [0]\nset [play v] to [0]\nset [win v] to [0]\nbroadcast (Main Menu v)\nbroadcast (Music v)\n\nwhen I receive [music v]\nif <(Music ON/OFF) = [ON]> then\n play sound [4ware - Deadmau5 v] until done\n broadcast (Music v)\nelse\n stop all sounds\nend\n\nwhen [m v] key pressed\nif <(Music ON/OFF) = [ON]> then\n set [music on/off v] to [OFF]\nelse\n set [music on/off v] to [ON]\nend\nbroadcast (Music v)\nwait until <not <key (m v) pressed?>>\n\nwhen [0 v] key pressed\nif <(username) = [Yllie]> then\n if <<key (down arrow v) pressed?> and <key (up arrow v) pressed?>> then\n ask [Level:] and wait\n broadcast (Start Game v)\n set [#level v] to (answer)\n set [skipped? v] to [1]\n end\nend\n\nwhen I receive [start game v]\nreset timer\nset [total pause time v] to [0]\nset [switch to game v] to [1]\nset [mydeaths v] to [0]\nwait (1) seconds\nbroadcast (Next Level v)\n\n@Main Menu\n\nwhen I receive [main menu v]\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (9)\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n change y by (1)\n change size by (((140) - (size)) / (2))\n change [ghost v] effect by (((200) - (size)) / (2))\nend\nhide\n\nwhen flag clicked\nhide\n\n@Start Button\n\nwhen I receive [main menu v]\nclear graphic effects\ngo to x: (-75) y: (-140)\nshow\nrepeat until \n switch costume to (start button v)\n if <<<touching (mouse-pointer v)?> and <not <mouse down?>>> and <not <<([costume # v] of [levels button v]) > [1]> or <([costume # v] of [leader board button v]) = [2]>>>> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((110) - (size)) / (2))\n if <mouse down?> then\n repeat (3)\n change size by (((90) - (size)) / (2))\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <touching (mouse-pointer v)?> then\n broadcast (Start Game v)\n set [#level v] to [1]\n set [switch to game v] to [1]\n repeat (10)\n change y by (-1)\n change size by (((140) - (size)) / (2))\n change [ghost v] effect by (((200) - (size)) / (2))\n end\n hide\n stop [this script v]\n end\n end\n end\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen I receive [start game v]\nif <<not <(answer) = []>> or <<([costume # v] of [levels button v]) > [1]> or <([costume # v] of [leader board button v]) = [2]>>> then\n hide\n stop [other scripts in sprite v]\nend\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Levels Button\n\nwhen I receive [main menu v]\nclear graphic effects\ngo to x: (75) y: (-140)\nshow\nrepeat until \n switch costume to (levels button v)\n if <<<touching (mouse-pointer v)?> and <not <mouse down?>>> and <not <([costume # v] of [leader board button v]) = [2]>>> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((110) - (size)) / (2))\n if <mouse down?> then\n repeat (3)\n change size by (((90) - (size)) / (2))\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <touching (mouse-pointer v)?> then\n repeat (3)\n change y by (-1)\n change size by (((140) - (size)) / (2))\n change [ghost v] effect by (((200) - (size)) / (2))\n end\n hide\n switch costume to (select level v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (3)\n change size by (((100) - (size)) / (2))\n change [ghost v] effect by (((46) - (size)) / (2))\n end\n broadcast (Level Select v)\n wait until <<<mouse down?> and <<<(mouse x) > [210]> and <(mouse y) > [150]>> and <<(mouse x) < [235]> and <(mouse y) < [175]>>>> or >\n hide\n switch costume to (levels button v)\n clear graphic effects\n go to x: (75) y: (-140)\n show\n end\n end\n end\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@How To\n\nwhen I receive [main menu v]\nset size to (100) %\nswitch costume to (click to change v)\nhide\ngo to x: (150) y: (0)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (15)\n change [ghost v] effect by (-5)\nend\nwait until <(Switch to Game) = [1]>\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (((140) - (size)) / (2))\n change x by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Character\n\nwhen I receive [build level v]\ngo to x: (item (1) of [character spawn x/y v]) y: (item (2) of [character spawn x/y v])\nif <not <(direction) = (item (3) of [character spawn x/y v])>> then\n point in direction ((90) * (item (3) of [character spawn x/y v]))\nend\n\ndefine None\nCheck Collision (15)\nif <(<Collision?>) = [1]> then\n set [disable v] to [2]\n set [restart v] to [1]\nend\nif <(disable) = [0]> then\n Check Collision (3)\n if <(<Collision?>) = [1]> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Spin v]\n end\n set [yv v] to ((yv) * (-0.5))\n point in direction ((Gravity Dir.) * (90))\n if <(Gravity Dir.) = [1]> then\n set [gravity dir. v] to [-1]\n repeat (5)\n turn right (36) degrees\n end\n else\n set [gravity dir. v] to [1]\n repeat (5)\n turn right (-36) degrees\n end\n end\n point in direction ((Gravity Dir.) * (90))\n set [disable v] to [0.5]\n stop [this script v]\n end\nend\nCheck Collision (4)\nif <(<Collision?>) = [1]> then\n if <not <(join (join (((24) * (round (((x position) - (12)) / (24)))) + (12)) ((24) * (round ((y position) / (24))))) (Gravity Dir.)) = (join (item (1) of [checkpoint x/y v]) (join (item (2) of [checkpoint x/y v]) (item (3) of [checkpoint x/y v])))>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Checkpoint v]\n end\n delete (all) of [checkpoint x/y v]\n add (((24) * (round (((x position) - (12)) / (24)))) + (12)) to [checkpoint x/y v]\n add ((24) * (round ((y position) / (24)))) to [checkpoint x/y v]\n add (Gravity Dir.) to [checkpoint x/y v]\n end\nend\nif <(length of [teleportals v]) > [2]> then\n if <(disable) < [1]> then\n Check Collision (5)\n if <<(<Collision?>) = [1]> and <<[teleportals v] contains (((24) * (round (((x position) - (12)) / (24)))) + (12))?> and <[teleportals v] contains (((24) * (round (((y position) - (0)) / (24)))) + (0))?>>> then\n set [disable v] to [1]\n Find Teleportal at (((24) * (round ((((x position) + (xv)) - (12)) / (24)))) + (12)) ((24) * (round (((y position) + ((yv) * (Gravity Dir.))) / (24))))\n if <not <(TeleCounter) = [0]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n glide (0.07) secs to x: (item (TeleCounter) of [teleportals v]) y: (item ((TeleCounter) + (1)) of [teleportals v])\n if <(SFX ON/OFF) = [ON]> then\n start sound [Teleportal Sweep v]\n end\n repeat (8)\n change [ghost v] effect by (12.5)\n change size by (-6.25)\n turn right (6.25) degrees\n end\n if <((((TeleCounter) + (1)) / (2)) mod (2)) = [1]> then\n go to x: (item ((TeleCounter) + (2)) of [teleportals v]) y: (item ((TeleCounter) + (3)) of [teleportals v])\n else\n go to x: (item ((TeleCounter) - (2)) of [teleportals v]) y: (item ((TeleCounter) - (1)) of [teleportals v])\n end\n if <(SFX ON/OFF) = [ON]> then\n start sound [Teleportal Sweep v]\n end\n repeat (8)\n change [ghost v] effect by (-12.5)\n change size by (6.25)\n turn right (-6.25) degrees\n end\n set [disable v] to [1]\n end\n end\n end\nend\nCheck Collision (12)\nif <not <(<Collision?>) = [0]>> then\n if <(<Collision?>) = [Blue]> then\n if <<<(SFX ON/OFF) = [ON]> and <[costume v] contains [S]?>> and <not <[doors open/close v] contains (join (<Collision?>) [ Door \[OPEN\]])?>>> then\n start sound [Unlock Door v]\n end\n replace item (1) of [doors open/close v] with [Blue Door \[OPEN\]]\n end\n if <(<Collision?>) = [Green]> then\n if <<<(SFX ON/OFF) = [ON]> and <[costume v] contains [T]?>> and <not <[doors open/close v] contains (join (<Collision?>) [ Door \[OPEN\]])?>>> then\n start sound [Unlock Door v]\n end\n replace item (2) of [doors open/close v] with [Green Door \[OPEN\]]\n end\n if <(<Collision?>) = [Red]> then\n if <<<(SFX ON/OFF) = [ON]> and <[costume v] contains [U]?>> and <not <[doors open/close v] contains (join (<Collision?>) [ Door \[OPEN\]])?>>> then\n start sound [Unlock Door v]\n end\n replace item (3) of [doors open/close v] with [Red Door \[OPEN\]]\n end\n if <(<Collision?>) = [Yellow]> then\n if <<<(SFX ON/OFF) = [ON]> and <[costume v] contains [V]?>> and <not <[doors open/close v] contains (join (<Collision?>) [ Door \[OPEN\]])?>>> then\n start sound [Unlock Door v]\n end\n replace item (4) of [doors open/close v] with [Yellow Door \[OPEN\]]\n end\nend\nCheck Collision (2)\nif <<(disable) = [0]> and <(<Collision?>) > [0]>> then\n if <(<Collision?>) = [1]> then\n set [disable v] to [2]\n set [restart v] to [1]\n else\n delete (all) of [checkpoint x/y v]\n if <not <(Disable) = [3]>> then\n broadcast (WIN! v)\n set [restart v] to [1]\n end\n set [disable v] to [3]\n end\nend\nif <<(item (3) of [level settings v]) = [1]> and <not <(yv) < [-3]>>> then\n Check Collision (13)\n if <(<Collision?>) = [1]> then\n set [disable v] to [2]\n set [restart v] to [1]\n end\nend\nif <(disable) < [2]> then\n Check Collision (6)\n if <(<Collision?>) = [1]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n else\n set [yv v] to [5]\n end\n end\n Check Collision (14)\n if <(<Collision?>) = [1]> then\n set [water? v] to [1]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-0.3)\n end\n else\n set [water? v] to [0]\n end\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(Ice?) = [1]> then\n change [xv v] by (0.2)\n else\n change [xv v] by (1)\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Ice?) = [1]> then\n change [xv v] by (-0.2)\n else\n change [xv v] by (-1)\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by ((-2) * (Gravity Dir.))\n Check Collision (7)\n if <(<Collision?>) = [1]> then\n set [ice? v] to [1]\n else\n set [ice? v] to [0]\n end\n Check Collision (8)\n if <(<Collision?>) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-0.9)\n else\n change [xv v] by (-1.5)\n end\n end\n Check Collision (9)\n if <(<Collision?>) = [1]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (0.9)\n else\n change [xv v] by (1.5)\n end\n end\n if <(water?) = [1]> then\n change [yv v] by (0.5)\n else\n Check Collision (10)\n if <<(<Collision?>) = [1]> and <not <<(JumpHeight) = [6]> and <(Gravity) < [-2]>>>> then\n Check Collision (11)\n if <(<Collision?>) = [1]> then\n set [yv v] to ((JumpHeight) + (8))\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n broadcast (Somersault v)\n end\n else\n set [yv v] to ((JumpHeight) + (((Gravity) + (1)) * (2)))\n end\n end\n end\n change y by ((2) * (Gravity Dir.))\nend\nTransform Character\n\ndefine None\nset [<collision?> v] to [0]\nif <not <(Disable) = [2]>> then\n if <(block) = [1]> then\n if <<<<<touching (basic block v)?> or <touching (_edge_ v)?>> or <<<touching (jump block v)?> or <touching (jump block2 v)?>> or <<touching (pulldown block v)?> or <touching (pulldown block2 v)?>>>> or <touching (ice block v)?>> or <<touching (cannon v)?> or <<<touching (right conveyor v)?> or <touching (left conveyor v)?>> or <<touching (moving block v)?> or <<touching (slope block v)?> or <<touching (blue door v)?> or <<touching (green door v)?> or <<touching (orange door v)?> or <<touching (yellow door v)?> or <<touching (laser spike block v)?> or <touching (one-way block v)?>>>>>>>>>>> then\n if <touching (laser spike block v)?> then\n if <touching color (#808080)?> then\n set [<collision?> v] to [1]\n end\n else\n set [<collision?> v] to [1]\n end\n end\n else\n if <(block) = [2]> then\n if <<<touching (red block v)?> or <touching (spike v)?>> or <<touching (cannon shot v)?> or <<<touching (enemy v)?> and <(item (3) of [level settings v]) = [0]>> or <touching (laser spike block v)?>>>> then\n if <touching (laser spike block v)?> then\n if <<touching color (#ff0000)?> or <touching color (#ffc0c0)?>> then\n set [<collision?> v] to [1]\n end\n else\n set [<collision?> v] to [1]\n end\n else\n if <touching (finish block v)?> then\n set [<collision?> v] to [2]\n end\n end\n else\n if <(block) = [3]> then\n if <touching (gravity switch v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [4]> then\n if <touching (checkpoint v)?> then\n if <touching color (#d8c8a6)?> then\n set [<collision?> v] to [1]\n end\n end\n else\n if <(block) = [5]> then\n if <touching (teleportal v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [6]> then\n if <touching (gravity block v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [7]> then\n if <touching (ice block v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [8]> then\n if <touching (left conveyor v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [9]> then\n if <touching (right conveyor v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [10]> then\n if <<not <<<touching (pulldown block v)?> and <(Gravity Dir.) = [1]>> or <<touching (pulldown block2 v)?> and <(Gravity Dir.) = [-1]>>>> and <<<<<touching (basic block v)?> or <touching (_edge_ v)?>> or <<<touching (jump block v)?> or <touching (jump block2 v)?>> or <<touching (pulldown block v)?> or <touching (pulldown block2 v)?>>>> or <touching (ice block v)?>> or <<touching (cannon v)?> or <<<touching (right conveyor v)?> or <touching (left conveyor v)?>> or <<touching (moving block v)?> or <<touching (slope block v)?> or <<touching (blue door v)?> or <<touching (green door v)?> or <<touching (orange door v)?> or <<touching (yellow door v)?> or <<<touching (laser spike block v)?> and <not <<touching color (#ff0000)?> or <touching color (#ffc0c0)?>>>> or <touching (one-way block v)?>>>>>>>>>>>> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [11]> then\n if <<<touching (jump block v)?> and <(Gravity Dir.) = [1]>> or <<touching (jump block2 v)?> and <(Gravity Dir.) = [-1]>>> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [12]> then\n if <touching (blue button v)?> then\n set [<collision?> v] to [Blue]\n else\n if <touching (green button v)?> then\n set [<collision?> v] to [Green]\n else\n if <touching (orange button v)?> then\n set [<collision?> v] to [Red]\n else\n if <touching (yellow button v)?> then\n set [<collision?> v] to [Yellow]\n end\n end\n end\n end\n else\n if <(block) = [13]> then\n if <touching (enemy v)?> then\n if <touching color (#ff9999)?> then\n set [<collision?> v] to [1]\n end\n end\n else\n if <(block) = [14]> then\n if <touching (water block v)?> then\n set [<collision?> v] to [1]\n end\n else\n if <(block) = [15]> then\n if <touching (laser spike block v)?> then\n if <<touching color (#ff0000)?> or <touching color (#ffc0c0)?>> then\n set [<collision?> v] to [1]\n end\n end\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [somersault v]\nwait (0) seconds\nset [loopcounter v] to [0]\nrepeat until <<<(xv) = [0]> or <(yv) = [0]>> or <<(LoopCounter) = [21]> or <(<Collision?>) = [1]>>>\n wait until <(PAUSE) = [0]>\n change [loopcounter v] by (1)\n if <((xv) * (Gravity Dir.)) < [0]> then\n turn left (17.1) degrees\n else\n turn left (-17.1) degrees\n end\n Check Collision (1)\nend\npoint in direction ((90) * (Gravity Dir.))\nCheck Collision (1)\nif <(<Collision?>) = [1]> then\n repeat until <not <(<Collision?>) = [1]>>\n wait until <(PAUSE) = [0]>\n point in direction ((90) * (Gravity Dir.))\n change y by (((yv) + (0.5)) * (-1.5))\n change x by (((xv) + (0.5)) * (-1.5))\n Check Collision (1)\n end\nend\nset [loopcounter v] to [0]\n\ndefine None\nset [telecounter v] to [1]\nif <<(item (TeleCounter) of [teleportals v]) = (x)> and <(item ((TeleCounter) + (1)) of [teleportals v]) = (y)>> then\nelse\n repeat until <<((TeleCounter) + (1)) > (length of [teleportals v])> or <<(item (TeleCounter) of [teleportals v]) = (x)> and <(item ((TeleCounter) + (1)) of [teleportals v]) = (y)>>>\n change [telecounter v] by (2)\n end\n if <((TeleCounter) + (1)) > (length of [teleportals v])> then\n set [telecounter v] to [0]\n end\nend\n\ndefine Transform Character\nif <(yv) < [3]> then\n change y by ((-1) * (Gravity Dir.))\n Check Collision (1)\n if <not <(<Collision?>) = [1]>> then\n if <(water?) = [1]> then\n change [yv v] by ((Gravity) * (0.2))\n else\n change [yv v] by (Gravity)\n end\n end\n Check Collision (7)\n if <(<Collision?>) = [1]> then\n set [ice? v] to [1]\n else\n set [ice? v] to [0]\n end\n Check Collision (8)\n if <(<Collision?>) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-0.9)\n else\n change [xv v] by (-1.5)\n end\n end\n Check Collision (9)\n if <(<Collision?>) = [1]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (0.9)\n else\n change [xv v] by (1.5)\n end\n end\n change y by ((1) * (Gravity Dir.))\nend\nif <(water?) = [1]> then\n set [xv v] to ((xv) * (0.7))\nelse\n if <(Ice?) = [1]> then\n set [xv v] to ((xv) * (0.97))\n else\n set [xv v] to ((xv) * (0.84))\n end\nend\nchange x by ((xv) * (Speed))\nCheck Collision (1)\nif <(<Collision?>) = [1]> then\n change y by (([abs v] of ((([abs v] of (xv) ) / ((xv) + (0.0001))) + (xv)) ) * (Gravity Dir.))\n Check Collision (1)\n if <(<Collision?>) = [1]> then\n point in direction ((90) * (Gravity Dir.))\n change y by ((([abs v] of ((([abs v] of (xv) ) / ((xv) + (0.0001))) + (xv)) ) * (-1)) * (Gravity Dir.))\n change x by (((xv) * (-1)) * (Speed))\n set [xv v] to [0]\n end\nend\nif <(length of (xv)) > [20]> then\n set [xv v] to [0]\nend\nset [yv v] to ((yv) * (0.9))\nchange y by ((yv) * (Gravity Dir.))\nCheck Collision (1)\nif <(<Collision?>) = [1]> then\n change y by (((yv) * (-1)) * (Gravity Dir.))\n set [yv v] to [0]\nend\nCheck Collision (1)\nif <(<Collision?>) = [1]> then\n go to x: (item (1) of [latest position x/y v]) y: (item (2) of [latest position x/y v])\nelse\n if <<(([abs v] of (xv) ) + ([abs v] of (yv) )) = [0]> and <(<Collision?>) = [1]>> then\n go to x: (((round (((x position) + (12)) / (24))) * (24)) - (12)) y: ((round ((y position) / (24))) * (24))\n end\n delete (all) of [latest position x/y v]\n add (x position) to [latest position x/y v]\n add (y position) to [latest position x/y v]\nend\n\nwhen I receive [main menu v]\nhide\nswitch costume to (#Character)\ngo to x: (0) y: (-20)\nstop [other scripts in sprite v]\npoint in direction (180)\nhide\nset size to (0) %\nwait (0.25) seconds\nshow\nrepeat (5)\n change size by (((1000) - (size)) / (3))\n turn right (((90) - (direction)) / (2.5)) degrees\nend\nset [animation counter v] to [0]\nrepeat until <(Switch to Game) = [1]>\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <<([costume # v] of [levels button v]) > [1]> or <([costume # v] of [leader board button v]) = [2]>>>> then\n repeat (5)\n change size by (((0) - (size)) / (3))\n turn left (((-90) - (direction)) / (2.5)) degrees\n end\n if <(#Character) < (#n of characters)> then\n change [#character v] by (1)\n else\n set [#character v] to [1]\n end\n set size to (0) %\n point in direction (180)\n hide\n switch costume to (#Character)\n set [animation counter v] to [0]\n show\n repeat (5)\n change size by (((1000) - (size)) / (3))\n turn right (((90) - (direction)) / (2.5)) degrees\n end\n end\n point in direction ((90) - (([sin v] of ((Animation Counter) * (8)) ) * (20)))\n set size to ((825) + (([cos v] of ((Animation Counter) * (12)) ) * (65))) %\n change [animation counter v] by (1)\nend\nrepeat (3)\n point in direction ((90) - (([sin v] of ((Animation Counter) * (8)) ) * (20)))\n change size by (((1150) - (size)) / (2))\n change [animation counter v] by (1)\nend\nrepeat (2)\n change size by (((0) - (size)) / (5))\n turn left (((-90) - (direction)) / (100)) degrees\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [initiate playmode v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [gravity dir. v] to (item (3) of [character spawn x/y v])\nset [disable v] to [0]\nset [restart v] to [0]\nset [<collision?> v] to [0]\ndelete (all) of [doors open/close v]\nadd [-] to [doors open/close v]\nadd [-] to [doors open/close v]\nadd [-] to [doors open/close v]\nadd [-] to [doors open/close v]\nreplace item (1) of [doors open/close v] with [Blue Door \[CLOSE\]]\nreplace item (2) of [doors open/close v] with [Green Door \[CLOSE\]]\nreplace item (3) of [doors open/close v] with [Red Door \[CLOSE\]]\nreplace item (4) of [doors open/close v] with [Yellow Door \[CLOSE\]]\ndelete (all) of [checkpoint x/y v]\nset size to (100) %\npoint in direction ((90) * (item (3) of [character spawn x/y v]))\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [play v] to [1]\nwait until <(PLAY) = [1]>\nclear graphic effects\ngo to [front v] layer\nrepeat until <(PLAY) = [0]>\n if <(Disable) = [0]> then\n if <key (r v) pressed?> then\n broadcast (Restart v)\n wait until <not <key (r v) pressed?>>\n end\n if <(PAUSE) = [0]> then\n Character Physics (Disable)\n end\n else\n if <<(Disable) = [1]> or <(Disable) = [0.5]>> then\n repeat until <<<<(RESTART) > [0]> or <<<<touching (red block v)?> or <touching (spike v)?>> or <<touching (cannon shot v)?> or <<touching (enemy v)?> and <(item (3) of [level settings v]) = [0]>>>> or <<key (r v) pressed?> or <(PLAY) = [0]>>>> or <<(Disable) = [0.5]> and <not <touching (gravity switch v)?>>>> or <<<(Disable) = [1]> and <(length of [teleportals v]) > [2]>> and <not <<<((((TeleCounter) + (1)) / (2)) mod (2)) = [1]> and <<(item ((TeleCounter) + (2)) of [teleportals v]) = (((24) * (round (((x position) - (12)) / (24)))) + (12))> and <(item ((TeleCounter) + (3)) of [teleportals v]) = (((24) * (round (((y position) - (0)) / (24)))) + (0))>>> or <<((((TeleCounter) + (1)) / (2)) mod (2)) = [0]> and <<(item ((TeleCounter) - (2)) of [teleportals v]) = (((24) * (round (((x position) - (12)) / (24)))) + (12))> and <(item ((TeleCounter) - (1)) of [teleportals v]) = (((24) * (round (((y position) - (0)) / (24)))) + (0))>>>>>>>\n if <(PAUSE) = [0]> then\n Character Physics (Disable)\n end\n end\n if <<(RESTART) > [0]> or <<<<touching (red block v)?> or <touching (spike v)?>> or <<touching (cannon shot v)?> or <<touching (enemy v)?> and <(item (3) of [level settings v]) = [0]>>>> or <<key (r v) pressed?> or <(PLAY) = [0]>>>> then\n broadcast (Restart v)\n end\n set [disable v] to [0]\n else\n if <<(Disable) = [2]> or <(Disable) = [3]>> then\n if <(Disable) = [2]> then\n if <(yv) < [0]> then\n set [yv v] to ((yv) * (-0.5))\n else\n set [xv v] to ((xv) * (-0.5))\n if <(yv) > [0]> then\n set [yv v] to ((yv) * (-0.1))\n end\n end\n repeat (10)\n Character Physics (Disable)\n change [ghost v] effect by (10)\n turn right ((([abs v] of (xv) ) * (2)) * ((xv) / ([abs v] of (xv) ))) degrees\n end\n else\n set [c1 v] to [5]\n repeat (30)\n change [c1 v] by (1)\n change size by (C1)\n change [ghost v] effect by (4)\n turn right ((C1) * ((xv) / ([abs v] of (xv) ))) degrees\n end\n set size to (100) %\n hide\n clear graphic effects\n change [#level v] by (1)\n broadcast (Next Level v)\n stop [this script v]\n end\n broadcast (Restart v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [disable v] to [0]\n end\n end\n end\nend\n\nwhen I receive [restart v]\nchange [mydeaths v] by (1)\nif <(item (1) of [level settings v]) = [1]> then\n replace item (1) of [doors open/close v] with [Blue Door \[CLOSE\]]\n replace item (2) of [doors open/close v] with [Green Door \[CLOSE\]]\n replace item (3) of [doors open/close v] with [Red Door \[CLOSE\]]\n replace item (4) of [doors open/close v] with [Yellow Door \[CLOSE\]]\nend\nif <(length of [checkpoint x/y v]) > [0]> then\n go to x: (item (1) of [checkpoint x/y v]) y: (item (2) of [checkpoint x/y v])\n if <(item (2) of [level settings v]) = [1]> then\n set [gravity dir. v] to (item (3) of [checkpoint x/y v])\n if <not <(direction) = (item (3) of [checkpoint x/y v])>> then\n point in direction ((90) * (item (3) of [checkpoint x/y v]))\n end\n else\n if <not <(direction) = ((Gravity Dir.) * (90))>> then\n point in direction ((Gravity Dir.) * (90))\n end\n end\nelse\n go to x: (item (1) of [character spawn x/y v]) y: (item (2) of [character spawn x/y v])\n set [gravity dir. v] to (item (3) of [character spawn x/y v])\n if <not <(direction) = (item (3) of [character spawn x/y v])>> then\n point in direction ((90) * (item (3) of [character spawn x/y v]))\n end\nend\nset [restart v] to [0]\nset [<collision?> v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\n\nwhen I receive [win screen v]\nif <(Skipped?) = [0]> then\n set size to (500) %\n clear graphic effects\n go to x: (0) y: (-60)\n point in direction (90)\n show\n repeat until \n point in direction ((90) + (([sin v] of ((timer) * (400)) ) * (10)))\n set size to ((450) + (([sin v] of ((timer) * (350)) ) * (40))) %\n end\nend\n\nwhen flag clicked\nhide\n\n@Shadow\n\nwhen I receive [main menu v]\ngo to x: (0) y: (-20)\nhide\ngo [backward v] (999) layers\nswitch costume to (#Character)\nset [#clone v] to [0]\nrepeat (5)\n change [#clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nwait (0.15) seconds\nshow\nrepeat (5)\n change size by (((1000) - (size)) / (3))\n turn right (((90) - (direction)) / (2.5)) degrees\nend\nset [animation counter v] to [0]\nrepeat until <(Switch to Game) = [1]>\n point in direction ((([direction v] of [character v]) + ((#Clone) * (2.5))) / (#Clone))\n set size to (([size v] of [character v]) + (100)) %\n set [ghost v] effect to ((([size v] of [character v]) / (12)) + ((#Clone) * (5)))\n switch costume to (#Character)\nend\nwait ((#Clone) / (24)) seconds\nrepeat (10)\n change size by (((0) - (size)) / (3))\n turn right (((90) - (direction)) / (2.5)) degrees\nend\nhide\n\nwhen flag clicked\nhide\n\n@Save/Load engine\n\nwhen I receive [next level v]\nset [loaded v] to [LOADING]\nset [play v] to [0]\nif <(#Level) > [15]> then\n set [mytime v] to (round ((timer) - (Total Pause Time)))\n wait (0.8) seconds\n broadcast (WIN SCREEN v)\n if <(Skipped?) = [0]> then\n switch backdrop to (win screen v)\n else\n switch backdrop to (win screen2 v)\n end\n broadcast (Clear Vector v) and wait\n set [#background v] to [0]\nelse\n wait until <not <(Fade) = [1]>>\n wait until <(Fade) = [1]>\n Load Level from (item (#Level) of [levels v])\n broadcast (Update Level Settings v)\n broadcast (Update Character Physics v)\n broadcast (Clear Vector v) and wait\n broadcast (Build Level v) and wait\nend\nset [loaded v] to [DONE]\n\ndefine Load Level from []\nif <<(letter (1) of (code)) = [{]> and <(letter (length of (code)) of (code)) = [}]>> then\n set [c1 v] to (length of (code))\n repeat (length of (code))\n change [c1 v] by (-1)\n if <(letter (C1) of (code)) = [:]> then\n set [v1 v] to [H]\n end\n if <(letter (C1) of (code)) = [;]> then\n set [v1 v] to [V]\n end\n end\n delete (all) of [placed blocks x/y v]\n delete (all) of [blocks-x v]\n delete (all) of [blocks-y v]\n delete (all) of [costume v]\n delete (all) of [teleportals v]\n delete (all) of [teleportal order v]\n if <(V1) = [H]> then\n delete (all) of [character spawn x/y v]\n set [c1 v] to [2]\n if <(letter (2) of (code)) = [D]> then\n add [-12] to [character spawn x/y v]\n add [0] to [character spawn x/y v]\n else\n set [v1 v] to []\n repeat (letter (2) of (code))\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n add (item (V1) of [all x v]) to [character spawn x/y v]\n add (item (V1) of [all y v]) to [character spawn x/y v]\n end\n change [c1 v] by (1)\n add (((2) * (letter (C1) of (code))) - (1)) to [character spawn x/y v]\n change [c1 v] by (1)\n replace item (2) of [level settings v] with (letter (1) of (item (letter (C1) of (code)) of [level settings combinations v]))\n replace item (1) of [level settings v] with (letter (2) of (item (letter (C1) of (code)) of [level settings combinations v]))\n replace item (3) of [level settings v] with (letter (3) of (item (letter (C1) of (code)) of [level settings combinations v]))\n change [c1 v] by (1)\n set [cannon fire rate v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [enemy speed v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [#background v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [jumpheight v] to ((letter (C1) of (code)) + (6))\n change [c1 v] by (1)\n set [gravity v] to (((letter (C1) of (code)) + (1)) / (-4))\n change [c1 v] by (1)\n set [speed v] to ((letter (C1) of (code)) / (5))\n set [c2 v] to [0]\n repeat until <(letter ((C1) + (1)) of (code)) = [:]>\n change [c1 v] by (1)\n if <((letter (C1) of (code)) / (1)) = (letter (C1) of (code))> then\n set [v1 v] to (letter (C1) of (code))\n repeat until <not <((letter ((C1) + (1)) of (code)) / (1)) = (letter ((C1) + (1)) of (code))>>\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n change [c1 v] by (1)\n repeat (V1)\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y v]) to [placed blocks x/y v]\n add (item (C2) of [all x v]) to [blocks-x v]\n add (item (C2) of [all y v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [M]> then\n add (item (C2) of [all x v]) to [teleportal order v]\n add (item (C2) of [all y v]) to [teleportal order v]\n end\n end\n end\n else\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y v]) to [placed blocks x/y v]\n add (item (C2) of [all x v]) to [blocks-x v]\n add (item (C2) of [all y v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [M]> then\n add (item (C2) of [all x v]) to [teleportal order v]\n add (item (C2) of [all y v]) to [teleportal order v]\n end\n end\n end\n end\n else\n delete (all) of [character spawn x/y v]\n set [c1 v] to [2]\n if <(letter (2) of (code)) = [D]> then\n add [-12] to [character spawn x/y v]\n add [0] to [character spawn x/y v]\n else\n set [v1 v] to []\n repeat (letter (2) of (code))\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n add (item (V1) of [all x \(vertical\) v]) to [character spawn x/y v]\n add (item (V1) of [all y \(vertical\) v]) to [character spawn x/y v]\n end\n change [c1 v] by (1)\n add (((2) * (letter (C1) of (code))) - (1)) to [character spawn x/y v]\n change [c1 v] by (1)\n replace item (2) of [level settings v] with (letter (1) of (item (letter (C1) of (code)) of [level settings combinations v]))\n replace item (1) of [level settings v] with (letter (2) of (item (letter (C1) of (code)) of [level settings combinations v]))\n replace item (3) of [level settings v] with (letter (3) of (item (letter (C1) of (code)) of [level settings combinations v]))\n change [c1 v] by (1)\n set [cannon fire rate v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [enemy speed v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [#background v] to (letter (C1) of (code))\n change [c1 v] by (1)\n set [jumpheight v] to ((letter (C1) of (code)) + (6))\n change [c1 v] by (1)\n set [gravity v] to (((letter (C1) of (code)) + (1)) / (-4))\n change [c1 v] by (1)\n set [speed v] to ((letter (C1) of (code)) / (5))\n set [c2 v] to [0]\n repeat until <(letter ((C1) + (1)) of (code)) = [;]>\n change [c1 v] by (1)\n if <((letter (C1) of (code)) / (1)) = (letter (C1) of (code))> then\n set [v1 v] to (letter (C1) of (code))\n repeat until <not <((letter ((C1) + (1)) of (code)) / (1)) = (letter ((C1) + (1)) of (code))>>\n change [c1 v] by (1)\n set [v1 v] to (join (V1) (letter (C1) of (code)))\n end\n change [c1 v] by (1)\n repeat (V1)\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y \(vertical\) v]) to [placed blocks x/y v]\n add (item (C2) of [all x \(vertical\) v]) to [blocks-x v]\n add (item (C2) of [all y \(vertical\) v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [M]> then\n add (item (C2) of [all x \(vertical\) v]) to [teleportal order v]\n add (item (C2) of [all y \(vertical\) v]) to [teleportal order v]\n end\n end\n end\n else\n change [c2 v] by (1)\n if <not <(letter (C1) of (code)) = [.]>> then\n add (item (C2) of [all x/y \(vertical\) v]) to [placed blocks x/y v]\n add (item (C2) of [all x \(vertical\) v]) to [blocks-x v]\n add (item (C2) of [all y \(vertical\) v]) to [blocks-y v]\n add (letter (C1) of (code)) to [costume v]\n if <(letter (C1) of (code)) = [M]> then\n add (item (C2) of [all x \(vertical\) v]) to [teleportal order v]\n add (item (C2) of [all y \(vertical\) v]) to [teleportal order v]\n end\n end\n end\n end\n end\n if <(length of [teleportal order v]) > [0]> then\n delete (all) of [teleportals v]\n repeat (length of [teleportal order v])\n add [N/A] to [teleportals v]\n end\n set [c2 v] to [0]\n repeat ((length of [teleportal order v]) / (2))\n change [c1 v] by (2)\n change [c2 v] by (2)\n if <(letter (C1) of (code)) = [1]> then\n replace item (((2) * (letter ((C1) + (1)) of (code))) - (1)) of [teleportals v] with (item ((C2) - (1)) of [teleportal order v])\n replace item ((2) * (letter ((C1) + (1)) of (code))) of [teleportals v] with (item (C2) of [teleportal order v])\n else\n if <(letter (C1) of (code)) = [2]> then\n replace item (((2) * (((letter ((C1) + (1)) of (code)) * (10)) + (letter ((C1) + (2)) of (code)))) - (1)) of [teleportals v] with (item ((C2) - (1)) of [teleportal order v])\n replace item ((2) * (((letter ((C1) + (1)) of (code)) * (10)) + (letter ((C1) + (2)) of (code)))) of [teleportals v] with (item (C2) of [teleportal order v])\n change [c1 v] by (1)\n else\n if <(letter (C1) of (code)) = [3]> then\n replace item (((2) * (((letter ((C1) + (1)) of (code)) * (100)) + (((letter ((C1) + (2)) of (code)) * (10)) + (letter ((C1) + (3)) of (code))))) - (1)) of [teleportals v] with (item ((C2) - (1)) of [teleportal order v])\n replace item ((2) * (((letter ((C1) + (1)) of (code)) * (100)) + (((letter ((C1) + (2)) of (code)) * (10)) + (letter ((C1) + (3)) of (code))))) of [teleportals v] with (item (C2) of [teleportal order v])\n change [c1 v] by (2)\n end\n end\n end\n end\n end\nelse\nend\n\n@Basic Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [A]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [A]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\n@Slope Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [build level v]\nif <<[costume v] contains [B]?> or <<[costume v] contains [!]?> or <<[costume v] contains [=]?> or <[costume v] contains [*]?>>>> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [B]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [!]> then\n point in direction (180)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [=]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [*]> then\n point in direction (0)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\nwhen I receive [clear vector v]\ndelete this clone\n\n@Red Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [C]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [C]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Spike\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <<[costume v] contains [D]?> or <<[costume v] contains [€]?> or <<[costume v] contains [#]?> or <[costume v] contains ["]?>>>> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [D]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [€]> then\n point in direction (180)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [#]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = ["]> then\n point in direction (0)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Gravity Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [E]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [E]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Water Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [>]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [>]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Ice Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [F]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [F]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Pulldown Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [G]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [G]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [%]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Pulldown Block2\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [%]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [G]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [%]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Jump Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [H]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [H]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [&]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\n@Jump Block2\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [&]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [H]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [&]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Right Conveyor\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [I]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [I]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Left Conveyor\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [J]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [J]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Checkpoint\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [K]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [K]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Gravity Switch\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [L]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [L]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Teleportal\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [M]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [M]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Finish Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [N]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [N]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Blue Button\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [O]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [O]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Green Button\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [P]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [P]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Orange Button\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [Q]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [Q]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Yellow Button\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [R]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [R]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nwait until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\ndelete this clone\n\n@Blue Door\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [S]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [S]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n repeat until <(PLAY) = [0]>\n if <[doors open/close v] contains (join (join [Blue Door] [ \[]) [OPEN\]])?> then\n hide\n wait until <<(PLAY) = [0]> or <[doors open/close v] contains (join (join [Blue Door] [ \[]) [CLOSE\]])?>>\n show\n end\n end\n end\nend\ndelete this clone\n\n@Green Door\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [T]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [T]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n repeat until <(PLAY) = [0]>\n if <[doors open/close v] contains (join (join [Green Door] [ \[]) [OPEN\]])?> then\n hide\n wait until <<(PLAY) = [0]> or <[doors open/close v] contains (join (join [Green Door] [ \[]) [CLOSE\]])?>>\n show\n end\n end\n end\nend\ndelete this clone\n\n@Orange Door\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [U]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [U]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n repeat until <(PLAY) = [0]>\n if <[doors open/close v] contains (join (join [Red Door] [ \[]) [OPEN\]])?> then\n hide\n wait until <<(PLAY) = [0]> or <[doors open/close v] contains (join (join [Red Door] [ \[]) [CLOSE\]])?>>\n show\n end\n end\n end\nend\ndelete this clone\n\n@Yellow Door\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [V]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [V]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n repeat until <(PLAY) = [0]>\n if <[doors open/close v] contains (join (join [Yellow Door] [ \[]) [OPEN\]])?> then\n hide\n wait until <<(PLAY) = [0]> or <[doors open/close v] contains (join (join [Yellow Door] [ \[]) [CLOSE\]])?>>\n show\n end\n end\n end\nend\ndelete this clone\n\n@Cannon\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <<[costume v] contains [W]?> or <<[costume v] contains [\)]?> or <<[costume v] contains [\(]?> or <[costume v] contains [/]?>>>> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [W]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [\)]> then\n point in direction (180)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [\(]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [/]> then\n point in direction (0)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n switch costume to (cannon v)\n point in direction (CloneDir)\n show\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n repeat until <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n wait until <<(PAUSE) = [0]> and <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <<not <([costume # v] of [control bar v]) > [2]>> and <<(Cannon Fire Rate) > [0]> and <<<(CloneDir) = [0]> and <<([y position v] of [character v]) > (CloneY)> and <(((round (((CloneX) + (12)) / (24))) * (24)) - (12)) = (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12))>>> or <<<(CloneDir) = [180]> and <<([y position v] of [character v]) < (CloneY)> and <(((round (((CloneX) + (12)) / (24))) * (24)) - (12)) = (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12))>>> or <<<(CloneDir) = [90]> and <<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <(CloneX) < ([x position v] of [character v])>>> or <<(CloneDir) = [-90]> and <<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <(CloneX) > ([x position v] of [character v])>>>>>>>>>>\n if <<(Cannon Fire Rate) > [0]> and <<<(CloneDir) = [0]> and <<([y position v] of [character v]) > (CloneY)> and <(((round (((CloneX) + (12)) / (24))) * (24)) - (12)) = (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12))>>> or <<<(CloneDir) = [180]> and <<([y position v] of [character v]) < (CloneY)> and <(((round (((CloneX) + (12)) / (24))) * (24)) - (12)) = (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12))>>> or <<<(CloneDir) = [90]> and <<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <(CloneX) < ([x position v] of [character v])>>> or <<(CloneDir) = [-90]> and <<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <(CloneX) > ([x position v] of [character v])>>>>>>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Laser Shot v]\n end\n if <(item (4) of [performence parameters v]) = [CannonAnimation \[ON\]]> then\n set [cannon animation v] to [-1.8]\n repeat (2)\n move (Cannon Animation) steps\n end\n end\n set [cannon shot x v] to (CloneX)\n set [cannon shot y v] to (CloneY)\n set [cannon shot dir. v] to (CloneDir)\n create clone of (cannon shot v)\n if <(item (4) of [performence parameters v]) = [CannonAnimation \[ON\]]> then\n repeat (2)\n change [cannon animation v] by (2.4)\n move (Cannon Animation) steps\n end\n end\n set [∆t v] to (timer)\n wait until <<((timer) - (∆t)) > ((round (((5) / ((Cannon Fire Rate) + (1))) * (100))) / (100))> or <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>>\n end\n end\n end\nend\ndelete this clone\n\n@Enemy\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <[costume v] contains [X]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset [<collision?> v] to [0]\nif <<<(mode) = [Moving Block]> and <(join (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12)) ((round (([y position v] of [character v]) / (24))) * (24))) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>> or <<<([abs v] of ((round ((y) / (24))) * (24)) ) > [180]> or <([abs v] of (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ) > [240]>> or <[moving blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?>>> then\n set [<collision?> v] to [1]\nelse\n if <[placed blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?> then\n set [<collision?> v] to [0]\n repeat until <(item (<Collision?>) of [placed blocks x/y v]) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>\n change [<collision?> v] by (1)\n end\n if <<<[non-collision v] contains (item (<Collision?>) of [costume v])?> or <<<(item (<Collision?>) of [costume v]) = [S]> and <(item (1) of [doors open/close v]) = [Blue Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [T]> and <(item (2) of [doors open/close v]) = [Green Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [U]> and <(item (3) of [doors open/close v]) = [Red Door \[OPEN\]]>> or <<(item (<Collision?>) of [costume v]) = [V]> and <(item (4) of [doors open/close v]) = [Yellow Door \[OPEN\]]>>>>>> and <not <<(mode) = [Moving Block]> and <<(item (<Collision?>) of [costume v]) = [C]> or <<(item (<Collision?>) of [costume v]) = [D]> or <<(item (<Collision?>) of [costume v]) = [€]> or <<(item (<Collision?>) of [costume v]) = [#]> or <(item (<Collision?>) of [costume v]) = ["]>>>>>>>> then\n set [<collision?> v] to [0]\n else\n set [<collision?> v] to [1]\n end\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n end\n switch costume to ((1) + (item (3) of [level settings v]))\n point in direction (CloneDir)\n show\n repeat until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n wait until <<<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <not <((costume [number v]) - (1)) = ((24) + ((item (3) of [level settings v]) * (3)))>>>\n switch costume to ((1) + (item (3) of [level settings v]))\n end\n set [initiate clone v] to [0]\n Check Surrounding [Enemy]\n repeat until <<(PLAY) = [0]> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>>\n if <(PAUSE) = [0]> then\n if <(Initiate Clone) = [Stop]> then\n repeat until <<not <(Initiate Clone) = [Stop]>> or <<(PLAY) = [0]> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(item (3) of [level settings v]) = [1]>>> and <not <(RESTART) = [1]>>>>>\n Check Surrounding [Enemy]\n if <not <(costume [number v]) = ((1) + (item (3) of [level settings v]))>> then\n switch costume to ((1) + (item (3) of [level settings v]))\n end\n end\n else\n if <(Enemy Speed) = [0]> then\n set [initiate clone v] to [Stop]\n end\n if <not <(Initiate Clone) = [Left]>> then\n repeat until <<<<(PLAY) = [0]> or <(<Collision?>) = [1]>> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(item (3) of [level settings v]) = [1]>>> and <not <(RESTART) = [1]>>>>\n set [initiate clone v] to [0]\n if <(PAUSE) = [0]> then\n move (Enemy Speed) steps\n Check Collision (x position) (y position) (1) []\n end\n if <not <(costume [number v]) = ((1) + (item (3) of [level settings v]))>> then\n switch costume to ((1) + (item (3) of [level settings v]))\n end\n end\n repeat until <<<<(PLAY) = [0]> or <(<Collision?>) = [0]>> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(item (3) of [level settings v]) = [1]>>> and <not <(RESTART) = [1]>>>>\n set [initiate clone v] to [0]\n if <(PAUSE) = [0]> then\n move ((Enemy Speed) * (-1)) steps\n Check Collision (x position) (y position) (-1) []\n end\n if <not <(costume [number v]) = ((1) + (item (3) of [level settings v]))>> then\n switch costume to ((1) + (item (3) of [level settings v]))\n end\n end\n end\n repeat until <<<<(PLAY) = [0]> or <(<Collision?>) = [1]>> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(item (3) of [level settings v]) = [1]>>> and <not <(RESTART) = [1]>>>>\n set [initiate clone v] to [0]\n if <(PAUSE) = [0]> then\n move ((Enemy Speed) * (-1)) steps\n Check Collision (x position) (y position) (-1) []\n end\n if <not <(costume [number v]) = ((1) + (item (3) of [level settings v]))>> then\n switch costume to ((1) + (item (3) of [level settings v]))\n end\n end\n repeat until <<<<(PLAY) = [0]> or <(<Collision?>) = [0]>> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>> or <<<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(item (3) of [level settings v]) = [1]>>> and <not <(RESTART) = [1]>>>>\n set [initiate clone v] to [0]\n if <(PAUSE) = [0]> then\n move (Enemy Speed) steps\n Check Collision (x position) (y position) (1) []\n end\n if <not <(costume [number v]) = ((1) + (item (3) of [level settings v]))>> then\n switch costume to ((1) + (item (3) of [level settings v]))\n end\n end\n if <<touching (character v)?> and <<([yv v] of [character v]) < [-5]> and <(item (3) of [level settings v]) = [1]>>> then\n switch costume to (enemy dead v)\n repeat (3)\n change size by (-30)\n change y by (-2.5)\n end\n hide\n set size to (100) %\n switch costume to ((1) + (item (3) of [level settings v]))\n wait until <<(PLAY) = [0]> or <<(RESTART) = [1]> and <(item (3) of [level settings v]) = [1]>>>\n end\n end\n end\n end\nend\ndelete this clone\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [X]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\ndefine Check Surrounding []\nif <(Initiate Clone) = [Right]> then\n Check Collision ((x position) + (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\nelse\n if <(Initiate Clone) = [Left]> then\n Check Collision ((x position) - (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n else\n if <(Initiate Clone) = [Up]> then\n Check Collision (x position) ((y position) + (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n else\n if <(Initiate Clone) = [Down]> then\n Check Collision (x position) ((y position) - (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n end\n end\n end\nend\nif <<(Initiate Clone) = [0]> or <(Initiate Clone) = [Stop]>> then\n Check Collision ((x position) + (12)) (y position) (1) (mode)\n if <(<Collision?>) = [1]> then\n Check Collision ((x position) - (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n if <(mode) = [Enemy]> then\n set [initiate clone v] to [Stop]\n else\n Check Collision (x position) ((y position) + (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n Check Collision (x position) ((y position) - (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [Stop]\n else\n set [initiate clone v] to [Down]\n end\n else\n set [initiate clone v] to [Up]\n end\n end\n else\n set [initiate clone v] to [Left]\n end\n else\n set [initiate clone v] to [Right]\n end\nend\n\n@Moving Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\ndefine None\nset [<collision?> v] to [0]\nif <<<(mode) = [Moving Block]> and <(join (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12)) ((round (([y position v] of [character v]) / (24))) * (24))) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>> or <<<([abs v] of ((round ((y) / (24))) * (24)) ) > [180]> or <([abs v] of (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ) > [240]>> or <[moving blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?>>> then\n set [<collision?> v] to [1]\nelse\n if <[placed blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?> then\n set [<collision?> v] to [0]\n repeat until <(item (<Collision?>) of [placed blocks x/y v]) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>\n change [<collision?> v] by (1)\n end\n if <<<[non-collision v] contains (item (<Collision?>) of [costume v])?> or <<<(item (<Collision?>) of [costume v]) = [S]> and <(item (1) of [doors open/close v]) = [Blue Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [T]> and <(item (2) of [doors open/close v]) = [Green Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [U]> and <(item (3) of [doors open/close v]) = [Red Door \[OPEN\]]>> or <<(item (<Collision?>) of [costume v]) = [V]> and <(item (4) of [doors open/close v]) = [Yellow Door \[OPEN\]]>>>>>> and <not <<(mode) = [Moving Block]> and <<(item (<Collision?>) of [costume v]) = [C]> or <<(item (<Collision?>) of [costume v]) = [D]> or <<(item (<Collision?>) of [costume v]) = [€]> or <<(item (<Collision?>) of [costume v]) = [#]> or <(item (<Collision?>) of [costume v]) = ["]>>>>>>>> then\n set [<collision?> v] to [0]\n else\n set [<collision?> v] to [1]\n end\n end\nend\n\nwhen I receive [build level v]\nif <[costume v] contains [Y]?> then\n delete (all) of [moving blocks x/y v]\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [Y]> then\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo [backward v] (900) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nadd (join (CloneX) (CloneY)) to [moving blocks x/y v]\nset [#movingblock v] to (length of [moving blocks x/y v])\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n replace item (#MovingBlock) of [moving blocks x/y v] with (join (x position) (y position))\n end\n switch costume to (moving block v)\n point in direction (CloneDir)\n show\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n set [initiate clone v] to [0]\n Check Surrounding [Moving Block]\n repeat until <<(PLAY) = [0]> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>>\n if <(PAUSE) = [0]> then\n if <(Moving Block Speed) > [0]> then\n repeat until <<(PLAY) = [0]> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>>\n if <(PAUSE) = [0]> then\n Check Surrounding [Moving Block]\n if <not <(Initiate Clone) = [Stop]>> then\n if <(Initiate Clone) = [Right]> then\n point in direction (90)\n replace item (#MovingBlock) of [moving blocks x/y v] with (join ((x position) + (24)) (y position))\n end\n if <(Initiate Clone) = [Left]> then\n point in direction (-90)\n replace item (#MovingBlock) of [moving blocks x/y v] with (join ((x position) - (24)) (y position))\n end\n if <(Initiate Clone) = [Up]> then\n point in direction (0)\n replace item (#MovingBlock) of [moving blocks x/y v] with (join (x position) ((y position) + (24)))\n end\n if <(Initiate Clone) = [Down]> then\n point in direction (180)\n replace item (#MovingBlock) of [moving blocks x/y v] with (join (x position) ((y position) - (24)))\n end\n repeat (6)\n if <<(PLAY) = [0]> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>> then\n if <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\n replace item (#MovingBlock) of [moving blocks x/y v] with (join (x position) (y position))\n end\n else\n move (4) steps\n end\n end\n end\n set [∆t v] to (timer)\n wait until <<((timer) - (∆t)) > ((round (((5) / ((Moving Block Speed) + (1))) * (100))) / (100))> or <<<(PLAY) = [0]> or <<(RESTART) = [1]> and <(item (1) of [level settings v]) = [1]>>> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>>\n end\n end\n end\n end\n end\nend\nreplace item (#MovingBlock) of [moving blocks x/y v] with []\nif <((length of (Moving Blocks X/Y)) + (1)) = (length of [moving blocks x/y v])> then\n delete (all) of [moving blocks x/y v]\nend\ndelete this clone\n\ndefine Check Surrounding []\nif <(Initiate Clone) = [Right]> then\n Check Collision ((x position) + (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\nelse\n if <(Initiate Clone) = [Left]> then\n Check Collision ((x position) - (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n else\n if <(Initiate Clone) = [Up]> then\n Check Collision (x position) ((y position) + (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n else\n if <(Initiate Clone) = [Down]> then\n Check Collision (x position) ((y position) - (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n end\n end\n end\nend\nif <<(Initiate Clone) = [0]> or <(Initiate Clone) = [Stop]>> then\n Check Collision ((x position) + (12)) (y position) (1) (mode)\n if <(<Collision?>) = [1]> then\n Check Collision ((x position) - (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n if <(mode) = [Enemy]> then\n set [initiate clone v] to [Stop]\n else\n Check Collision (x position) ((y position) + (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n Check Collision (x position) ((y position) - (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [Stop]\n else\n set [initiate clone v] to [Down]\n end\n else\n set [initiate clone v] to [Up]\n end\n end\n else\n set [initiate clone v] to [Left]\n end\n else\n set [initiate clone v] to [Right]\n end\nend\n\n@Laser Spike Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\ndefine None\nset [<collision?> v] to [0]\nif <<<(mode) = [Moving Block]> and <(join (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12)) ((round (([y position v] of [character v]) / (24))) * (24))) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>> or <<<([abs v] of ((round ((y) / (24))) * (24)) ) > [180]> or <([abs v] of (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ) > [240]>> or <[moving blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?>>> then\n set [<collision?> v] to [1]\nelse\n if <[placed blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?> then\n set [<collision?> v] to [0]\n repeat until <(item (<Collision?>) of [placed blocks x/y v]) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>\n change [<collision?> v] by (1)\n end\n if <<<[non-collision v] contains (item (<Collision?>) of [costume v])?> or <<<(item (<Collision?>) of [costume v]) = [S]> and <(item (1) of [doors open/close v]) = [Blue Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [T]> and <(item (2) of [doors open/close v]) = [Green Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [U]> and <(item (3) of [doors open/close v]) = [Red Door \[OPEN\]]>> or <<(item (<Collision?>) of [costume v]) = [V]> and <(item (4) of [doors open/close v]) = [Yellow Door \[OPEN\]]>>>>>> and <not <<(mode) = [Moving Block]> and <<(item (<Collision?>) of [costume v]) = [C]> or <<(item (<Collision?>) of [costume v]) = [D]> or <<(item (<Collision?>) of [costume v]) = [€]> or <<(item (<Collision?>) of [costume v]) = [#]> or <(item (<Collision?>) of [costume v]) = ["]>>>>>>>> then\n set [<collision?> v] to [0]\n else\n set [<collision?> v] to [1]\n end\n end\nend\n\nwhen I receive [build level v]\nif <[costume v] contains [Z]?> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n switch costume to (laser spike block v)\n point in direction (CloneDir)\n show\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n repeat until <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n switch costume to (laser spike block v)\n set [∆t v] to (timer)\n wait until <<(PAUSE) = [0]> and <<((timer) - (∆t)) > ((round (((5) / ((Cannon Fire Rate) + (1))) * (100))) / (100))> or <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>>>\n if <((timer) - (∆t)) > ((round (((5) / ((Cannon Fire Rate) + (1))) * (100))) / (100))> then\n set [#costume v] to []\n if <not <<[placed blocks x/y v] contains (join (CloneX) ((round (((CloneY) + (24)) / (24))) * (24)))?> or <[moving blocks x/y v] contains (join (CloneX) ((round (((CloneY) + (24)) / (24))) * (24)))?>>> then\n set [#costume v] to (join (#Costume) [U])\n end\n if <not <<[placed blocks x/y v] contains (join (((round (((CloneX) + (12)) / (24))) * (24)) + (12)) (CloneY))?> or <[moving blocks x/y v] contains (join (((round (((CloneX) + (12)) / (24))) * (24)) + (12)) (CloneY))?>>> then\n set [#costume v] to (join (#Costume) [R])\n end\n if <not <<[placed blocks x/y v] contains (join (CloneX) ((round (((CloneY) - (24)) / (24))) * (24)))?> or <[moving blocks x/y v] contains (join (CloneX) ((round (((CloneY) - (24)) / (24))) * (24)))?>>> then\n set [#costume v] to (join (#Costume) [D])\n end\n if <not <<[placed blocks x/y v] contains (join (((round (((CloneX) - (12)) / (24))) * (24)) - (12)) (CloneY))?> or <[moving blocks x/y v] contains (join (((round (((CloneX) - (12)) / (24))) * (24)) - (12)) (CloneY))?>>> then\n set [#costume v] to (join (#Costume) [L])\n end\n switch costume to (#Costume)\n set [∆t v] to (timer)\n repeat until <<(PAUSE) = [0]> and <<((timer) - (∆t)) > ((round (((5) / ((Cannon Fire Rate) + (1))) * (100))) / (100))> or <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>>>\n if <<touching (character v)?> and <(RESTART) = [0]>> then\n set [restart v] to [1]\n end\n end\n end\n end\n end\nend\ndelete this clone\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [Z]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\ndefine Check Surrounding []\nif <(Initiate Clone) = [Right]> then\n Check Collision ((x position) + (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\nelse\n if <(Initiate Clone) = [Left]> then\n Check Collision ((x position) - (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n else\n if <(Initiate Clone) = [Up]> then\n Check Collision (x position) ((y position) + (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n else\n if <(Initiate Clone) = [Down]> then\n Check Collision (x position) ((y position) - (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [0]\n end\n end\n end\n end\nend\nif <<(Initiate Clone) = [0]> or <(Initiate Clone) = [Stop]>> then\n Check Collision ((x position) + (12)) (y position) (1) (mode)\n if <(<Collision?>) = [1]> then\n Check Collision ((x position) - (12)) (y position) (-1) (mode)\n if <(<Collision?>) = [1]> then\n if <(mode) = [Enemy]> then\n set [initiate clone v] to [Stop]\n else\n Check Collision (x position) ((y position) + (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n Check Collision (x position) ((y position) - (24)) (0) (mode)\n if <(<Collision?>) = [1]> then\n set [initiate clone v] to [Stop]\n else\n set [initiate clone v] to [Down]\n end\n else\n set [initiate clone v] to [Up]\n end\n end\n else\n set [initiate clone v] to [Left]\n end\n else\n set [initiate clone v] to [Right]\n end\nend\n\n@One-way Block\n\nwhen I receive [main menu v]\nhide\nbroadcast (Clear Vector v) and wait\nstop [other scripts in sprite v]\n\nwhen I receive [clear vector v]\ndelete this clone\n\nwhen I receive [build level v]\nif <<[costume v] contains [<]?> or <<[costume v] contains [?]?> or <<[costume v] contains [$]?> or <[costume v] contains [\]?>>>> then\n show\n Build Level with size: (100) at X: (0) Y: (0)\n hide\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nif <not <(size) = [100]>> then\n set size to (100) %\nend\nshow\nswitch costume to (one-way block v)\ngo to x: (CloneX) y: (CloneY)\npoint in direction (CloneDir)\nrepeat until <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>\n wait until <<(PLAY) = [1]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n if <(PLAY) = [1]> then\n if <(CloneDir) = [90]> then\n repeat until <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <<<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <<((CloneX) - (([x position v] of [character v]) + ([xv v] of [character v]))) > [0]> and <((CloneX) - (([x position v] of [character v]) + ([xv v] of [character v]))) < [21]>>> or <(distance to [character v]) < [19.5]>>>\n hide\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <not <<<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <<((CloneX) - (([x position v] of [character v]) + ([xv v] of [character v]))) > [0]> and <((CloneX) - (([x position v] of [character v]) + ([xv v] of [character v]))) < [21]>>> or <(distance to [character v]) < [19.5]>>>>\n show\n end\n end\n if <(CloneDir) = [-90]> then\n repeat until <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <<<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <<((([x position v] of [character v]) + ([xv v] of [character v])) - (CloneX)) > [0]> and <((([x position v] of [character v]) + ([xv v] of [character v])) - (CloneX)) < [21]>>> or <(distance to [character v]) < [19.5]>>>\n hide\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <not <<<((round (([y position v] of [character v]) / (24))) * (24)) = ((round ((CloneY) / (24))) * (24))> and <<((([x position v] of [character v]) + ([xv v] of [character v])) - (CloneX)) > [0]> and <((([x position v] of [character v]) + ([xv v] of [character v])) - (CloneX)) < [21]>>> or <(distance to [character v]) < [19.5]>>>>\n show\n end\n end\n if <(CloneDir) = [180]> then\n repeat until <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <<<(((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (6)) = (((round (((CloneX) + (12)) / (24))) * (24)) - (6))> and <<((([y position v] of [character v]) + ([yv v] of [character v])) - (CloneY)) > [0]> and <((([y position v] of [character v]) + ([yv v] of [character v])) - (CloneY)) < [21]>>> or <(distance to [character v]) < [19.5]>>>\n hide\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <not <<<(((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (6)) = (((round (((CloneX) + (12)) / (24))) * (24)) - (6))> and <<((([y position v] of [character v]) + ([yv v] of [character v])) - (CloneY)) > [0]> and <((([y position v] of [character v]) + ([yv v] of [character v])) - (CloneY)) < [21]>>> or <(distance to [character v]) < [19.5]>>>>\n show\n end\n end\n if <(CloneDir) = [0]> then\n repeat until <<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>>\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <<<(((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (6)) = (((round (((CloneX) + (12)) / (24))) * (24)) - (6))> and <<((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) > [0]> and <((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) < [21]>>> or <(distance to [character v]) < [18]>>>\n if <(Gravity Dir.) = [1]> then\n add (join <(distance to [character v]) < [18]> (join [ \(] (join (distance to [character v]) [\)]))) to [tester v]\n add (join <<(((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (6)) = (((round (((CloneX) + (12)) / (24))) * (24)) - (6))> and <<((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) > [0]> and <((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) < [21]>>> (join [ \(] (join ((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) [\)]))) to [tester v]\n end\n hide\n wait until <<<(PLAY) = [0]> or <not <[placed blocks x/y v] contains (join (CloneX) (CloneY))?>>> or <not <<<(((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (6)) = (((round (((CloneX) + (12)) / (24))) * (24)) - (6))> and <<((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) > [0]> and <((CloneY) - (([y position v] of [character v]) + ([yv v] of [character v]))) < [21]>>> or <(distance to [character v]) < [18]>>>>\n show\n end\n end\n end\nend\ndelete this clone\n\ndefine None\nset size to (size) %\nif <not <(direction) = [90]>> then\n point in direction (90)\nend\nset [c1 v] to [0]\nrepeat (length of [costume v])\n change [c1 v] by (1)\n if <(item (C1) of [costume v]) = [<]> then\n point in direction (90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [?]> then\n point in direction (180)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [$]> then\n point in direction (-90)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\n if <(item (C1) of [costume v]) = [\]> then\n point in direction (0)\n go to x: ((((item (C1) of [blocks-x v]) / (100)) * (size)) + (xoffset)) y: ((((item (C1) of [blocks-y v]) / (100)) * (size)) + (yoffset))\n create clone of (_myself_ v)\n end\nend\n\nwhen [9 v] key pressed\ndelete (all) of [tester v]\n\n@Cannon Shot\n\nwhen I receive [main menu v]\nhide\n\nwhen I start as a clone\nset [clonex v] to (Cannon Shot X)\nset [cloney v] to (Cannon Shot Y)\nset [clonedir. v] to (Cannon Shot Dir.)\npoint in direction (CloneDir.)\nif <not <(join (CloneX) (CloneY)) = (join (x position) (y position))>> then\n go to x: (CloneX) y: (CloneY)\nend\nshow\nCheck Collision (x position) (y position) (0) []\nif <(<Collision?>) = [1]> then\n repeat until <<(PLAY) = [0]> or <<(<Collision?>) = [0]> or <<(<Collision?>) = [1]> and <not <(join (((round (((CloneX) + (12)) / (24))) * (24)) - (12)) ((round ((CloneY) / (24))) * (24))) = (join (((round (((x position) + (12)) / (24))) * (24)) - (12)) ((round ((y position) / (24))) * (24)))>>>>>\n if <(PAUSE) = [0]> then\n move ((Cannon Fire Rate) * (1.5)) steps\n if <<touching (character v)?> and <(RESTART) = [0]>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Laser Death v]\n end\n set [restart v] to [1]\n end\n Check Collision (x position) (y position) (0) []\n end\n end\nend\nif <not <<(PLAY) = [0]> or <(<Collision?>) = [1]>>> then\n repeat until <<(PLAY) = [0]> or <(<Collision?>) = [1]>>\n if <(PAUSE) = [0]> then\n move ((Cannon Fire Rate) * (1.5)) steps\n if <<touching (character v)?> and <(RESTART) = [0]>> then\n if <(SFX ON/OFF) = [ON]> then\n start sound [Laser Death v]\n end\n set [restart v] to [1]\n end\n Check Collision (x position) (y position) (0) []\n end\n end\nend\nif <<(<Collision?>) = [1]> and <(SFX ON/OFF) = [ON]>> then\n start sound (pick random (1) to (2))\nend\nchange [test1 v] by (-1)\ndelete this clone\n\ndefine None\nset [<collision?> v] to [0]\nif <<<(mode) = [Moving Block]> and <(join (((round ((([x position v] of [character v]) + (12)) / (24))) * (24)) - (12)) ((round (([y position v] of [character v]) / (24))) * (24))) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>> or <<<([abs v] of ((round ((y) / (24))) * (24)) ) > [180]> or <([abs v] of (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ) > [240]>> or <[moving blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?>>> then\n set [<collision?> v] to [1]\nelse\n if <[placed blocks x/y v] contains (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))?> then\n set [<collision?> v] to [0]\n repeat until <(item (<Collision?>) of [placed blocks x/y v]) = (join (((round (((x) + ((12) * ((dir.) + (1)))) / (24))) * (24)) - (12)) ((round ((y) / (24))) * (24)))>\n change [<collision?> v] by (1)\n end\n if <<<<[non-collision v] contains (item (<Collision?>) of [costume v])?> or <(item (<Collision?>) of [costume v]) = [>]>> or <<<(item (<Collision?>) of [costume v]) = [S]> and <(item (1) of [doors open/close v]) = [Blue Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [T]> and <(item (2) of [doors open/close v]) = [Green Door \[OPEN\]]>> or <<<(item (<Collision?>) of [costume v]) = [U]> and <(item (3) of [doors open/close v]) = [Red Door \[OPEN\]]>> or <<(item (<Collision?>) of [costume v]) = [V]> and <(item (4) of [doors open/close v]) = [Yellow Door \[OPEN\]]>>>>>> and <not <<(mode) = [Moving Block]> and <<(item (<Collision?>) of [costume v]) = [C]> or <<(item (<Collision?>) of [costume v]) = [D]> or <<(item (<Collision?>) of [costume v]) = [€]> or <<(item (<Collision?>) of [costume v]) = [#]> or <(item (<Collision?>) of [costume v]) = ["]>>>>>>>> then\n set [<collision?> v] to [0]\n else\n set [<collision?> v] to [1]\n end\n end\nend\n\nset [smooth physics on/off v] to [0]\n\n@Fader\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nif <(#Level) > [15]> then\n switch costume to (white v)\nelse\n switch costume to (#Level)\nend\ngo to [front v] layer\nshow\nset [fade v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\n change volume by (-10)\nend\nset [fade v] to [1]\nwait until <not <(Loaded) = [DONE]>>\nset [∆t v] to (timer)\nwait until <(Loaded) = [DONE]>\nif <((timer) - (∆t)) < [1]> then\n wait (1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (10)\nend\nhide\nif <(#Level) > [15]> then\n show variable [mytime v]\n show variable [mydeaths v]\nelse\n broadcast (Initiate PlayMode v)\nend\n\n@Level Display\n\nwhen I receive [initiate playmode v]\nswitch costume to (#Level)\ngo to [front v] layer\nshow\nrepeat until <(#Level) > (length of [levels v])>\n if <<([x position v] of [character v]) < [-180]> and <([y position v] of [character v]) > [115]>> then\n go to x: (220) y: (160)\n set [ghost v] effect to ((440) - (distance to [character v]))\n else\n go to x: (-220) y: (160)\n set [ghost v] effect to ((120) - (distance to [character v]))\n end\nend\nif <(#Level) < (length of [levels v])> then\n wait (1.5) seconds\nend\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [level select v]\nset [#clone v] to [0]\nrepeat (15)\n change [#clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (#Clone)\nset size to (0) %\ngo to x: (10) y: (0)\nrepeat until <not <([costume # v] of [levels button v]) > [1]>>\n go to x: ((0) - (([cos v] of (((#Clone) + (3)) * (24)) ) * (90))) y: ((([sin v] of (((#Clone) + (3)) * (24)) ) * (90)) - (15))\n if <<touching (mouse-pointer v)?> and <not <mouse down?>>> then\n repeat until <not <<touching (mouse-pointer v)?> and <not <mouse down?>>>>\n change size by (((130) - (size)) / (2))\n set [hover over v] to (#Clone)\n end\n if <mouse down?> then\n repeat until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n change size by (((110) - (size)) / (2))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Start Game v)\n set [#level v] to (#Clone)\n if <(#Clone) > [1]> then\n set [skipped? v] to [1]\n end\n end\n end\n set [hover over v] to [0]\n else\n change size by (((100) - (size)) / (2))\n go to [front v] layer\n show\n end\nend\ndelete this clone\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Paused Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [p v] key pressed\nif <<(WIN) = [0]> and <(PLAY) = [1]>> then\n if <(PAUSE) = [0]> then\n set [pause v] to [1]\n set [∆time v] to (timer)\n clear graphic effects\n set size to (140) %\n show\n go to [front v] layer\n repeat (3)\n change size by (((100) - (size)) / (2))\n change [ghost v] effect by (((45) - (size)) / (2))\n end\n else\n set [pause v] to [0]\n set [∆time v] to ((timer) - (∆Time))\n change [total pause time v] by (∆Time)\n repeat (3)\n change size by (((140) - (size)) / (2))\n change [ghost v] effect by (((200) - (size)) / (2))\n end\n hide\n clear graphic effects\n end\n wait until <not <key (p v) pressed?>>\nend\n\n@Leader Board Button\n\nwhen flag clicked\nshow list [☁ leaderboard v]\n\nwhen I receive [win screen v]\nswitch costume to (leader board button v)\ngo to x: (0) y: (-140)\nshow\nrepeat until \n switch costume to (leader board button v)\n if <<touching (mouse-pointer v)?> and <not <mouse down?>>> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((110) - (size)) / (2))\n if <mouse down?> then\n repeat (3)\n change size by (((90) - (size)) / (2))\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <touching (mouse-pointer v)?> then\n repeat (3)\n change y by (-1)\n change size by (((140) - (size)) / (2))\n change [ghost v] effect by (((200) - (size)) / (2))\n end\n hide\n switch costume to (leaderboard v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (3)\n change size by (((100) - (size)) / (2))\n change [ghost v] effect by (((46) - (size)) / (2))\n end\n hide list [☁ leaderboard v]\n wait until <<<mouse down?> and <<<(mouse x) > [210]> and <(mouse y) > [150]>> and <<(mouse x) < [235]> and <(mouse y) < [175]>>>> or >\n show list [☁ leaderboard v]\n hide\n switch costume to (leader board button v)\n clear graphic effects\n go to x: (0) y: (-140)\n show\n end\n end\n end\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [main menu v]\nswitch costume to (leaderboard2 v)\ngo to x: (215) y: (-155)\nshow\nrepeat until \n switch costume to (leaderboard2 v)\n if <<<touching (mouse-pointer v)?> and <not <mouse down?>>> and <not <([costume # v] of [levels button v]) > [1]>>> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((110) - (size)) / (2))\n if <mouse down?> then\n repeat (3)\n change size by (((90) - (size)) / (2))\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <touching (mouse-pointer v)?> then\n repeat (3)\n change y by (-1)\n change size by (((140) - (size)) / (2))\n change [ghost v] effect by (((200) - (size)) / (2))\n end\n hide\n switch costume to (leaderboard v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (3)\n change size by (((100) - (size)) / (2))\n change [ghost v] effect by (((46) - (size)) / (2))\n end\n broadcast (VIEW LEADERBOARD v) and wait\n hide list [☁ leaderboard v]\n wait until <<<mouse down?> and <<<(mouse x) > [210]> and <(mouse y) > [150]>> and <<(mouse x) < [235]> and <(mouse y) < [175]>>>> or >\n show list [☁ leaderboard v]\n hide\n switch costume to (leaderboard2 v)\n clear graphic effects\n go to x: (215) y: (-155)\n show\n end\n end\n end\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen flag clicked\nhide\n\n@TUG2 Thumbnail\n\nwhen [t v] key pressed\nif <(username) = [Yllie]> then\n switch costume to (tug2 thumbnail v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\n\n@Cloud List (By Ante22)\n\nset [chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~�]\nset [var v] to [1]\nrepeat (length of (Chars))\n if <(length of (Var)) = [1]> then\n set [\['letter:of:', \['readvariable', 'var'\], \['readvariable', 'chars'\]\] v] to (join [0] (Var))\n else\n set [\['letter:of:', \['readvariable', 'var'\], \['readvariable', 'chars'\]\] v] to (Var)\n end\n change [var v] by (1)\nend\n\nwhen I receive [win screen v]\nif <(☁ Connection?) = [1]> then\n broadcast (Load v) and wait\n if <(Skipped?) = [0]> then\n Add Score to Leaderboard\n broadcast (Save v) and wait\n end\n Generate Leaderboard\nelse\n delete (all) of [☁ leaderboard v]\n if <(username) = []> then\n add [Could not load cloud data. You are not signed in] to [spacing v]\n else\n add [Could not load cloud data. You are disconnected from the cloud server] to [spacing v]\n end\nend\n\ndefine Add Score to Leaderboard\nif <(length of [cloud list v]) = [0]> then\n add (username) to [cloud list v]\n add (MyTime) to [cloud list v]\n add (MyDeaths) to [cloud list v]\n stop [this script v]\nend\nif <[cloud list v] contains (username)?> then\n set [c1 v] to [1]\n repeat until <(username) = (item (C1) of [cloud list v])>\n change [c1 v] by (3)\n end\n if <<(MyTime) < (item ((C1) + (1)) of [cloud list v])> or <(MyTime) = (item ((C1) + (1)) of [cloud list v])>> then\n if <(MyTime) < (item ((C1) + (1)) of [cloud list v])> then\n delete (C1) of [cloud list v]\n delete (C1) of [cloud list v]\n delete (C1) of [cloud list v]\n else\n if <(MyDeaths) < (item ((C1) + (2)) of [cloud list v])> then\n replace item ((C1) + (2)) of [cloud list v] with (MyDeaths)\n stop [this script v]\n end\n end\n end\nend\nif <not <[cloud list v] contains (username)?>> then\n set [c1 v] to [1]\n repeat until <<<(MyTime) < (item ((C1) + (1)) of [cloud list v])> or <(MyTime) = (item ((C1) + (1)) of [cloud list v])>> or <(C1) > (length of [cloud list v])>>\n change [c1 v] by (3)\n end\n if <(C1) > (length of [cloud list v])> then\n if <((length of [cloud list v]) / (3)) < ((Leaderboard Limit) + (3))> then\n add (username) to [cloud list v]\n add (MyTime) to [cloud list v]\n add (MyDeaths) to [cloud list v]\n end\n else\n if <(MyTime) < (item ((C1) + (1)) of [cloud list v])> then\n insert (username) at (C1) of [cloud list v] \n insert (MyTime) at ((C1) + (1)) of [cloud list v] \n insert (MyDeaths) at ((C1) + (2)) of [cloud list v] \n else\n if <(MyDeaths) < (item ((C1) + (2)) of [cloud list v])> then\n insert (username) at (C1) of [cloud list v] \n insert (MyTime) at ((C1) + (1)) of [cloud list v] \n insert (MyDeaths) at ((C1) + (2)) of [cloud list v] \n else\n repeat until <<not <(MyTime) = (item ((C1) + (1)) of [cloud list v])>> or <(MyDeaths) < (item ((C1) + (2)) of [cloud list v])>>\n change [c1 v] by (3)\n end\n insert (username) at (C1) of [cloud list v] \n insert (MyTime) at ((C1) + (1)) of [cloud list v] \n insert (MyDeaths) at ((C1) + (2)) of [cloud list v] \n end\n end\n end\nend\nif <((length of [cloud list v]) / (3)) > (Leaderboard Limit)> then\n delete (last) of [cloud list v]\n delete (last) of [cloud list v]\n delete (last) of [cloud list v]\nend\n\ndefine Generate Leaderboard\ndelete (all) of [☁ leaderboard v]\nset [c1 v] to [1]\nrepeat ((length of [cloud list v]) / (3))\n add (join (join (join (join (item ((C1) + (1)) of [cloud list v]) [ s]) (item ((6) - (length of (item ((C1) + (1)) of [cloud list v]))) of [spacing v])) (item (C1) of [cloud list v])) (join [ ] (join [\(] (join (item ((C1) + (2)) of [cloud list v]) [ deaths\)])))) to [☁ leaderboard v]\n if <(item (C1) of [cloud list v]) = (username)> then\n set [c2 v] to (C1)\n end\n change [c1 v] by (3)\nend\nreplace item (C2) of [☁ leaderboard v] with (join [] (item (C2) of [☁ leaderboard v]))\n\ndefine None\ndelete (all) of [\['getparam', 'list', 'r'\] v]\nif <((length of (variable)) mod (2)) = [0]> then\n delete (all) of [tmp v]\n set [var v] to [1]\n repeat ((length of (variable)) / (2))\n set [var2 v] to (join (letter (Var) of (variable)) (letter ((Var) + (1)) of (variable)))\n if <(Var2) = [00]> then\n add (Tmp) to [\['getparam', 'list', 'r'\] v]\n delete (all) of [tmp v]\n else\n add (letter (Var2) of (Chars)) to [tmp v]\n end\n change [var v] by (2)\n end\nend\n\ndefine Save %m.list To %m.var\ndelete (all) of [tmp v]\nset [var v] to [1]\nrepeat (length of [\['getparam', 'list', 'r'\] v])\n set [var2 v] to [1]\n repeat (length of (item (Var) of [\['getparam', 'list', 'r'\] v]))\n set [var3 v] to ([\['letter:of:', \['readvariable', 'var2'\], \['getline:oflist:', \['readvariable', 'var'\], \['getparam', 'list', 'r'\]\]\] v] of [cloud list \(by ante22\) v])\n if <(Var3) = [0]> then\n add [9] to [tmp v]\n add [6] to [tmp v]\n else\n add (letter (1) of (Var3)) to [tmp v]\n add (letter (2) of (Var3)) to [tmp v]\n end\n change [var2 v] by (1)\n end\n add [0] to [tmp v]\n add [0] to [tmp v]\n change [var v] by (1)\nend\nset [\['getparam', 'variable', 'r'\] v] to (Tmp)\n\nwhen I receive [load v]\nLoad (☁ Cloud) To %m.list\n\nwhen I receive [save v]\nSave %m.list To %m.var\n\nwhen I receive [view leaderboard v]\nif <(☁ Connection?) = [1]> then\n broadcast (Load v) and wait\n Generate Leaderboard\nelse\n delete (all) of [☁ leaderboard v]\n if <(username) = []> then\n add [Could not load cloud data. You are not signed in] to [spacing v]\n else\n add [Could not load cloud data. You are disconnected from the cloud server] to [spacing v]\n end\nend\n\nset [☁ connection? v] to [1]\n\nset [☁ connection? v] to [0]\nset [inprogress? v] to [1]\nshow list [cloud list v]\ndelete (all) of [tmp v]\ndelete (all) of [cloud list v]\n\n@ \n\nwhen [timer v] > (0.01)\nif <(YourUsername) = [null]> then\n set [yourusername v] to (username)\n set [currentusername v] to (YourUsername)\n set [timerbackup v] to [0]\n set [lasttimerstate v] to [0]\n set [active v] to [0]\n set [clonetype v] to [none]\n set [checkuser? v] to [0]\nend\nset [reset. v] to [0]\nif <(CloneType) = [none]> then\n switch costume to (costume3 v)\n if <not <(username) = (CurrentUsername)>> then\n if <not <(CurrentUsername) = (YourUsername)>> then\n set [clonetype v] to [Notify]\n create clone of (_myself_ v)\n set [clonetype v] to [none]\n stop [this script v]\n end\n RemixCheck\n if <(CheckUser?) = [0]> then\n set [reset. v] to [1]\n end\n set [checkuser? v] to [1]\n else\n if <not <(CurrentUsername) = (YourUsername)>> then\n if <(CheckUser?) = [0]> then\n set [reset. v] to [1]\n end\n set [checkuser? v] to [1]\n end\n end\nend\nif <(Reset.) = [1]> then\n set [remixtimer v] to [0]\nend\n\nset [yourusername v] to [null]\n\ndefine RemixCheck\nset [currentusername v] to (username)\nif <(TimerBackup) > [300]> then\n set [yourusername v] to (username)\n set [timerbackup v] to [0]\n set [active v] to [0]\n set [checkuser? v] to [0]\nend\n\nwhen [timer v] > (0.01)\nif <(CheckUser?) = [1]> then\n if <(Active) = [0]> then\n if <not <(CloneType) = [Notify]>> then\n set [remixtimer v] to [0]\n show\n go to [front v] layer\n go to x: (200) y: (0)\n switch costume to (costume4 v)\n if <<not <touching (mouse-pointer v)?>> and <(mouse x) = [240]>> then\n set [active v] to [1]\n end\n switch costume to (costume3 v)\n hide\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen [timer v] > (10)\nif <(CloneType) = [none]> then\n if <(Active) = [1]> then\n change [timerbackup v] by (10)\n RemixCheck\n set [remixtimer v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(CloneType) = [Notify]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n go to [front v] layer\n set [reset. v] to [0]\n set [lasttimerstate v] to ((timer) - (RemixTimer))\n repeat until <((timer) - (RemixTimer)) > ((LastTimerState) + (5))>\n go to [front v] layer\n end\n switch costume to (costume2 v)\n repeat until <key (space v) pressed?>\n go to [front v] layer\n end\n hide\nelse\nend\n\n | Controls:\n[ WASD ] or arrowkeys to move\n[ R ] - Restart level (i.e. if you get stuck)\n[ P ] - Toggle Pause\n[ M ] - Toggle Music ON/OFF\n\nThe Ultimate Game 2 is a challenging puzzle platformer with levels made entirely using the level editor in Ultimate Game Creator 7. There are 15 brand new levels, all meticulously designed by me, which are really going to put your skill to the test. Try to finish as fast as you can and with as few deaths as possible. Will you be #1 in the leaderboard?\n\nALL levels are possible!\n\nTips n' tricks to perform better:\n• Always think through the level before playing - it's worth it!\n• Feel free to use the pause feature and come back later. Your time in paused mode will automatically be subtracted from your total time.\n• By tapping instead of holding arrowkeys you should gain better control in tricky situations.\n• By holding up-arrow while being blocked by a roof and moving clear of the roof, you will jump instantly.\n• On levels including alternating laser spikes it's often worth to wait instead of taking a chance at getting past in time.\n• If you keep dying in the same place, try changing strategy instead of frantically retrying the same approach. |
ALIEN PLATFORMER v1.2 | @Stage\n\nwhen flag clicked\nforever\n play sound [01_Cycles.mp3 v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n Walk (-80) (-6)\n end\n if <key (right arrow v) pressed?> then\n Walk (80) (6)\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <touching (sprite1 v)?> then\n set [speed y v] to [0]\n change y by (1)\n end\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (sprite1 v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (sprite1 v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (next level v)\n go to x: (-223) y: (-113)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-195]> then\n go to x: (-223) y: (-113)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-217) y: (-121)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (1) y: (-1)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nrepeat (1)\n next costume\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nshow\ngo [backward v] (1000000) layers\ngo to x: (240) y: (pick random (-180) to (180))\nrepeat (180)\n change x by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0) to (2)) seconds\n create clone of (_myself_ v)\nend\n\n | up to jump, left-right to move. Also, ALL LEVELS ARE POSSIBLE!!!\nmade using @griffpatch's platformer tutorial \n2000 VIEWS, PLEASE!!! AND 100 LOVES!!! \n100 LOVES?!?! YAS THANKS SO MUCH @GeneralBlond\n2000 VIEWS?!?!? WHA!!!! THANKS SO MUCH GUYS!\nWARNING: VERRRRYYYYY LAAAAGGGGGGYYYYYY!!!!!!!\nHelp the Alien get to his spaceship. about 30 levels\nTHIS IS MY MOST POPULAR PROJECT!!!! XD\n1000 VIEWS!!!! THANK YOU SO MUCH!! THIS IS MY FIRST PROJECT TO DO THIS!! AAAAAAAAAAAAAAAAAAAAAAAAAA!!\nalso, check out this- https://scratch.mit.edu/discuss/topic/205079/\n3000 VIEWS?!?!?! WATS SO POPULAR 'BOUT THIS?!?! \nI WILL READ AND ANSWER ALL COMMENTS!!! :)\nCAN WE GET 2000 VIEWS AND 100 LOVES? |
Auralyst 2 | @Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Heroes v] until done\nend\n\n@Auralyst\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I receive [play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro finished v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Player\n\nwhen flag clicked\nset [lives v] to [5]\nset [level v] to [0]\npoint in direction (90)\ngo to x: (-196) y: (-145)\nset size to (90) %\nclear graphic effects\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro finished v]\nwait (0.5) seconds\nset [level v] to [1]\n\nwhen I receive [play v]\nshow\nforever\n if <(lives) > [0]> then\n set mode to (1) mode 0; portal testing, mode 1; physics\n end\nend\n\nwhen I receive [player loses v]\nhide\n\ndefine None\nif <(m) = [0]> then\n if <key (left arrow v) pressed?> then\n change x by (-1)\n end\n if <key (right arrow v) pressed?> then\n change x by (1)\n end\n if <key (up arrow v) pressed?> then\n change y by (1)\n end\n if <key (down arrow v) pressed?> then\n change y by (-1)\n end\nelse\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n set [x velocity v] to ((x velocity) * (0.9))\n change x by (x velocity)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x velocity) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (ground v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [12]\n end\n change y by (1)\n if <touching (portal v)?> then\n go to x: (level finish player x) y: (level finish player y)\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [level v] by (1)\n go to x: (-196) y: (-145)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-196) y: (-145)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n change [lives v] by (-1)\n wait until <not <touching (lava v)?>>\n end\n if <touching (trampoline v)?> then\n set [y velocity v] to [22.5]\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [play v]\nshow\n\n@Portal\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nforever\n switch costume to (level)\nend\n\ndefine set player x: (x) y: (y) for level (level) finish\nwait until <(level) = (level)>\nset [level finish player x v] to (x)\nset [level finish player y v] to (y)\n\ndefine set player x: (x) y: (y) for level 1 finish\nwait until <(level) = [1]>\nset [level finish player x v] to (x)\nset [level finish player y v] to (y)\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n set player x: (201) y: (-114) for level 1 finish\n else\n if <(level) = [2]> then\n set player x: (204) y: (9) for level (2) finish\n else\n if <(level) = [3]> then\n set player x: (169) y: (-88) for level (3) finish\n else\n if <(level) = [4]> then\n set player x: (214) y: (-147) for level (4) finish\n else\n if <(level) = [5]> then\n set player x: (181) y: (-147) for level (5) finish\n else\n if <(level) = [6]> then\n set player x: (129) y: (135) for level (6) finish\n else\n if <(level) = [7]> then\n set player x: (152) y: (66) for level (7) finish\n else\n if <(level) = [8]> then\n set player x: (68) y: (-147) for level (8) finish\n else\n if <(level) = [9]> then\n set player x: (180) y: (-37) for level (9) finish\n else\n if <(level) = [10]> then\n set player x: (90) y: (-31) for level (10) finish\n else\n if <(level) = [11]> then\n set player x: (187) y: (-16) for level (11) finish\n else\n if <(level) = [12]> then\n set player x: (207) y: (-147) for level (12) finish\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset [level finish player x v] to [187]\nset [level finish player y v] to [-16]\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nforever\n switch costume to (level)\nend\n\nwhen I receive [play v]\nshow\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n switch costume to (level)\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen I receive [play v]\nshow\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset pen size to (1)\nset pen color to (#ee7d16)\nerase all\nrepeat (25)\n pen down\n change pen size by (7)\nend\nwait (2) seconds\nrepeat (25)\n erase all\n change pen size by (-7)\n pen down\nend\npen up\nerase all\nbroadcast (intro finished v)\nhide\n\n@Hearts\n\nwhen flag clicked\ngo to x: (-242) y: (-241)\nset size to (47.5) %\ngo to [front v] layer\nhide\nforever\n switch costume to (lives)\n if <(lives) < [1]> then\n switch costume to (0 v)\n repeat (5)\n hide\n wait (0.2) seconds\n show\n wait (0.2) seconds\n end\n broadcast (Player loses v)\n hide\n end\nend\n\nwhen I receive [play v]\nshow\n\n@Play Button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\nhide\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro finished v]\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Play v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [13]> then\n switch costume to (costume1 v)\n forever\n go to [front v] layer\n show\n stop [all v]\n end\n end\n if <<(username) = [Chirple]> and <key (space v) pressed?>> then\n switch costume to (costume3 v)\n go to [front v] layer\n show\n end\nend\n\nwhen I receive [player loses v]\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n show\n stop [all v]\nend\n\n | Auralyst 2 - The long-awaited sequel to the classic game of Auralyst!\n\n❰ ◄▲► Arrow keys to move || ⚑ Double-click green flag to play ❱\nGame elements interact the same way with you as Auralyst.\n\nWith only five lives, can you finish this insanely hard platformer?\nThese twelve levels are guaranteed to give you a hard time! |
Black - a platformer | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nset volume to (200) %\nforever\n switch backdrop to (level)\nend\n\nwhen I receive [message1 v]\nstart sound [Vexento - Masked Heroes.mp3 v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\npoint in direction (90)\ngo to x: (-215) y: (-90)\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n extras\n if <key (r v) pressed?> then\n go to x: (-215) y: (-90)\n end\n if <<<touching color (#fc3a3a)?> or <touching (meteors v)?>> and <not <(level) = [9]>>> then\n go to x: (-190) y: (-90)\n change [deaths v] by (1)\n broadcast (re the lava wall v)\n end\n if <<<(x position) > [240]> and <not <(level) = [8]>>> and <not <(level) = [9]>>> then\n go to x: (-215) y: (-90)\n change [level v] by (1)\n end\n if <key (right arrow v) pressed?> then\n turn right (7.5) degrees\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n turn left (7.5) degrees\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change y by (1)\n if <touching color (#313131)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#313131)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#313131)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\nend\n\ndefine extras\nif <<(level) = [5]> and <(x position) < [-240]>> then\n go to x: (60) y: (-90)\n change [level v] by (1)\nend\nif <(level) = [8]> then\n if <(x position) < [-240]> then\n change [level v] by (1)\n end\nend\nif <(level) = [9]> then\n if <touching color (#fc3a3a)?> then\n change [level v] by (1)\n end\nend\nif <(level) = [10]> then\n broadcast (re the lava wall v)\nend\n\nwhen I receive [show tbn v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nhide\n\nwhen I receive [show tbn v]\nshow\nstop [all v]\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (6) y: (-120)\nhide\nforever\n if <(level) = [3]> then\n if <key (c v) pressed?> then\n show\n end\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n wait (1) seconds\n next costume\n else\n hide\n end\nend\n\n@meteors\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n wait (pick random (0) to (0.4)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-166) to (202)) y: (156)\nforever\n change y by (-10)\n if <touching color (#313131)?> then\n delete this clone\n end\nend\n\n@Sprite6\n\nwhen flag clicked\na\nhide\n\nwhen I receive [re the lava wall v]\ngo to x: (-550) y: (0)\nforever\n if <(level) = [11]> then\n show\n repeat until <(x position) = [0]>\n change x by (0.8)\n end\n else\n hide\n end\nend\n\ndefine a\nforever\n if <<(username) = [TheArtOfCoding]> and <key (z v) pressed?>> then\n broadcast (show tbn v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [show tbn v]\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [message1 v]\nclear graphic effects\ngo to x: (-250) y: (0)\nhide\nwait (2) seconds\nshow\nSmooth Glide (5) to X: (0) Y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine None\nrepeat until <(round (x position)) = (x)>\n change x by (((x) - (x position)) / (time))\n change y by (((y) - (y position)) / (time))\nend\ngo to x: (x) y: (y)\n\n@aoc4 blue\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-215) y: (-202)\nSmooth Glide (13) to X: (0) Y: (0)\nwait (1) seconds\nbroadcast (message1 v)\nhide\n\ndefine None\nrepeat until <(round (x position)) = (x)>\n change x by (((x) - (x position)) / (time))\n change y by (((y) - (y position)) / (time))\nend\ngo to x: (x) y: (y)\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(level) = [14]> then\n show\n repeat until <not <(level) = [14]>>\n wait (1) seconds\n switch costume to (pick random (1) to (10))\n end\n else\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [12]> then\n show\n wait (1) seconds\n switch costume to (pick random (1) to (10))\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <(level) = [15]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [show tbn v]\nhide\n\n | |
Kolek Platformer | @Stage\n\nwhen I receive [komunikat1 v]\nforever\n switch backdrop to ((Level) + (1))\nend\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nset volume to (40) %\nforever\n play sound [The Idiot Test Song v] until done\nend\n\n@Kolek\n\nwhen flag clicked\nclear graphic effects\nerase all\nswitch costume to (kostium1 v)\nhide\nset [level v] to [1]\ngo to x: (-220) y: (-69)\nset [yspeed v] to [0]\nset [deads v] to [0]\n\ndefine touchGround <>\nchange [falling v] by (1)\nrepeat until <not <<touching color (#00cc44)?> or <touching color (#666666)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [yspeed v] to [0]\nend\n\nwhen I receive [komunikat1 v]\nforever\n change [yspeed v] by (-1)\n change y by (ySpeed)\n touchGround <(ySpeed) > [0]>\nend\n\nwhen I receive [komunikat1 v]\nshow\nforever\n if <touching color (#ff0000)?> then\n set [yspeed v] to [0]\n change [deads v] by (1)\n go to [front v] layer\n go to x: (-220) y: (-69)\n end\nend\n\nwhen I receive [komunikat1 v]\nforever\n if <<key (up arrow v) pressed?> and <(Falling) < [3]>> then\n set [yspeed v] to [12]\n end\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching color (#00cc44)?> or <touching color (#666666)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\nwhen I receive [komunikat1 v]\nforever\n if <key (right arrow v) pressed?> then\n Walk (90) (5)\n switch costume to (kostium1 v)\n end\n if <key (left arrow v) pressed?> then\n Walk (90) (-5)\n switch costume to (kostium2 v)\n end\nend\n\nwhen I receive [komunikat1 v]\nforever\n if <touching (play/line v)?> then\n change [level v] by (1)\n set [yspeed v] to [0]\n go to [front v] layer\n go to x: (-220) y: (-69)\n wait until <not <touching (play/line v)?>>\n end\nend\n\nwhen backdrop switches to [win2 v]\nbroadcast (end v)\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [tło13 v]\nset [brightness v] effect to (-25)\n\nwhen backdrop switches to [tło13 v]\nclear graphic effects\n\nchange [level v] by (1)\n\n@Play/Line\n\nwhen flag clicked\nshow\ngo to x: (119) y: (-56)\nswitch costume to (kostium1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nset x to (113)\nset y to (0)\n\nwhen I start as a clone\nshow\nset [turnvel v] to [0]\npoint in direction (84)\nforever\n change [turnvel v] by (8)\n turn right ([sin v] of (TurnVel) ) degrees\nend\n\nwhen I start as a clone\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nhide\nbroadcast (komunikat1 v)\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Text/Logo\n\nwhen flag clicked\nswitch costume to (kostium4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [xvel v] to [0]\nswitch costume to (tło1 v)\nset x to (0)\nset y to (0)\nset size to (100) %\nforever\n change [xvel v] by (16)\n set x to (([cos v] of (xVel) ) * (4))\nend\n\nwhen I receive [komunikat1 v]\nstop [other scripts in sprite v]\nforever\n switch costume to ((Level) + (1))\n go to [front v] layer\n go to x: (186) y: (-130)\n set size to (50) %\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Kolek Logo\n\nwhen flag clicked\nshow\nset [sizevel v] to [0]\nset size to (25) %\nforever\n change [sizevel v] by (10)\n change size by (([sin v] of (SizeVel) ) / (2))\nend\n\nwhen I receive [komunikat1 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Spike\n\nwhen flag clicked\nset [lvl12 v] to [0]\nset [go level? v] to [0]\nhide\nset size to (40) %\nforever\n next costume\n wait (1) seconds\nend\n\nwhen backdrop switches to [tło10 v]\nshow\ngo to x: (21) y: (-162)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [tło11 v]\ngo to x: (-40) y: (-162)\nhide\n\nwhen backdrop switches to [tło12 v]\nset [lvl12 v] to [1]\n\nwhen I start as a clone\nwait (Time) seconds\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(lvl12) = [1]> then\n set [time v] to [0]\n show\n repeat (6)\n create clone of (_myself_ v)\n move (40) steps\n change [time v] by (0.2)\n end\n hide\n stop [this script v]\n else\n delete this clone\n end\nend\n\n@Kolek Outro\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n go to x: (-109) y: (-85)\n set [yvel v] to [15]\n repeat (30)\n change y by (yVel)\n change [yvel v] by (-1)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@Shadow\n\nwhen I receive [end v]\nshow\nforever\n set size to (((10) / (distance to [kolek outro v])) * (800)) %\n set [ghost v] effect to ((distance to [kolek outro v]) / (2))\nend\n\nwhen flag clicked\nhide\ngo to x: (-99) y: (-132)\n\n@Outro Text\n\nwhen I receive [end v]\nshow\nif <(Deads) = [0]> then\n say [You don't dead!]\nelse\n if <(Deads) = [1]> then\n say (join [You died ] (join (Deads) [ time.]))\n else\n say (join [You died ] (join (Deads) [ times.]))\n end\nend\n\nwhen flag clicked\ngo to x: (204) y: (-109)\nhide\n\n@Love/Fav\n\nwhen I receive [end v]\nhide\nerase all\ngo to x: (36) y: (26)\nset size to (180) %\nswitch costume to (heart purple v)\nstamp\nchange y by (-10)\nnext costume\nmove (120) steps\nstamp\n\n@Duszek1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\n\n | -1st Kolek Platformer-\n\n(3) PEGI\n\nMove = Arrows\nGo to the right side |
Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\ngo to x: (-218) y: (-130)\nset size to (50) %\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n go to x: (-218) y: (-130)\n end\n if <key (r v) pressed?> then\n go to x: (-218) y: (-130)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [backdrop11]> and <key (space v) pressed?>> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nshow variable [deaths v]\nshow variable [time v]\nshow variable [level v]\n\nwhen backdrop switches to [backdrop1 v]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n switch costume to (ball-d v)\n if <touching color (#ff9400)?> then\n change [x v] by (2)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n switch costume to (ball-d2 v)\n if <touching color (#ff9400)?> then\n change [x v] by (-2)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-130)\n change [deaths v] by (1)\n start sound [Hit_Hurt96 v]\n end\n if <touching color (#003fff)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nset [deaths v] to [0]\nset [time v] to [0]\nset [level v] to [1]\nhide variable [time v]\nhide variable [level v]\nswitch backdrop to (backdrop11 v)\nhide\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nforever\n repeat (15)\n change size by (1)\n end\n repeat (15)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (10) y: (-130)\nset size to (100) %\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-195) y: (0)\n\nwhen backdrop switches to [backdrop17 v]\nshow\n\nwhen backdrop switches to [backdrop17 v]\nforever\n glide (3) secs to x: (190) y: (0)\n glide (3) secs to x: (-195) y: (0)\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (190) y: (-125)\nhide\n\nwhen backdrop switches to [backdrop18 v]\nforever\n glide (2) secs to x: (-195) y: (-125)\n glide (2) secs to x: (190) y: (-125)\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\n\n | Original release date: August 2016\nUse w,a,s,d keys or arrow keys to move. Press r to restart the level. Good luck!!! PRESS THE SPACE KEY TO START. \nv1.1.8: made level 20 easier |
2 Player Platformer (wip) | @Stage\n\nwhen flag clicked\nswitch backdrop to (level1a v)\n\nwhen I receive [next world2 v]\nswitch backdrop to (level11a v)\n\n@player1\n\nwhen flag clicked\nhide\ngo to x: (-227) y: (-138)\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <touching color (#00cccc)?> then\n change [yv v] by (-0.2)\n else\n change [yv v] by (-0.5)\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change y by (1)\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change y by (1)\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change y by (1)\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change y by (1)\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change y by (1)\n end\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (w v) pressed?> then\n if <<<<touching color (#00cc44)?> or <touching (player2 v)?>> or <touching color (#990000)?>> or <touching color (#009933)?>> then\n set [yv v] to [10]\n end\n if <touching color (#00cccc)?> then\n set [yv v] to [4]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n switch backdrop to (next backdrop v)\n end\n if <<touching color (#99b2ff)?> and <(player2) = [1]>> then\n set [player2 v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-227) y: (-138)\n broadcast (next v)\n end\nend\n\nwhen I receive [start2 v]\n\nwhen I receive [start v]\n\nwhen backdrop switches to [level10e v]\ngo to x: (-227) y: (-138)\nstop [other scripts in sprite v]\n\n@player2\n\nwhen flag clicked\nhide\ngo to x: (-192) y: (-138)\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <touching color (#00cccc)?> then\n change [yv v] by (-0.2)\n else\n change [yv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change y by (1)\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change y by (1)\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change y by (1)\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change y by (1)\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change y by (1)\n end\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching color (#002699)?> or <<touching color (#00cc44)?> or <<touching (player1 v)?> or <touching color (#009933)?>>>> then\n set [yv v] to [10]\n end\n if <touching color (#00cccc)?> then\n set [yv v] to [4]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff9999)?> then\n set [player2 v] to [1]\n else\n set [player2 v] to [0]\n end\nend\n\nwhen I receive [start v]\n\nwhen I receive [start2 v]\n\nwhen I receive [next v]\ngo to x: (-192) y: (-138)\n\nwhen backdrop switches to [level10e v]\ngo to x: (-192) y: (-138)\nstop [other scripts in sprite v]\nbroadcast (next world v)\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (0) %\n\nwhen I receive [next world v]\nshow\nrepeat (100)\n change size by (1)\nend\nwait (0.5) seconds\nbroadcast (next world2 v)\nwait (1) seconds\nrepeat (100)\n change size by (-1)\nend\nhide\nbroadcast (START WORLD 2 v)\nbroadcast (start2 v)\n\n@sound1\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [TMM43 - Ultimate Destruction v] until done\nend\n\nwhen I receive [next world v]\nrepeat (100)\n change volume by (-1)\nend\n\nplay sound [TMM43 - The 7th Day v] until done\n\n@sound2\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [next world2 v]\nforever\n play sound [TMM43 - The 7th Day v] until done\nend\n\nwhen I receive [nextworld3 v]\nrepeat (100)\n change volume by (-1)\nend\n\n | This isn't done yet :-)\n------------------------------------CONTROLS----------------------------------------\n\n- WASD to move the blue character\n- Arrow keys yo move the red character\n\n-------------------------------------COLOURS-----------------------------------------\n\n- Green is the ground\n- Yellow is a button (you just have to touch it)\n- Only the blue character can go through dark blue\n- Only the red character can go through dark red\n- Light blue is water\n- When the blue character touches the lilac square and the red \n character touches the light red square you advance to the next level |
Night - A Platformer HARD | @Stage\n\n@Sprite1\n\ndefine LKHFASBFLABFO;AEFNHO;EHq\nswitch costume to (costume1 v)\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [x v] by (0.7)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [x v] by (-0.7)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [6]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#006622)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#006622)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [9]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n broadcast (message1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n go to x: (-210) y: (-135)\nend\nif <touching (sprite2 v)?> then\n broadcast (hhhhhhhhhhh v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n go to x: (-210) y: (-135)\n switch backdrop to (next backdrop v)\nend\nif <touching color (#001966)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [5]\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\n end\nend\n\nwhen I receive [hhh v]\nstop [other scripts in sprite v]\nrepeat (100)\n change [pixelate v] effect by (5)\n broadcast (hhhhh v)\nend\n\nwhen flag clicked\npoint in direction (-90)\nset [brightness v] effect to (-10)\nswitch backdrop to (backdrop2 v)\ngo to x: (-210) y: (-135)\nset size to (50) %\nforever\n LKHFASBFLABFO;AEFNHO;EHq\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <key (9 v) pressed?> then\n next backdrop\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (252) y: (25)\n\n@Sprite3\n\nwhen flag clicked\nset [hp v] to [20]\nerase all\nset [ghost v] effect to (100)\nforever\n Render\nend\n\nwhen I receive [message1 v]\nchange [hp v] by (-2)\n\nwhen I receive [hhhhh v]\nerase all\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n repeat until <(HP) = [20]>\n change [hp v] by (1)\n end\n end\n if <(backdrop [name v]) = [backdrop11]> then\n repeat until <(HP) = [20]>\n change [hp v] by (1)\n end\n end\n if <(backdrop [name v]) = [backdrop14]> then\n repeat until <(HP) = [20]>\n change [hp v] by (1)\n end\n end\nend\n\ndefine Render\nset pen size to (3)\nerase all\npen up\ngo to x: (([x position v] of [sprite1 v]) - (8)) y: (([y position v] of [sprite1 v]) + (10))\npen down\nset pen color to (#cc0000)\ngo to x: ((([x position v] of [sprite1 v]) - (9.5)) + (20)) y: (([y position v] of [sprite1 v]) + (10))\ngo to x: (([x position v] of [sprite1 v]) - (8)) y: (([y position v] of [sprite1 v]) + (10))\nif <not <(HP) = [0]>> then\n set pen color to (#5af545)\n go to x: ((([x position v] of [sprite1 v]) - (9.5)) + (HP)) y: (([y position v] of [sprite1 v]) + (10))\nend\nif <(HP) = [0]> then\n broadcast (hhh v)\nend\n\n | Arrow Keys! DO NOT RAGE BECAUSE YOU HAVE A HEALTH BAR AND THERE ARE EPICLY HARD LEVELS! A few levels will heal you to! :) Storyline: it's night |
The One Script Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.001) seconds\nend\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [speed v] to [1]\nset [wall jump mode v] to [1]\nset [jump height v] to [15]\nset [gravity v] to [1]\nstart sound [OMFG_-_Hello.mp3 v]\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (0)\n end\n if <<(backdrop [name v]) = [backdrop10]> and <([x position v] of [sprite1 v]) > [235]>> then\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\n end\n forever\n go to x: (0) y: (0)\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (0)\n end\n if <([x position v] of [sprite1 v]) > [235]> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (0)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Speed) * (-1))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <(Wall Jump Mode) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((Yv) / (Gravity))\n if <touching color (#000000)?> then\n change y by (((Yv) / (Gravity)) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to (Jump Height)\n end\n end\n change y by (1)\nend\n\n | Presenting: The One Script Platformer!\nInstructions: Arrow keys to move, reach the right side of the screen.\nPress r to restart a level.\nEnjoy the game!\nBe sure to love and favorite, I worked on this for a whole afternoon.\nAll levels are possible! |
- STEALTH - | @Stage\n\nwhen flag clicked\nbroadcast (setup v) and wait\nbroadcast (intro v)\nwait (1) seconds\nbroadcast (music:title:start v)\nreset timer\nrepeat until <(timer) > [4.9]>\n set [brightness v] effect to (((timer) * (11)) - (50))\nend\nbroadcast (menu v) and wait\n\nwhen I receive [menu v]\nswitch backdrop to (menu background v)\nbroadcast (watermark v)\nrepeat until <(menu) = [False]>\n set [can progress? v] to [0]\n broadcast (progress v) and wait\n wait until <(can progress?) = [1]>\nend\nwait (0.3) seconds\nbroadcast (storyline v) and wait\nswitch backdrop to (background v)\nbroadcast (music:title:stop v) and wait\nwait (0.3) seconds\nif <(level) > [10]> then\n broadcast (music:game2:start v)\nelse\n broadcast (music:game1:start v)\nend\nset [game active? v] to [0]\nbroadcast (render v) and wait\nif <(level) = [11]> then\n if <(gamemode) = [2]> then\n set [time left v] to [80]\n else\n set [time left v] to [120]\n end\n broadcast (start timer v)\nend\nset [game active? v] to [1]\nbroadcast (init game v) and wait\nbroadcast (begin v)\n\nwhen I receive [next v]\nset [game active? v] to [0]\nchange [level v] by (1)\nif <(level) > [13]> then\n broadcast (music:game2:stop v)\n broadcast (stop siren v)\n broadcast (render:clear entities v) and wait\n erase all\n broadcast (cutscene v)\n stop [this script v]\nelse\n if <(level) > (max level)> then\n set [max level v] to (level)\n end\n broadcast (render v) and wait\n if <(level) = [11]> then\n if <(item (2) of [sounds playing? v]) = [0]> then\n broadcast (music:game1:stop v)\n broadcast (music:game2:start v)\n end\n broadcast (start timer v)\n set [player hp v] to [10]\n if <(gamemode) = [2]> then\n set [time left v] to [80]\n else\n set [time left v] to [120]\n end\n end\nend\nset [game active? v] to [1]\n\nwhen I receive [init game v]\nif <(gamemode) = [2]> then\n set [guard speed v] to [1.5]\n set [pad threshold v] to [12]\nend\n\nwhen I receive [intro v]\nset [brightness v] effect to (-100)\n\nwhen I receive [render v]\nset [rendering? v] to [1]\nbroadcast (show loading v) and wait\nbroadcast (render:switch maps v) and wait\nbroadcast (render:clear entities v) and wait\nbroadcast (render:terrain v) and wait\nbroadcast (render:entities v) and wait\nbroadcast (activate blackout v)\nif <(level) = [1]> then\n broadcast (part1 v) and wait\nelse\n if <(level) = [11]> then\n broadcast (part2 v) and wait\n end\nend\nbroadcast (hide loading v) and wait\nbroadcast (activate entities v)\nset [rendering? v] to [0]\n\nwhen I receive [setup v]\nclear graphic effects\nswitch backdrop to (menu background v)\nset [menu v] to [True]\nset [level v] to [1]\nset [max level v] to (level)\nset [pause v] to [0]\nset [game active? v] to [1]\nset [rendering? v] to [0]\nset [gamemode v] to [1]\nset [guard speed v] to [1]\nset [pad threshold v] to [10]\nset [menuscreen v] to [main]\nset [master volume v] to [100]\nset [music volume v] to [100]\nset [sound fx volume v] to [100]\nset [player hp v] to [10]\nset [time left v] to [120]\n\n@Player\n\nwhen I receive [begin v]\nreturn to start\nrepeat until <(level) > [13]>\n physics\nend\nhide\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (doors v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [yv v] to [0]\nend\n\ndefine walk (speed) (direction)\nchange x by (speed)\npoint in direction (direction)\nset [slope v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (doors v)?>>> or <(slope) = [4]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [4]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n set [xv v] to [0]\nend\nchange [frame v] by (0.25)\n\ndefine check bombs\nset [bombs activated? v] to [1]\nset [n v] to [0]\nrepeat (length of [bomb progress v])\n change [n v] by (1)\n if <not <(item (n) of [bomb progress v]) = (pad threshold)>> then\n set [bombs activated? v] to [0]\n end\nend\n\ndefine return to start\nswitch costume to (player v)\nshow\ngo to x: (-250) y: (-156)\npoint in direction (90)\nglide (0.5) secs to x: (-222) y: (-156)\nreset\n\ndefine reset\nswitch costume to (player v)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nset [jump height v] to [11]\nset [speed v] to [2]\nset [gravity v] to [1]\nset [falling v] to [0]\nset [reset? v] to [0]\nset [the guard pos v] to [0]\nbroadcast (hide ! v)\n\ndefine set costume\nif <([abs v] of (xv) ) > [0.5]> then\n switch costume to ([floor v] of (((frame) mod (4)) + (2)) )\nelse\n switch costume to (player v)\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nreset\nhide\n\nwhen I receive [explosion has happened v]\nreturn to start\n\nwhen I receive [setup v]\nreset\nhide\n\ndefine physics\nswitch costume to (hitbox v)\nchange [yv v] by ((0) - (gravity))\nchange y by (yv)\ntouch ground <(yv) > [0]>\nif <(pause) > [0]> then\n change [pause v] by (-1)\nelse\n if <(game active?) = [1]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by ((0) - (speed))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (speed)\n end\n end\nend\nset [xv v] to ((xv) * (0.7))\nif <(xv) > [0.5]> then\n walk (xv) (90)\nelse\n if <(xv) < [-0.5]> then\n walk (xv) (-90)\n else\n set [frame v] to [0]\n end\nend\nif <<(pause) = [0]> and <(game active?) = [1]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(falling) < [3]> and <(jump key) = [0]>> then\n set [yv v] to (jump height)\n set [falling v] to [6]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\nend\nif <<<touching (torches v)?> or <not <(player hp) > [0]>>> and <(reset?) = [0]>> then\n if <not <(player hp) > [0]>> then\n set [level v] to [10]\n set [player hp v] to [10]\n broadcast (next v)\n return to start\n else\n broadcast (player been caught v)\n set [pause v] to [50]\n set [reset? v] to [1]\n end\nend\nif <<(reset?) = [1]> and <(pause) = [0]>> then\n return to start\nend\nif <(x position) > [235]> then\n if <(length of [bomb progress v]) > [0]> then\n check bombs\n if <(bombs activated?) = [1]> then\n broadcast (next v)\n return to start\n end\n else\n broadcast (next v)\n return to start\n end\nend\nif <<((frame) mod (2)) = [0]> and <(frame) > [0]>> then\n if <(falling) < [3]> then\n broadcast (footstep v)\n end\nend\nset costume\n\n@Guard\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [guard pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I start as a clone\nswitch costume to (guard v)\nset [my level v] to (level)\nget coords (item (#CloneID) of [guard pos v])\ngo to x: (x) y: (y)\npoint in direction (90)\nshow\n\ndefine at edge?\nset [at edge:return v] to [1]\nmove (tile width) steps\nchange y by (-2)\nif <<touching (ground v)?> or <touching (doors v)?>> then\n set [at edge:return v] to [0]\nend\nchange y by (2)\nmove ((0) - (tile width)) steps\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [render:clear entities v]\ndelete clones\ndelete (all) of [guard pos v]\n\ndefine at wall?\nset [at wall:return v] to [0]\nmove (tile width) steps\nif <<touching (ground v)?> or <touching (doors v)?>> then\n set [at wall:return v] to [1]\nend\nmove ((0) - (tile width)) steps\n\ndefine None\nset [pos v] to (join ((round (x)) + (500)) ((round (y)) + (500)))\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <<(pause) = [0]> and <(game active?) = [1]>> then\n move\n end\nend\ndelete clones\n\ndefine move\nswitch costume to (hitbox v)\nat wall?\nif <(at wall:return) = [1]> then\n point in direction ((direction) * (-1))\nelse\n at edge?\n if <(at edge:return) = [1]> then\n point in direction ((direction) * (-1))\n end\nend\nmove (guard speed) steps\nchange [frame v] by (0.15)\nswitch costume to ([floor v] of (((frame) mod (4)) + (2)) )\njoin coords (x position) (y position)\nreplace item (#CloneID) of [guard pos v] with ((pos) * ((direction) / (90)))\n\nwhen I receive [setup v]\ndelete clones\ndelete (all) of [guard pos v]\nhide\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [menu v]\ndelete clones\ndelete (all) of [guard pos v]\nhide\n\n@Hostile Guard\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [hguard pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I start as a clone\nswitch costume to (guard v)\nset [timer v] to (pick random (0) to (80))\nset [my level v] to (level)\nget coords (item (#CloneID) of [hguard pos v])\ngo to x: (x) y: (y)\ninsert [0] at (#CloneID) of [projectile data v] \npoint in direction (90)\nshow\n\ndefine at edge?\nset [at edge:return v] to [1]\nmove ((tile width) + ((guard speed) + (1))) steps\nchange y by (-2)\nif <<touching (ground v)?> or <touching (doors v)?>> then\n set [at edge:return v] to [0]\nend\nchange y by (2)\nmove ((0) - ((tile width) + ((guard speed) + (1)))) steps\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\ndelete clones\ndelete (all) of [hguard pos v]\ndelete (all) of [projectile data v]\nhide\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [render:clear entities v]\ndelete clones\ndelete (all) of [hguard pos v]\ndelete (all) of [projectile data v]\n\ndefine None\nset [pos v] to (join ((round (x)) + (500)) ((round (y)) + (500)))\n\ndefine can shoot? <>\nif <condition> then\n set [timer v] to [0]\n replace item (#CloneID) of [projectile data v] with [1]\nelse\n change [timer v] by (pick random (0.25) to (1.75))\nend\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <<(pause) = [0]> and <(game active?) = [1]>> then\n move\n can shoot? <(timer) > [80]>\n end\nend\ndelete clones\n\ndefine at wall?\nset [at wall:return v] to [0]\nmove ((tile width) + ((guard speed) + (1))) steps\nif <<touching (ground v)?> or <touching (doors v)?>> then\n set [at wall:return v] to [1]\nend\nmove ((0) - ((tile width) + ((guard speed) + (1)))) steps\n\ndefine move\nswitch costume to (hitbox v)\nif <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nat wall?\nat edge?\nswitch costume to ([floor v] of (((frame) mod (4)) + (2)) )\nif <<(at wall:return) = [0]> and <(at edge:return) = [0]>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [4]> then\n move ((guard speed) + (1)) steps\n change [frame v] by (0.15)\n else\n switch costume to (guard v)\n end\nend\njoin coords (x position) (y position)\nreplace item (#CloneID) of [hguard pos v] with (pos)\n\nwhen I receive [menu v]\ndelete clones\ndelete (all) of [hguard pos v]\ndelete (all) of [projectile data v]\nhide\n\n@Render\n\ndefine setup\nset [screen width v] to [480]\nset [screen height v] to [360]\nset [tile width v] to [12]\nset [tile height v] to [12]\nset [tiles row v] to ([floor v] of ((screen width) / (tile width)) )\nset [tiles column v] to ([floor v] of ((screen height) / (tile height)) )\nset [total tiles v] to ((tiles row) * (tiles column))\n\ndefine upload\nshow\ngo to x: (((tile width) / (2)) - ((screen width) / (2))) y: (((tile height) / (2)) - ((screen height) / (2)))\nset size to (100) %\nbroadcast (upload:show v) and wait\nrepeat (tiles column)\n repeat (tiles row)\n switch costume to (render v)\n if <touching color (#000000)?> then\n switch costume to (ground1 v)\n else\n if <touching color (#0f0f0f)?> then\n switch costume to (ground2 v)\n else\n if <touching color (#1f1f1f)?> then\n switch costume to (ground3 v)\n else\n if <touching color (#2f2f2f)?> then\n switch costume to (ground4 v)\n else\n if <touching color (#3f3f3f)?> then\n switch costume to (ground5 v)\n else\n if <touching color (#4f4f4f)?> then\n switch costume to (ground6 v)\n else\n if <touching color (#5f5f5f)?> then\n switch costume to (ground7 v)\n else\n if <touching color (#6f6f6f)?> then\n switch costume to (ground8 v)\n else\n if <touching color (#7f7f7f)?> then\n switch costume to (ground9 v)\n else\n if <touching color (#8f8f8f)?> then\n switch costume to (ground10 v)\n else\n if <touching color (#9f9f9f)?> then\n switch costume to (ground11 v)\n else\n if <touching color (#afafaf)?> then\n switch costume to (ground12 v)\n else\n if <touching color (#bfbfbf)?> then\n switch costume to (ground13 v)\n else\n if <touching color (#cfcfcf)?> then\n switch costume to (ground14 v)\n else\n if <touching color (#dfdfdf)?> then\n switch costume to (ground15 v)\n else\n if <touching color (#efefef)?> then\n switch costume to (ground16 v)\n else\n if <touching color (#684000)?> then\n switch costume to (crate v)\n else\n if <touching color (#ff00bf)?> then\n switch costume to (guard v)\n else\n if <touching color (#ff0000)?> then\n switch costume to (keypad v)\n else\n if <touching color (#00ff55)?> then\n switch costume to (door v)\n else\n if <touching color (#003fff)?> then\n switch costume to (bomb v)\n else\n if <touching color (#ffff99)?> then\n switch costume to (cool looking thing v)\n else\n if <touching color (#ff9400)?> then\n switch costume to (girder v)\n else\n if <touching color (#ffd499)?> then\n switch costume to (girder1 v)\n else\n if <touching color (#ffe9cc)?> then\n switch costume to (girder2 v)\n else\n if <touching color (#001966)?> then\n switch costume to (hguard v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n add ((costume [number v]) - (1)) to [level data v]\n change x by (tile width)\n end\n change y by (tile height)\n set x to (((tile width) / (2)) - ((screen width) / (2)))\nend\nbroadcast (upload:hide v)\nhide\n\nwhen I receive [setup v]\nerase all\nhide\nsetup\n\ndefine upload all\nbroadcast (setup v) and wait\nswitch backdrop to (render v)\ndelete (all) of [level data v]\nbroadcast (upload:reset maps v) and wait\nrepeat (13)\n upload\n broadcast (upload:progress v) and wait\nend\n\ndefine load level data\ndelete (all) of [_level v]\nset [load data marker v] to (((level) - (1)) * (total tiles))\nrepeat until <(length of [_level v]) = (total tiles)>\n insert [0] at (last) of [_level v] \n change [load data marker v] by (1)\n if <not <((item (load data marker) of [level data v]) mod (length of [level data v])) = [0]>> then\n replace item (last) of [_level v] with ((item (load data marker) of [level data v]) mod (length of [level data v]))\n end\nend\n\nwhen I receive [render:terrain v]\nrender\n\ndefine render\nload level data\nshow\ngo to x: (((tile width) / (2)) - ((screen width) / (2))) y: (((tile height) / (2)) - ((screen height) / (2)))\nset size to (100) %\nerase all\nset [load marker v] to [0]\nrepeat (length of [_level v])\n change [load marker v] by (1)\n if <not <(item (load marker) of [_level v]) = [0]>> then\n if <(item (load marker) of [_level v]) = [18]> then\n join coords (x position) (y position)\n add (pos) to [guard pos v]\n else\n if <(item (load marker) of [_level v]) = [19]> then\n join coords (x position) (y position)\n add (pos) to [pad pos v]\n else\n if <(item (load marker) of [_level v]) = [20]> then\n join coords (x position) (y position)\n add (pos) to [door pos v]\n else\n if <(item (load marker) of [_level v]) = [21]> then\n join coords (x position) (y position)\n add (pos) to [bomb pos v]\n else\n if <(item (load marker) of [_level v]) = [22]> then\n change y by (114)\n change x by (6)\n switch costume to (cool looking thing v)\n stamp\n change y by (-114)\n change x by (-6)\n else\n if <(item (load marker) of [_level v]) = [26]> then\n join coords (x position) (y position)\n add (pos) to [hguard pos v]\n else\n switch costume to ((item (load marker) of [_level v]) + (1))\n stamp\n end\n end\n end\n end\n end\n end\n end\n change x by (tile width)\n if <((load marker) mod (tiles row)) = [0]> then\n change y by (tile height)\n set x to (((tile width) / (2)) - ((screen width) / (2)))\n end\nend\nhide\n\ndefine None\nset [pos v] to (join ((x) + (500)) ((y) + (500)))\n\nwhen I receive [menu v]\nerase all\nhide\nsetup\n\n@Render Map\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [upload:hide v]\nhide\n\nwhen I receive [upload:show v]\nshow\n\nwhen I receive [upload:progress v]\nnext costume\n\nwhen I receive [upload:reset maps v]\nswitch costume to (level 1 v)\n\n@Ground\n\nwhen I receive [init game v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [setup v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [render:switch maps v]\nswitch costume to (level)\n\nwhen I receive [menu v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [cutscene v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nhide\n\n@Sound engine\n\nwhen I receive [music:game2:start v]\nif <(sound) = [0]> then\n set [loop? v] to [1]\n set [sound v] to [2]\n create clone of (_myself_ v)\n set [sound v] to [0]\n set [loop? v] to [0]\nend\n\nwhen I receive [setup v]\nset [sound v] to [0]\nstop all sounds\ndelete (all) of [sounds playing? v]\nrepeat (15)\n add [0] to [sounds playing? v]\nend\n\nwhen I receive [music:title:start v]\nif <(sound) = [0]> then\n set [loop? v] to [1]\n set [sound v] to [1]\n create clone of (_myself_ v)\n set [sound v] to [0]\n set [loop? v] to [0]\nend\n\nwhen I receive [footstep v]\nif <(sound) = [0]> then\n set [sound v] to [4]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [activate entities v]\nif <(sound) = [0]> then\n if <(length of [guard pos v]) > [0]> then\n set [loop? v] to [1]\n set [sound v] to [5]\n create clone of (_myself_ v)\n set [sound v] to [0]\n set [loop? v] to [0]\n end\nend\n\nwhen I receive [activate entities v]\nif <(sound) = [0]> then\n if <(level) = [10]> then\n set [loop? v] to [1]\n set [sound v] to [6]\n create clone of (_myself_ v)\n set [sound v] to [0]\n set [loop? v] to [0]\n end\nend\n\nwhen I receive [door open v]\nif <(sound) = [0]> then\n set [sound v] to [7]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [music:game1:stop v]\nif <(sound) = [3]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [music:title:stop v]\nif <(sound) = [1]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [render:clear entities v]\nif <<(sound) > [3]> and <not <(sound) = [11]>>> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [bomb activate v]\nif <(sound) = [0]> then\n set [sound v] to [8]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [music:game2:stop v]\nif <(sound) = [2]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [siren v]\nif <(sound) = [0]> then\n set [loop? v] to [1]\n set [sound v] to [11]\n create clone of (_myself_ v)\n set [sound v] to [0]\n set [loop? v] to [0]\nend\n\nwhen I receive [start timer v]\nif <(sound) = [0]> then\n if <(item (11) of [sounds playing? v]) = [0]> then\n broadcast (siren v)\n end\nend\n\ndefine get closest light\nset [closest light index v] to [1]\nset [n v] to [0]\nrepeat (length of [light_dist v])\n change [n v] by (1)\n if <(item (n) of [light_dist v]) < (item (closest light index) of [light_dist v])> then\n set [closest light index v] to (n)\n end\nend\n\nwhen I start as a clone\nforever\n replace item (sound) of [sounds playing? v] with [1]\n if <(sound) > [3]> then\n if <(sound) = [5]> then\n get closest light\n set volume to (((((25) / (item (closest light index) of [light_dist v])) * (sound fx volume)) / (100)) * (master volume)) %\n else\n set volume to (((sound fx volume) / (100)) * (master volume)) %\n end\n else\n set volume to (((music volume) / (100)) * (master volume)) %\n end\nend\n\nwhen I receive [bullet v]\nif <(sound) = [0]> then\n set [sound v] to [9]\n create clone of (_myself_ v)\n set [sound v] to [0]\n wait (pick random (0.4) to (0.7)) seconds\n if <(menuscreen) = [game]> then\n set [sound v] to [10]\n create clone of (_myself_ v)\n set [sound v] to [0]\n end\nend\n\nwhen I start as a clone\nplay sound (sound) until done\nif <(loop?) = [1]> then\n create clone of (_myself_ v)\n delete this clone\nend\nstop [other scripts in sprite v]\nreplace item (sound) of [sounds playing? v] with [0]\ndelete this clone\n\nwhen I receive [stop siren v]\nif <(sound) = [11]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [explosion v]\nif <(sound) = [0]> then\n set [sound v] to [12]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [slide1 v]\nif <(sound) = [0]> then\n set [sound v] to [13]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [stop slide3 v]\nif <(sound) = [15]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [stop slide2 v]\nif <(sound) = [14]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [music:game1:start v]\nif <(sound) = [0]> then\n set [loop? v] to [1]\n set [sound v] to [3]\n create clone of (_myself_ v)\n set [sound v] to [0]\n set [loop? v] to [0]\nend\n\nwhen I receive [slide3 v]\nif <(sound) = [0]> then\n set [sound v] to [15]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [stop slide1 v]\nif <(sound) = [13]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [stop torch v]\nif <(sound) = [5]> then\n stop [other scripts in sprite v]\n replace item (sound) of [sounds playing? v] with [0]\n delete this clone\nend\n\nwhen I receive [slide2 v]\nif <(sound) = [0]> then\n set [sound v] to [14]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\nwhen I receive [outro voice v]\nif <(sound) = [0]> then\n set [sound v] to [16]\n create clone of (_myself_ v)\n set [sound v] to [0]\nend\n\n@Blackout\n\ndefine None\nswitch costume to (costume1 v)\nset size to (n) %\nswitch costume to (mask v)\n\nwhen I receive [setup v]\nset size to (225) \%\nswitch costume to (mask v)\ngo to [front v] layer\nhide\n\nwhen I receive [activate blackout v]\nif <(level) < [14]> then\n go to x: (-250) y: (-156)\n show\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nrepeat until <(level) > [13]>\n go to (player v)\nend\nhide\n\nwhen I receive [menu v]\nset size to (225) \%\nstop [other scripts in sprite v]\nswitch costume to (mask v)\ngo to [front v] layer\nhide\n\n@Whiteout\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [time up v]\nbroadcast (stop siren v)\nset [game active? v] to [0]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nbroadcast (explosion v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (explosion has happened v)\ngo to [front v] layer\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (4)\nend\nhide\n\n@Level Text\n\nwhen I receive [begin v]\ngo to [front v] layer\nrepeat until <(level) > [13]>\n go to [front v] layer\n switch costume to (level)\n set [ghost v] effect to (((100) / (distance to [player v])) * (100))\n go to x: (((0) - ([x position v] of [player v])) / (5)) y: (((0) - ([y position v] of [player v])) / (5))\n if <<(rendering?) = [0]> and <(game active?) = [1]>> then\n show\n else\n hide\n end\nend\nhide\n\nwhen I receive [activate blackout v]\nif <(level) < [14]> then\n switch costume to (level)\n go to x: (((0) - ([x position v] of [player v])) / (5)) y: (((0) - ([y position v] of [player v])) / (5))\n show\nend\n\nwhen I receive [setup v]\nswitch costume to (level)\ngo to [front v] layer\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nswitch costume to (level)\ngo to [front v] layer\nhide\n\n@Timer\n\nwhen I receive [setup v]\ndelete clones\nhide\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [activate entities v]\nif <(#CloneID) > [0]> then\n repeat until <(level) > [13]>\n if <<(rendering?) = [0]> and <(game active?) = [1]>> then\n show\n else\n hide\n end\n go to x: ((((#CloneID) - (1)) * (10)) - (230)) y: (160)\n go to [front v] layer\n if <(#CloneID) = [1]> then\n if <(length of (time left)) = [3]> then\n switch costume to (letter (1) of (time left))\n else\n switch costume to (0 v)\n end\n else\n if <(#CloneID) = [2]> then\n if <(length of (time left)) = [2]> then\n switch costume to (letter (1) of (time left))\n else\n if <(length of (time left)) = [3]> then\n switch costume to (letter (2) of (time left))\n else\n switch costume to (0 v)\n end\n end\n else\n switch costume to (letter (length of (time left)) of (time left))\n end\n end\n end\n delete clones\nend\n\nwhen I receive [render:entities v]\nif <(level) = [11]> then\n set [#cloneid v] to [0]\n repeat (3)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\n end\n set [#cloneid v] to [0]\nend\n\nwhen I receive [start timer v]\nif <(#CloneID) = [0]> then\n repeat until <(time left) = [0]>\n wait until <(game active?) = [1]>\n wait (1) seconds\n change [time left v] by (-1)\n end\n broadcast (time up v)\nend\n\nwhen I receive [render:clear entities v]\nif <not <(level) > [11]>> then\n delete clones\nend\n\nwhen I start as a clone\ngo to x: ((((#CloneID) - (1)) * (10)) - (235)) y: ((((#CloneID) - (1)) * (10)) + (175))\nswitch costume to (0 v)\nshow\n\n@Health Bar\n\nwhen I receive [setup v]\nswitch costume to (10 v)\nset [active? v] to [0]\nhide\n\nwhen I receive [activate entities v]\nswitch costume to (10 v)\nif <(level) > [10]> then\n show\n repeat until <(level) > [13]>\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (34))\n if <not <(player hp) < [0]>> then\n switch costume to ([floor v] of ((((player hp) / (10)) * (100)) / (10)) )\n else\n switch costume to (0 v)\n end\n end\n hide\nend\n\n@Torches\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\ndelete (all) of [light_dist v]\ndelete clones\nhide\n\nwhen I receive [render:clear entities v]\ndelete (all) of [light_dist v]\ndelete clones\n\nwhen I start as a clone\nset [my level v] to (level)\nget coords (item (#CloneID) of [guard pos v])\ninsert [0] at (#CloneID) of [light_dist v] \nset [ghost v] effect to (50)\ngo to x: (x) y: ((y) + (6))\npoint in direction (90)\nshow\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [guard pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n get coords ([abs v] of (item (#CloneID) of [guard pos v]) )\n go to x: (x) y: ((y) + (6))\n if <(item (#CloneID) of [guard pos v]) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (#CloneID) of [light_dist v] with ([sqrt v] of ((((x position) - ([x position v] of [player v])) * ((x position) - ([x position v] of [player v]))) + (((([y position v] of [player v]) - (y position)) * (([y position v] of [player v]) - (y position))) + (144))) )\nend\ndelete clones\n\ndefine get coords (pos)\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [player been caught v]\nif <touching (player v)?> then\n set [the guard pos v] to (join ((x position) + (500)) ((y position) + (500)))\n broadcast (show ! v)\nend\n\n@Arm\n\nwhen I receive [setup v]\ndelete clones\nhide\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [hguard pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [0]\n\nwhen I start as a clone\nswitch costume to (arm v)\nset [my level v] to (level)\nget coords (item (#CloneID) of [hguard pos v])\ngo to x: (x) y: ((y) + (8))\npoint in direction (90)\nshow\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <<(pause) = [0]> and <(game active?) = [1]>> then\n get coords (item (#CloneID) of [hguard pos v])\n go to x: (x) y: ((y) + (8))\n point towards ([x position v] of [player v]) (([y position v] of [player v]) + (16))\n if <([x position v] of [player v]) > (x position)> then\n switch costume to (arm v)\n else\n switch costume to (arm2 v)\n end\n end\nend\ndelete clones\n\ndefine None\nset [dir v] to ([atan v] of (((y position) - (y)) / ((x) - (x position))) )\nif <((x) - (x position)) < [0]> then\n change [dir v] by (180)\nelse\n if <(dir) < [0]> then\n change [dir v] by (1)\n end\nend\nchange [dir v] by (90)\npoint in direction (dir)\n\ndefine None\nset [x v] to ((join (letter (1) of (num)) (join (letter (2) of (num)) (letter (3) of (num)))) - (500))\nset [y v] to ((join (letter (4) of (num)) (join (letter (5) of (num)) (letter (6) of (num)))) - (500))\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [render:clear entities v]\ndelete clones\n\nwhen I receive [menu v]\ndelete clones\nhide\n\n@Projectile\n\nwhen I receive [setup v]\ndelete clones\nhide\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [activate entities v]\nset [my level v] to (level)\nrepeat until <not <(my level) = (level)>>\n if <[projectile data v] contains [1]?> then\n find index\n create clone of (_myself_ v)\n set [#cloneid v] to [0]\n end\nend\n\ndefine find index\nset [n v] to [0]\nrepeat until <(item (n) of [projectile data v]) = [1]>\n change [n v] by (1)\n if <(n) > (length of [projectile data v])> then\n set [n v] to [0]\n stop [this script v]\n end\nend\nset [#cloneid v] to (n)\nreplace item (#CloneID) of [projectile data v] with [0]\n\nwhen I start as a clone\nbroadcast (bullet v)\nget pos (item (#CloneID) of [hguard pos v])\ngo to x: (x) y: ((y) + (8))\npoint towards ([x position v] of [player v]) (([y position v] of [player v]) + (16))\nshow\nrepeat until <<touching (player v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (8) steps\nend\nif <touching (player v)?> then\n change [player hp v] by (-3)\nend\ndelete this clone\n\ndefine None\nset [x v] to ((join (letter (1) of (num)) (join (letter (2) of (num)) (letter (3) of (num)))) - (500))\nset [y v] to ((join (letter (4) of (num)) (join (letter (5) of (num)) (letter (6) of (num)))) - (500))\n\ndefine None\nset [dir v] to ([atan v] of (((y position) - (y)) / ((x) - (x position))) )\nif <((x) - (x position)) < [0]> then\n change [dir v] by (180)\nelse\n if <(dir) < [0]> then\n change [dir v] by (1)\n end\nend\nchange [dir v] by (90)\npoint in direction (dir)\n\n@!\n\nwhen I receive [setup v]\nset [the guard pos v] to [0]\nhide\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [show ! v]\nwait until <not <(the guard pos) = [0]>>\nget coords (the guard pos)\ngo to x: (x) y: (y)\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n change y by (6)\nend\n\nwhen I receive [hide ! v]\nset [the guard pos v] to [0]\nhide\n\n@keypad\n\nwhen I receive [render:clear entities v]\ndelete clones\ndelete (all) of [pad pos v]\ndelete (all) of [pad progress v]\nhide\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [setup v]\ndelete clones\ndelete (all) of [pad pos v]\ndelete (all) of [pad progress v]\nhide\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [pad pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <(item (#CloneID) of [pad progress v]) < (pad threshold)> then\n if <<<([x position v] of [player v]) > ((x position) - (10))> and <([x position v] of [player v]) < ((x position) + (10))>> and <<([y position v] of [player v]) > ((y position) - (24))> and <([y position v] of [player v]) < ((y position) + (4))>>> then\n say [Press space!]\n if <key (space v) pressed?> then\n replace item (#CloneID) of [pad progress v] with ((item (#CloneID) of [pad progress v]) + (1))\n wait until <not <key (space v) pressed?>>\n end\n else\n say []\n end\n else\n if <(played sound?) = [0]> then\n broadcast (door open v)\n broadcast (bomb activate v)\n set [played sound? v] to [1]\n end\n say []\n switch costume to (keypad2 v)\n end\nend\ndelete clones\n\nwhen I start as a clone\ninsert [0] at (#CloneID) of [pad progress v] \nset [my level v] to (level)\nget coords (item (#CloneID) of [pad pos v])\nset [played sound? v] to [0]\ngo to x: (x) y: (y)\nswitch costume to (keypad v)\ngo [backward v] (50) layers\nshow\n\nwhen I receive [menu v]\ndelete clones\ndelete (all) of [pad pos v]\ndelete (all) of [pad progress v]\nhide\n\n@Progress bar\n\nwhen I receive [render:entities v]\nset [type v] to [1]\nset [#cloneid v] to [0]\nrepeat (length of [pad pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [type v] to [2]\nset [#cloneid v] to [0]\nrepeat (length of [bomb pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I receive [render:clear entities v]\ndelete clones\n\nwhen I receive [setup v]\ndelete clones\nhide\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I start as a clone\nset [my level v] to (level)\nif <(type) = [1]> then\n get coords (item (#CloneID) of [pad pos v])\nelse\n get coords (item (#CloneID) of [bomb pos v])\nend\ngo to x: (x) y: ((y) + (12))\nswitch costume to (progress bar v)\ngo [backward v] (50) layers\nif <(type) = [1]> then\n set [ghost v] effect to ((((item (#CloneID) of [pad progress v]) / (pad threshold)) * (-100)) + (100))\nelse\n set [ghost v] effect to ((((item (#CloneID) of [bomb progress v]) / (pad threshold)) * (-100)) + (100))\nend\nshow\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <(type) = [1]> then\n set [color v] effect to (((item (#CloneID) of [pad progress v]) / (pad threshold)) * (80))\n set [ghost v] effect to ((((item (#CloneID) of [pad progress v]) / (pad threshold)) * (-100)) + (100))\n if <(item (#CloneID) of [pad progress v]) = (pad threshold)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n set [color v] effect to (((item (#CloneID) of [bomb progress v]) / (pad threshold)) * (80))\n set [ghost v] effect to ((((item (#CloneID) of [bomb progress v]) / (pad threshold)) * (-100)) + (100))\n if <(item (#CloneID) of [bomb progress v]) = (pad threshold)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\ndelete clones\n\nwhen I receive [menu v]\ndelete clones\nhide\n\n@Bomb\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\nwhen I receive [setup v]\ndelete clones\ndelete (all) of [bomb pos v]\ndelete (all) of [bomb progress v]\nhide\n\nwhen I receive [render:clear entities v]\ndelete clones\ndelete (all) of [bomb pos v]\ndelete (all) of [bomb progress v]\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [bomb pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <(item (#CloneID) of [bomb progress v]) < (pad threshold)> then\n if <<<([x position v] of [player v]) > ((x position) - (10))> and <([x position v] of [player v]) < ((x position) + (10))>> and <<([y position v] of [player v]) > ((y position) - (24))> and <([y position v] of [player v]) < ((y position) + (4))>>> then\n say [Press space!]\n if <key (space v) pressed?> then\n replace item (#CloneID) of [bomb progress v] with ((item (#CloneID) of [bomb progress v]) + (1))\n wait until <not <key (space v) pressed?>>\n end\n else\n say []\n end\n else\n if <(played sound?) = [0]> then\n broadcast (bomb activate v)\n set [played sound? v] to [1]\n end\n say []\n switch costume to (bomb2 v)\n end\nend\ndelete clones\n\nwhen I start as a clone\ninsert [0] at (#CloneID) of [bomb progress v] \nset [my level v] to (level)\nget coords (item (#CloneID) of [bomb pos v])\nset [played sound? v] to [0]\ngo to x: (x) y: (y)\nswitch costume to (bomb v)\ngo [backward v] (50) layers\nshow\n\nwhen I receive [menu v]\ndelete clones\ndelete (all) of [bomb pos v]\ndelete (all) of [bomb progress v]\nhide\n\n@Doors\n\nwhen I receive [render:clear entities v]\ndelete (all) of [door pos v]\ndelete clones\n\nwhen I receive [setup v]\ndelete (all) of [door pos v]\ndelete clones\nhide\n\nwhen I receive [activate entities v]\nrepeat until <not <(my level) = (level)>>\n if <(item (#ControllerID) of [pad progress v]) = (pad threshold)> then\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\ndelete clones\n\nwhen I receive [render:entities v]\nset [#cloneid v] to [0]\nrepeat (length of [door pos v])\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\ndefine None\nset [x v] to ((join (letter (1) of (pos)) (join (letter (2) of (pos)) (letter (3) of (pos)))) - (500))\nset [y v] to ((join (letter (4) of (pos)) (join (letter (5) of (pos)) (letter (6) of (pos)))) - (500))\n\ndefine get chars before [] but after [] in []\nset [get chars:return v] to []\nset [get chars:n v] to [0]\nrepeat until <(letter ((get chars:n) + (1)) of (data)) = (char1)>\n change [get chars:n v] by (1)\n set [get chars:return v] to (join (get chars:return) (letter (get chars:n) of (data)))\nend\nif <not <(char2) = []>> then\n delete (1) of [get chars:get data v]\n set [get chars:n v] to [0]\n repeat (length of (get chars:return))\n change [get chars:n v] by (1)\n add (letter (get chars:n) of (get chars:return)) to [get chars:get data v]\n end\n repeat until <not <[get chars:get data v] contains (char2)?>>\n delete (1) of [get chars:get data v]\n end\n set [get chars:return v] to (get chars:get data)\nend\n\ndefine get controller\nset [get controller:n v] to [0]\nrepeat (length of [door controllers v])\n change [get controller:n v] by (1)\n get chars before [-] but after [] in (item (get controller:n) of [door controllers v])\n if <(get chars:return) = (my level)> then\n get chars before [:] but after [-] in (item (get controller:n) of [door controllers v])\n if <(get chars:return) = (#CloneID)> then\n get chars before [;] but after [:] in (item (get controller:n) of [door controllers v])\n set [#controllerid v] to (get chars:return)\n end\n end\nend\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I start as a clone\nset [my level v] to (level)\nget coords (item (#CloneID) of [door pos v])\nget controller\ngo to x: (x) y: (y)\nswitch costume to (door v)\ngo [backward v] (50) layers\nshow\n\nwhen I receive [menu v]\ndelete (all) of [door pos v]\ndelete clones\nhide\n\n@Menu\n\nwhen I receive [setup v]\ndelete clones\nhide\n\ndefine delete clones\nset [#cloneid v] to [-1]\ndelete this clone\n\nwhen this sprite clicked\nif <(#CloneID) = [1]> then\n set [menuscreen v] to [level select]\n set [can progress? v] to [1]\nelse\n if <(#CloneID) = [2]> then\n set [gamemode v] to [2]\n set [menuscreen v] to [level select]\n set [can progress? v] to [1]\n else\n if <(#CloneID) = [3]> then\n set [menuscreen v] to [options]\n set [can progress? v] to [1]\n else\n if <(#CloneID) = [7]> then\n set [menuscreen v] to [main]\n set [can progress? v] to [1]\n else\n end\n end\n end\nend\n\ndefine create options buttons\nset [#cloneid v] to [3]\nrepeat (8)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\nwhen I receive [options v]\ncreate options buttons\n\nwhen I receive [progress v]\ndelete clones\nif <(menuscreen) = [main]> then\n create title buttons\nelse\n if <(menuscreen) = [options]> then\n create options buttons\n else\n end\nend\n\nwhen I start as a clone\nif <(#CloneID) < [4]> then\n set [ghost v] effect to (100)\n switch costume to (#CloneID)\n go to x: ((-90) - ((#CloneID) * (18))) y: ((20) - ((#CloneID) * (36)))\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n repeat until <not <(menuscreen) = [main]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <not <(x position) > ((-60) - ((#CloneID) * (18)))>> then\n change x by (3)\n end\n else\n set [brightness v] effect to (0)\n if <not <(x position) < ((-88) - ((#CloneID) * (18)))>> then\n change x by (-3)\n end\n end\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete clones\nelse\n if <(#CloneID) < [8]> then\n set [ghost v] effect to (100)\n switch costume to (#CloneID)\n go to x: ((-20) - (((#CloneID) - (3)) * (18))) y: ((20) - (((#CloneID) - (3)) * (36)))\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n if <(#CloneID) = [7]> then\n repeat until <not <(menuscreen) = [options]>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <not <(x position) > ((10) - (((#CloneID) - (3)) * (18)))>> then\n change x by (3)\n end\n else\n set [brightness v] effect to (0)\n if <not <(x position) < ((-18) - (((#CloneID) - (3)) * (18)))>> then\n change x by (-3)\n end\n end\n end\n else\n wait until <not <(menuscreen) = [options]>>\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete clones\n else\n if <(#CloneID) < [11]> then\n set [ghost v] effect to (100)\n switch costume to (slider button v)\n set y to ((20) - (((#CloneID) - (7)) * (36)))\n if <(#CloneID) = [8]> then\n set x to ([floor v] of ((((master volume) / (100)) * (128)) - (24)) )\n else\n if <(#CloneID) = [9]> then\n set x to ([floor v] of ((((music volume) / (100)) * (128)) - (42)) )\n else\n set x to ([floor v] of ((((music volume) / (100)) * (128)) - (60)) )\n end\n end\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n set [move? v] to [0]\n set [slider is active? v] to [0]\n repeat until <not <(menuscreen) = [options]>>\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <(slider is active?) = [0]>> then\n set [slider is active? v] to [1]\n set [move? v] to [1]\n end\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <not <mouse down?>> then\n set [slider is active? v] to [0]\n set [move? v] to [0]\n end\n if <(move?) = [1]> then\n set x to (mouse x)\n set [brightness v] effect to (10)\n end\n if <(#CloneID) = [8]> then\n if <not <(x position) > [-24]>> then\n set x to (-24)\n end\n if <not <(x position) < [104]>> then\n set x to (104)\n end\n else\n if <(#CloneID) = [9]> then\n if <not <(x position) > [-42]>> then\n set x to (-42)\n end\n if <not <(x position) < [82]>> then\n set x to (82)\n end\n else\n if <not <(x position) > [-60]>> then\n set x to (-60)\n end\n if <not <(x position) < [68]>> then\n set x to (68)\n end\n end\n end\n if <(#CloneID) = [8]> then\n set [master volume v] to ([floor v] of ((((x position) + (24)) / (128)) * (100)) )\n else\n if <(#CloneID) = [9]> then\n set [music volume v] to ([floor v] of ((((x position) + (42)) / (128)) * (100)) )\n else\n set [sound fx volume v] to ([floor v] of ((((x position) + (60)) / (128)) * (100)) )\n end\n end\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete clones\n else\n end\n end\nend\n\ndefine create title buttons\nset [#cloneid v] to [0]\nrepeat (3)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [-1]\n\n@Level select\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\ndelete clones\nhide\n\ndefine generate buttons\ndelete (all) of [locked v]\nswitch costume to (1 v)\nset [#cloneid v] to [0]\nrepeat (12)\n change [#cloneid v] by (1)\n add [1] to [locked v]\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (#CloneID)\nif <(#CloneID) < [6]> then\n go to x: ((((#CloneID) - (1)) * (49)) - (105)) y: (0)\nelse\n if <(#CloneID) < [11]> then\n go to x: ((((#CloneID) - (6)) * (49)) - (115)) y: (-50)\n else\n go to x: ((((#CloneID) - (11)) * (125)) - (90)) y: (-100)\n end\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <(#CloneID) < [12]> then\n replace item (#CloneID) of [locked v] with ([abs v] of ((<not <(#CloneID) < ((max level) + (1))>> * (1)) - (1)) )\nelse\n delete (#CloneID) of [locked v]\nend\nrepeat until <not <(menuscreen) = [level select]>>\n if <(#CloneID) < [12]> then\n if <(item (#CloneID) of [locked v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-15)\n end\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete clones\n\nwhen I receive [progress v]\ndelete clones\nif <(menuscreen) = [level select]> then\n generate buttons\nend\n\nwhen this sprite clicked\nif <(#CloneID) > [0]> then\n if <(#CloneID) < [12]> then\n if <(item (#CloneID) of [locked v]) = [1]> then\n set [level v] to (#CloneID)\n set [can progress? v] to [1]\n set [menu v] to [false]\n set [menuscreen v] to [game]\n end\n else\n set [menuscreen v] to [main]\n set [can progress? v] to [1]\n end\nend\n\n@Pause\n\nwhen I receive [setup v]\ndelete clones\nset [pause? v] to [0]\nhide\n\nwhen I receive [begin v]\nrepeat until <(level) > [13]>\n wait until <key (p v) pressed?>\n if <(rendering?) = [0]> then\n set [pause? v] to ((1) - (pause?))\n set [game active? v] to (pause?)\n end\n if <(game active?) = [0]> then\n generate pause menu\n else\n broadcast (delete pause menu v)\n end\n wait until <not <key (p v) pressed?>>\nend\n\ndefine generate pause menu\ncreate backboard\ncreate title\ncreate buttons\ncreate guard\n\nwhen I receive [delete pause menu v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete clones\n\nwhen I start as a clone\nif <(#CloneID) = [1]> then\n switch costume to (backing v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (4)\n change [ghost v] effect by (-25)\n end\nelse\n if <(#CloneID) = [2]> then\n switch costume to ((level) + (3))\n go to x: (-90) y: (90)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (4)\n change [ghost v] effect by (-25)\n end\n else\n if <(#CloneID) < [5]> then\n switch costume to ((#CloneID) - (1))\n if <(#CloneID) = [3]> then\n go to x: (-112) y: (30)\n else\n go to x: (-132) y: (-10)\n end\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (4)\n change [ghost v] effect by (-25)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <not <(x position) > ((-80) - (((#CloneID) - (3)) * (20)))>> then\n change x by (3)\n end\n else\n set [brightness v] effect to (0)\n if <not <(x position) < ((-110) - (((#CloneID) - (3)) * (20)))>> then\n change x by (-3)\n end\n end\n end\n else\n if <(#CloneID) = [5]> then\n switch costume to (guard v)\n go to x: (120) y: (0)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (4)\n change [ghost v] effect by (-25)\n end\n else\n end\n end\n end\nend\n\ndefine create backboard\nset [#cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [#cloneid v] to [0]\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\ndefine create buttons\nset [#cloneid v] to [2]\nrepeat (2)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\nend\nset [#cloneid v] to [0]\n\ndefine create title\nset [#cloneid v] to [2]\ncreate clone of (_myself_ v)\nset [#cloneid v] to [0]\n\ndefine create guard\nset [#cloneid v] to [5]\ncreate clone of (_myself_ v)\nset [#cloneid v] to [0]\n\nwhen I receive [menu v]\ndelete clones\nset [pause? v] to [0]\nhide\n\nwhen this sprite clicked\nif <(#CloneID) = [3]> then\n set [pause? v] to ((1) - (pause?))\n set [game active? v] to (pause?)\n broadcast (delete pause menu v)\nelse\n broadcast (music:game1:stop v)\n broadcast (music:game2:stop v)\n broadcast (music:title:start v)\n broadcast (stop torch v)\n set [menuscreen v] to [main]\n set [menu v] to [True]\n broadcast (menu v)\nend\n\n@title\n\nwhen I receive [music:title:start v]\nwait (0.1) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.05) seconds\nend\nglide (2.5) secs to x: (0) y: (75)\nwait until <(menu) = [False]>\nhide\n\nwhen I receive [setup v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [menu v]\ngo to x: (0) y: (75)\nshow\ngo to [front v] layer\n\n@Loading Screen\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [show loading v]\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide loading v]\nrepeat (10)\n change [brightness v] effect by (-15)\n change [ghost v] effect by (10)\nend\nhide\n\n@Game Over\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [player been caught v]\nswitch costume to (game over v)\nwait (1) seconds\nset [game active? v] to [0]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [game active? v] to [1]\n\nwhen I receive [explosion has happened v]\nswitch costume to (game over2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [level v] to [10]\nset [player hp v] to [10]\nbroadcast (next v)\nhide\n\n@Parts\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [part1 v]\nswitch costume to (part 1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [part2 v]\nswitch costume to (part 2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nswitch costume to (intro1 v)\nhide\n\nwhen I receive [storyline v]\nshow\nswitch costume to (intro1 v)\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [n v] to [0]\nrepeat (3)\n broadcast (join [slide] ((n) + (1)))\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n change [n v] by (1)\n repeat (4)\n change [brightness v] effect by (-40)\n end\n broadcast (join [stop slide] (n))\n if <(n) < [3]> then\n next costume\n set [brightness v] effect to (-100)\n repeat (4)\n change [brightness v] effect by (25)\n end\n clear graphic effects\n end\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change [brightness v] effect by (-25)\nend\nhide\nclear graphic effects\n\n@Outro\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [outro v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\nend\nbroadcast (kill cutscene v)\nbroadcast (outro voice v)\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nbroadcast (stop outro voice v)\nbroadcast (music:title:start v)\nset [menuscreen v] to [main]\nset [menu v] to [True]\nbroadcast (menu v)\nhide\n\n@Cutscene\n\nwhen I receive [setup v]\ndelete clones\nhide\n\ndefine delete clones\nset [#cloneid v] to [0]\ndelete this clone\n\nwhen I receive [cutscene v]\nset [menuscreen v] to [outro]\nswitch backdrop to (night bakcground v)\nswitch costume to (desert v)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\ncreate player\n\ndefine create player\nset [#cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [#cloneid v] to [0]\n\nwhen I start as a clone\nif <(#CloneID) = [1]> then\n forever\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n switch costume to (player v)\n end\nend\n\nwhen I receive [kill cutscene v]\ndelete clones\nhide\n\nwhen I start as a clone\nif <(#CloneID) = [1]> then\n switch costume to (player v)\n set size to (300) %\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (-200) y: (-30)\n repeat (4)\n go to [front v] layer\n change [ghost v] effect by (-25)\n end\n glide (2) secs to x: (0) y: (-80)\n broadcast (animate explosion v)\n glide (1) secs to x: (100) y: (-105)\n change [#cloneid v] by (1)\n create clone of (_myself_ v)\n set [#cloneid v] to [1]\n glide (1) secs to x: (200) y: (-130)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nelse\n switch costume to (blackout v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n broadcast (outro v)\nend\n\n@Explosion\n\ndefine explode\nshow\nswitch costume to (costume1 v)\ngo [backward v] (9999) layers\nrepeat (27)\n next costume\n wait (0.032) seconds\nend\nhide\n\nwhen I receive [setup v]\ngo to x: (-140) y: (50)\nswitch costume to (costume1 v)\ngo [backward v] (9999) layers\nhide\n\nwhen I receive [animate explosion v]\nbroadcast (explosion v)\nexplode\n\n@Thumbnail\n\nwhen flag clicked\nset [timer marker v] to [60]\nforever\n set [timer marker v] to ((timer) + (0.5))\nend\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (timer marker)\nif <(rendering?) = [0]> then\n show\n go to [front v] layer\n go to x: (0) y: (-360)\n repeat until <(y position) > [-0.5]>\n change y by ((y position) / (-4))\n end\n stop [all v]\nend\n\n@Watermark\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [watermark v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [background v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | |
The LONGEST platformer ever! update v. 2.0 | @Stage\n\nwhen flag clicked\nswitch backdrop to (lvl 1 v)\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n if <(Level) = [82]> then\n wait (5) seconds\n broadcast (Next level v)\n broadcast (Pen up v)\n change [level v] by (1)\n end\nend\n\nset [level v] to [93]\n\n@Player\n\nwhen flag clicked\nerase all\npen up\nset pen size to (5)\nset pen color to (#656767)\ngo to x: (-180) y: (-167)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nset [key v] to [0]\nset size to (200) %\nclear graphic effects\nforever\n if <not <(username) = []>> then\n Physics\n else\n say [Sorry You can't play because you don't have a username] for (3) seconds\n stop [all v]\n end\n if <<(Level) = [55]> and <key (space v) pressed?>> then\n broadcast (next level v)\n change [level v] by (1)\n end\n if <<(Level) = [56]> and <key (2 v) pressed?>> then\n broadcast (next level v)\n change [level v] by (1)\n end\n if <<touching color (#ffff00)?> and <(Level) = [64]>> then\n broadcast (hide v)\n broadcast (next level v)\n end\n if <key (r v) pressed?> then\n go to x: (-180) y: (-167)\n end\n if <<(distance to [portal2 v]) < [10]> and <(Level) = [16]>> then\n broadcast (random position v)\n end\n if <<(Level) = [69]> and <key (right arrow v) pressed?>> then\n wait until <not <key (right arrow v) pressed?>>\n change [level v] by (1)\n broadcast (next level v)\n end\n if <(Level) = [82]> then\n pen down\n end\n if <(Level) = [85]> then\n if <(x position) = [-240]> then\n broadcast (level 1 v)\n go to x: (-180) y: (-167)\n else\n if <(x position) = [240]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-167)\n end\n end\n end\n if <(Level) = [86]> then\n if <(x position) = [-239]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-167)\n else\n if <(x position) = [239]> then\n broadcast (level 1 v)\n go to x: (-180) y: (-167)\n end\n end\n if <(y position) = [179]> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-180) y: (-167)\n else\n if <(y position) = [-174]> then\n broadcast (level 1 v)\n go to x: (-180) y: (-167)\n end\n end\n end\nend\n\ndefine Physics\nif <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\nend\nif <<touching color (#006622)?> or <touching color (#ff9400)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\nend\nif <touching color (#ffff00)?> then\n broadcast (next level v)\n go to x: (-180) y: (-167)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\nend\nif <touching color (#ff0000)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-180) y: (-167)\n set [xv v] to [0]\n set [yv v] to [0]\n clear graphic effects\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [12]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [10]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#003fff)?> then\n set [yv v] to [15]\nend\n\nwhen I receive [level 1 v]\nswitch backdrop to (lvl 1 v)\nset [level v] to [1]\n\ndefine Shift Pressed\nset [shift pressed v] to <key (space v) pressed?>\n\nwhen flag clicked\nforever\n Shift Pressed\n if <<(Shift Pressed) = [true]> and <(direction) = [90]>> then\n set [xv v] to [10]\n end\n if <<(Shift Pressed) = [true]> and <(direction) = [-90]>> then\n set [xv v] to [-10]\n end\nend\n\nwhen I receive [pen up v]\npen up\nerase all\n\nset [level v] to [69]\n\n@button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [29]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (level 1 v)\n end\nend\n\n@pad\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [62]> then\n show\n go to (mouse-pointer v)\n else\n hide\n end\nend\n\n@Portal\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [64]> then\n wait (5) seconds\n show\n wait (3) seconds\n hide\n else\n hide\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@obstacle\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nhide\nforever\n Clone\nend\n\ndefine Clone\nif <<(Level) = [27]> or <<(Level) = [34]> or <<(Level) = [38]> or <<(Level) = [44]> or <<(Level) = [58]> or <<(Level) = [59]> or <<(Level) = [60]> or <<(Level) = [67]> or <(Level) = [93]>>>>>>>>> then\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nelse\n delete this clone\nend\n\nwhen I start as a clone\nif <<(Level) = [27]> or <<(Level) = [34]> or <<(Level) = [38]> or <<(Level) = [44]> or <<(Level) = [58]> or <<(Level) = [59]> or <<(Level) = [60]> or <<(Level) = [67]> or <(Level) = [93]>>>>>>>>> then\n show\n repeat until <touching (_edge_ v)?>\n move (2) steps\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@Portal2\n\nwhen flag clicked\nhide\nset size to (60) %\nforever\n if <(Level) = [16]> then\n show\n go to x: (-206) y: (150)\n else\n hide\n end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [random position v]\ngo to x: (88) y: (-125)\n\n@title screen\n\n@title screen2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (107.7) %\nshow\nwait (3) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n | Hey everyone i'm back! this update on the LONGEST platformer ever is here! There are new controls, and please favorite, love, and most importantly, feel free to remix this any time! \nWait until the screen fades away, then play\n\n CONTROLS\n=============================================\nMove: Arrow Keys\nDash/Sprint: Space\nR: Restart \n=============================================\n REQUIREMENTS\n=============================================\n1. You must have a username so I know that you are a real person and you're not some sort of hacker or a robot.\n2. Have fun!\n3. Do not touch red ᕙ(>ᗝ<)ᕗ\n=============================================\n :3 |
Sides | A platformer | @Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop5 v)\nset volume to (0) %\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 09 In the Halls of the Usurper \(Pridemoor Keep\).mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [message1 v]\nwait (0.1) seconds\nwait until <([costume # v] of [ground v]) = [23]>\nstop all sounds\nstop [other scripts in stage v]\nwait until <([costume # v] of [ground v]) = [24]>\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [message1 v]\nset volume to (0) %\nrepeat (25)\n change volume by (4)\nend\n\nwhen [s v] key pressed\nif <(username) = [joshrawesome]> then\n broadcast (next level v)\nend\n\n@sides_char_hitbox\n\nwhen I receive [message1 v]\nwait (0.1) seconds\nforever\n if <<touching (_edge_ v)?> and <(y position) < [-175]>> then\n go to x: (x position) y: (174)\n end\n if <<touching (_edge_ v)?> and <(y position) > [175]>> then\n go to x: (x position) y: (-174)\n end\n if <<touching (_edge_ v)?> and <(x position) > [235]>> then\n go to x: (-235) y: (y position)\n end\n if <<touching (_edge_ v)?> and <(x position) < [-235]>> then\n go to x: (235) y: (y position)\n end\nend\n\nwhen I receive [reposition v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [which side in use? v] to [down]\nset [right? v] to [yes]\npoint in direction (90)\ngo to x: (-200) y: (-140)\n\nwhen I receive [message1 v]\nshow\nset [ghost v] effect to (100)\nset size to (55) %\nset [right? v] to [yes]\npoint in direction (90)\ngo to x: (-200) y: (-140)\nset [speed v] to [1]\nset [wall jump mode v] to [1]\nset [jump height v] to [10]\nset [gravity v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [which side in use? v] to [down]\nset rotation style [all around v]\nforever\n if <(Hidden?) = [no]> then\n if <(direction) = [90]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n set [right? v] to [yes]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Speed) * (-1))\n set [right? v] to [no]\n end\n set [xv v] to ((Xv) * (0.85))\n change x by (Xv)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <(Wall Jump Mode) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [bump sound v]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [bump sound v]\n if <(Xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n start sound [walk v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((Yv) / (Gravity))\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (((Yv) / (Gravity)) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to (Jump Height)\n end\n end\n change y by (1)\n end\n if <(direction) = [-90]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n set [right? v] to [yes]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Speed) * (-1))\n set [right? v] to [no]\n end\n set [xv v] to ((Xv) * (0.85))\n change x by (Xv)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <(Wall Jump Mode) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [bump sound v]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [walk v]\n if <(Xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n start sound [walk v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (((Yv) / (Gravity)) * (-1))\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by (((Yv) / (Gravity)) * (1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to (Jump Height)\n end\n end\n change y by (-1)\n end\n if <(direction) = [180]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n set [right? v] to [yes]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Speed) * (-1))\n set [right? v] to [no]\n end\n set [xv v] to ((Xv) * (0.85))\n change y by (Xv)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by ((Xv) * (-1))\n change x by (-5)\n if <(Wall Jump Mode) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [bump sound v]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [walk v]\n if <(Xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n start sound [walk v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change x by (((Yv) / (Gravity)) * (1))\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (((Yv) / (Gravity)) * (-1))\n set [yv v] to [0]\n end\n change x by (-1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to (Jump Height)\n end\n end\n change x by (1)\n end\n if <(direction) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n set [right? v] to [yes]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Speed) * (-1))\n set [right? v] to [no]\n end\n set [xv v] to ((Xv) * (0.85))\n change y by (Xv)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change y by ((Xv) * (-1))\n change x by (-5)\n if <(Wall Jump Mode) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [bump sound v]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [walk v]\n if <(Xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n if <(Wall Jump Mode) = [2]> then\n start sound [walk v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change x by (((Yv) / (Gravity)) * (-1))\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n change x by (((Yv) / (Gravity)) * (1))\n set [yv v] to [0]\n end\n change x by (1)\n if <<touching (ground v)?> or <touching color (#330066)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [yv v] to (Jump Height)\n end\n end\n change x by (-1)\n end\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <(Which side in use?) = [down]> then\n point in direction (90)\n end\n if <(Which side in use?) = [up]> then\n point in direction (-90)\n end\n if <(Which side in use?) = [right]> then\n point in direction (0)\n end\n if <(Which side in use?) = [left]> then\n point in direction (180)\n end\n if <(Yv) < [-15]> then\n set [yv v] to [-15]\n end\n if <(Xv) < [-15]> then\n set [xv v] to [-15]\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#00ff55)?> then\n broadcast (next level v)\n set [hidden? v] to [yes]\n wait until <not <touching color (#00ff55)?>>\n end\n if <touching color (#003fff)?> then\n start sound [walk2 v]\n broadcast (unlock v)\n wait until <not <touching color (#003fff)?>>\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n if <(Yv) = [0]> then\n play sound [walk v] until done\n end\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <<touching color (#990000)?> or <key (r v) pressed?>> then\n if <<<([costume name v] of [ground v]) = [Level 10 2nd]> or <([costume name v] of [ground v]) = [Level 16 2nd]>> or <([costume name v] of [ground v]) = [Level 17 2nd]>> then\n broadcast (previous level v)\n end\n set [xv v] to [0]\n set [yv v] to [0]\n change [deaths v] by (1)\n set [which side in use? v] to [down]\n go to x: (-200) y: (-140)\n end\n if <touching color (#ff00bf)?> then\n start sound [Jump v]\n set [yv v] to [17]\n end\n if <<touching (boss v)?> and <not <([costume # v] of [boss v]) = [4]>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [which side in use? v] to [down]\n go to x: (-200) y: (-140)\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#330066)?> then\n broadcast (i v)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nhide\n\n@(right) Character\n\nwhen I receive [message1 v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\npoint in direction (90)\nset size to (55) %\nset rotation style [all around v]\nforever\n go to [front v] layer\n go to (sides_char_hitbox v)\n point in direction ([direction v] of [sides_char_hitbox v])\n if <<(direction) = [90]> or <(direction) = [0]>> then\n if <(Right?) = [yes]> then\n show\n else\n hide\n end\n end\n if <<(direction) = [-90]> or <(direction) = [180]>> then\n if <(Right?) = [no]> then\n show\n else\n hide\n end\n end\n if <(Hidden?) = [yes]> then\n hide\n end\n if <touching color (#0d0d0d)?> then\n set [brightness v] effect to (70)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reposition v]\npoint in direction (90)\n\nwhen I receive [message1 v]\nswitch costume to (sides_char_move_1 v)\nforever\n if <<(Yv) > [0]> and <not <(Yv) = [0]>>> then\n switch costume to (sides_char_move_jump v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n next costume\n if <(costume [number v]) = [11]> then\n next costume\n end\n else\n switch costume to (sides_char_move_1 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@(left) Character\n\nwhen I receive [message1 v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\npoint in direction (90)\nset size to (55) %\nset rotation style [all around v]\nforever\n go to [front v] layer\n go to (sides_char_hitbox v)\n point in direction ([direction v] of [sides_char_hitbox v])\n if <<(direction) = [90]> or <(direction) = [0]>> then\n if <(Right?) = [no]> then\n show\n else\n hide\n end\n end\n if <<(direction) = [-90]> or <(direction) = [180]>> then\n if <(Right?) = [yes]> then\n show\n else\n hide\n end\n end\n if <(Hidden?) = [yes]> then\n hide\n end\n if <touching color (#0d0d0d)?> then\n set [brightness v] effect to (70)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reposition v]\npoint in direction (90)\n\nwhen I receive [message1 v]\nswitch costume to (sides_char_move_1 v)\nforever\n if <<(Yv) > [0]> and <not <(Yv) = [0]>>> then\n switch costume to (sides_char_move_jump v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n next costume\n if <(costume [number v]) = [11]> then\n next costume\n end\n else\n switch costume to (sides_char_move_1 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen I receive [reposition v]\ngo [backward v] (1) layers\nnext costume\n\nwhen I receive [unlock v]\nnext costume\n\nwhen I receive [message1 v]\nwait until <(costume [number v]) = [24]>\nif <(Deaths) = [0]> then\n next costume\nend\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 08 The Adventure Awaits \(Map Screen\).mp3 v] until done\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nset [☁ no cheatin' v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (level 1 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset size to (2000) %\nforever\n go to [front v] layer\nend\n\n@Extras\n\nwhen I receive [reposition v]\nnext costume\nwait (1.5) seconds\ngo to [front v] layer\n\nset [which side in use? v] to [right]\n\nwhen I receive [unlock v]\nnext costume\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (2000) %\n\n@Transition\n\nwhen flag clicked\nset [hidden? v] to [no]\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n if <(Hidden?) = [yes]> then\n set [which side in use? v] to [down]\n end\nend\n\ndefine None\nset [x/y v] to (x/y)\nset [v v] to (v)\nif <(V) < [0]> then\n repeat (([abs v] of (V) ) - (1))\n change [v v] by (1)\n if <(X/Y) = [x]> then\n change x by (V)\n else\n change y by (V)\n end\n end\nelse\n repeat (([abs v] of (V) ) - (1))\n change [v v] by (-1)\n if <(X/Y) = [x]> then\n change x by (V)\n else\n change y by (V)\n end\n end\nend\n\nwhen I receive [next level v]\nset [hidden? v] to [yes]\nset [which side in use? v] to [down]\nshow\nstart sound [computer beeps1 v]\nbroadcast (Hide v)\ngo to x: (-460) y: (0)\nx/y= [x] velocity power= (30.85)\nbroadcast (Reposition v)\nwait (0.5) seconds\nset [hidden? v] to [no]\nx/y= [x] velocity power= (30.85)\nhide\nset [which side in use? v] to [down]\n\nwhen flag clicked\nhide\n\n@Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nwait (1) seconds\nwait until <([costume # v] of [ground v]) = [3]>\nLevel 3 Arrows\nwait until <([costume # v] of [ground v]) = [4]>\nbroadcast (Delete v)\nwait until <([costume # v] of [ground v]) = [5]>\nLevel 5 Arrows\nwait until <([costume # v] of [ground v]) = [6]>\nbroadcast (Delete v)\nwait until <([costume # v] of [ground v]) = [8]>\nLevel 8 Arrows\nwait until <([costume # v] of [ground v]) = [9]>\nbroadcast (Delete v)\nwait until <([costume # v] of [ground v]) = [10]>\nLevel 10 Arrows\nwait until <([costume # v] of [ground v]) = [12]>\nbroadcast (Delete v)\nLevel 11 Arrows\nwait until <([costume # v] of [ground v]) = [13]>\nbroadcast (Delete v)\nwait until <([costume # v] of [ground v]) = [15]>\nLevel 14 Arrows\nwait until <([costume # v] of [ground v]) = [16]>\nbroadcast (Delete v)\nwait until <([costume # v] of [ground v]) = [17]>\nbroadcast (Delete v)\nLevel 16 Arrows\nwait until <([costume # v] of [ground v]) = [19]>\nbroadcast (Delete v)\nLevel 17 Arrows\nwait until <([costume # v] of [ground v]) = [21]>\nbroadcast (Delete v)\nwait until <([costume # v] of [ground v]) = [23]>\nbroadcast (Delete v)\nBoss Arrows\nwait until <([costume # v] of [ground v]) = [24]>\nbroadcast (Delete v)\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <touching (sides_char_hitbox v)?> then\n if <(direction) = [90]> then\n set [which side in use? v] to [right]\n end\n if <(direction) = [-90]> then\n set [which side in use? v] to [left]\n end\n if <(direction) = [0]> then\n set [which side in use? v] to [up]\n end\n if <(direction) = [180]> then\n set [which side in use? v] to [down]\n end\n end\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Level 8 Arrows\npoint in direction (0)\ngo to x: (-187) y: (-109)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-190) y: (-12)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-70) y: (-106)\ncreate clone of (_myself_ v)\n\ndefine Level 5 Arrows\npoint in direction (90)\ngo to x: (-150) y: (-93)\ncreate clone of (_myself_ v)\n\ndefine Level 3 Arrows\npoint in direction (0)\ngo to x: (-127) y: (-110)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-130) y: (127)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (10) y: (-133)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (147) y: (130)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (150) y: (33)\ncreate clone of (_myself_ v)\n\ndefine Level 10 Arrows\npoint in direction (90)\ngo to x: (170) y: (-72)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (-13) y: (129)\ncreate clone of (_myself_ v)\n\ndefine Level 11 Arrows\npoint in direction (90)\ngo to x: (-190) y: (-53)\ncreate clone of (_myself_ v)\npoint in direction (0)\ngo to x: (123) y: (-70)\ncreate clone of (_myself_ v)\n\ndefine Level 14 Arrows\npoint in direction (-90)\ngo to x: (179) y: (113)\ncreate clone of (_myself_ v)\n\ndefine Level 16 Arrows\npoint in direction (0)\ngo to x: (-127) y: (-110)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (110) y: (7)\ncreate clone of (_myself_ v)\n\ndefine Level 17 Arrows\npoint in direction (90)\ngo to x: (-190) y: (-112)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (-153) y: (150)\ncreate clone of (_myself_ v)\n\ndefine Boss Arrows\npoint in direction (0)\ngo to x: (-7) y: (-110)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (7) y: (111)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\n@Darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nhide\nforever\n go [backward v] (1) layers\n if <<([costume name v] of [ground v]) = [Level 13]> or <([costume name v] of [ground v]) = [Level 15]>> then\n show\n else\n hide\n end\nend\n\n@Light\n\nwhen I receive [message1 v]\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (2000) %\nforever\n go to (sides_char_hitbox v)\n if <<([costume name v] of [ground v]) = [Level 13]> or <([costume name v] of [ground v]) = [Level 15]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nset size to (2000) %\n\n@Boss\n\nwhen I receive [message1 v]\nhide\nwait until <([costume # v] of [ground v]) = [23]>\nstop all sounds\nswitch backdrop to (backdrop4 v)\nwait (1) seconds\nshow\nstart sound [Jake Kaufman - Shovel Knight Original Soundtrack - 10 The Decadent Dandy \(King Knight Battle\).mp3 v]\nset [boss health v] to [3]\nswitch costume to (sides_boss v)\nset size to (150) %\ngo to x: (-10) y: (-180)\nglide (1) secs to x: (-10) y: (50)\nbroadcast (iii v)\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [boss death v]\nrepeat (3)\n start sound [explbomb v]\n wait (0.2) seconds\n start sound [explbomb v]\n wait (0.2) seconds\n start sound [explbomb v]\n wait (0.1) seconds\n start sound [explbomb v]\nend\n\nwhen I receive [iii v]\nforever\n if <color (#00cc44) is touching (#000000)?> then\n start sound [explbomb v]\n switch costume to (sides_boss_2 v)\n change [boss health v] by (-1)\n if <(Boss Health) = [0]> then\n stop [other scripts in sprite v]\n broadcast (Boss Death v)\n stop [this script v]\n else\n wait until <not <color (#00cc44) is touching (#000000)?>>\n end\n end\nend\n\nwhen I start as a clone\nchange x by (-10)\nset rotation style [left-right v]\nstart sound [laser cannon v]\nswitch costume to (costume1 v)\nset size to (2000) %\npoint in direction (90)\nif <(Which side in use?) = [down]> then\n repeat until <(y position) < [-165]>\n stamp\n change y by (-40)\n end\n wait (0.3) seconds\n erase all\n delete this clone\nelse\n repeat until <(y position) > [165]>\n stamp\n change y by (40)\n end\n wait (0.3) seconds\n erase all\n delete this clone\nend\n\nwhen I receive [targeting shock v]\ngo to x: (([x position v] of [sides_char_hitbox v]) + (pick random (-30) to (30))) y: (pick random (50) to (-50))\ncreate clone of (_myself_ v)\n\nwhen I receive [shock v]\ngo to x: (([x position v] of [sides_char_hitbox v]) + (pick random (-60) to (60))) y: (pick random (50) to (-50))\nshow\n\nwhen I receive [boss death v]\nstop all sounds\nset size to (150) %\nglide (1) secs to x: (-10) y: (0)\nrepeat (20)\n change size by (10)\nend\nrepeat (20)\n change size by (-20)\nend\nhide\nbroadcast (Next Level v)\n\nwhen I receive [iii v]\nforever\n repeat (pick random (5) to (20))\n wait (pick random (0.1) to (0.75)) seconds\n broadcast (Shock v)\n end\n broadcast (Targeting Shock v)\n wait (0.5) seconds\n switch costume to (sides_boss_exposed v)\n wait (pick random (1) to (3)) seconds\n switch costume to (sides_boss v)\nend\n\nwhen flag clicked\nhide\n\n@Shock\n\nwhen I receive [shock v]\nstart sound [cymbal v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (2)\n change [ghost v] effect by (-50)\nend\nrepeat (2)\n change [ghost v] effect by (50)\nend\nhide\n\nwhen I receive [targeting shock v]\nstart sound [cymbal v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (2)\n change [ghost v] effect by (-50)\nend\nrepeat (2)\n change [ghost v] effect by (50)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@intro (pixel)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n stamp\n repeat (15)\n change y by (-22)\n stamp\n end\nend\nif <(costume [number v]) = [4]> then\n stamp\n repeat (13)\n change y by (-22)\n stamp\n end\nend\nif <(costume [number v]) = [6]> then\n stamp\n repeat (15)\n change y by (-22)\n stamp\n end\nend\nif <(costume [number v]) = [7]> then\n stamp\n repeat (14)\n change y by (-22)\n stamp\n end\nend\n\nwhen flag clicked\nstart sound [Vexento - Particles v]\nset volume to (100) %\nshow\nhide\nerase all\nhide\nswitch costume to (joshrawesome v)\ngo to x: (0) y: (0)\nswitch costume to (test v)\ngo to x: (-220) y: (158)\ncreate clone of (_myself_ v)\nrepeat (20)\n change x by (22)\n create clone of (_myself_ v)\nend\nhide\nwait (0.5) seconds\nshow\nhide\nswitch costume to (joshrawesome v)\ngo to x: (0) y: (0)\nswitch costume to (test2 v)\ngo to x: (-98) y: (140)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (22)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1) seconds\nset [ghost v] effect to (100)\ngo to x: (1) y: (-2)\nswitch costume to (joshrawesome2 v)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nstamp\nhide\nwait (1) seconds\nswitch costume to (fill in ending black v)\ngo to x: (-100) y: (150)\ncreate clone of (_myself_ v)\nrepeat (10)\n change x by (22)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait (1) seconds\nswitch costume to (fill in ending white v)\ngo to x: (-220) y: (158)\ncreate clone of (_myself_ v)\nrepeat (20)\n change x by (22)\n create clone of (_myself_ v)\nend\nwait (0.7) seconds\nerase all\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\nbroadcast (message1 v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n | |
Games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [backdrop10]> or <(backdrop [name v]) = [backdrop25]>> then\n if <key (space v) pressed?> then\n if <(backdrop [name v]) = [backdrop10]> then\n switch backdrop to (backdrop25 v)\n wait (0.15) seconds\n else\n switch backdrop to (backdrop10 v)\n wait (0.15) seconds\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume3 v)\ngo to x: (83) y: (3)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop9 v)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume3 v)\ngo to x: (-83) y: (1)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop3 v)\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Run\n\nwhen flag clicked\nset [yvel v] to [0]\nset [xvel v] to [0]\nhide variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [score v]\nset [yvel v] to [0]\nset [xvel v] to [0]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nshow\n\nwhen backdrop switches to [backdrop2 v]\nforever\n wait (1) seconds\n change [score v] by (1)\n if <not <(backdrop [name v]) = [backdrop2]>> then\n set [score v] to [0]\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yvel v] by (1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yvel v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((0.9) * (Xvel))\n set [yvel v] to ((0.9) * (Yvel))\n change y by (Yvel)\n change x by (Xvel)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nset volume to (100) %\nset size to (65) %\nswitch costume to (costume3 v)\ngo to x: (0) y: (-153)\nhide\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\n@Button2\n\nwhen flag clicked\ngo to x: (-230) y: (-170)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-230) y: (-170)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nforever\n point towards (run v)\n move (7) steps\nend\n\nwhen flag clicked\nforever\n if <touching (run v)?> then\n go to x: (-230) y: (-170)\n set [score v] to [0]\n end\nend\n\n@costume1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@Platformer\n\nwhen backdrop switches to [backdrop3 v]\nset [level v] to [1]\nshow variable [level v]\ngo to x: (-215) y: (-75)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [level v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop3 v]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n switch costume to (ball-d v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n switch costume to (ball-d2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-75)\n change [deaths v] by (1)\n start sound [Hit_Hurt96 v]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <touching (_edge_ v)?> then\n go to x: (-215) y: (-75)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nset volume to (100) %\nset size to (35) %\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n set [level v] to (join (Level) [/17])\nend\n\n@costume2\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (200) y: (-140)\nset size to (75) %\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop10 v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@maze\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [level v]\nset [level v] to [1]\ngo to x: (215) y: (-145)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [level v]\nset [level v] to [1]\nset volume to (100) %\ngo to x: (215) y: (-145)\nset size to (25) %\nhide\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (5)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (-5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-5)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <touching color (#ff0000)?> then\n stop all sounds\n go to x: (215) y: (-145)\n start sound [Hit_Hurt96 v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <touching (_edge_ v)?> then\n go to x: (215) y: (-145)\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n end\nend\n\n@costume3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset volume to (100) %\nset size to (60) %\ngo to x: (135) y: (-140)\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [sfx v]\n set volume to (0) %\n broadcast (stop sound v)\n switch costume to (costume3 v)\nelse\n set volume to (100) %\n broadcast (start sound v)\n switch costume to (costume2 v)\n start sound [sfx v]\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@trophy-512\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (trophy-512 v)\nset size to (18) %\ngo to x: (65) y: (-140)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (trophy-2 v)\n else\n switch costume to (trophy-512 v)\n end\nend\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop19 v)\nplay sound [sfx v] until done\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\n@Sprite5\n\nwhen [space v] key pressed\nif <<(username) = [DogeFan1555]> or <<(username) = [moocow1324]> or <(username) = [VectorDragon]>>> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.75) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\ngo to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\nset [ghost v] effect to (100)\nhide\n\n@platforming achievement\n\nwhen flag clicked\nset [platform achieve v] to [0]\ngo to x: (0) y: (70)\nhide\n\nwhen flag clicked\nforever\n if <<(platform achieve) = [1]> and <(backdrop [name v]) = [backdrop19]>> then\n show\n else\n hide\n end\nend\n\n@Achievement get!\n\nwhen flag clicked\ngo to x: (0) y: (155)\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [17]> and <(platform achieve) = [0]>> then\n show\n wait (1.25) seconds\n hide\n set [platform achieve v] to [1]\n end\n if <<(LEVEL) = [7]> and <(maze achieve) = [0]>> then\n show\n wait (1.25) seconds\n hide\n set [maze achieve v] to [1]\n end\n if <<(Score) = [100]> and <(run achieve) = [0]>> then\n show\n wait (1.25) seconds\n hide\n set [run achieve v] to [1]\n end\nend\n\n@maze achievement\n\nwhen flag clicked\nset [maze achieve v] to [0]\ngo to x: (0) y: (20)\nhide\n\nwhen flag clicked\nforever\n if <<(maze achieve) = [1]> and <(backdrop [name v]) = [backdrop19]>> then\n show\n else\n hide\n end\nend\n\n@run achievement\n\nwhen flag clicked\nset [run achieve v] to [0]\ngo to x: (0) y: (-50)\nhide\n\nwhen flag clicked\nforever\n if <<(run achieve) = [1]> and <(backdrop [name v]) = [backdrop19]>> then\n show\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset size to (150) %\ngo to x: (0) y: (0)\nforever\n if <<<(maze achieve) = [0]> and <<(platform achieve) = [0]> and <(run achieve) = [0]>>> and <(backdrop [name v]) = [backdrop19]>> then\n show\n else\n hide\n end\nend\n\n | PRESS THE BUTTON TO PLAY THE GAMES. INSTRUCTIONS IN GAME. ALL LEVELS ARE POSSIBLE @moocow1324 and I tested them\n |
Sushiformer ♥ | @Stage\n\nwhen flag clicked\nforever\n play sound [lion's theme - steven universe ost v] until done\nend\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-199) y: (41)\nforever\n if <key (right arrow v) pressed?> then\n turn right (5) degrees\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n turn left (5) degrees\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change y by (1)\n if <touching color (#fff9aa)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#fff9aa)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#fff9aa)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#a0c9ff)?> then\n go to x: (-209) y: (31)\n end\n if <touching color (#eeff77)?> then\n broadcast (message1 v) and wait\n go to x: (-209) y: (31)\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-209) y: (31)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\ngo to [front v] layer\n\n | |
Slope detection platformer engine | @Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset [lasttime v] to (timer)\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [cam v] to [0]\nset [player_width v] to [20]\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nforever\n if <((timer) - (lastTime)) < [0.0001]> then\n wait (0.0001) seconds\n end\n set [deltatime v] to (((timer) - (lastTime)) * (30))\n set [lasttime v] to (timer)\n set [control::xmove v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [control::jump v] to <key (up arrow v) pressed?>\n set [control::slide v] to <key (down arrow v) pressed?>\n if <mouse down?> then\n if <(mouse x) > [40]> then\n change [control::xmove v] by (((mouse x) - (40)) / (40))\n else\n if <(mouse x) < [-40]> then\n change [control::xmove v] by (((mouse x) + (40)) / (40))\n end\n end\n if <(mouse y) > [20]> then\n set [control::jump v] to [true]\n else\n if <<(mouse y) < [-120]> and <([abs v] of (mouse x) ) < [80]>> then\n set [control::slide v] to [true]\n end\n end\n end\n inputMove\n set rotation style [don't rotate v]\n switch costume to (sidesense v)\n set [ssd v] to ((PLAYER_WIDTH) - (2))\n set [oldx v] to (x position)\n set [oldy v] to (y position)\n set [downtest v] to [false]\n set x to ((oldX) - (((PLAYER_WIDTH) / (2)) - (2)))\n sideSense [1]\n set x to ((oldX) + ((PLAYER_WIDTH) / (2)))\n sideSense [2]\n set x to (oldX)\n set rotation style [all around v]\n senseMove\n costume\n camera\nend\n\ndefine sideSense (s)\nif <(s) = [1]> then\n set [1wall v] to [0]\nelse\n set [2wall v] to [0]\nend\nset [i v] to [0]\nset [j v] to [0]\nset [ddt v] to [0]\nrepeat until <<(j) > [0]> or <(i) > ((PLAYER_WIDTH) - (2))>>\n if <touching (level v)?> then\n set [ddt v] to [1]\n repeat until <<(j) > [15]> or <not <touching (level v)?>>>\n change [j v] by (1)\n change y by (1)\n end\n else\n repeat until <<(j) > [7]> or <touching (level v)?>>\n change [j v] by (1)\n change y by (-1)\n end\n if <touching (level v)?> then\n if <(j) = [1]> then\n set [ddt v] to [1]\n end\n change y by (1)\n end\n end\n if <<(j) > [15]> or <<(j) > [7]> and <(ddt) = [0]>>> then\n set [j v] to [0]\n change [i v] by (1)\n if <(ddt) = [1]> then\n set [xvel v] to [0]\n if <(s) = [1]> then\n set [1wall v] to [1]\n else\n set [2wall v] to [1]\n end\n end\n if <(s) = [2]> then\n change x by (-1)\n if <(ddt) = [1]> then\n change [oldx v] by (-1)\n end\n change [ssd v] by (-1)\n else\n change x by (1)\n if <(ddt) = [1]> then\n change [oldx v] by (1)\n end\n end\n set y to (oldY)\n set [ddt v] to [0]\n end\nend\nif <(s) = [1]> then\n set [y1 v] to (round (y position))\nelse\n set [y2 v] to (round (y position))\nend\nif <(ddt) = [1]> then\n set [downtest v] to [true]\nend\nset y to (oldY)\n\ndefine costume\nswitch costume to (forward v)\nif <(control::slide) = [true]> then\n if <(xVel) > [0]> then\n switch costume to (right v)\n else\n if <(xVel) < [0]> then\n switch costume to (left v)\n end\n end\nelse\n if <(control::xMove) > [0]> then\n switch costume to (right v)\n else\n if <(control::xMove) < [0]> then\n switch costume to (left v)\n end\n end\nend\n\ndefine upSense\nswitch costume to (upsense v)\nif <<touching (level v)?> and <(downTest) = [false]>> then\n set [yvel v] to [0]\n set [i v] to [0]\n repeat until <<not <touching (level v)?>> or <(i) > [50]>>\n change [i v] by (1)\n change y by (-1)\n end\n if <touching (level v)?> then\n change y by (50)\n repeat until <<not <touching (level v)?>> or <(i) < [1]>>\n change [i v] by (-1)\n change y by (1)\n end\n end\nend\n\ndefine camera\nif <([abs v] of (x position) ) > [60]> then\n if <(x position) > [0]> then\n change [cam v] by ((-1) * ((x position) - (60)))\n set x to (60)\n else\n change [cam v] by ((-1) * ((x position) + (60)))\n set x to (-60)\n end\n set [cam v] to ((round (cam)) mod (960))\nend\n\ndefine inputMove\nif <(downTest) = [true]> then\n if <(control::slide) = [true]> then\n if <([abs v] of ([cos v] of (direction) ) ) > [.18]> then\n change [xvel v] by ((([cos v] of (direction) ) * (-2.5)) * (deltatime))\n if <([cos v] of (direction) ) < [0]> then\n change [xvel v] by ((-.1) * (deltatime))\n else\n change [xvel v] by ((.1) * (deltatime))\n end\n end\n set [xvel v] to ((xVel) * ([e ^ v] of (([ln v] of (.92) ) * (deltatime)) ))\n else\n if <([abs v] of ([cos v] of (direction) ) ) > [0.55]> then\n change [xvel v] by ((([cos v] of (direction) ) * (-5.9)) * (deltatime))\n end\n set [xvel v] to ((xVel) * ([e ^ v] of (([ln v] of (.6) ) * (deltatime)) ))\n end\n if <(control::jump) = [true]> then\n change [xvel v] by (([sin v] of ((direction) - (90)) ) * (12))\n change [yvel v] by (([cos v] of ((direction) - (90)) ) * (12))\n end\nelse\n set [yvel v] to (((yVel) * ([e ^ v] of (([ln v] of (.98) ) * (deltatime)) )) - ((1) * (deltatime)))\n set [xvel v] to ((xVel) * ([e ^ v] of (([ln v] of (.7) ) * (deltatime)) ))\nend\nif <(control::slide) = [false]> then\n if <<<(control::xMove) < [0]> and <(1wall) = [0]>> or <<(control::xMove) > [0]> and <(2wall) = [0]>>> then\n if <not <(control::xMove) < [1]>> then\n change [xvel v] by ((2.5) * (deltatime))\n else\n if <not <(control::xMove) > [-1]>> then\n change [xvel v] by ((-2.5) * (deltatime))\n else\n change [xvel v] by (((control::xMove) * (2.5)) * (deltatime))\n end\n end\n end\nend\nchange y by ((([cos v] of (direction) ) * (xVel)) * (deltatime))\nchange y by ((yVel) * (deltatime))\nupSense\nchange x by ((([sin v] of (direction) ) * (xVel)) * (deltatime))\n\ndefine senseMove\nif <(downTest) = [true]> then\n set [yvel v] to [0]\n set y to (((y1) + (y2)) / (2))\n if <(y1) = (y2)> then\n point in direction (90)\n else\n point in direction ([atan v] of ((ssd) / ((y2) - (y1))) )\n if <(y1) > (y2)> then\n turn right (180) degrees\n end\n end\nelse\n if <((direction) - (90)) > [-180]> then\n turn left (((direction) - (90)) / (5)) degrees\n else\n turn left (((direction) + (360)) / (5)) degrees\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (move v)\nnext costume\nrepeat until <(costume [number v]) = [1]>\n set [i v] to (costume [number v])\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nif <(i) = [2]> then\n forever\n switch costume to (move v)\n go to x: (cam) y: (0)\n if <(cam) > ((cam) mod (480))> then\n go to x: (((cam) mod (960)) - (960)) y: (0)\n end\n switch costume to (i)\n end\nelse\n forever\n switch costume to (move v)\n go to x: ((cam) - (480)) y: (0)\n switch costume to (i)\n end\nend\n\n | Try this on turbowarp: https://turbowarp.org/123747757?fps=60\nUse arrow keys, hold down to slide on slopes\nUse this for your projects if you like, but please give credit. |
Sonic platformer v0.7 | @Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Ground-scroll\n\nwhen I receive [re/start v]\nset [ypos v] to [0]\nset [xpos v] to [0]\nshow\ngo to [front v] layer\ngo to x: (-3) y: (0)\nforever\n change [ypos v] by (1)\n if <key (right arrow v) pressed?> then\n change [xpos v] by (-1.5)\n if <(Sonic_SpinDash) = [1]> then\n change [xpos v] by (-2)\n end\n end\n if <key (left arrow v) pressed?> then\n change [xpos v] by (1.5)\n if <(Sonic_SpinDash) = [1]> then\n change [xpos v] by (2)\n end\n end\n set [xpos v] to ((xPos) * (0.9))\n change x by (xPos)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n change x by ((xPos) * (-1))\n change y by (5)\n end\n end\n end\n end\n end\n change y by (yPos)\n if <touching (hitbox v)?> then\n change y by ((yPos) * (-1))\n set [ypos v] to [0]\n end\n change y by (1)\n if <<<key (c v) pressed?> and <not <key (down arrow v) pressed?>>> and <touching (hitbox v)?>> then\n start sound [DSJUMP v]\n set [ypos v] to [-15]\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n change y by (-1)\n if <(yPos) > [50]> then\n broadcast (re/start v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (size v)\nset size to (350) %\nswitch costume to (map v)\n\nwhen flag clicked\nbroadcast (Re/Start v)\n\n@snow\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to (random position v)\nset y to (180)\nshow\nforever\n go to [front v] layer\n change y by (-3)\n if <touching (ground-scroll v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(y position) < [-170]> then\n delete this clone\n end\n end\n if <key (c v) pressed?> then\n change y by (-2)\n else\n if <key (right arrow v) pressed?> then\n change x by (-5)\n else\n if <key (left arrow v) pressed?> then\n change x by (5)\n end\n end\n end\nend\n\nwait (0.1) seconds\nrepeat until <key (e v) pressed?>\nend\n\nrepeat until <key (a v) pressed?>\nend\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n if <(Sonic_SpinDash) = [1]> then\n repeat until <(Sonic_SpinDash) = [0]>\n switch costume to (stand2 v)\n end\n else\n switch costume to (stand v)\n end\nend\n\n@Sonic\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <not <(yPos) = [0]>> then\n switch costume to (roll v)\n repeat until <touching (ground-scroll v)?>\n next costume\n if <(costume [number v]) = [13]> then\n switch costume to (roll v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n wait (0.005) seconds\n end\n else\n if <<key (down arrow v) pressed?> and <<key (c v) pressed?> and <touching (ground-scroll v)?>>> then\n switch costume to (dash v)\n start sound [DSSPNDSH v]\n repeat until <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <not <key (down arrow v) pressed?>>>>\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (dash v)\n end\n end\n set [sonic_spindash v] to [1]\n start sound [DSZOOM v]\n switch costume to (roll v)\n repeat until <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>\n next costume\n if <(costume [number v]) = [13]> then\n switch costume to (roll v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (c v) pressed?> then\n set [sonic_jump v] to [1]\n end\n end\n set [sonic_spindash v] to [0]\n else\n if <(xPos) < [-0.5]> then\n switch costume to (run v)\n point in direction (90)\n repeat until <<not <(xPos) < [-0.5]>> or <<key (c v) pressed?> or <<key (down arrow v) pressed?> and <key (b v) pressed?>>>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\n wait ((4) / (xPos)) seconds\n end\n else\n if <(xPos) > [0.5]> then\n switch costume to (run v)\n point in direction (-90)\n repeat until <<not <(xPos) > [0.5]>> or <<key (c v) pressed?> or <<key (down arrow v) pressed?> and <key (b v) pressed?>>>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\n wait ((4) / ((xPos) * (-1))) seconds\n end\n else\n if <key (up arrow v) pressed?> then\n switch costume to (look up v)\n else\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n else\n switch costume to (stand v)\n end\n end\n end\n end\n end\n end\nend\n\nset [sonic_jump v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n | |
IceDrops (Platformer) | @Stage\n\n@Player\n\nwhen [r v] key pressed\nglide (1) secs to x: (-230) y: (-100)\n\nwhen flag clicked\nclear graphic effects\nerase all\nset [velocity v] to [0]\nforever\n go to [front v] layer\n change y by (velocity)\n if <<not <touching color (#99ffff)?>> and <(velocity) > [-5]>> then\n change [velocity v] by (-0.25)\n end\n if <<touching color (#99ffff)?> and <not <(velocity) > [0]>>> then\n set [velocity v] to [0]\n change y by (1)\n if <not <touching color (#99ffff)?>> then\n change y by (-1)\n end\n end\n if <<key (up arrow v) pressed?> and <touching color (#99ffff)?>> then\n change y by (1)\n set [velocity v] to [8]\n end\n if <<touching color (#99ffff)?> and <(velocity) > [0]>> then\n set [velocity v] to [0]\n change y by (-2)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n change y by (1)\n if <touching color (#99ffff)?> then\n change x by (-5)\n change y by (-1)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n change y by (1)\n if <touching color (#99ffff)?> then\n change x by (5)\n change y by (-1)\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-250) y: (-80)\nshow\n\nwhen flag clicked\nforever\n if <touching color (#3d2e02)?> then\n switch backdrop to (backdrop21 v)\n hide\n wait (2) seconds\n show\n switch backdrop to (backdrop20 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (blue v)\n\nwhen flag clicked\nforever\n if <touching color (#009999)?> then\n switch backdrop to (next backdrop v)\n broadcast (Next Level v)\n go to x: (-250) y: (-80)\n end\nend\n\nwhen backdrop switches to [level 1 v]\nreset timer\n\nwhen [right arrow v] key pressed\nswitch costume to (lightblue left v)\nwait (1) seconds\nstart sound [pop v]\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n go to x: (-250) y: (-80)\n broadcast (Die v)\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-250) y: (-80)\nshow\n\nwhen flag clicked\nhide\nswitch backdrop to (heading1 v)\nwait (3) seconds\nswitch backdrop to (loadinga v)\n\nwhen backdrop switches to [wrong turn! v]\nhide\n\nwhen [left arrow v] key pressed\nswitch costume to (lightblue right v)\nif <touching color (#002699)?> then\n go to x: (-250) y: (-80)\n broadcast (Die v)\nend\nwait (1) seconds\nstart sound [pop v]\n\n@Intro guide\n\nwhen flag clicked\nhide\ngo to x: (80) y: (-85)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\ngo to x: (77) y: (-85)\nplay sound [spiral v] until done\nswitch costume to (sign v)\nstart sound [boing v]\nplay sound [boing v] until done\nsay [Hello! Welcome to Icedrops!] for (3) seconds\nsay [We don't have much vistors from here and now.] for (2) seconds\nplay sound [boing v] until done\nstart sound [boing v]\nsay [After all, none of the vistors had made out of the maze yet.] for (3) seconds\nsay [Let me make this maze more easier for you.] for (3) seconds\nsay [I will let you complete the first part of the maze.]\n\nwhen backdrop switches to [level 2 v]\ngo to x: (70) y: (40)\nplay sound [boing v] until done\nsay [I see you survived.] for (2) seconds\nsay [Give me the exact Cap word for the following choice.] for (2) seconds\nask [Do you still want to continue? You can WAIT, or you can KEEP going.] and wait\nif <(answer) = [WAIT]> then\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [KEEP]> then\n play sound [boing v] until done\n say [That's right.] for (2) seconds\n say [You can't stay in one spot, or you will be freeze to death.] for (2) seconds\n say [Remember that choice, it may help you somewhere else in the maze.] for (2) seconds\n play sound [boing v] until done\n say [I will let you get going with this part of the maze.]\nend\n\nwhen backdrop switches to [wrong turn! v]\nhide\n\nwhen backdrop switches to [you did it. v]\nhide\n\nwhen backdrop switches to [level 4 v]\ngo to x: (10) y: (38)\nstart sound [boing v]\nsay [Hey there, I see you survived.] for (2) seconds\nsay [I let you do so because I went easy on you.] for (2) seconds\nstart sound [boing v]\nthink [Sigh...] for (2) seconds\nsay [I always went easy on wrong people.] for (2) seconds\nstart sound [boing v]\nsay [Doesn't matter.] for (2) seconds\nsay [Look! Ice blocks are falling apart.] for (2) seconds\nstart sound [boing v]\nsay [It seemed dangerous.] for (2) seconds\nask [I will let you take your choice. You can either WAIT until the ice stoped falling apart, or you can GO back because the ice block is blocking your way, or you can USE an axe to break the ice blocks off, or you can keep GOING.] and wait\nif <(answer) = [WAIT ]> then\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [GO]> then\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [USE]> then\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [GOING]> then\n say [Alright! Of course you can't go back in this maze. Keep going!] for (2) seconds\n play sound [boing v] until done\n say [I will let you finish this level.] for (2) seconds\nend\n\nwhen backdrop switches to [level 3 v]\ngo to x: (70) y: (20)\nplay sound [boing v] until done\nsay [Umm...] for (2) seconds\nsay [You survived two parts of the maze already.] for (2) seconds\nsay [About 20% of the visitors died already.] for (2) seconds\nplay sound [boing v] until done\nask [Look. There is water. You can stop and TAKE a drink of water to give you energy, or you can AVOID the water. ] and wait\nif <(answer) = [Take]> then\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [Aviod]> then\n say [Alright, you passed.] for (2) seconds\n play sound [boing v] until done\n say [On the page #878 of your guide book, written "Water is the most poisonish liquid known to IceDrops." ] for (2) seconds\n say [Okay, I well let you pass.] for (2) seconds\nend\n\nwhen backdrop switches to [level 6 v]\ngo to x: (90) y: (7)\nsay [Not too easy now?] for (2) seconds\nsay [I see.] for (2) seconds\nsay [I will let you have a break.] for (2) seconds\nsay [You can keep going.]\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-95) y: (111)\nsay [I see you found the trick with the clouds.] for (2) seconds\nplay sound [boing v] until done\nsay [Clouds may not help you this time.] for (2) seconds\nplay sound [boing v] until done\nsay [I will let you figure this out.] for (2) seconds\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-95) y: (111)\nstart sound [boing v]\nplay sound [boing v] until done\nsay [Love the snow man I made?] for (2) seconds\nsay [It's melting, must be warming up.] for (2) seconds\nstart sound [boing v]\nplay sound [boing v] until done\nsay [I will let you get going before the snow man collapse.] for (2) seconds\nsay [Get going before I changed my mind.]\n\nwhen backdrop switches to [level 10 v]\ngo to x: (-80) y: (16)\nsay [Huh.] for (2) seconds\nsay [Thought I went easy on you?] for (2) seconds\nthink [Not a bit.] for (2) seconds\nsay [Are you dizzy yet?] for (2) seconds\nwait (1) seconds\nsay [I take no as an answer.] for (2) seconds\nask [You can go ONE North,TWO West, or THREE East?] and wait\nif <(answer) = [ONE]> then\n say [You are always going to North, you are suppose to.] for (2) seconds\n say [Get going before eveything collapse.] for (2) seconds\nend\nif <(answer) = [TWO]> then\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [THREE]> then\n switch backdrop to (wrong turn! v)\nend\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-100) y: (6)\nsay [Already too hard for you?] for (2) seconds\nplay sound [boing v] until done\nsay [I will let you take a break, Alrighty?]\n\nwhen backdrop switches to [level 12 v]\ngo to x: (90) y: (-87)\nplay sound [boing v] until done\nask [Do you think that you can run FASTER than me or SLOWER?] and wait\nif <(answer) = [Faster]> then\n play sound [boing v] until done\n say [...] for (2) seconds\n wait (1) seconds\n switch backdrop to (wrong turn! v)\nend\nif <(answer) = [SLOWER]> then\n say [Yes, of course.] for (2) seconds\n play sound [boing v] until done\n say [I'm not going to help you on the next two levels, just let you know.] for (2) seconds\n play sound [boing v] until done\n say [That you have to run.] for (2) seconds\n say [Fast.] for (2) seconds\n play sound [boing v] until done\n say [Fastest you can run.] for (2) seconds\n start sound [wolf howl v]\n start sound [wolf howl v]\n say [I will let you get going.]\nend\n\nwhen backdrop switches to [level 14 v]\ngo to x: (150) y: (25)\n\nwhen backdrop switches to [level 13 v]\ngo to x: (190) y: (-127)\n\nwhen backdrop switches to [level 15 v]\ngo to x: (-10) y: (-135)\nsay [There is no way out and no way in.] for (2) seconds\nsay [You are almost complete] for (2) seconds\nsay [I will let you complete you answered my question.] for (2) seconds\nsay [I won't give you hint this time.] for (2) seconds\nask [What's your name?] and wait\nif <(answer) = (username)> then\n say [Nah, too easy.] for (2) seconds\n say [That's just a warm up question.] for (2) seconds\n say [You have the following choice.] for (2) seconds\n say [A. West B. East C.North D.South E. South-West F. North-East] for (6) seconds\n say [Choose one of the options. A,B,C,D,E,F] for (2) seconds\n ask [Which way will the key lead you to?A,B,C,D,E,F] and wait\n if <(answer) = [A]> then\n say [You are going West aren't you? You direction Dizzy? I will let you finish all of this.] for (2) seconds\n say [Speaking of which there is another vistor here.] for (2) seconds\n say [I got to go, you won't be dead right?] for (2) seconds\n start sound [bell toll v]\n wait (2) seconds\n think [...] for (2) seconds\n hide\n end\n if <(answer) = [B]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [C]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [D]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [E]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [F]> then\n switch backdrop to (wrong turn! v)\n end\nelse\n switch backdrop to (wrong turn! v)\nend\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-25) y: (-95)\nsay [I see you survived again.] for (2) seconds\nsay [Not hard at all?] for (2) seconds\nsay [Never press your luck.] for (2) seconds\nsay [You may not even complete 75% of the maze.] for (2) seconds\nsay [You may not even complete this part of the maze.] for (2) seconds\nask [Do you think you know the direction better than me? YES or NO?] and wait\nif <(answer) = [YES]> then\n say [I think I should just destroy you, for what a horrible answer.] for (2) seconds\n say [But, I won't. Seeing you already completed so much.] for (2) seconds\n say [Maybe not for now.] for (2) seconds\n say [Since you know the direction better than me.] for (2) seconds\n say [I will let you do so.] for (2) seconds\n say [I can give you a tool for you to do so.] for (2) seconds\n ask [Do you want SNOWBALLS or ICECUBES] and wait\n if <(answer) = [SNOWBALLS]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [ICECUBES]> then\n switch backdrop to (wrong turn! v)\n end\nend\nif <(answer) = [NO]> then\n say [Great answer.] for (2) seconds\n say [I have been here for thousands of years.] for (2) seconds\n say [Of course I know the direction better than you.] for (2) seconds\n say [I will help you a little over here.] for (2) seconds\n ask [You can either go WEST or you can go NORTH.] and wait\n if <(answer) = [WEST]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [NORTH]> then\n say [Well done!] for (2) seconds\n say [Never go west either, nothing good is going to happen if you go to west.] for (2) seconds\n say [Nevermind, not north either.] for (2) seconds\n say [Are you great at climbing walls?] for (2) seconds\n say [It looked slippery.] for (2) seconds\n ask [You can either go STRAIGHT or you can take a SHORT cut and climb the wall.] and wait\n if <(answer) = [STRAIGHT]> then\n switch backdrop to (wrong turn! v)\n end\n if <(answer) = [SHORT]> then\n say [Time is important in this maze!] for (2) seconds\n say [Go ahead and take the short cut.] for (2) seconds\n say [To climb a wall.] for (2) seconds\n say [Go under a block and jump.] for (2) seconds\n say [I will let you figure it out.]\n end\n end\nend\n\nwhen I receive [hard v]\nhide\n\nwhen I receive [easy v]\nshow\n\n@Next Level\n\nwhen flag clicked\nshow\ngo to x: (400) y: (0)\n\nwhen backdrop switches to [level 1 v]\nhide\nwait (12) seconds\nshow\n\nwhen backdrop switches to [level 2 v]\nhide\nwait (13) seconds\nshow\n\nwhen backdrop switches to [you did it. v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\nwait (14) seconds\nshow\n\nwhen backdrop switches to [wrong turn! v]\nhide\n\nwhen backdrop switches to [level 4 v]\nhide\nwait (25) seconds\nshow\n\nwhen backdrop switches to [level 6 v]\nhide\nwait (7) seconds\nshow\n\nwhen backdrop switches to [level 5 v]\nhide\nwait (40) seconds\nshow\n\nwhen backdrop switches to [level 7 v]\nhide\nwait (7) seconds\nshow\n\nwhen backdrop switches to [level 8 v]\nhide\nwait (7) seconds\nshow\n\nwhen backdrop switches to [level 10 v]\nhide\nwait (15) seconds\nshow\n\nwhen backdrop switches to [level 11 v]\nhide\nwait (4) seconds\nshow\n\nwhen backdrop switches to [level 12 v]\n\nwhen backdrop switches to [level 13 v]\n\nwhen backdrop switches to [level 14 v]\n\nwhen backdrop switches to [level 15 v]\n\nwhen backdrop switches to [level 15 loading v]\n\nwhen backdrop switches to [level 15 reached key v]\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.5) to (0.1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset [speed v] to [0]\nshow\nrepeat until <(y position) < [-150]>\n change [speed v] by (-1)\n change y by (speed)\nend\ndelete this clone\n\n@IceDrop\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset [speed v] to [0]\nshow\nrepeat until <(y position) < [-150]>\n change [speed v] by (-1)\n change y by (speed)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\n\n@Snow2\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset [speed v] to [0]\nshow\nrepeat until <(y position) < [-150]>\n change [speed v] by (-1)\n change y by (speed)\nend\ndelete this clone\n\n@Front\n\nwhen flag clicked\nshow\ngo to x: (-6) y: (0)\nwait (3) seconds\nhide\n\nwhen flag clicked\nforever\n repeat (50)\n change y by (0.6)\n end\n repeat (50)\n change y by (-0.6)\n end\nend\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 14 v]\ngo to x: (-25) y: (29)\nshow\nforever\n glide (0.4) secs to x: (114) y: (29)\n glide (0.4) secs to x: (-25) y: (29)\nend\n\nwhen backdrop switches to [level 15 v]\nhide\n\n@Enemy2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 13 v]\ngo to x: (-140) y: (-191)\nshow\nforever\n glide (2.6) secs to x: (280) y: (-191)\n glide (1) secs to x: (280) y: (-93)\n glide (2.6) secs to x: (-133) y: (-93)\n glide (1) secs to x: (-133) y: (-24)\n glide (2.6) secs to x: (200) y: (-24)\n glide (2.6) secs to x: (-133) y: (-24)\n glide (1) secs to x: (-133) y: (-93)\n glide (2.6) secs to x: (280) y: (-93)\n glide (1) secs to x: (280) y: (-191)\n glide (2.6) secs to x: (-140) y: (-191)\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Platform Bases\n\nwhen flag clicked\ngo to x: (-90) y: (-13)\nforever\n glide (4) secs to x: (260) y: (-13)\n glide (4) secs to x: (-90) y: (-13)\nend\n\nwhen backdrop switches to [level 13 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 14 v]\nhide\n\n@Bubbles\n\nwhen I start as a clone\ngo [backward v] (5) layers\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (300) to (500)) %\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (25)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\ngo [backward v] (100) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\n@Light Beam\n\nwhen I start as a clone\ngo [backward v] (100) layers\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (240)) y: (0)\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\ndelete this clone\n\nwhen flag clicked\ngo [backward v] (100) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [number of clouds v] to [8]\nforever\n if <(Number Of Clouds) < [10]> then\n create clone of (_myself_ v)\n wait (pick random (0.3) to (5)) seconds\n end\nend\n\nwhen I start as a clone\nchange [number of clouds v] by (3)\nshow\nset size to (pick random (15) to (35)) %\nset [ghost v] effect to (pick random (1) to (10))\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-3000) y: (pick random (145) to (160))\n repeat until <(x position) > [235]>\n change x by ((size) / (20))\n end\n repeat (5)\n change x by ((size) / (20))\n change [ghost v] effect by (20)\n end\nelse\n go to x: (30000) y: (pick random (125) to (160))\n repeat until <(x position) < [-235]>\n change x by ((size) / (-20))\n end\n repeat (100)\n change x by ((size) / (-50))\n change [ghost v] effect by (20)\n end\nend\nchange [number of clouds v] by (-1)\ndelete this clone\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [1 v] to [1]\nrepeat (7)\n create clone of (_myself_ v)\n wait (0.15) seconds\n change [1 v] by (1)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (200)\nhide\nswitch costume to (1)\nif <<<(costume [number v]) = [1]> or <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>>> or <(costume [number v]) = [7]>> then\n go to x: (-100) y: (0)\n show\n repeat (20)\n change x by (5)\n change [ghost v] effect by (-10)\n end\nelse\n go to x: (100) y: (0)\n show\n repeat (20)\n change x by (-5)\n change [ghost v] effect by (-10)\n end\nend\nrepeat (200)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\ngo [backward v] (50) layers\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sound on and off\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nplay sound [Platforming v] until done\n\nwhen flag clicked\ngo to x: (-185) y: (-160)\n\nwhen flag clicked\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nwhen [s v] key pressed\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nend\n\n@Intructions\n\nwhen flag clicked\ngo to x: (5) y: (6)\n\nwhen [i v] key pressed\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nshow\n\nwhen I receive [x clicked v]\nhide\n\n@Start Button\n\nwhen flag clicked\ngo to x: (-32) y: (-50)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Easy v)\n\nwhen this sprite clicked\nhide\nswitch backdrop to (level 1 v)\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen flag clicked\nswitch costume to (easymode v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (easymode2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (easymode v)\n end\nend\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nwhen I receive [x clicked v]\nshow\n\nwhen I receive [instructions v]\nhide\n\n@Hard Mode\n\nwhen flag clicked\ngo to x: (-10) y: (50)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Hard v)\n\nwhen this sprite clicked\nhide\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hard open v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (hard v)\n end\nend\n\nwhen flag clicked\nswitch costume to (hard v)\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen I receive [x clicked v]\nshow\n\nwhen I receive [instructions v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\ngo to x: (-5) y: (-80)\n\nwhen this sprite clicked\nhide\nbroadcast (Instructions v) and wait\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen I receive [x clicked v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite2\n\nwhen I receive [instructions v]\nshow\ngo to x: (312) y: (173)\n\nwhen this sprite clicked\nhide\nbroadcast (X Clicked v) and wait\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen [l v] key pressed\nshow\n\n@Effects2\n\nwhen I start as a clone\nshow\nforever\n change y by ((0) - ((size) / (SpeedVaryation)))\nend\n\nwhen flag clicked\nforever\n set [sizevaryation v] to (pick random (1) to (10))\n if <(SizeVaryation) = [1]> then\n set size to (10) %\n end\n if <(SizeVaryation) = [2]> then\n set size to (20) %\n end\n if <(SizeVaryation) = [3]> then\n set size to (30) %\n end\n if <(SizeVaryation) = [4]> then\n set size to (40) %\n end\n if <(SizeVaryation) = [5]> then\n set size to (50) %\n end\n if <(SizeVaryation) = [6]> then\n set size to (60) %\n end\n if <(SizeVaryation) = [7]> then\n set size to (80) %\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nforever\n if <(HideClousEffect) = [0]> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(HideClousEffect) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: (pick random (-300) to (300)) y: (200)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (10))\nforever\n point towards (mouse-pointer v)\n move (2) steps\nend\n\nwhen flag clicked\nset [hideclouseffect v] to [1]\n\nwhen flag clicked\nif <([costume # v] of [player v]) = []> then\nend\n\n@Lives\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [wrong turn! v]\nhide\n\nwhen flag clicked\ngo to x: (-140) y: (80)\n\nwhen flag clicked\nif <(costume [number v]) = [4]> then\n switch backdrop to (wrong turn! v)\nend\n\nwhen I receive [die v]\nchange [lifes v] by (-1)\n\nwhen flag clicked\nswitch costume to (3 lives v)\nset [lifes v] to [3]\nforever\n if <(lifes) = [3]> then\n switch costume to (costume1 v)\n end\n if <(lifes) = [2]> then\n switch costume to (costume2 v)\n end\n if <(lifes) = [1]> then\n switch costume to (costume3 v)\n end\n if <(lifes) = [0]> then\n switch costume to (costume4 v)\n switch backdrop to (wrong turn! v)\n end\nend\n\n@Timer\n\nwhen I receive [next level v]\nreset timer\n\nwhen [timer v] > (121)\nswitch backdrop to (wrong turn! v)\n\n | New! \nQuestion:\nShould I change the heart levels?\nAll level is possible! There is a total of 14 levels. Use arrow keys to move. Further Information is in the game.\nFor easy mode, you will have a guide to help you. (More informative.)\nFor hard mode, you will not have a guide to help you, but you still need to answer the questions, luck sometimes. \nTo silence the music, you can either press "S" or you can use the button on the left side corner.\nNew!\nYou have only 3 lives on both modes,\nyou have only 121 sec to survive each level, time is important! |
3d Platform | @Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@3D Engine\n\nwhen flag clicked\nset [level v] to [1]\nset [start v] to [0]\nset [pause v] to [0]\nset [mouse? v] to [0]\nerase all\nreset\nwait until <(start) = [1]>\nforever\n if <(pause) = [0]> then\n erase all\n ReadKeys\n Decay (0.93)\n set cam (0) (lookX) (0)\n change [gravity v] by (-10)\n move (xz) (gravity) (zz)\n LoopThroughCubesAndCollide\n moveObjects\n Interact\n teleportPlayer\n change [lookx v] by (horAcc)\n change [looky v] by (vertAcc)\n change [lookz v] by (rollAcc)\n if <([abs v] of (lookY) ) > [80]> then\n change [looky v] by ((0) - (vertAcc))\n set [vertacc v] to [0]\n end\n set cam (lookY) (lookX) (0)\n render (length of [pointx v]) points\n ConnectPoints\n end\nend\n\ndefine None\nadd (x) to [pointx v]\nadd (y) to [pointy v]\nadd (z) to [pointz v]\n\ndefine reset\nresetLists\nAdd Objects\nresetPosAndMove\nresetCamAngles\n\ndefine None\nset [vertacc v] to ((vertAcc) * ((rate) / (1.1)))\nset [horacc v] to ((horAcc) * ((rate) / (1.1)))\nset [rollacc v] to ((rollAcc) * (rate))\nset [moveacc v] to ((moveAcc) * (rate))\nset [sideacc v] to ((SideAcc) * (rate))\n\ndefine None\nset [cosvert v] to ([cos v] of (vert) )\nset [sinvert v] to ([sin v] of (vert) )\nset [coshor v] to ([cos v] of (hor) )\nset [sinhor v] to ([sin v] of (hor) )\nset [cosroll v] to ([cos v] of (roll) )\nset [sinroll v] to ([sin v] of (roll) )\nset [transformx v] to (((CosRoll) * (xx)) + ((SinRoll) * (xy)))\nset [transformy v] to (((CosRoll) * (xy)) - ((SinRoll) * (xx)))\nset [xx v] to (((CosHor) * (transformX)) + ((SinHor) * (xz)))\nset [transformz v] to (((CosHor) * (xz)) - ((SinHor) * (transformX)))\nset [xy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [xz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\nset [transformx v] to (((CosRoll) * (yx)) + ((SinRoll) * (yy)))\nset [transformy v] to (((CosRoll) * (yy)) - ((SinRoll) * (yx)))\nset [yx v] to (((CosHor) * (transformX)) + ((SinHor) * (yz)))\nset [transformz v] to (((CosHor) * (yz)) - ((SinHor) * (transformX)))\nset [yy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [yz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\nset [transformx v] to (((CosRoll) * (zx)) + ((SinRoll) * (zy)))\nset [transformy v] to (((CosRoll) * (zy)) - ((SinRoll) * (zx)))\nset [zx v] to (((CosHor) * (transformX)) + ((SinHor) * (zz)))\nset [transformz v] to (((CosHor) * (zz)) - ((SinHor) * (transformX)))\nset [zy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [zz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\n\ndefine None\ndelete (all) of [pointscreenx v]\ndelete (all) of [pointscreeny v]\ndelete (all) of [pointscreenz v]\ndelete (all) of [pointscreensize v]\nset [loop# v] to [1]\nrepeat until <(loop#) > (number)>\n set [transformx v] to (item (loop#) of [pointx v])\n set [transformy v] to (item (loop#) of [pointy v])\n set [transformz v] to (item (loop#) of [pointz v])\n set [pointdistx v] to ((transformX) - (posX))\n set [pointdisty v] to ((transformY) - (posY))\n set [pointdistz v] to ((transformZ) - (posZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\n change [loop# v] by (1)\nend\n\ndefine ReadKeys\nif <(Mouse?) = [0]> then\n if <key (up arrow v) pressed?> then\n change [vertacc v] by (-0.8)\n end\n if <key (down arrow v) pressed?> then\n change [vertacc v] by (0.8)\n end\n if <key (right arrow v) pressed?> then\n change [horacc v] by (-0.8)\n end\n if <key (left arrow v) pressed?> then\n change [horacc v] by (0.8)\n end\nelse\n set [vertacc v] to (((mouse y) - (PrevY)) / (-1))\n if <([abs v] of (mouse x) ) > [235]> then\n set [horacc v] to ((mouse x) / (-19))\n else\n set [horacc v] to (((mouse x) - (prevX)) / (-1))\n end\n set [prevx v] to (mouse x)\n set [prevy v] to (mouse y)\nend\nif <key (d v) pressed?> then\n change [sideacc v] by (-10)\nend\nif <key (a v) pressed?> then\n change [sideacc v] by (10)\nend\nif <key (w v) pressed?> then\n change [moveacc v] by (10)\nend\nif <key (s v) pressed?> then\n change [moveacc v] by (-10)\nend\nif <key (space v) pressed?> then\n if <(Collided?) = [1 ]> then\n set [gravity v] to [200]\n end\nend\n\ndefine None\nrepeat (number)\n Add Point at (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range))\nend\n\ndefine ConnectPoints\nset [object# v] to [1]\nset [loop# v] to [1]\nrepeat until <(object#) > (length of [objects v])>\n if <[deleted v] contains (object#)?> then\n change [object# v] by (1)\n change [loop# v] by (8)\n end\n if <(item (object#) of [objects v]) = [Cube]> then\n if <(item (object#) of [objecttype v]) = [1]> then\n if <<[interactiveobjects v] contains (object#)?> and <not <[interacted? v] contains (object#)?>>> then\n Set Pen Color to R: (255) G: (128) B: (0)\n else\n Set Pen Color to R: (0) G: (0) B: (255)\n end\n else\n if <(item (object#) of [objecttype v]) = [2]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n else\n if <(item (object#) of [objecttype v]) = [3]> then\n Set Pen Color to R: (0) G: (255) B: (0)\n else\n if <(item (object#) of [objecttype v]) = [4]> then\n Set Pen Color to R: (255) G: (255) B: (0)\n else\n Set Pen Color to R: (127) G: (0) B: (255)\n end\n end\n end\n end\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point ((loop#) + (4)) to point ((loop#) + (5))\n connect point ((loop#) + (5)) to point ((loop#) + (6))\n connect point ((loop#) + (6)) to point ((loop#) + (7))\n connect point ((loop#) + (7)) to point ((loop#) + (4))\n connect point ((loop#) + (7)) to point (loop#)\n connect point ((loop#) + (6)) to point ((loop#) + (1))\n connect point ((loop#) + (5)) to point ((loop#) + (2))\n connect point ((loop#) + (4)) to point ((loop#) + (3))\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Pyramid]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point (loop#) to point ((loop#) + (4))\n connect point ((loop#) + (1)) to point ((loop#) + (4))\n connect point ((loop#) + (2)) to point ((loop#) + (4))\n connect point ((loop#) + (3)) to point ((loop#) + (4))\n change [loop# v] by (5)\n else\n end\n end\n change [object# v] by (1)\nend\n\ndefine None\npen up\nif <not <<(item (1) of [pointscreenz v]) < [10]> and <(item (2) of [pointscreenz v]) < [10]>>> then\n if <not <<(item (1) of [pointscreenz v]) > [50000]> and <(item (2) of [pointscreenz v]) > [50000]>>> then\n set [x1 v] to (item (1) of [pointscreenx v])\n set [y1 v] to (item (1) of [pointscreeny v])\n set [x2 v] to (item (2) of [pointscreenx v])\n set [y2 v] to (item (2) of [pointscreeny v])\n set [size1 v] to (item (1) of [pointscreensize v])\n set [size2 v] to (item (2) of [pointscreensize v])\n set [z1 v] to (item (1) of [pointscreenz v])\n set [z2 v] to (item (2) of [pointscreenz v])\n set [pointdistzz v] to ((z2) - (z1))\n if <(z2) < [10]> then\n set [transformx v] to ((item (1) of [pointx v]) + (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformy v] to ((item (1) of [pointy v]) + (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformz v] to ((item (1) of [pointz v]) + (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((10) - (z1)) / (pointDistZZ))))\n set [pointdistx v] to ((transformX) - (posX))\n set [pointdisty v] to ((transformY) - (posY))\n set [pointdistz v] to ((transformZ) - (posZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n set [x2 v] to (transformX)\n set [y2 v] to (transformY)\n set [size2 v] to (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5))\n else\n if <(z1) < [10]> then\n set [transformx v] to ((item (2) of [pointx v]) - (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformy v] to ((item (2) of [pointy v]) - (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformz v] to ((item (2) of [pointz v]) - (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((z2) - (10)) / (pointDistZZ))))\n set [pointdistx v] to ((transformX) - (posX))\n set [pointdisty v] to ((transformY) - (posY))\n set [pointdistz v] to ((transformZ) - (posZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n set [x1 v] to (transformX)\n set [y1 v] to (transformY)\n set [size1 v] to (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5))\n end\n end\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n if <not <<(x1) > [240]> and <(x2) > [240]>>> then\n if <not <<(x1) < [-240]> and <(x2) < [-240]>>> then\n if <not <<(y1) > [180]> and <(y2) > [180]>>> then\n if <not <<(y1) < [-180]> and <(y2) < [-180]>>> then\n Draw to Edge:\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n go to x: (x1) y: (y1)\n set pen size to (size1)\n if <([floor v] of ([abs v] of (pointDistZ) ) ) = [0]> then\n pen down\n go to x: (x2) y: (y2)\n else\n repeat ([floor v] of ([abs v] of (pointDistZ) ) )\n pen down\n go to x: ((x position) + ((pointDistX) / ([floor v] of ([abs v] of (pointDistZ) ) ))) y: ((y position) + ((pointDistY) / ([floor v] of ([abs v] of (pointDistZ) ) )))\n change pen size by ((pointDistZ) / ([floor v] of ([abs v] of (pointDistZ) ) ))\n end\n end\n end\n end\n end\n end\n end\nend\npen up\n\ndefine Draw to Edge:\nif <(x1) < [-240]> then\n set [x1 v] to [-240]\n set [y1 v] to ((y2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x1) > [240]> then\n set [x1 v] to [240]\n set [y1 v] to ((y2) - ((((x2) - (240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (240)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(x2) < [-240]> then\n set [x2 v] to [-240]\n set [y2 v] to ((y1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x2) > [240]> then\n set [x2 v] to [240]\n set [y2 v] to ((y1) + ((((240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((240) - (x1)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(y1) < [-180]> then\n set [y1 v] to [-180]\n set [x1 v] to ((x2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y1) > [180]> then\n set [y1 v] to [180]\n set [x1 v] to ((x2) - ((((y2) - (180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (180)) / (pointDistY)) * (pointDistZ)))\n end\nend\nif <(y2) < [-180]> then\n set [y2 v] to [-180]\n set [x2 v] to ((x1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y2) > [180]> then\n set [y2 v] to [180]\n set [x2 v] to ((x1) + ((((180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((180) - (y1)) / (pointDistY)) * (pointDistZ)))\n end\nend\n\ndefine None\nchange [posx v] by ((x) * (moveAcc))\nchange [posz v] by ((z) * (moveAcc))\nchange [posx v] by (((0) - (z)) * (SideAcc))\nchange [posz v] by ((x) * (SideAcc))\nchange [posy v] by (y)\nif <(posY) < [-20000]> then\n reset\n change [attempts v] by (1)\nend\n\ndefine Add Points\n\ndefine resetCamAngles\nset [xx v] to [1]\nset [xy v] to [0]\nset [xz v] to [0]\nset [yy v] to [1]\nset [yx v] to [0]\nset [yz v] to [0]\nset [zz v] to [1]\nset [zx v] to [0]\nset [zy v] to [0]\n\ndefine None\nresetCamAngles\nrot (vert) (hor) (roll)\n\ndefine None\nset pen color to (((r) * (65536)) + (((g) * (256)) + (b)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (l) to [cubew v]\nadd (l) to [cubel v]\nadd [Pyramid] to [objects v]\nadd [2] to [objecttype v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (l)) (y) (z)\nAdd Point at ((x) + (l)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at ((x) + ((l) / (2))) ((y) + (h)) ((z) + ((l) / (2)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (w) to [cubew v]\nadd (l) to [cubel v]\nadd [Cube] to [objects v]\nadd (type) to [objecttype v]\nadd [1] to [movedir v]\nadd [0] to [touchingobject v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (w)) (y) (z)\nAdd Point at ((x) + (w)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at (x) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) (z)\nAdd Point at (x) ((y) + (h)) (z)\n\ndefine resetLists\ndelete (all) of [pointx v]\ndelete (all) of [pointy v]\ndelete (all) of [pointz v]\ndelete (all) of [objects v]\ndelete (all) of [objecttype v]\ndelete (all) of [cubex v]\ndelete (all) of [cubey v]\ndelete (all) of [cubez v]\ndelete (all) of [cubeh v]\ndelete (all) of [cubew v]\ndelete (all) of [cubel v]\ndelete (all) of [movedir v]\ndelete (all) of [interactiveobjects v]\ndelete (all) of [interacted? v]\ndelete (all) of [deleted v]\ndelete (all) of [touchingobject v]\n\ndefine resetPosAndMove\nset [gravity v] to [0]\nset [vertacc v] to [0]\nset [horacc v] to [0]\nset [rollacc v] to [0]\nset [sideacc v] to [0]\nset [moveacc v] to [0]\nset [posx v] to [0]\nset [posy v] to [6000]\nset [posz v] to [0]\nset [lookx v] to [0]\nset [looky v] to [0]\nset [lookz v] to [0]\n\ndefine LoopThroughCubesAndCollide\nset [loop# v] to [1]\nset [collided? v] to [0]\nrepeat until <(loop#) > (length of [cubex v])>\n if <[deleted v] contains (loop#)?> then\n change [loop# v] by (1)\n end\n if <<not <(posX) < (item (loop#) of [cubex v])>> and <not <(posX) > ((item (loop#) of [cubex v]) + (item (loop#) of [cubew v]))>>> then\n if <<not <(posZ) < (item (loop#) of [cubez v])>> and <not <(posZ) > ((item (loop#) of [cubez v]) + (item (loop#) of [cubel v]))>>> then\n if <<<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> or <<(posY) > (item (loop#) of [cubey v])> and <(posY) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>>> then\n if <(item (loop#) of [objecttype v]) = [1]> then\n if <<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> then\n set [collided? v] to [1]\n else\n set [collided? v] to [-1]\n end\n set [oldy v] to (posY)\n change [posy v] by ((0) - (gravity))\n if <(Collided?) = [1]> then\n if <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))> then\n set [posy v] to (((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v])) + (1000))\n end\n if <((posY) - (1500)) > (oldY)> then\n change [posx v] by ((0) - ((xz) * (moveAcc)))\n change [posz v] by ((0) - ((zz) * (moveAcc)))\n change [posx v] by ((0) - (((0) - (zz)) * (SideAcc)))\n change [posz v] by ((0) - ((xz) * (SideAcc)))\n set [posy v] to ((oldY) + (10))\n set [moveacc v] to [0]\n set [sideacc v] to [0]\n set [collided? v] to [0]\n end\n else\n if <(posY) > (item (loop#) of [cubey v])> then\n set [posy v] to (item (loop#) of [cubey v])\n end\n end\n set [gravity v] to [0]\n else\n if <(item (loop#) of [objecttype v]) = [3]> then\n change [score v] by ([ceiling v] of (((1000) * (level)) / (attempts)) )\n change [level v] by (1)\n set [attempts v] to [1]\n reset\n else\n if <(item (loop#) of [objecttype v]) = [2]> then\n change [attempts v] by (1)\n reset\n else\n if <(item (loop#) of [objecttype v]) = [4]> then\n set [gravity v] to [400]\n else\n end\n end\n end\n end\n end\n end\n end\n change [loop# v] by (1)\nend\n\ndefine Add Objects\nif <(level) = [1]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-2000) Y: (-300) Z: (7500) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (600) Z: (14500) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-14000) Y: (-2200) Z: (15000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (-500) Z: (15000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (-500) Z: (22000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-25000) Y: (1250) Z: (23000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (2750) Z: (23000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (4000) Z: (29000) H: (500) W: (4000) L: (4000) type: (3)\nelse\n if <(level) = [2]> then\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (-2000) H: (1000) W: (4000) L: (5750) type: (1)\n Create Cube Left Bottom Corner- X: (-3000) Y: (-2000) Z: (4000) H: (2000) W: (6000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (5250) H: (1000) W: (4000) L: (5000) type: (1)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (11500) H: (2000) W: (9000) L: (1500) type: (2)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (13250) H: (1000) W: (8000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (13250) H: (1000) W: (2000) L: (4000) type: (2)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (17250) H: (2000) W: (11000) L: (4000) type: (2)\n Create Cube Left Bottom Corner- X: (-11000) Y: (-5000) Z: (13250) H: (1000) W: (2000) L: (6000) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (19500) H: (2000) W: (4000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-11000) Y: (-5000) Z: (20750) H: (1000) W: (2000) L: (1750) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (22750) H: (2000) W: (4000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (24000) H: (1000) W: (4000) L: (1000) type: (3)\n else\n if <(level) = [3]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-8000) Y: (-1000) Z: (-500) H: (1000) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-10500) Y: (500) Z: (0) H: (1000) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-10500) Y: (2750) Z: (2500) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-17000) Y: (6000) Z: (6000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-13000) Y: (8000) Z: (13000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-5000) Y: (10000) Z: (18000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (5500) Y: (10000) Z: (18000) H: (500) W: (2000) L: (2000) type: (3)\n else\n if <(level) = [4]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (8000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (9000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (0) Z: (11000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (2000) Y: (0) Z: (12000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (13000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (14000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (17500) H: (1000) W: (1000) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-10000) Y: (15000) Z: (17500) H: (1000) W: (20000) L: (20000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (8000) Z: (22500) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1000) Y: (8000) Z: (23500) H: (1000) W: (1000) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-1000) Y: (9000) Z: (25500) H: (500) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [5]> then\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (-500) H: (1000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (500) H: (1500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (1500) H: (2000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (2500) H: (2500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (3500) H: (3000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (4500) H: (3500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1250) Y: (-2000) Z: (5000) H: (4000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-2250) Y: (-2000) Z: (5000) H: (4500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-3250) Y: (-2000) Z: (5000) H: (5000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-4250) Y: (-2000) Z: (5000) H: (5500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-5250) Y: (-2000) Z: (5000) H: (6000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (5000) H: (6500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (2000) H: (8000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (1000) H: (10500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (0) H: (13000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (11500) Z: (-3000) H: (500) W: (500) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-6250) Y: (12500) Z: (-8000) H: (1000) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [6]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (7000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-10000) Y: (-2000) Z: (23000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-16000) Y: (-2000) Z: (23000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-25000) Y: (-1000) Z: (22000) H: (1250) W: (500) L: (5000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (22000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (2000) H: (1000) W: (1000) L: (20000) type: (1)\n Create Cube Left Bottom Corner- X: (-45500) Y: (1000) Z: (2000) H: (1000) W: (2000) L: (20000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (1000) Z: (15000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (10000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (0) Z: (5000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (0) H: (3000) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [7]> then\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (5000) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (10000000) Y: (-1000) Z: (6500) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (8000) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-2000) H: (1000) W: (10000) L: (15000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (9500) H: (2000) W: (1000) L: (500) type: (3)\n Create Cube Left Bottom Corner- X: (750) Y: (-1000) Z: (5000) H: (2250) W: (500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (-1250) Y: (-1000) Z: (5000) H: (2220) W: (500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (10500) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-1250) Y: (1250) Z: (5000) H: (500) W: (2500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (7500) Y: (0) Z: (2000) H: (500) W: (11000) L: (7000) type: (1)\n Create Cube Left Bottom Corner- X: (9000) Y: (2000) Z: (2000) H: (500) W: (8000) L: (7000) type: (2)\n Create Cube Left Bottom Corner- X: (10000) Y: (500) Z: (2000) H: (2000) W: (500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (10000) Y: (500) Z: (8500) H: (2000) W: (500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (21500) Y: (0) Z: (4500) H: (500) W: (2000) L: (2000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-500) Z: (4500) H: (500) W: (1000) L: (1500) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (0) Z: (1500) H: (500) W: (1000) L: (1500) type: (1)\n Create Cube Left Bottom Corner- X: (-15000) Y: (500) Z: (3000) H: (500) W: (1000) L: (1000) type: (1)\n else\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-2000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-1000) Z: (3000) H: (2500) W: (10000) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (-1000) Z: (7500) H: (2000) W: (1000) L: (500) type: (5)\n Create Cube Left Bottom Corner- X: (2000) Y: (-2000) Z: (20000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (4500) Y: (-1000) Z: (20000) H: (2000) W: (500) L: (1000) type: (5)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (20000) H: (1000) W: (3500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (20000) H: (2750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-2000) Z: (20000) H: (4750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-15000) Y: (-2000) Z: (20000) H: (6750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-21000) Y: (4750) Z: (19000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (5750) Z: (13000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (6750) Z: (7000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (7750) Z: (1000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-21000) Y: (4500) Z: (19000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-22000) Y: (5500) Z: (13000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-22000) Y: (6500) Z: (7000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-3000) Y: (-1000) Z: (7500) H: (2000) W: (1000) L: (500) type: (5)\n Create Cube Left Bottom Corner- X: (-3500) Y: (-1000) Z: (7000) H: (2500) W: (2000) L: (1500) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (-2000) Z: (-20000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (2500) Y: (-1000) Z: (-20000) H: (2000) W: (500) L: (1000) type: (5)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-25000) H: (1000) W: (3000) L: (3000) type: (4)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-37000) H: (1000) W: (3000) L: (3000) type: (4)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-71000) H: (8000) W: (7000) L: (30000) type: (2)\n Create Cube Left Bottom Corner- X: (10500) Y: (-7000) Z: (-71000) H: (8000) W: (7000) L: (30000) type: (2)\n Create Cube Left Bottom Corner- X: (9500) Y: (-7000) Z: (-49500) H: (1000) W: (1000) L: (7000) type: (1)\n Create Cube Left Bottom Corner- X: (9500) Y: (-6500) Z: (-56500) H: (1000) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (9500) Y: (-6500) Z: (1000000000000000) H: (1500) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (10000) Y: (-6500) Z: (1000000000000) H: (2500) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (10000) Y: (-6500) Z: (-62000) H: (1000) W: (500) L: (3000) type: (3)\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset [loop# v] to ((((number) - (1)) * (8)) + (1))\nreplace item (number) of [cubex v] with ((item (number) of [cubex v]) + ((x) * (item (number) of [movedir v])))\nreplace item (number) of [cubey v] with ((item (number) of [cubey v]) + ((y) * (item (number) of [movedir v])))\nreplace item (number) of [cubez v] with ((item (number) of [cubez v]) + ((z) * (item (number) of [movedir v])))\nrepeat (8)\n replace item (loop#) of [pointx v] with ((item (loop#) of [pointx v]) + ((x) * (item (number) of [movedir v])))\n replace item (loop#) of [pointy v] with ((item (loop#) of [pointy v]) + ((y) * (item (number) of [movedir v])))\n replace item (loop#) of [pointz v] with ((item (loop#) of [pointz v]) + ((z) * (item (number) of [movedir v])))\n change [loop# v] by (1)\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [objecttype v]) = [1]> then\n change [posx v] by ((x) * (item (number) of [movedir v]))\n change [posy v] by ((y) * (item (number) of [movedir v]))\n change [posz v] by ((z) * (item (number) of [movedir v]))\n end\n end\n end\nend\nif <<<(item (number) of [cubex v]) > (mx)> or <(item (number) of [cubey v]) > (my)>> or <(item (number) of [cubez v]) > (mz)>> then\n replace item (number) of [movedir v] with [-1]\nend\nif <<<(item (number) of [cubex v]) < (mx)> or <(item (number) of [cubey v]) < (my)>> or <(item (number) of [cubez v]) < (mz)>> then\n replace item (number) of [movedir v] with [1]\nend\n\ndefine moveObjects\nif <(level) = [6]> then\n move object (2) by (0) (0) (100) max (0) (0) (20000) min (-7000) (-7000) (7000)\n move object (4) by (100) (0) (0) max (-15000) (50000) (50000) min (-35000) (-10000) (0)\n move object (9) by (0) (100) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\n move object (10) by (0) (75) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\n move object (11) by (0) (100) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\nelse\n if <(level) = [7]> then\n move object (12) by (200) (0) (200) max (50000) (50000) (8500) min (-50000) (-50000) (2000)\n move object (13) by (-200) (0) (200) max (50000) (50000) (8500) min (-50000) (-50000) (2000)\n move object (15) by (0) (0) (40) max (50000) (50000) (4500) min (-50000) (-50000) (1500)\n move object (16) by (0) (0) (40) max (50000) (50000) (4500) min (-50000) (-50000) (1500)\n else\n if <(level) = [8]> then\n move object (14) by (0) (10) (0) max (50000) (5750) (50000) min (-50000) (4000) (-50000)\n move object (15) by (0) (10) (0) max (50000) (6750) (50000) min (-50000) (5000) (-50000)\n move object (16) by (0) (10) (0) max (50000) (7750) (50000) min (-50000) (6000) (-50000)\n end\n end\nend\n\ndefine Interact\nif <(level) = [7]> then\n if touching object (14) then delete object (1)\n if touching object (17) then delete object (3)\nend\nif <(level) = [8]> then\n if touching object (13) then delete object (18)\nend\n\ndefine None\nif <not <[interactiveobjects v] contains (number)?>> then\n add (number) to [interactiveobjects v]\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <not <[interacted? v] contains (number)?>> then\n add (number) to [interacted? v]\n add (number2) to [deleted v]\n end\n end\n end\nend\n\ndefine teleportPlayer\nif <(level) = [8]> then\n teleport from object (3) to object (5)\n teleport from object (17) to object (20)\nend\n\ndefine None\nif touching object (number) then teleport to (number2)\nif touching object (number2) then teleport to (number)\n\nwhen [m v] key pressed\nif <(Mouse?) = [0]> then\n set [prevx v] to (mouse x)\n set [prevy v] to (mouse y)\n set [mouse? v] to [1]\nelse\n set [mouse? v] to [0]\nend\nwait (0.5) seconds\n\ndefine None\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [touchingobject v]) = [0]> then\n replace item (number) of [touchingobject v] with [0]\n set [posx v] to ((item (number2) of [cubex v]) + ((item (number2) of [cubew v]) / (2)))\n set [posy v] to ((item (number2) of [cubey v]) + ((item (number2) of [cubeh v]) / (2)))\n set [posz v] to ((item (number2) of [cubez v]) + ((item (number2) of [cubel v]) / (2)))\n replace item (number2) of [touchingobject v] with [1]\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\nelse\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\nend\n\n@Messages\n\ndefine Fade (wait)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (wait) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [level v] to [8]\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (-8) y: (10)\nclear graphic effects\nset [whirl v] effect to (1000)\nset [pixelate v] effect to (1000)\nset [color v] effect to (1000)\nset [ghost v] effect to (100)\nshow\nswitch costume to (logo v)\nrepeat (100)\n change [whirl v] effect by (-10)\n change [pixelate v] effect by (-10)\n change [color v] effect by (-10)\n change [ghost v] effect by (-10)\nend\nshow messages\nhide\nshow\nset [ghost v] effect to (100)\n\nshow\n\ndefine show messages\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nset [start v] to [1]\nFade (2)\nbroadcast (show instructions v)\nwait until <(hidden) = [3]>\nnext costume\nwait (0.5) seconds\nFade (3)\nnext costume\nwait (0.5) seconds\nbroadcast (show settings v)\nFade (4)\nwait until <(level) = [2]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [3]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [4]>\nnext costume\nwait (0.5) seconds\nFade (2)\nwait until <(level) = [5]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [6]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [7]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [8]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\n\ngo to x: (0) y: (0)\n\nswitch backdrop to (backdrop1 v)\ngo to x: (-10) y: (-63)\nshow\nswitch backdrop to (backdrop2 v)\nwait (5) seconds\nswitch backdrop to (backdrop1 v)\nhide\nbroadcast (game wait v)\nwait (2) seconds\n\n@Paused\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (30)\nforever\n if <(pause) = [0]> then\n hide\n else\n set [ghost v] effect to (30)\n show\n end\nend\n\n@Instructions\n\nwhen flag clicked\nset [hidden v] to [0]\nset [clone# v] to [1]\nhide\nswitch costume to (costume4 v)\n\nwhen I receive [show instructions v]\nif <(costume [number v]) = [4]> then\n repeat (3)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [clone# v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone#)\nshow\nif <(costume [number v]) = [1]> then\n wait until <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>>\n hide\n change [hidden v] by (1)\nelse\n if <(costume [number v]) = [2]> then\n wait until <key (space v) pressed?>\n hide\n change [hidden v] by (1)\n else\n wait until <<<<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (down arrow v) pressed?> or <key (left arrow v) pressed?>>> or <<(posX) < [-11000]> and <(posZ) > [15000]>>>\n hide\n change [hidden v] by (1)\n end\nend\n\n@Leaderboard\n\nwhen flag clicked\nhide\nset size to (30) %\ngo to x: (214) y: (147)\nset [ghost v] effect to (100)\n\nwhen I receive [show settings v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [front v] layer\n if <(distance to [mouse-pointer v]) < [25]> then\n set size to (35) %\n else\n set size to (30) %\n end\nend\n\nwhen this sprite clicked\nif <(pause) = [0]> then\n set [pause v] to [1]\nelse\n set [pause v] to [0]\nend\nwait (0.5) seconds\n\nwhen flag clicked\nset [level v] to [1]\nset [pause v] to [0]\nforever\n if <(level) > [8]> then\n erase all\n set [pause v] to [1]\n hide\n end\nend\n\n@Cloud\n\ndefine None\ndelete (all) of [usercloudlist v]\ndelete (all) of [users v]\nset [textmarker v] to [1]\nrepeat until <(textMarker) > (length of (text))>\n set [decodedtext v] to []\n set [length v] to []\n repeat (3)\n set [length v] to (join (length) (letter (textMarker) of (text)))\n add (letter (textMarker) of (text)) to [usercloudlist v]\n change [textmarker v] by (1)\n end\n repeat (length)\n add (letter (textMarker) of (text)) to [usercloudlist v]\n add (letter ((textMarker) + (1)) of (text)) to [usercloudlist v]\n set [letter# v] to (join (letter (textMarker) of (text)) (letter ((textMarker) + (1)) of (text)))\n set [decodedtext v] to (join (DecodedText) (letter (letter#) of (char)))\n change [textmarker v] by (2)\n end\n add (DecodedText) to [users v]\nend\n\ndefine encodeUser []\nset [encodedtext v] to []\nset [text# v] to [1]\nset [char# v] to (length of (text))\nset [char1 v] to (letter (1) of (char#))\nset [char2 v] to (letter (2) of (char#))\nset [char3 v] to (letter (3) of (char#))\nif <(length of (char#)) = [1]> then\n add [0] to [usercloudlist v]\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\nelse\n if <(length of (char#)) = [2]> then\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n else\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n add (char3) to [usercloudlist v]\n end\nend\nrepeat (length of (text))\n set [char# v] to [1]\n repeat until <<(letter (char#) of (char)) = (letter (text#) of (text))> or <(char#) > (length of (char))>>\n change [char# v] by (1)\n end\n if <(char#) > (length of (char))> then\n set [char# v] to [1]\n end\n if <<(char#) > [1]> and <(char#) < [28]>> then\n switch costume to (cloud v)\n switch costume to (letter (text#) of (text))\n if <(costume [number v]) = [27]> then\n set [char# v] to ((char#) + (26))\n end\n end\n set [char1 v] to (letter (1) of (char#))\n set [char2 v] to (letter (2) of (char#))\n if <(length of (char#)) = [1]> then\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\n else\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n end\n change [text# v] by (1)\nend\n\nwhen flag clicked\nset [score v] to [0]\nset [attempts v] to [1]\nset [mypos v] to []\nhide\nswitch costume to (cloud v)\ndelete (all) of [usercloudlist v]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [users v]\ndelete (all) of [scores v]\nset [char v] to [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890~`!@#$%^&*\(\)-_+={}\[\].,?/:;"'|\<>]\nencode Username (username)\ndecodeUsers (☁ UserStorage)\ndecodeScores (☁ ScoreStorage)\nMake Leaderboard\nif <[users v] contains (username)?> then\n set [mypos v] to [1]\n repeat until <(item (myPos) of [users v]) = (username)>\n change [mypos v] by (1)\n end\nelse\n wait until <(Score) > (item (item (last) of [ranks v]) of [scores v])>\n repeat until <not <(myPos) = []>>\n wait until <(☁ loading) = []>\n if <(☁ loading) = []> then\n set [☁ loading v] to (userCode)\n end\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n if <(Score) > (item (item (last) of [ranks v]) of [scores v])> then\n wait (0.1) seconds\n if <(☁ loading) = (userCode)> then\n delete (item (last) of [ranks v]) of [scores v]\n delete (item (last) of [ranks v]) of [users v]\n Encode All Users\n Encode All Scores\n if <(☁ loading) = (userCode)> then\n encodeUser (username)\n encodeScore (Score)\n set [☁ userstorage v] to (UserCloudList)\n set [☁ scorestorage v] to (ScoreCloudList)\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n set [mypos v] to (length of [users v])\n set [☁ loading v] to []\n end\n end\n end\n end\nend\nMake Leaderboard\nforever\n if <(Score) > (item (myPos) of [scores v])> then\n if <(item (myPos) of [users v]) = (username)> then\n wait until <(☁ loading) = []>\n if <(☁ loading) = []> then\n set [☁ loading v] to (userCode)\n end\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n if <(item (myPos) of [users v]) = (username)> then\n if <(Score) > (item (item (last) of [ranks v]) of [scores v])> then\n wait (0.1) seconds\n if <(☁ loading) = (userCode)> then\n replace item (myPos) of [scores v] with (Score)\n Encode All Scores\n if <(☁ loading) = (userCode)> then\n set [☁ scorestorage v] to (ScoreCloudList)\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n Make Leaderboard\n set [☁ loading v] to []\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timedout? v] to (☁ loading)\nforever\n if <(☁ loading) = []> then\n reset timer\n else\n if <not <(☁ loading) = (TimedOut?)>> then\n set [timedout? v] to (☁ loading)\n reset timer\n else\n if <(timer) > [12]> then\n if <not <(☁ loading) = (userCode)>> then\n set [☁ loading v] to []\n reset timer\n end\n end\n end\n end\nend\n\ndefine encode Username []\nset [text# v] to [1]\nset [usercode v] to []\nrepeat (length of (text))\n set [char# v] to [1]\n repeat until <<(letter (char#) of (char)) = (letter (text#) of (text))> or <(char#) > (length of (char))>>\n change [char# v] by (1)\n end\n if <(char#) > (length of (char))> then\n set [char# v] to [1]\n end\n if <<(char#) > [1]> and <(char#) < [28]>> then\n switch costume to (cloud v)\n switch costume to (letter (text#) of (text))\n if <(costume [number v]) = [27]> then\n set [char# v] to ((char#) + (26))\n end\n end\n set [char1 v] to (letter (1) of (char#))\n set [char2 v] to (letter (2) of (char#))\n if <(length of (char#)) = [1]> then\n set [usercode v] to (join (userCode) (join [0] (char1)))\n else\n set [usercode v] to (join (userCode) (char#))\n end\n change [text# v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(☁ loading) = (userCode)> then\n show\n else\n hide\n end\nend\n\ndefine None\nset [nummarker v] to [1]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [scores v]\nrepeat until <(numMarker) > (length of (number))>\n set [decodednum v] to []\n set [numlength v] to (letter (numMarker) of (number))\n add (NumLength) to [scorecloudlist v]\n change [nummarker v] by (1)\n repeat (NumLength)\n set [decodednum v] to (join (decodedNum) (letter (numMarker) of (number)))\n add (letter (numMarker) of (number)) to [scorecloudlist v]\n change [nummarker v] by (1)\n end\n add (decodedNum) to [scores v]\nend\n\ndefine None\nset [num v] to (length of (number))\nset [num# v] to (letter (1) of (num))\nadd (num#) to [scorecloudlist v]\nset [num# v] to [1]\nrepeat (length of (number))\n set [num v] to (letter (num#) of (number))\n add (num) to [scorecloudlist v]\n change [num# v] by (1)\nend\n\ndefine reset\nset [☁ userstorage v] to []\nset [☁ scorestorage v] to []\ndelete (all) of [scores v]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [users v]\ndelete (all) of [usercloudlist v]\n\ndefine Encode All Scores\ndelete (all) of [scorecloudlist v]\nset [encode# v] to [1]\nrepeat (length of [scores v])\n encodeScore (item (encode#) of [scores v])\n change [encode# v] by (1)\nend\n\ndefine Make Leaderboard\ndelete (all) of [ranks v]\nrepeat until <(length of [ranks v]) = (length of [scores v])>\n set [rank# v] to [1]\n set [greatest# v] to [0]\n repeat until <(rank#) > (length of [scores v])>\n if <<not <[ranks v] contains (rank#)?>> and <(item (rank#) of [scores v]) > (item (greatest#) of [scores v])>> then\n set [greatest# v] to (rank#)\n end\n change [rank# v] by (1)\n end\n add (greatest#) to [ranks v]\nend\nset [rank# v] to [1]\ndelete (all) of [leaderboard v]\nrepeat until <(rank#) > (length of [ranks v])>\n add (join (join (join (item (item (rank#) of [ranks v]) of [users v]) [:]) [ ]) (item (item (rank#) of [ranks v]) of [scores v])) to [leaderboard v]\n change [rank# v] by (1)\nend\nset [position# v] to [1]\nrepeat until <<(item (position#) of [ranks v]) = (myPos)> or <(position#) > (length of [ranks v])>>\n change [position# v] by (1)\nend\n\nwhen flag clicked\nforever\n set [scoredisplay v] to (join [Your Current Score is: ] (Score))\n set [highest score display v] to (join [Your Highest Score is: ] (item (myPos) of [scores v]))\n set [leaderboardpos v] to (join [Your Leaderboard Position is: ] (position#))\n if <(pause) = [0]> then\n hide variable [scoredisplay v]\n hide variable [highest score display v]\n hide variable [leaderboardpos v]\n show list [leaderboard v]\n else\n hide list [leaderboard v]\n show variable [scoredisplay v]\n if <[users v] contains (username)?> then\n show variable [highest score display v]\n show variable [leaderboardpos v]\n else\n hide variable [highest score display v]\n hide variable [leaderboardpos v]\n end\n end\nend\n\nset [level v] to [8]\n\ndefine Upload to Backup\nset [backupscores v] to (☁ ScoreStorage)\nset [backupusers v] to (☁ UserStorage)\n\ndefine download from backup\nset [☁ userstorage v] to (backupUsers)\nset [☁ scorestorage v] to (backupScores)\n\ndefine Encode All Users\ndelete (all) of [usercloudlist v]\nset [encode# v] to [1]\nrepeat (length of [users v])\n encodeUser (item (encode#) of [users v])\n change [encode# v] by (1)\nend\n\n@Status\n\nwhen flag clicked\ngo to x: (10) y: (0)\nforever\n go to [front v] layer\n if <(pause) = [0]> then\n hide\n else\n show\n end\nend\n\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (stage v)\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n@Mouse\n\nwhen [m v] key pressed\nFade\n\ndefine Fade\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(Mouse?) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (113) y: (-164)\nwait (0.1) seconds\nset [ghost v] effect to (100)\nshow\n\n | If you jump far enough, you will land on the blocks! Don't post in the comments that you are falling through the blocks! You're not.\n\n-Use WASD to move, Space to jump, and Arrow Keys or mouse to look around. Press 'm' to toggle mouse control\n-Jump on the Blue platforms and get to the Green.\n-Don't fall or touch Red blocks. \n-Yellow blocks make you jump higher!\n-Orange blocks deactivate red blocks.\n-Purple Blocks teleport you from one place to another..\n-There are Eight levels, can you finish them all?\n-Your score is based on the number of completed levels and the number of attempts.\n-See your position on the leaderboard by clicking the trophy icon.\n |
Marshall (a platform game) | @Stage\n\nwhen I receive [next level v]\nchange [level# v] by (1)\nnext backdrop\n\nwhen flag clicked\nwait (5) seconds\nwait until <([background # v] of [_stage_ v]) = [28]>\nstop all sounds\nhide variable [seconds until destruction v]\nset [sound playing? v] to [duh]\nplay sound [Ending v] until done\nstop [all v]\n\nwhen flag clicked\nwait (5) seconds\nwait until <([background # v] of [_stage_ v]) = [27]>\nstop all sounds\nrepeat until <(Seconds Until Destruction) = [0]>\n play sound [Final Boss v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [go v]\nset [level# v] to [1]\nswitch backdrop to (screen1 v)\nrepeat until <([background # v] of [_stage_ v]) = [27]>\n play sound [Music v] until done\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (139)\nshow\nforever\n if <(sound playing?) = [0]> then\n repeat (15)\n change y by (-2)\n wait (0.005) seconds\n end\n repeat (15)\n change y by (2)\n wait (0.005) seconds\n end\n else\n go to x: (0) y: (139)\n end\nend\n\nwhen I receive [go v]\nhide\n\nwhen flag clicked\nforever\n if <(sound playing?) = [1]> then\n go to x: (0) y: (139)\n end\nend\n\nwhen I receive [go v]\n\n@Bushes\n\nwhen I receive [go v]\nhide\n\nwhen flag clicked\nshow\nset size to (877) %\ngo to x: (5) y: (-83)\n\n@Button\n\nwhen flag clicked\nset [sound playing? v] to [0]\nshow\ngo to x: (5) y: (-30)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nset [sound playing? v] to [1]\nplay sound [Select v] until done\nhide\nbroadcast (Go v)\n\n@Marshall\n\nwhen I receive [go v]\nwait (0.02) seconds\nshow\nforever\n if <(x position) > [235]> then\n go to x: (-220) y: (118)\n broadcast (Next level v)\n end\n if <<touching color (#310063)?> or <touching color (#8400ff)?>> then\n set [y-velocity v] to [12.5]\n end\n if <(y position) < [-173]> then\n change [lives v] by (-1)\n go to x: (-220) y: (118)\n end\n if <touching (alien v)?> then\n change [lives v] by (-1)\n go to x: (-220) y: (118)\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [28]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-220) y: (118)\nswitch costume to (marshall v)\nset [y-velocity v] to [0]\nset [can go? v] to [0]\nclear graphic effects\n\nwhen I receive [go v]\nwait (0.02) seconds\nshow\nforever\n if <<key (right arrow v) pressed?> and <(Can go?) = [1]>> then\n point in direction (90)\n change x by (4)\n end\n if <<key (left arrow v) pressed?> and <(Can go?) = [1]>> then\n point in direction (-90)\n change x by (-4)\n end\nend\n\nwhen I receive [go v]\nwait (0.02) seconds\nshow\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright3 v)\n wait until <not <key (right arrow v) pressed?>>\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (marshall v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright3 v)\n wait until <not <key (left arrow v) pressed?>>\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (marshall v)\n end\nend\n\nwhen I receive [go v]\nwait (0.02) seconds\nshow\nforever\n if <<key (up arrow v) pressed?> and <touching color (#00ff52)?>> then\n set [y-velocity v] to [10]\n end\nend\n\nwhen I receive [go v]\nwait (0.02) seconds\nshow\nforever\n change y by (Y-Velocity)\n if <touching color (#00ff52)?> then\n set [y-velocity v] to [1]\n else\n change [y-velocity v] by (-0.4)\n end\n if <touching color (#ff0000)?> then\n change [lives v] by (-1)\n go to x: (-220) y: (118)\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Sensor\n\nwhen flag clicked\nshow\nset [ghost v] effect to (99)\nswitch costume to (sensor v)\nset [can go? v] to [0]\nclear graphic effects\nforever\n go to (marshall v)\n point in direction ([direction v] of [marshall v])\n set [ghost v] effect to (99)\n next costume\nend\n\nwhen I receive [go v]\nforever\n if <touching color (#633900)?> then\n set [can go? v] to [0]\n else\n set [can go? v] to [1]\n end\nend\n\n@Lives\n\nwhen flag clicked\nforever\n if <(sound playing?) = [duh]> then\n hide\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\nswitch costume to (full v)\nhide\nset [lives v] to [5]\nforever\n if <(Lives) = [5]> then\n switch costume to (full v)\n end\n if <(Lives) = [4]> then\n switch costume to (four v)\n end\n if <(Lives) = [3]> then\n switch costume to (three v)\n end\n if <(Lives) = [2]> then\n switch costume to (two v)\n end\n if <(Lives) = [1]> then\n switch costume to (one v)\n end\nend\n\nwhen flag clicked\nwait until <(Lives) = [0]>\nhide\nbroadcast (Game over v)\nwait (0.1) seconds\nstop [all v]\n\n@Obst1\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [go v]\nwait until <([background # v] of [_stage_ v]) = [11]>\nshow\nforever\n glide (2) secs to x: (117) y: (131)\n glide (2) secs to x: (117) y: (3)\nend\n\nwhen flag clicked\ngo to x: (117) y: (3)\nhide\n\n@Game Over\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game over v]\nshow\nstop [all v]\n\n@Plat1\n\nwhen flag clicked\ngo to x: (-19) y: (114)\nhide\n\nwhen I receive [go v]\nwait until <([background # v] of [_stage_ v]) = [23]>\nshow\nforever\n set [ghost v] effect to (100)\n wait (1.5) seconds\n repeat (33.3)\n change [ghost v] effect by (-3)\n end\n set [ghost v] effect to (0)\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [23]> then\n show\n else\n hide\n end\nend\n\n@Barrier\n\nwhen flag clicked\nhide variable [seconds until destruction v]\nset [seconds until destruction v] to [30]\ngo to x: (7) y: (1)\nhide\nwait (1) seconds\nwait until <([background # v] of [_stage_ v]) = [27]>\nshow\nwait until <(Seconds Until Destruction) = [0]>\nhide\n\n@Alien\n\nwhen flag clicked\nwait (5) seconds\nwait until <([background # v] of [_stage_ v]) = [27]>\nshow variable [seconds until destruction v]\nshow\nsay [Muahaha, Marshall!] for (3) seconds\nsay [I kidnapped your brother, Hershel!] for (2.5) seconds\nsay [You were looking for him, well too bad!] for (3) seconds\nsay [FACE MY WRATH!] for (2) seconds\nbroadcast (Message appear v)\nrepeat (30)\n change [seconds until destruction v] by (-1)\n wait (1) seconds\nend\nhide variable [can go? v]\nswitch costume to (alien2 v)\nwait (0.5) seconds\nhide\n\nwhen I receive [message appear v]\nrepeat until <(Seconds Until Destruction) < [1]>\n glide (2) secs to x: (-166) y: (-96)\n glide (2) secs to x: (12) y: (-60)\n glide (2) secs to x: (163) y: (-101)\n glide (2) secs to x: (0) y: (0)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (alien1 v)\ngo to x: (0) y: (0)\nhide\n\n@Sprite1\n\nwhen I receive [message appear v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | ALL LEVELS ARE POSSIBLE.\nArrow keys - Move Marshall |
Games | @Stage\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [backdrop10]> or <(backdrop [name v]) = [backdrop25]>> then\n if <key (space v) pressed?> then\n if <(backdrop [name v]) = [backdrop10]> then\n switch backdrop to (backdrop25 v)\n wait (0.15) seconds\n else\n switch backdrop to (backdrop10 v)\n wait (0.15) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume3 v)\ngo to x: (84) y: (1)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop9 v)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume3 v)\ngo to x: (-83) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop3 v)\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Button1\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [score v]\nhide variable [☁ highscore v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow variable [☁ highscore v]\nshow variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nshow\n\nwhen backdrop switches to [backdrop2 v]\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(Score) > (☁ HighScore)> then\n set [☁ highscore v] to (Score)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (7)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (-7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (7)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-7)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nset volume to (100) %\nset size to (80) %\nswitch costume to (costume3 v)\ngo to x: (195) y: (145)\nhide\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\n@Button2\n\nwhen flag clicked\ngo to x: (-230) y: (-170)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-230) y: (-170)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nforever\n move (7) steps\n point towards (button1 v)\nend\n\nwhen flag clicked\nforever\n if <touching (button1 v)?> then\n go to x: (-230) y: (-170)\n set [score v] to [0]\n end\nend\n\n@costume1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@Button3\n\nwhen backdrop switches to [backdrop3 v]\nset [level v] to [1]\nshow variable [level v]\ngo to x: (-220) y: (-75)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [level v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop3 v]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n switch costume to (ball-d v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n switch costume to (ball-d2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (-220) y: (-75)\n change [deaths v] by (1)\n start sound [Hit_Hurt96 v]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n if <touching (_edge_ v)?> then\n go to x: (-220) y: (-75)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nset volume to (100) %\nset size to (35) %\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n set [level v] to (join (Level) [/12])\nend\n\n@costume2\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (200) y: (-140)\nset size to (75) %\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen this sprite clicked\nstart sound [sfx v]\nswitch backdrop to (backdrop10 v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Button4\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <touching color (#ff0000)?> then\n stop all sounds\n go to x: (215) y: (-145)\n start sound [Hit_Hurt96 v]\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (215) y: (-145)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (215) y: (-145)\nset size to (25) %\nhide\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (5)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (-5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-5)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen I receive [start sound v]\nset volume to (100) %\n\nwhen I receive [stop sound v]\nset volume to (0) %\n\nwhen backdrop switches to [backdrop9 v]\nif <touching (_edge_ v)?> then\n go to x: (215) y: (-145)\n change [level v] by (1)\n switch backdrop to (next backdrop v)\nend\n\n@costume3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset volume to (100) %\nset size to (60) %\ngo to x: (135) y: (-140)\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [sfx v]\n set volume to (0) %\n broadcast (stop sound v)\n switch costume to (costume3 v)\nelse\n set volume to (100) %\n broadcast (start sound v)\n switch costume to (costume2 v)\n start sound [sfx v]\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite5\n\nwhen [space v] key pressed\nif <<(username) = [DogeFan1555]> or <<(username) = [moocow1324]> or <(username) = [VectorDragon]>>> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.75) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\ngo to x: (-122) y: (-141)\nset [ghost v] effect to (100)\nhide\n\n | Click on the question mark to see instructions. \nComment your high scores! I always try to fix any glitches or anything so just let me know in the comments! Also let me know if I should make more levels on platformer or the maze. \nIf you follow me I'll try to follow you back\n |
Scrolling (A Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Elucidate - PaulRHJT v] until done\nend\n\nwhen flag clicked\n\n@Player\n\ndefine touch ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [scroll y v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [srcoll x v] to ((-1.2) * (speed))\n set [scroll y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [srcoll x v] to [0]\n end\nend\nchange [frame v] by (0.5)\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-41) y: (-110)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (50) %\nset [scroll y v] to [0]\nforever\n switch costume to (hitbox v)\n if <<(scroll y) < [4]> or <key (up arrow v) pressed?>> then\n change [scroll y v] by (-1)\n else\n change [scroll y v] by (-2)\n end\n change y by (scroll y)\n touch ground <(scroll y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [srcoll x v] to ((srcoll x) * (0.7))\n if <key (left arrow v) pressed?> then\n change [srcoll x v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [srcoll x v] by (1.5)\n end\n end\n if <(srcoll x) < [-.5]> then\n walk (-90) (srcoll x)\n else\n if <(srcoll x) > [.5]> then\n walk (90) (srcoll x)\n else\n set [frame v] to [0]\n end\n end\n set x to (0)\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [scroll y v] to [14]\n set [falling? v] to [5]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n switch costume to (stand_1 v)\n set costume\nend\n\ndefine set costume\nif <(falling?) < [3]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(scroll y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <(y position) < [-120]>> then\n hide\n play sound [6327314_8-bit-death-sounds_by_ideafirecreative_preview.mp3 v] until done\n broadcast (message1 v)\n point in direction (90)\n show\n set y to (-110)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#549a10)?> then\n start sound [power up v]\n broadcast (message2 v)\n point in direction (90)\n set y to (-110)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Ground\n\nwhen flag clicked\nset [level # v] to [1]\ngo to x: (555) y: (367)\nset [scroll y v] to [0]\nforever\n change y by ((scroll y) * (-0.05))\nend\n\nwhen flag clicked\nset [scroll y v] to [0]\nforever\n change x by ((srcoll x) * (-1))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (300) %\nswitch costume to (level v)\n\nwhen I receive [message1 v]\ngo to x: (555) y: (367)\nset [scroll y v] to [0]\n\nwhen I receive [message2 v]\nnext costume\nchange [level # v] by (1)\ngo to x: (555) y: (367)\nset [scroll y v] to [0]\n\nwhen flag clicked\nforever\n if <(Level #) = [18]> then\n set [level # v] to [End]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo [backward v] (100000) layers\n\nwhen flag clicked\ngo to x: (0) y: (12)\nset [scroll y v] to [0]\nforever\n change x by ((srcoll x) * (-0.4))\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (12)\nset [srcoll x v] to [0]\n\nwhen I receive [message2 v]\ngo to x: (0) y: (12)\nset [srcoll x v] to [0]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (109)\nset [scroll y v] to [0]\nforever\n set size to (100) %\n go [backward v] (100000000000000) layers\n change x by ((srcoll x) * (-0.1))\nend\n\nwhen I receive [message1 v]\ngo to x: (0) y: (109)\n\nwhen I receive [message2 v]\ngo to x: (0) y: (109)\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n go to [front v] layer\nend\n\n | Use the arrow keys to control the stick guy! To move onto the next level, get to the green flag! You can also wall jump! Just don't fall off the screen! I can assure you that ALL levels are possile!\nWarning: The game may be slow if you have a slow computer! DO NOT use fullscreen |
Teen titans platformer | @Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop2 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop6 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop7 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop4 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop5 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop8 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop9 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop10 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop12 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop13 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop14 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop15 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop16 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop11 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop17 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop18 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop19 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop20 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop21 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop22 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop23 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [costume6 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop1 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop1 v]\nbroadcast (blah blah v)\n\nwhen backdrop switches to [backdrop24 v]\nbroadcast (blah blah v)\n\n@Sprite2\n\nwhen flag clicked\nset [y velocity v] to [0]\ngo to x: (-209) y: (62)\nset [x velocity v] to [0]\nforever\n if <touching color (#ff0000)?> then\n set [y velocity v] to [0]\n go to x: (-209) y: (62)\n set [x velocity v] to [0]\n end\n if <key (d v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (a v) pressed?> then\n change [x velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <[] > []> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [choose v] to [10]\n end\n if <key (w v) pressed?> then\n if <[] > []> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [choose v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching color (#666666)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [15]\n end\n end\n if <touching color (#666666)?> then\n if <key (w v) pressed?> then\n set [y velocity v] to [15]\n end\n end\n if <key (space v) pressed?> then\n wait (0.2) seconds\n next costume\n end\n if <touching color (#00ffff)?> then\n broadcast (message1 v)\n end\n change y by (1)\nend\n\nwhen I receive [blah blah v]\ngo to x: (-209) y: (62)\n\nchange y by (1)\nif <key (space v) pressed?> then\n wait (0.2) seconds\n next costume\nend\nif <touching color (#00ffff)?> then\n broadcast (message1 v)\nend\n\n@Sprite1\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume6 v]\ngo to x: (127) y: (-81)\nshow\nrepeat until <(backdrop [name v]) = [backdrop4]>\n point towards (sprite2 v)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop8 v]\nrepeat until <(backdrop [name v]) = [backdrop4]>\n if <(pick random (1) to (10)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to (sprite1 v)\nshow\npoint towards (sprite2 v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (127) y: (-81)\nshow\nrepeat until <(backdrop [name v]) = [backdrop16]>\n point towards (sprite2 v)\nend\nhide\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\n@Sprite5\n\nwhen I start as a clone\ngo to (sprite3 v)\nshow\npoint towards (sprite2 v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\n\nwhen backdrop switches to [backdrop16 v]\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop11 v]\nrepeat until <(backdrop [name v]) = [backdrop12]>\n if <(pick random (1) to (50)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop12 v]\nrepeat until <(backdrop [name v]) = [backdrop13]>\n if <(pick random (1) to (45)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nrepeat until <(backdrop [name v]) = [backdrop14]>\n if <(pick random (1) to (40)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\nrepeat until <(backdrop [name v]) = [backdrop15]>\n if <(pick random (1) to (35)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nrepeat until <(backdrop [name v]) = [backdrop16]>\n if <(pick random (1) to (1)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (1) y: (-90)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to [front v] layer\nshow\ngo to x: (-148) y: (-34)\nrepeat until <touching color (#c07d1f)?>\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nif <touching (sprite2 v)?> then\n show\nelse\n hide\nend\n\n@Sprite13\n\nwhen backdrop switches to [backdrop18 v]\ngo to [front v] layer\nshow\ngo to x: (-40) y: (-34)\nrepeat until <touching color (#c07d1f)?>\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nif <touching (sprite2 v)?> then\n show\nelse\n hide\nend\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to [front v] layer\nshow\ngo to x: (10) y: (-33)\nrepeat until <touching color (#c88330)?>\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nif <touching (sprite2 v)?> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to [front v] layer\nshow\ngo to x: (-92) y: (-34)\nrepeat until <touching color (#c07d1f)?>\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nif <touching (sprite2 v)?> then\n show\nelse\n hide\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nif <touching (sprite2 v)?> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to [front v] layer\nshow\ngo to x: (66) y: (-34)\nrepeat until <touching color (#c07d1f)?>\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\n@Sprite17\n\nwhen backdrop switches to [backdrop23 v]\nif <touching (sprite2 v)?> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop23 v]\ngo to [front v] layer\nshow\ngo to x: (-40) y: (-34)\nrepeat until <touching color (#c07d1f)?>\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Sprite18\n\nwhen backdrop switches to [backdrop24 v]\nhide\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nset size to (120) %\ngo to x: (127) y: (-81)\nshow\nrepeat until <(backdrop [name v]) = [backdrop4]>\n point towards (sprite2 v)\nend\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\nstop [this script v]\n\n@Sprite19\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [costume6 v]\nrepeat until <(backdrop [name v]) = [backdrop4]>\n if <(pick random (1) to (10)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to (sprite1 v)\nset size to (120) %\nshow\npoint towards (sprite2 v)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\n\nwhen backdrop switches to [backdrop24 v]\nstop [this script v]\n\nwhen backdrop switches to [backdrop2 v]\nstop [this script v]\n\nwhen backdrop switches to [backdrop2 v]\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop24 v]\nhide\ndelete this clone\n\n | use the arrow keys or W A S D to move enjoy and press space to change |
Platformer Starter | @Stage\n\n@Sprite1\n\ndefine Pull myself out of the ceiling and fall\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((-1) * (Gravity))\n end\nend\nset [y_vel v] to [-.1]\n\nwhen flag clicked\nInitiailize\nforever\n Do Y Movement\n Do X Movement\nend\n\ndefine If hovering then JUMP\nchange y by ((-1) * (Gravity))\nif <touching color (#000000)?> then\n set [y_vel v] to [6]\nend\nchange y by ((1) * (Gravity))\n\nwhen [timer v] > (4)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n set [x_vel v] to [3]\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set [x_vel v] to [-3]\n end\n end\n if <key (up arrow v) pressed?> then\n If hovering then JUMP\n end\nend\n\ndefine Do Y Movement\nif <not <touching color (#000000)?>> then\n change y by ((Y_vel) * (Gravity))\n if <touching color (#000000)?> then\n change y by (((Y_vel) * (Gravity)) / (-2))\n if <(Y_vel) < [0]> then\n Stop falling and hover\n else\n Pull myself out of the ceiling and fall\n end\n end\n if <(Y_vel) > [-5]> then\n change [y_vel v] by (-0.3)\n end\nend\n\ndefine Do X Movement\nchange x by (X_vel)\nWrap around the screen\nif <touching color (#000000)?> then\n Pull myself out of the wall\n Wrap around the screen\nend\nset [x_vel v] to ((X_vel) * (0.9))\n\ndefine Stop falling and hover\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((1) * (Gravity))\n end\nelse\n repeat until <touching color (#000000)?>\n change y by ((-1) * (Gravity))\n end\n change y by ((1) * (Gravity))\nend\nset [y_vel v] to [0]\n\ndefine Pull myself out of the wall\nchange x by ((X_vel) * (-1))\nset [x_vel v] to [0]\n\ndefine Wrap around the screen\nif <(x position) > [239]> then\n set x to (-239)\nend\nif <(x position) < [-239]> then\n set x to (239)\nend\n\ndefine Initiailize\nshow\nclear graphic effects\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-136) y: (11)\nset size to (30) %\nset [x_vel v] to [0]\nset [y_vel v] to [-5]\n\nwhen flag clicked\nset [gravity v] to [1]\nforever\n wait until <touching color (#a7a8a6)?>\n wait until <not <touching color (#a7a8a6)?>>\n set [gravity v] to ((X_vel) / ([abs v] of (X_vel) ))\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (15) y: (160)\nrepeat (8)\n create clone of (_myself_ v)\n wait (1) seconds\n change x by (30)\nend\n\nwhen I start as a clone\nshow\nrepeat until <color (#000000) is touching (#000000)?>\n change y by (-10)\nend\nrepeat until <not <color (#000000) is touching (#000000)?>>\n change y by (1)\nend\n\nwait until <key (space v) pressed?>\n\n | Use arrows |
Platformer Template | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Mus_muscle v] until done\nend\n\nwhen I receive [next lvl v]\nnext backdrop\n\n@Platformer\n\nwhen flag clicked\nset [yv v] to [0]\nforever\n if <touching color (#00ffff)?> then\n if <(yv) > [-1]> then\n change [yv v] by (-1)\n end\n if <(yv) < [-1]> then\n change [yv v] by (1)\n end\n else\n if <(yv) > [-8]> then\n change [yv v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nforever\n if <(xv) > [0]> then\n change [xv v] by (-1)\n end\n if <(xv) < [0]> then\n change [xv v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n repeat until <touching color (#000000)?>\n change x by (xv)\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n if <touching color (#000000)?> then\n change x by (([abs v] of (xv) ) / ((xv) * (-1)))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n set [xv v] to [8]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-1)\n if <touching color (#000000)?> then\n set [yv v] to [16]\n else\n if <touching color (#00ffff)?> then\n set [yv v] to [5]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <touching color (#00ffff)?> then\n change y by (-3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n set [xv v] to [-8]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-135)\nforever\n if <<key (r v) pressed?> or <touching color (#ff0000)?>> then\n go to x: (-200) y: (-135)\n end\nend\n\nwhen flag clicked\nforever\n repeat until <touching color (#000000)?>\n change y by (yv)\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n if <touching color (#000000)?> then\n change y by (([abs v] of (yv) ) / ((yv) * (-1)))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [225]> then\n go to x: (-200) y: (-135)\n broadcast (next lvl v)\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-135)\nforever\n if <touching color (#003fff)?> then\n set [yv v] to [25]\n end\nend\n\n | This is just a template for a platformer. All the key colors are included. You can modify a certain script to choose a color for "next level" instead of the right edge.\nThe "backdrop" backdrop can be duplicated as a base for a level, as I assume that the ground will always be either black or red. |
Ninja Nick - A Platformer | @Stage\n\nwhen I receive [backstory v]\nset [level number v] to [1]\nset [brightness v] effect to (-100)\nrepeat (60)\n change [brightness v] effect by (1)\nend\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory v)\nwait until <not <(Skip) = [1]>>\nwait (2) seconds\nwait until <not <(Skip) = [1]>>\nrepeat (10)\n change [brightness v] effect by (1)\nend\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory2 v)\nwait until <not <(Skip) = [1]>>\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (1)\nend\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory3 v)\nwait until <not <(Skip) = [1]>>\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (1)\nend\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory4 v)\nwait until <not <(Skip) = [1]>>\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (1)\nend\nbroadcast (Flower Grow v)\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory4 v)\nwait until <not <(Skip) = [1]>>\nwait (5) seconds\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory5 v)\nwait until <not <(Skip) = [1]>>\nwait (5) seconds\nbroadcast (Flower Stop Growing v)\nwait until <not <(Skip) = [1]>>\nswitch backdrop to (backstory6 v)\nwait until <not <(Skip) = [1]>>\nwait (6) seconds\nbroadcast (Intro v)\nwait until <not <(Skip) = [1]>>\nwait (21) seconds\nbroadcast (Backstory Over? v)\n\nwhen flag clicked\nswitch backdrop to (backstory v)\n\nwhen I receive [switch backdrop v]\nswitch backdrop to (main menu v)\nset [ghost v] effect to (0)\nbroadcast (Main Menu v)\nset [ghost v] effect to (0)\n\nwhen I receive [customize v]\nswitch backdrop to (customize v)\n\nwhen I receive [options v]\nswitch backdrop to (options v)\n\nwhen I receive [main menu v]\nswitch backdrop to (main menu v)\n\nwhen I receive [backstory over? v]\nrepeat (100)\n set [brightness v] effect to (0)\nend\n\nwhen I receive [start game! v]\nswitch backdrop to (game play backdrop v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (level 6 v)\n\nwhen I receive [level 7 v]\nswitch backdrop to (level 7 a v)\n\nwhen I receive [lift #2 v]\nswitch backdrop to (level 7 b v)\n\nwhen I receive [level 8 v]\nswitch backdrop to (level 8 a v)\n\nwhen I receive [smash v]\nswitch backdrop to (level 8 b v)\n\nwhen I receive [level 9 v]\nswitch backdrop to (level 9 a v)\n\nwhen I receive [smash #2 v]\nswitch backdrop to (level 9 b v)\n\nwhen I receive [intro v]\nswitch backdrop to (blank v)\n\nwhen I receive [level 10 v]\nswitch backdrop to (level 10 v)\n\nwhen I receive [level 11 v]\nswitch backdrop to (level 11 a v)\n\nwhen I receive [11 b v]\nswitch backdrop to (level 11 b v)\n\nwhen I receive [level 15 // boss battle v]\nswitch backdrop to (level 15 // boss battle v)\n\nwhen I receive [level 12 v]\nswitch backdrop to (level 12 v)\n\nwhen I receive [level 13 v]\nswitch backdrop to (level 13 v)\n\nwhen I receive [dead boss v]\nbroadcast (Smash #4 v)\nswitch backdrop to (level 15 // boss dead v)\n\nwhen I receive [level 14 v]\nswitch backdrop to (level 14 v)\n\nwhen I receive [level 16 v]\nswitch backdrop to (level 16 v)\n\nwhen I receive [drop v]\nswitch backdrop to (level 16 drop v)\n\nwhen I receive [finish v]\nbroadcast (End v)\n\nwhen I receive [end v]\nswitch backdrop to (black v)\n\n@Coding Sprite\n\nwhen flag clicked\nset [health v] to [10]\nset [multiplier v] to [0]\nset [costume number v] to [1]\nset [difficulty costume number v] to [1]\nset [customize v] to [0]\nset [attack v] to [4]\nswitch costume to (empty v)\nbroadcast (Backstory v)\n\nwhen I receive [customize v]\nhide\n\nwhen I receive [options v]\nset [customize v] to [1]\nhide\n\nwhen I receive [main menu v]\nset [defense v] to [2]\nset [undo size change? v] to [true]\n\nwhen I receive [backstory over? v]\nswitch costume to (empty2 v)\nbroadcast (Switch Backdrop v)\nhide\nnext costume\n\nwhen I receive [start game! v]\nforever\n if <(Level Number) = [2]> then\n broadcast (Level 2 v)\n wait until <not <(Level Number) = [2]>>\n end\n if <(Level Number) = [3]> then\n broadcast (Level 3 v)\n wait until <not <(Level Number) = [3]>>\n end\n if <(Level Number) = [4]> then\n broadcast (Level 4 v)\n wait until <not <(Level Number) = [4]>>\n end\n if <(Level Number) = [5]> then\n broadcast (Level 5 v)\n wait until <not <(Level Number) = [5]>>\n end\n if <(Level Number) = [6]> then\n broadcast (Level 6 v)\n wait until <not <(Level Number) = [6]>>\n end\n if <(Level Number) = [7]> then\n broadcast (Level 7 v)\n wait until <not <(Level Number) = [7]>>\n end\n if <(Level Number) = [8]> then\n broadcast (Level 8 v)\n wait until <not <(Level Number) = [8]>>\n end\n if <(Level Number) = [9]> then\n broadcast (Level 9 v)\n wait until <not <(Level Number) = [9]>>\n end\n if <(Level Number) = [10]> then\n broadcast (Level 10 v)\n wait until <not <(Level Number) = [10]>>\n end\n if <(Level Number) = [11]> then\n broadcast (Level 11 v)\n wait until <not <(Level Number) = [11]>>\n end\n if <(Level Number) = [12]> then\n broadcast (Level 12 v)\n wait until <not <(Level Number) = [12]>>\n end\n if <(Level Number) = [13]> then\n broadcast (Level 13 v)\n wait until <not <(Level Number) = [13]>>\n end\n if <(Level Number) = [14]> then\n broadcast (Level 14 v)\n wait until <not <(Level Number) = [14]>>\n end\n if <(Level Number) = [15]> then\n broadcast (Level 15 // BOSS BATTLE v)\n wait until <not <(Level Number) = [15]>>\n end\n if <(Level Number) = [16]> then\n broadcast (Level 16 v)\n wait until <not <(Level Number) = [16]>>\n end\n if <(Level Number) = [17]> then\n broadcast (Level 17 v)\n wait until <not <(Level Number) = [17]>>\n end\nend\n\nwhen I receive [death v]\nchange [deaths v] by (1)\n\nwhen I receive [backstory v]\nhide variable [defense v]\nhide variable [attack v]\nhide variable [health v]\nhide variable [deaths v]\nforever\n if <(username) = [OpenWood]> then\n Admin Powers\n end\nend\n\nwhen I receive [start game! v]\nreset timer\n\nwhen I receive [death v]\nset [health v] to [10]\n\nwhen I receive [start game! v]\nset [customize v] to [1]\nhide\n\nwhen I receive [customize v]\nset [customize v] to [1]\nhide\n\nwhen I receive [options v]\nset [customize v] to [1]\nhide\n\ndefine Admin Powers\nif <key (6 v) pressed?> then\n set [deaths v] to [0]\nend\nif <key (7 v) pressed?> then\n hide variable [defense v]\n hide variable [attack v]\n hide variable [health v]\n hide variable [deaths v]\nend\nif <key (8 v) pressed?> then\n show variable [attack v]\n show variable [health v]\n show variable [defense v]\n show variable [deaths v]\nend\nif <key (9 v) pressed?> then\n set [health v] to [10]\nend\nif <key (p v) pressed?> then\n change [level number v] by (1)\n wait until <not <key (p v) pressed?>>\nend\n\n@Mouse\n\nwhen I start as a clone\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [main menu v]\nforever\n go to [front v] layer\n if <(Costume Number) = [1]> then\n set [brightness v] effect to (1)\n end\nend\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n go to (mouse-pointer v)\n if <(Costume Number) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [backstory v]\nforever\n if <(Costume Number) = [1]> then\n switch costume to (mouse 1 v)\n end\n if <(Costume Number) = [2]> then\n set [ghost v] effect to (0)\n switch costume to (mouse 2 v)\n end\n if <(Costume Number) = [3]> then\n set [ghost v] effect to (0)\n if <touching color (#00cc44)?> then\n switch costume to (mouse 4 v)\n else\n if <touching color (#6500cb)?> then\n switch costume to (mouse 5 v)\n else\n switch costume to (mouse 3 v)\n end\n end\n end\nend\n\nwhen I receive [main menu v]\nforever\n if <(Costume Number) = [3]> then\n go to (mouse-pointer v)\n end\nend\n\nwhen I receive [start game! v]\nhide\n\n@Volume Control2\n\nwhen this sprite clicked\nif <(Volume Control) < [4]> then\n change [volume control v] by (1)\n wait until <not <mouse down?>>\nelse\n set [volume control v] to [1]\n wait until <not <mouse down?>>\nend\nswitch costume to (Volume Control)\n\nwhen flag clicked\nforever\n if <(Volume Control) = [1]> then\n set volume to (100) %\n end\n if <(Volume Control) = [2]> then\n set volume to (66) %\n end\n if <(Volume Control) = [3]> then\n set volume to (33) %\n end\n if <(Volume Control) = [4]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [backstory over? v]\nset [backstory over v] to [True]\nstop all sounds\nforever\n if <<not <(Override Randomness) = [true]>> and <not <<[11] < (Level Number)> and <(Level Number) < [17]>>>> then\n set [random v] to (pick random (1) to (3))\n if <(Random) = [1]> then\n play sound [Fruit_Ninja_Full_Soundtrack.mp3 v] until done\n end\n if <(Random) = [2]> then\n play sound [temple v] until done\n end\n if <(Random) = [3]> then\n play sound [temple v] until done\n end\n else\n if <not <<[11] < (Level Number)> and <(Level Number) < [17]>>> then\n stop all sounds\n if <(Random) = [1]> then\n play sound [Fruit_Ninja_Full_Soundtrack.mp3 v] until done\n end\n if <(Random) = [2]> then\n play sound [temple v] until done\n end\n if <(Random) = [3]> then\n play sound [dance head nod v] until done\n end\n else\n broadcast (Stop Sounds v)\n if <(Level Number) = [12]> then\n wait (pick random (0.5) to (3)) seconds\n play sound [Heavy stomp sound effect.mp3 v] until done\n end\n if <(Level Number) = [13]> then\n wait (pick random (0.5) to (3)) seconds\n play sound [Heavy stomp sound effect.mp2 v] until done\n end\n if <(Level Number) = [14]> then\n wait (pick random (0.5) to (3)) seconds\n play sound [Heavy stomp sound effect.mp4 v] until done\n end\n end\n end\nend\n\nwhen I receive [backstory v]\nset [random v] to [1]\nset [backstory over v] to [False]\nrepeat until <(Backstory Over) = [True]>\n play sound [crystalis title! v] until done\nend\n\nwhen I receive [backstory v]\nset [override randomness v] to [false]\nset [backstory over v] to [False]\nswitch costume to (100% v)\nhide\n\nwhen I receive [backstory over? v]\nshow\nset [volume control v] to [1]\nset volume to (100) %\nswitch costume to (volume v)\n\nwhen I receive [main menu v]\nset [end v] to [false]\nset [sound all sounds debug v] to [false]\nshow\ngo to [front v] layer\ngo to x: (188) y: (160)\n\nwhen I receive [backstory v]\nforever\n if <(Override Randomness) = [true]> then\n set [random v] to (Random 2)\n end\nend\n\nwhen I receive [main menu v]\nforever\n if <<touching (mouse v)?> and <mouse down?>> then\n if <(Volume Control) < [4]> then\n change [volume control v] by (1)\n wait until <not <mouse down?>>\n else\n set [volume control v] to [1]\n wait until <not <mouse down?>>\n end\n switch costume to (Volume Control)\n end\nend\n\nwhen I receive [sword sound effect v]\nplay sound [Drawn Sword Sound Effect.mp3 v] until done\n\nwhen I receive [hit v]\nplay sound [Minecraft Getting Hit Damage Sound Effect \[1_3\].mp2 v] until done\n\nwhen I receive [powerup collected v]\nplay sound [Sci-Fi Power Up Sound Effect.mp3 v] until done\n\nwhen I receive [click noise v]\nplay sound [mouseclick v] until done\n\nwhen I receive [breaking hammer v]\nplay sound [Hammer Break v] until done\n\nwhen I receive [smash #2 v]\nplay sound [Blocks Breaking v] until done\n\nwhen I receive [smash #3 v]\nplay sound [Blocks Breaking v] until done\n\nwhen I receive [smash v]\nplay sound [Blocks Breaking v] until done\n\nwhen I receive [level 11 v]\nforever\n if <<<[11] < (Level Number)> and <(Level Number) < [16]>> and <not <(Sound All Sounds Debug) = [true]>>> then\n set [sound all sounds debug v] to [true]\n repeat (10)\n stop all sounds\n end\n end\nend\n\nwhen I receive [level 15 // boss battle v]\ngo to x: (178) y: (137)\n\nwhen I receive [intro v]\nset [once v] to [0]\nstop all sounds\nset [backstory over v] to [True]\nplay sound [20th Century Fox Intro \[HD\].mp3 v] until done\n\nwhen I receive [level 15 // boss battle v]\nrepeat until <(Level Number) = [16]>\n play sound [Top 10 Pokemon Game Battle Music.mp2 v] until done\nend\n\nwhen I receive [roar v]\nplay sound [Pokemon Cries - _323 Camerupt.mp3 v] until done\n\nwhen I receive [level 15 // boss battle v]\ngo to [front v] layer\n\nwhen I receive [smash #4 v]\nplay sound [Blocks Breaking v] until done\n\nwhen I receive [stop sounds v]\nif <(Once) = [0]> then\n set [once v] to [1]\n stop all sounds\n stop [this script v]\nend\n\nwhen I receive [level 16 v]\nstop all sounds\ngo to x: (188) y: (160)\nrepeat until <(End) = [true]>\n play sound [Haunting Mysterious Music - The Dusty Attic.mp3 v] until done\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nset [end v] to [true]\nrepeat (5)\n stop all sounds\nend\nforever\n play sound [Mission Impossible Theme\(full theme\).mp2 v] until done\nend\n\nwhen I receive [exclaim v]\nplay sound [Exclaim v] until done\n\n@Shuriken\n\nwhen I receive [backstory v]\nset [debug cooldown spacebar 2 v] to [false]\nset [debug cooldown spacebar v] to [false]\nset [debug cooldown v] to [false]\nset [cooldown v] to [1]\nset [cooldown of cooldown v] to [1]\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to (ninja nick v)\npoint towards (ninja nick v)\nrepeat until <<<<<<touching color (#7f7f7f)?> or <touching (_edge_ v)?>> or <touching (zombie v)?>> or <touching (golden zombie v)?>> or <touching (zombie horde v)?>> or <touching (zombie with hammer v)?>>\n if <<([costume # v] of [ninja nick v]) = [1]> or <<([costume # v] of [ninja nick v]) = [3]> or <([costume # v] of [ninja nick v]) = [5]>>> then\n repeat until <<<<<<touching color (#7f7f7f)?> or <touching (_edge_ v)?>> or <touching (zombie v)?>> or <touching (golden zombie v)?>> or <touching (zombie horde v)?>> or <touching (zombie with hammer v)?>>\n change x by (5)\n turn right (20) degrees\n end\n else\n repeat until <<<<<<touching color (#7f7f7f)?> or <touching (_edge_ v)?>> or <touching (zombie v)?>> or <touching (golden zombie v)?>> or <touching (zombie horde v)?>> or <touching (zombie with hammer v)?>>\n change x by (-5)\n turn right (20) degrees\n end\n end\nend\nhide\n\nwhen I receive [attacking v]\nif <(Cooldown) = [0]> then\n create clone of (_myself_ v)\n set [cooldown v] to (Cooldown Of Cooldown)\n wait until <not <(Cooldown) = [0]>>\nelse\nend\n\nwhen I receive [attacking v]\nif <<<<(Cooldown) = [1]> or <[0] < (Cooldown)>> and <(Debug Cooldown) = [false]>> and <(Debug Cooldown Spacebar) = [false]>> then\n set [debug cooldown spacebar v] to [true]\n set [debug cooldown v] to [true]\n broadcast (Debug Cooldown v)\n broadcast (Debug Cooldown Spacebar v)\nend\n\nwhen I receive [debug cooldown v]\nwait (Cooldown) seconds\nset [debug cooldown v] to [false]\nset [cooldown v] to [0]\n\nwhen I receive [debug cooldown spacebar v]\nwait until <not <key (space v) pressed?>>\nset [debug cooldown spacebar v] to [false]\nif <(Debug Cooldown Spacebar 2) = [true]> then\n set [cooldown v] to [0]\nend\n\nwhen I receive [debug cooldown spacebar v]\nset [debug cooldown spacebar 2 v] to [false]\nwait (Cooldown) seconds\nset [debug cooldown spacebar 2 v] to [true]\n\n@Flower Growing\n\nwhen I receive [backstory v]\nswitch costume to (flower x1 v)\nhide\n\nwhen I receive [flower grow v]\nif <not <(Skip) = [1]>> then\n go to [front v] layer\n wait (0.5) seconds\n show\n switch costume to (flower x1 v)\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [flower stop growing v]\nhide\n\nwhen I receive [backstory over? v]\nhide\n\nwhen I receive [main menu v]\nhide\n\n@Play Button\n\nwhen I receive [backstory v]\nset [undo size change? v] to [true]\nset size to (60) %\nset [ghost v] effect to (0)\ngo to x: (0) y: (-23)\nhide\n\nwhen I receive [main menu v]\nshow\nset size to (60) %\nforever\n if <touching (mouse-pointer v)?> then\n Size Change\n repeat until <not <touching (mouse v)?>>\n if <mouse down?> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (3)\n set [undo size change? v] to [false]\n end\n broadcast (Start Game! v)\n end\n end\n if <<not <touching (mouse v)?>> and <(Undo Size Change?) = [true]>> then\n Undo Size Change\n set size to (60) %\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Size Change\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (1)\nend\n\ndefine Undo Size Change\nrepeat (5)\n change size by (-6)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [customize v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [main menu v]\nset size to (60) %\nset [ghost v] effect to (0)\ngo to x: (0) y: (-23)\nshow\n\nwhen I receive [start game! v]\nhide\n\n@Customize\n\nwhen I receive [backstory v]\nset [undo size change? v] to [true]\nset size to (60) %\nset [ghost v] effect to (0)\ngo to x: (-160) y: (-23)\nhide\n\nwhen I receive [main menu v]\nshow\nset size to (60) %\nforever\n if <touching (mouse-pointer v)?> then\n Size Change\n repeat until <not <touching (mouse v)?>>\n if <mouse down?> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (3)\n set [undo size change? v] to [false]\n broadcast (Customize v)\n end\n end\n end\n if <<not <touching (mouse v)?>> and <(Undo Size Change?) = [true]>> then\n Undo Size Change\n set size to (60) %\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Size Change\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (1)\nend\n\ndefine Undo Size Change\nrepeat (5)\n change size by (-4)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [customize v]\nhide\nset [ghost v] effect to (0)\nset [undo size change? v] to [true]\n\nwhen I receive [options v]\nhide\n\nwhen I receive [start game! v]\nhide\n\n@Options\n\nwhen I receive [backstory v]\nset [undo size change? v] to [true]\nset size to (60) %\nset [ghost v] effect to (0)\ngo to x: (160) y: (-23)\nhide\n\nwhen I receive [main menu v]\nshow\nset size to (60) %\nforever\n if <touching (mouse-pointer v)?> then\n Size Change\n repeat until <not <touching (mouse v)?>>\n if <mouse down?> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (3)\n set [undo size change? v] to [false]\n broadcast (Options v)\n end\n end\n end\n if <<not <touching (mouse v)?>> and <(Undo Size Change?) = [true]>> then\n Undo Size Change\n set size to (60) %\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Size Change\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (1)\nend\n\ndefine Undo Size Change\nrepeat (5)\n change size by (-4)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [customize v]\nhide\n\nwhen I receive [options v]\nhide\nset [ghost v] effect to (0)\nset [undo size change? v] to [true]\n\nwhen I receive [start game! v]\nhide\n\n@Back\n\nwhen I receive [backstory v]\nset [undo size change? v] to [true]\nset size to (45) %\nset [ghost v] effect to (0)\ngo to x: (195) y: (-150)\nhide\n\nwhen I receive [main menu v]\nshow\nhide\nset size to (45) %\nforever\n if <touching (mouse-pointer v)?> then\n Size Change\n repeat until <not <touching (mouse v)?>>\n if <mouse down?> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (3)\n set [undo size change? v] to [false]\n set [customize v] to [0]\n broadcast (Main Menu v)\n end\n end\n end\n if <<not <touching (mouse v)?>> and <(Undo Size Change?) = [true]>> then\n Undo Size Change\n set size to (45) %\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Size Change\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (1)\nend\n\ndefine Undo Size Change\nrepeat (5)\n change size by (-2)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [customize v]\nshow\n\nwhen I receive [options v]\nshow\n\nset size to (200) %\n\n@Mouse Detection\n\nwhen I receive [backstory v]\nswitch costume to (mouse 1 v)\nhide\n\nwhen I receive [main menu v]\ngo to x: (-152) y: (49)\nhide\n\nwhen I receive [options v]\nshow\n\nwhen I receive [options v]\nforever\n if <<touching (mouse v)?> and <mouse down?>> then\n if <<(Costume Number) = [1]> or <(Costume Number) = [2]>> then\n change [costume number v] by (1)\n next costume\n wait until <not <mouse down?>>\n else\n set [costume number v] to [1]\n switch costume to (mouse 1 v)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen this sprite clicked\n\n@Difficulty\n\nwhen I receive [backstory v]\nswitch costume to (normal v)\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [options v]\nshow\ngo to x: (130) y: (40)\n\nwhen I receive [options v]\nforever\n if <<touching (mouse v)?> and <mouse down?>> then\n if <<(Difficulty Costume Number) = [1]> or <(Difficulty Costume Number) = [2]>> then\n change [difficulty costume number v] by (1)\n next costume\n wait until <not <mouse down?>>\n else\n set [difficulty costume number v] to [1]\n switch costume to (normal v)\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [main menu v]\nforever\n if <(costume [number v]) = [1]> then\n set [difficulty change v] to [0.8]\n end\n if <(costume [number v]) = [2]> then\n set [difficulty change v] to [1]\n end\n if <(costume [number v]) = [3]> then\n set [difficulty change v] to [1.5]\n end\nend\n\n@Music\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [options v]\nset [random 2 v] to [1]\nswitch costume to (random v)\nshow\ngo to x: (-156) y: (-103)\nforever\n if <<touching (mouse v)?> and <mouse down?>> then\n next costume\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [options v]\nforever\n if <<touching (mouse v)?> and <mouse down?>> then\n set [override randomness v] to [true]\n stop all sounds\n if <(costume [number v]) = [1]> then\n set [random 2 v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [random 2 v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [random 2 v] to [3]\n end\n if <(costume [number v]) = [4]> then\n next costume\n end\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@Skip Prolog\n\nwhen I receive [backstory v]\nset [skip v] to [0]\nset [brightness v] effect to (-60)\nset [ghost v] effect to (100)\nshow\ngo to x: (-187) y: (159)\nrepeat (20)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nset [brightness v] effect to (-40)\nwait (3) seconds\nset [brightness v] effect to (-20)\nwait (3) seconds\nset [brightness v] effect to (0)\n\nwhen this sprite clicked\nset [skip v] to [1]\nbroadcast (Backstory Over? v)\nhide\n\nwhen I receive [intro v]\nhide\n\n@Intro\n\nwhen I receive [backstory v]\nset [clone 1 or 2 v] to [1]\nhide\nswitch costume to (intro 2 v)\n\nwhen I receive [intro v]\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\nshow\ngo to [front v] layer\nwait (8) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\n wait (0.1) seconds\nend\nwait (1.8) seconds\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nwait (8) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nif <(Clone 1 or 2) = [1]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n set [clone 1 or 2 v] to [2]\n switch costume to (intro 1 v)\n broadcast (Sword Sound Effect v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.15) seconds\n end\n wait (6.5) seconds\n repeat (5)\n change [ghost v] effect by (20)\n wait (0.1) seconds\n end\nelse\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (intro 3 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.15) seconds\n end\n wait (6.5) seconds\n repeat (5)\n change [ghost v] effect by (20)\n wait (0.1) seconds\n end\nend\n\n@Sprite1\n\nwhen I receive [backstory v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [intro v]\nswitch costume to (openwood presents v)\nshow\nwait (12) seconds\nhide\n\n@Customizable Ninja Nick\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [customize v]\ngo to x: (12) y: (-15)\nswitch costume to (headband red v)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse v)?> then\n next costume\n wait until <<not <touching (mouse v)?>> or <mouse down?>>\n if <mouse down?> then\n broadcast (Click Noise v)\n wait until <<not <mouse down?>> and <not <touching (mouse v)?>>>\n else\n if <<not <touching (mouse v)?>> and <not <mouse down?>>> then\n next costume\n next costume\n end\n end\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [backstory v]\nforever\n set [colour v] to (costume [number v])\nend\n\n@Ninja Nick\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [main menu v]\nhide\n\ndefine Detect Customized Sprite\nif <(Colour) = [1]> then\n set [right custom v] to [1]\n set [left custom v] to [2]\nelse\n if <(Colour) = [2]> then\n set [right custom v] to [3]\n set [left custom v] to [4]\n else\n if <(Colour) = [3]> then\n set [right custom v] to [5]\n set [left custom v] to [6]\n end\n end\nend\n\nwhen I receive [start game! v]\nset [multiplier v] to [1]\ngo to x: (-206) y: (-108)\nDetect Customized Sprite\nif <(Right Custom) = [1]> then\n switch costume to (ninja right red v)\nend\nif <(Right Custom) = [3]> then\n switch costume to (ninja right green v)\nend\nif <(Right Custom) = [5]> then\n switch costume to (ninja right blue v)\nend\nshow\ngo to [front v] layer\n\nwhen I receive [start game! v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(Left Custom) = [2]> then\n switch costume to (ninja left red v)\n end\n if <(Left Custom) = [4]> then\n switch costume to (ninja left green v)\n end\n if <(Left Custom) = [6]> then\n switch costume to (ninja left blue v)\n end\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(Right Custom) = [1]> then\n switch costume to (ninja right red v)\n end\n if <(Right Custom) = [3]> then\n switch costume to (ninja right green v)\n end\n if <(Right Custom) = [5]> then\n switch costume to (ninja right blue v)\n end\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#666666)?> then\n change y by (1)\n end\n if <touching color (#666666)?> then\n change y by (1)\n end\n if <touching color (#666666)?> then\n change y by (1)\n end\n if <touching color (#666666)?> then\n change y by (1)\n end\n if <touching color (#666666)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching color (#666666)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#666666)?>> then\n set [y v] to [8]\n end\n change y by (1)\n if <<(x position) = [240]> or <(x position) > [240]>> then\n change [level number v] by (1)\n wait until <not <<(x position) = [240]> or <(x position) > [240]>>>\n end\nend\n\nwhen I receive [level 2 v]\ngo to x: (-206) y: (-108)\n\nwhen I receive [death v]\nif <(Level Number) = [2]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [4]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [5]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [6]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [7]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [8]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [9]> then\n go to x: (-188) y: (-109)\nend\nif <(Level Number) = [10]> then\n go to x: (-188) y: (-109)\nend\nif <(Level Number) = [11]> then\n go to x: (-206) y: (-108)\nend\nif <(Level Number) = [15]> then\n go to x: (-199) y: (-108)\nend\n\nwhen I receive [backstory v]\nforever\n if <(Health) < [1]> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [level 6 v]\nset [cooldown v] to [0]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 3 v]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 4 v]\nset [attack v] to [4]\ngo to x: (-206) y: (-108)\nforever\n if <key (space v) pressed?> then\n set [attack v] to ((Attack) * (Multiplier))\n broadcast (Attacking v)\n end\nend\n\nwhen I receive [level 6 v]\nforever\n set [top y v] to ((y position) + (30))\n set [bottom y v] to ((y position) + (-25))\n if <<(Detect Top Y) = [true]> or <(Detect Bottom Y) = [true]>> then\n broadcast (Death v)\n wait until <<not <(Detect Top Y) = [true]>> and <not <(Detect Bottom Y) = [true]>>>\n end\nend\n\nwhen I receive [level 6 v]\nset [cooldown v] to [0]\ngo to x: (-206) y: (-108)\n\nwhen I receive [attach to ninja v]\nif <[-88] < (x position)> then\n set x to (-89)\nend\n\nwhen I receive [attach to ninja v]\nforever\n if <<[-90] < (x position)> and <key (s v) pressed?>> then\n broadcast (Smash v)\n stop [this script v]\n else\n if <[-88] < (x position)> then\n set x to (-88)\n end\n end\nend\n\nwhen I receive [level 7 v]\nset [cooldown v] to [0]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 9 v]\ngo to [front v] layer\nset [cooldown v] to [0]\ngo to x: (-188) y: (-109)\nforever\n if <key (space v) pressed?> then\n set [attack v] to ((Attack) * (Multiplier))\n broadcast (Attacking v)\n end\nend\n\nwhen I receive [attach to ninja #2 v]\nforever\n if <<[-85] < (x position)> and <key (s v) pressed?>> then\n broadcast (Smash #2 v)\n stop [this script v]\n else\n if <[-70] < (x position)> then\n set x to (-70)\n end\n end\nend\n\nwhen I receive [level 11 v]\ngo to [front v] layer\nset [cooldown v] to [0]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 11 v]\nrepeat until <(Level Number) = [12]>\n set [enter pressed? v] to <key (\n v) pressed?>\n if <<[-190] < (x position)> and <<[-150] > (x position)> and <<(y position) = [-108]> and <(Enter Pressed?) = [true]>>>> then\n set [hide zombie with hammer v] to [false]\n set y to (84)\n end\nend\n\nwhen I receive [level 13 v]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 9 v]\nrepeat until <(Level Number) = [11]>\n set [enter pressed? v] to <key (\n v) pressed?>\n if <<[-148] < (x position)> and <<[-94] > (x position)> and <<(y position) = [-108]> and <(Enter Pressed?) = [true]>>>> then\n set [hide zombie with hammer v] to [false]\n set y to (70)\n end\n if <<[89] < (x position)> and <<[142] > (x position)> and <(Enter Pressed?) = [true]>>> then\n set y to (-109)\n end\nend\n\nwhen I receive [level 12 v]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 14 v]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 15 // boss battle v]\ngo to x: (-199) y: (-108)\n\nwhen I receive [level 8 v]\ngo to [front v] layer\nset [cooldown v] to [0]\ngo to x: (-206) y: (-108)\n\nwhen I receive [level 10 v]\ngo to [front v] layer\nset [cooldown v] to [0]\ngo to x: (-188) y: (-109)\n\nwhen I receive [level 16 v]\ngo to x: (-206) y: (-108)\nforever\n if <[-50] < (x position)> then\n broadcast (Exclaim v)\n go to x: (-50) y: (-70)\n stop [other scripts in sprite v]\n end\n if <[-50] < (x position)> then\n broadcast (Exclaim v)\n go to x: (-50) y: (-70)\n wait (0.01) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [level 5 v]\ngo to x: (-206) y: (-108)\n\nwhen I receive [drop v]\nglide (0.75) secs to x: (-50) y: (-198)\nhide\nbroadcast (Finish v)\n\n@Head\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [customize v]\nshow\ngo to x: (12) y: (-15)\nswitch costume to (head v)\n\n@Block\n\ndefine None\nshow\nif <(number) = [6]> then\n erase all\nend\nif <(number) = [5]> then\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (-216)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (92)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n set x to (114)\n change y by (-160)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change x by (66)\n change y by (40)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (0)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (-120)\n change x by (-88)\n change x by (-88)\n change x by (-66)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n change x by (-22)\n stamp\n hide\nend\nif <(number) = [4]> then\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (-216)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (92)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n set x to (114)\n change y by (-160)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n hide\nend\nif <(number) = [1]> then\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (-216)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n hide\nend\nif <(number) = [3]> then\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (-216)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n hide\n set x to (106)\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\n change y by (20)\n stamp\nend\nif <(number) = [2]> then\n erase all\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (88)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change y by (20)\n set x to (-216)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (88)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\n change x by (22)\n stamp\nend\ngo to x: (-216) y: (-173)\n\nwhen I receive [backstory v]\nerase all\nhide\n\nwhen I receive [start game! v]\nset [level number v] to [1]\nrepeat until <(Level Number) = [6]>\n Create Level (Level Number)\nend\nerase all\nhide\n\n@Hole\n\nwhen I receive [level 2 v]\nshow\nset [deaths v] to [0]\ngo to x: (33) y: (-31)\nforever\n if <touching (ninja nick v)?> then\n broadcast (Death v)\n wait until <not <touching (ninja nick v)?>>\n end\nend\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\n@Zombie\n\nwhen I receive [backstory v]\nset [health of zombie v] to [5]\nhide\n\nwhen I receive [level 4 v]\nswitch costume to (zombie left v)\nshow\ngo to [front v] layer\ngo to x: (42) y: (-116)\nforever\n if <not <touching color (#666666)?>> then\n change y by (-1)\n end\nend\n\nwhen I receive [level 4 v]\nrepeat until <(Level Number) = [5]>\n if <(x position) = [55]> then\n change x by (-1)\n end\nend\n\nwhen I receive [level 4 v]\nset [zombie attack damage v] to [-3]\nset [health of zombie v] to [5]\nshow\nforever\n if <(x position) > ([x position v] of [ninja nick v])> then\n switch costume to (zombie left v)\n repeat until <not <(x position) > ([x position v] of [ninja nick v])>>\n change x by (-1)\n end\n else\n switch costume to (zombie right v)\n repeat until <(x position) > ([x position v] of [ninja nick v])>\n change x by (1)\n end\n end\n if <touching (ninja nick v)?> then\n broadcast (Hit v)\n change [health v] by ((Zombie Attack Damage) * ((Defense) - (1)))\n wait (0.5) seconds\n end\nend\n\nwhen I receive [death v]\nif <(Level Number) = [4]> then\n go to x: (42) y: (-116)\n set [health of zombie v] to [5]\nend\nif <(Level Number) = [5]> then\n set [health of zombie v] to [9]\nend\nif <(Level Number) = [7]> then\n set [health of zombie v] to [25]\nend\nif <(Level Number) = [10]> then\n set [health of zombie v] to [28]\nend\n\nwhen I receive [level 5 v]\nset [health of zombie v] to [9]\nshow\ngo to x: (-192) y: (104)\nforever\n if <not <touching color (#666666)?>> then\n change y by (-1)\n end\n if <(x position) = [-20]> then\n change x by (-1)\n end\nend\n\nwhen I receive [level 5 v]\nrepeat until <<(Level Number) = [6]> or <(Health Of Zombie) < [1]>>\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n hide\n end\nend\n\nwhen I receive [start game! v]\nhide\n\nwhen I receive [level 4 v]\nrepeat until <<(Level Number) = [6]> or <(Health Of Zombie) < [1]>>\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n hide\n end\nend\n\nwhen I receive [level 6 v]\nhide\nrepeat until <(Level Number) = [7]>\n go to x: (500) y: (500)\nend\n\nwhen I receive [level 7 v]\nshow\nrepeat until <<(Level Number) = [8]> or <(Health Of Zombie) < [1]>>\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n hide\n end\nend\n\nwhen I receive [level 7 v]\ngo to x: (72) y: (133)\nset [zombie attack damage v] to [-6]\nset [health of zombie v] to [25]\nrepeat until <(Level Number) = [8]>\n if <(x position) = [-19]> then\n change x by (1)\n end\n if <(x position) = [110]> then\n change x by (-1)\n end\nend\n\nwhen I receive [level 8 v]\nhide\nrepeat until <(Level Number) = [10]>\n go to x: (500) y: (500)\nend\n\nwhen I receive [level 10 v]\nset [health of zombie v] to [35]\nshow\ngo to x: (-30) y: (66)\nrepeat until <<(Level Number) = [11]> or <(Health Of Zombie) < [1]>>\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n hide\n end\nend\n\nwhen I receive [level 11 v]\nhide\n\n@Health Bar\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-175) y: (156)\nforever\n if <(Rounded Health) = [1]> then\n switch costume to (1 heart v)\n end\n if <(Rounded Health) = [2]> then\n switch costume to (2 hearts v)\n end\n if <(Rounded Health) = [3]> then\n switch costume to (3 hearts v)\n end\n if <(Rounded Health) = [4]> then\n switch costume to (4 hearts v)\n end\n if <(Rounded Health) = [5]> then\n switch costume to (5 hearts v)\n end\n if <(Rounded Health) = [6]> then\n switch costume to (6 hearts v)\n end\n if <(Rounded Health) = [7]> then\n switch costume to (7 hearts v)\n end\n if <(Rounded Health) = [8]> then\n switch costume to (8 hearts v)\n end\n if <(Rounded Health) = [9]> then\n switch costume to (9 hearts v)\n end\n if <(Rounded Health) = [10]> then\n switch costume to (10 hearts v)\n end\nend\n\nwhen I receive [level 4 v]\nforever\n set [rounded health v] to (round (Health))\nend\n\nwhen I receive [level 4 v]\nif <not <(Health) = [10]>> then\n wait (10) seconds\n change [health v] by (1)\nend\n\nwhen I receive [level 15 // boss battle v]\ngo to [front v] layer\n\nwhen I receive [end v]\nhide\n\n@Multiplier Powerup\n\nwhen I receive [backstory v]\nhide\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n change [attack v] by (1)\n change [defense v] by (-0.1)\n switch costume to (defence + attack v)\n go to x: (0) y: (0)\n set size to (90) %\n repeat (25)\n change size by (1)\n end\n wait (0.75) seconds\n hide\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n change [cooldown of cooldown v] by (-0.1)\n switch costume to (cooldown v)\n go to x: (0) y: (0)\n set size to (90) %\n repeat (25)\n change size by (1)\n end\n wait (0.75) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [level 5 v]\ngo to [front v] layer\nswitch costume to (closed v)\nshow\ngo to x: (-210) y: (98)\nset size to (50) %\nrepeat until <touching (ninja nick v)?>\n repeat (16)\n change y by (1)\n change size by (0.5)\n end\n repeat (16)\n change y by (-1)\n change size by (-0.5)\n end\nend\nset size to (50) %\ngo to x: (-210) y: (98)\nswitch costume to (open v)\nwait (0.2) seconds\nbroadcast (Powerup collected v)\ncreate clone of (_myself_ v)\nhide\nwait until <not <touching (ninja nick v)?>>\nset [ghost v] effect to (0)\nstop [this script v]\n\nwhen I receive [level 6 v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (closed v)\nshow\ngo to x: (-12) y: (-128)\nset size to (50) %\nrepeat until <touching (ninja nick v)?>\n repeat (16)\n change y by (1)\n change size by (0.5)\n end\n repeat (16)\n change y by (-1)\n change size by (-0.5)\n end\nend\nset size to (50) %\ngo to x: (-12) y: (-126)\nswitch costume to (open v)\nwait (0.2) seconds\nbroadcast (Powerup collected v)\ncreate clone of (_myself_ v)\nhide\nwait until <not <touching (ninja nick v)?>>\nset [ghost v] effect to (0)\nstop [this script v]\n\nwhen I receive [level 7 v]\nhide\n\n@Tips\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [start game! v]\nswitch costume to (tip 1 v)\nshow\ngo to x: (-5) y: (94)\n\nwhen I receive [level 2 v]\ngo to x: (12) y: (102)\nswitch costume to (tip 2 v)\nshow\n\nwhen I receive [level 3 v]\ngo to x: (12) y: (102)\nswitch costume to (tip 3 v)\nshow\n\nwhen I receive [level 4 v]\ngo to x: (2) y: (19)\nswitch costume to (tip 4 v)\nshow\n\nwhen I receive [level 5 v]\ngo to x: (2) y: (19)\nswitch costume to (tip 5 v)\nshow\n\nwhen I receive [level 6 v]\ngo to x: (6) y: (-35)\nshow\nswitch costume to (tip 6 v)\n\nwhen I receive [powerup collected v]\nhide\n\nwhen I receive [level 7 v]\ngo to x: (206) y: (16)\nshow\nswitch costume to (tip 7 v)\n\nwhen I receive [level 8 v]\ngo to x: (-150) y: (87)\nshow\nswitch costume to (tip 8 v)\n\nwhen I receive [level 9 v]\ngo to x: (-150) y: (87)\nshow\nswitch costume to (tip 9 v)\n\nwhen I receive [level 10 v]\ngo to x: (-127) y: (-21)\nshow\nswitch costume to (tip 10 v)\n\nwhen I receive [level 11 v]\ngo to x: (-127) y: (-21)\nshow\nswitch costume to (tip 11 v)\n\nwhen I receive [level 12 v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (tip 12 v)\n\nwhen I receive [level 13 v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (tip 13 v)\n\nwhen I receive [level 14 v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (tip 14 v)\n\nwhen I receive [level 15 // boss battle v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (tip 15 v)\n\nwhen I receive [level 16 v]\ngo to x: (135) y: (0)\nshow\nswitch costume to (tip 16 v)\n\nwhen I receive [drop hammer v]\nswitch costume to (tip extra v)\n\n@Spike\n\nwhen I receive [backstory v]\nset [hide v] to [false]\nhide\n\nwhen I start as a clone\nshow\ngo to x: (98) y: (-131)\nrepeat until <(Level Number) = [7]>\n if <touching (ninja nick v)?> then\n broadcast (Death v)\n wait until <not <touching (ninja nick v)?>>\n end\n if <(Hide) = [true]> then\n hide\n end\nend\n\nwhen I receive [level 6 v]\nshow\ngo to x: (-118) y: (-131)\ncreate clone of (_myself_ v)\nrepeat until <(Level Number) = [7]>\n if <touching (ninja nick v)?> then\n broadcast (Death v)\n wait until <not <touching (ninja nick v)?>>\n end\nend\n\nwhen I receive [lift #1 v]\nset [hide v] to [true]\nhide\n\nwhen I receive [level 7 v]\nhide\n\n@Lava\n\nwhen I receive [backstory v]\nhide\nswitch costume to (lava v)\n\nwhen I receive [level 6 v]\nshow\ngo to x: (36) y: (-58)\nwait (0.25) seconds\nrepeat until <(Level Number) = [7]>\n if <not <(costume [number v]) = [9]>> then\n wait (0.15) seconds\n next costume\n else\n switch costume to (lava v)\n end\nend\n\nwhen I receive [level 6 v]\nrepeat until <(Level Number) = [7]>\n if <touching (ninja nick v)?> then\n go to [front v] layer\n broadcast (Hit v)\n change [health v] by ((-4) * ((Defense) - (1)))\n wait (0.3) seconds\n end\nend\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [level 11 v]\nshow\ngo to x: (36) y: (-58)\nwait (0.25) seconds\nrepeat until <(Level Number) = [12]>\n if <not <(costume [number v]) = [9]>> then\n wait (0.15) seconds\n next costume\n else\n switch costume to (lava v)\n end\nend\n\nwhen I receive [level 11 v]\nrepeat until <(Level Number) = [12]>\n if <touching (ninja nick v)?> then\n go to [front v] layer\n broadcast (Hit v)\n change [health v] by ((-5) * ((Defense) - (1)))\n wait (0.3) seconds\n end\nend\n\nwhen I receive [level 12 v]\nhide\n\n@Pressure Plate\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [level 6 v]\nshow\ngo to x: (202) y: (-150)\nrepeat until <(Level Number) = [7]>\n if <[179.99] < ([x position v] of [ninja nick v])> then\n hide\n broadcast (Click Noise v)\n broadcast (Lift #1 v)\n wait until <(Level Number) = [7]>\n end\nend\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-36) y: (-150)\nrepeat until <(Level Number) = [8]>\n if <[-66] < ([x position v] of [ninja nick v])> then\n hide\n broadcast (Click Noise v)\n broadcast (Lift #2 v)\n wait until <(Level Number) = [8]>\n end\nend\n\nwhen I receive [level 8 v]\nhide\n\n@Lift\n\nwhen I receive [lift #1 v]\nshow\nforever\n if <not <(Level Number) = [6]>> then\n stop [this script v]\n else\n go to [front v] layer\n glide (6) secs to x: (143) y: (76)\n wait (1) seconds\n glide (6) secs to x: (143) y: (-132)\n wait (1) seconds\n end\nend\n\nwhen I receive [level 6 v]\ngo to [front v] layer\nshow\ngo to x: (143) y: (76)\n\nwhen I receive [level 8 v]\nhide\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [backstory v]\nswitch costume to (lift #1 v)\nhide\n\n@Top Y\n\nwhen I receive [backstory v]\nset [detect top y v] to [false]\nhide\n\nwhen I receive [level 6 v]\nshow\nforever\n go to x: ([x position v] of [ninja nick v]) y: (Top Y)\nend\n\nwhen I receive [level 6 v]\nforever\n if <touching color (#666666)?> then\n set [detect top y v] to [true]\n end\n if <not <touching color (#666666)?>> then\n set [detect top y v] to [false]\n end\nend\n\n@Bottom Y\n\nwhen I receive [backstory v]\nset [detect bottom y v] to [false]\nhide\n\nwhen I receive [level 6 v]\nshow\nforever\n go to x: ([x position v] of [ninja nick v]) y: (Bottom Y)\nend\n\nwhen I receive [level 6 v]\nforever\n if <touching color (#666666)?> then\n set [detect bottom y v] to [true]\n end\n if <not <touching color (#666666)?>> then\n set [detect bottom y v] to [false]\n end\nend\n\n@Hammer\n\nwhen I receive [backstory v]\nset [stop attaching? v] to [false]\nhide\n\nwhen I receive [attach to ninja v]\nshow\nswitch costume to (hammer b v)\ngo to [front v] layer\nrepeat until <(Level Number) = [9]>\n if <<([costume # v] of [ninja nick v]) = [1]> or <<([costume # v] of [ninja nick v]) = [3]> or <([costume # v] of [ninja nick v]) = [5]>>> then\n switch costume to (hammer b v)\n go to x: (([x position v] of [ninja nick v]) + (49)) y: (([y position v] of [ninja nick v]) - (4))\n else\n switch costume to (hammer c v)\n go to x: (([x position v] of [ninja nick v]) - (24)) y: (([y position v] of [ninja nick v]) - (4))\n end\nend\n\nwhen I receive [smash v]\nwait (0.75) seconds\nbroadcast (Breaking Hammer v)\nhide\nstop [this script v]\n\nwhen I receive [level 9 v]\nshow\nswitch costume to (hammer b v)\ngo to [front v] layer\nrepeat until <(Stop Attaching?) = [true]>\n if <<([costume # v] of [zombie with hammer v]) = [2]> or <([costume # v] of [zombie with hammer v]) = [4]>> then\n switch costume to (hammer b v)\n go to x: (([x position v] of [zombie with hammer v]) + (60)) y: (([y position v] of [zombie with hammer v]) - (-8))\n else\n switch costume to (hammer c v)\n go to x: (([x position v] of [zombie with hammer v]) - (35)) y: (([y position v] of [zombie with hammer v]) - (-9.5))\n end\nend\n\nwhen I receive [level 8 v]\nswitch costume to (hammer a v)\nshow\ngo to x: (-27) y: (-132)\nrepeat until <(Level Number) = [9]>\n if <<[-66] < ([x position v] of [ninja nick v])> and <key (e v) pressed?>> then\n hide\n broadcast (Attach To Ninja v)\n stop [this script v]\n end\nend\n\nwhen I receive [drop hammer v]\nhide\nset [stop attaching? v] to [true]\nswitch costume to (hammer d v)\nset y to (63)\nset x to (-100)\nshow\ngo to [front v] layer\nrepeat until <(Level Number) = [10]>\n if <<<([x position v] of [ninja nick v]) > [-75]> and <[-125] < ([x position v] of [ninja nick v])>> and <key (e v) pressed?>> then\n reset timer\n hide\n broadcast (Attach To Ninja #2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [attach to ninja #2 v]\nshow\nswitch costume to (hammer b v)\ngo to [front v] layer\nrepeat until <(Level Number) = [10]>\n if <<([costume # v] of [ninja nick v]) = [1]> or <<([costume # v] of [ninja nick v]) = [3]> or <([costume # v] of [ninja nick v]) = [5]>>> then\n switch costume to (hammer b v)\n go to x: (([x position v] of [ninja nick v]) + (49)) y: (([y position v] of [ninja nick v]) - (4))\n else\n switch costume to (hammer c v)\n go to x: (([x position v] of [ninja nick v]) - (24)) y: (([y position v] of [ninja nick v]) - (4))\n end\nend\n\nwhen I receive [smash #2 v]\nwait (0.75) seconds\nbroadcast (Breaking Hammer v)\nhide\nstop [this script v]\n\nwhen I receive [level 10 v]\nhide\n\n@Zombie With Hammer\n\nwhen I receive [backstory v]\nset [health of zombie v] to [25]\nset [hide zombie with hammer v] to [true]\nhide\n\nwhen I receive [level 9 v]\nset [zombie attack damage v] to [-6]\nset [health of zombie v] to [25]\ngo to x: (-30) y: (66)\nshow\nforever\n if <(Hide Zombie With Hammer) = [false]> then\n if <(x position) > ([x position v] of [ninja nick v])> then\n switch costume to (zombie left v)\n repeat until <not <(x position) > ([x position v] of [ninja nick v])>>\n change x by (-1)\n end\n else\n switch costume to (zombie right v)\n repeat until <(x position) > ([x position v] of [ninja nick v])>\n change x by (1)\n end\n end\n if <touching (ninja nick v)?> then\n broadcast (Hit v)\n change [health v] by ((Zombie Attack Damage) * ((Defense) - (1)))\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [death v]\nif <(Level Number) = [9]> then\n if <(Hide Zombie With Hammer) = [false]> then\n go to x: (-30) y: (66)\n set [health of zombie v] to [25]\n end\nend\n\nwhen I receive [level 9 v]\nforever\n if <(Hide Zombie With Hammer) = [false]> then\n if <not <touching color (#666666)?>> then\n change y by (-1)\n end\n if <(x position) = [-20]> then\n change x by (-1)\n end\n end\nend\n\nwhen I receive [level 9 v]\nrepeat until <(Level Number) = [10]>\n if <(Hide Zombie With Hammer) = [false]> then\n if <(x position) = [-225]> then\n change x by (1)\n end\n if <(x position) = [-29]> then\n change x by (-1)\n end\n end\nend\n\nwhen I receive [level 9 v]\nrepeat until <<(Level Number) = [10]> or <(Health Of Zombie) < [1]>>\n if <(Hide Zombie With Hammer) = [false]> then\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n broadcast (Drop Hammer v)\n hide\n end\n end\nend\n\nwhen I receive [level 10 v]\nhide\n\n@Lift #2\n\nwhen I receive [backstory v]\nswitch costume to (lift #2 v)\nhide\n\nwhen I receive [lift #2 v]\nshow\ngo to x: (-82) y: (92)\nforever\n if <not <(Level Number) = [7]>> then\n hide\n stop [this script v]\n else\n go to [front v] layer\n glide (6) secs to x: (-82) y: (92)\n wait (1) seconds\n glide (6) secs to x: (-82) y: (-132)\n wait (1) seconds\n end\nend\n\nwhen I receive [level 7 v]\nhide\nswitch costume to (lift #2 v)\ngo to x: (-82) y: (92)\n\nwhen I receive [level 8 v]\nhide\n\n@Golden Zombie\n\nwhen I receive [backstory v]\nset [zombie attack damage v] to [-6]\nset [health of zombie v] to [35]\nhide\n\nwhen I receive [death v]\nif <(Level Number) = [11]> then\n set [health of zombie v] to [35]\nend\n\nwhen I receive [start game! v]\nhide\n\nwhen I receive [level 11 v]\nswitch costume to (zombie left v)\nshow\ngo to [front v] layer\ngo to x: (-90) y: (85)\nrepeat until <<(Level Number) = [6]> or <(Health Of Zombie) < [1]>>\n if <touching (ninja nick v)?> then\n broadcast (Hit v)\n change [health v] by ((Zombie Attack Damage) * ((Defense) - (1)))\n wait (0.5) seconds\n end\n if <not <touching color (#666666)?>> then\n change y by (-1)\n end\n if <[-5] < (x position)> then\n change x by (-1)\n end\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n broadcast (11 B v)\n broadcast (Smash #3 v)\n hide\n end\nend\n\nwhen I receive [level 11 v]\nforever\n if <(x position) > ([x position v] of [ninja nick v])> then\n switch costume to (zombie left v)\n repeat until <not <(x position) > ([x position v] of [ninja nick v])>>\n change x by (-1)\n end\n else\n switch costume to (zombie right v)\n repeat until <(x position) > ([x position v] of [ninja nick v])>\n change x by (1)\n end\n end\nend\n\nwhen I receive [level 12 v]\nhide\n\n@Boss Zombie\n\nwhen I receive [backstory v]\nset [boss health v] to [100]\nhide\ngo to x: (0) y: (-30)\n\nwhen I receive [level 15 // boss battle v]\nset [boss health v] to [100]\nshow\nbroadcast (ROAR v)\n\nwhen I receive [death v]\nif <<(Level Number) = [15]> and <(Boss Health) < [91]>> then\n change [boss health v] by (10)\n broadcast (Increase By 10 v)\n wait (0.5) seconds\nend\n\nwhen I receive [level 15 // boss battle v]\nforever\n if <(Boss Health) < [1]> then\n broadcast (Dead Boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [dead boss v]\nbroadcast (ROAR v)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (2)\nend\nstop [this script v]\n\nwhen I receive [level 16 v]\nhide\n\n@Rock\n\nwhen I start as a clone\ngo to x: (pick random (-170) to (170)) y: (115)\nshow\nset [randfall v] to (pick random (-6) to (-12))\nrepeat until <<touching (ninja nick v)?> or <touching color (#666666)?>>\n turn right (25) degrees\n change y by (RandFall)\nend\nif <touching (ninja nick v)?> then\n change [health v] by ((-5) * ((Defense) - (1)))\n broadcast (Hit v)\n hide\nelse\n hide\n broadcast (Breaking Hammer v)\nend\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [level 15 // boss battle v]\nrepeat until <(Boss Health) < [1]>\n wait until <not <(Boss Health) < [1]>>\n set [done b v] to [false]\n wait (pick random (1) to (3)) seconds\n wait until <not <(Boss Health) < [1]>>\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\n end\n wait until <not <(Boss Health) < [1]>>\n set [done b v] to [true]\n wait until <<(Done A) = [true]> and <(Done B) = [true]>>\n wait until <not <(Boss Health) < [1]>>\n wait (1) seconds\n wait until <(Horde Alive) = [0]>\n wait until <not <(Boss Health) < [1]>>\nend\n\nwhen I receive [level 15 // boss battle v]\nset [rock death v] to [false]\nrepeat until <(Boss Health) < [1]>\n set [done a v] to [false]\n wait until <not <(Boss Health) < [1]>>\n wait (pick random (1) to (3)) seconds\n wait until <not <(Boss Health) < [1]>>\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\n end\n wait until <not <(Boss Health) < [1]>>\n set [done a v] to [true]\n wait until <<(Done A) = [true]> and <(Done B) = [true]>>\n wait until <not <(Boss Health) < [1]>>\n broadcast (Horde v)\n wait (1) seconds\n wait until <(Horde Alive) = [0]>\n wait until <not <(Boss Health) < [1]>>\nend\n\nwhen I start as a clone\nforever\n if <(Rock Death) = [true]> then\n delete this clone\n end\nend\n\nwhen I receive [dead boss v]\nset [rock death v] to [true]\n\n@Boss Bar\n\ndefine Create Inner Bar\ngo to [front v] layer\npen up\ngo to x: (-149) y: (-160)\nset pen size to (10)\nset pen color to (#f68b04)\npen down\ngo to x: (149) y: (-160)\n\ndefine Create Outter Bar\ngo to [front v] layer\npen up\ngo to x: (-150) y: (-160)\nset pen size to (20)\nset pen color to (#f4eecf)\npen down\ngo to x: (150) y: (-160)\n\nwhen I receive [level 15 // boss battle v]\nset [bar colour v] to [0]\ngo to [front v] layer\nerase all\nCreate Outter Bar\nCreate Inner Bar\nSlowly Clear Screen\n\ndefine Slowly Clear Screen\ngo to [front v] layer\npen up\ngo to x: (149) y: (-160)\nset pen size to (10)\nset pen color to (#f4eecf)\npen down\nforever\n if <(Bar Colour) = [0]> then\n set pen color to (#f4eecf)\n go to x: ((149) + (((Boss Health) - (100)) * (2.98))) y: (-160)\n else\n set pen color to (#f68b04)\n go to x: ((149) + (((Boss Health) - (100)) * (2.98))) y: (-160)\n set [bar colour v] to [0]\n end\nend\n\nwhen I receive [increase by 10 v]\nset [bar colour v] to [1]\n\nwhen I receive [dead boss v]\npen up\nwait (0.5) seconds\nerase all\n\n@Zombie Horde\n\nwhen I receive [backstory v]\nswitch costume to (zombie left v)\nhide\n\nwhen I receive [horde v]\nset [horde death v] to [false]\nset [horde alive v] to [3]\nset [health of zombie v] to [20]\nset [zombie attack damage v] to [-4]\nrepeat (3)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nforever\n if <(x position) > ([x position v] of [ninja nick v])> then\n switch costume to (zombie left v)\n repeat until <not <(x position) > ([x position v] of [ninja nick v])>>\n change x by (-1)\n end\n else\n switch costume to (zombie right v)\n repeat until <(x position) > ([x position v] of [ninja nick v])>\n change x by (1)\n end\n end\nend\n\nwhen I receive [dead boss v]\nset [horde death v] to [true]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (pick random (50) to (185)) y: (-111)\nrepeat until <<(Level Number) = [16]> or <(Health Of Zombie) < [1]>>\n if <touching (ninja nick v)?> then\n broadcast (Hit v)\n change [health v] by ((Zombie Attack Damage) * ((Defense) - (1)))\n wait (0.5) seconds\n end\n if <not <touching color (#666666)?>> then\n change y by (-1)\n end\n if <touching (shuriken v)?> then\n broadcast (Hit v)\n set [health of zombie v] to ((Health Of Zombie) - ((Attack) * (Multiplier)))\n if <<<(costume [number v]) = [1]> and <(x position) < [0]>> or <<(costume [number v]) = [2]> and <[-1] < (x position)>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n if <<<(costume [number v]) = [1]> and <[-1] < (x position)>> or <<(costume [number v]) = [2]> and <(x position) < [0]>>> then\n if <(costume [number v]) = [1]> then\n switch costume to (zombie left damaged v)\n else\n switch costume to (zombie right damaged v)\n end\n repeat (5)\n change x by (-1)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (zombie left v)\n else\n switch costume to (zombie right v)\n end\n end\n end\n if <(Health Of Zombie) < [1]> then\n change [boss health v] by (-10)\n change [horde alive v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(Horde Death) = [true]> then\n delete this clone\n end\nend\n\n@Exclaim\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [exclaim v]\nset [ghost v] effect to (100)\nshow\ngo to x: (-50) y: (-10)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\nend\nbroadcast (Smash #4 v)\nbroadcast (Drop v)\n\n@Sprite2\n\nwhen I receive [backstory v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (27) y: (3)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.01) seconds\nend\n\n@Crystal\n\nwhen I receive [backstory v]\nset [drop v] to [false]\nhide\n\nwhen I receive [level 16 v]\ngo to x: (5) y: (-60)\npoint in direction (90)\nshow\nrepeat until <(Drop) = [true]>\n repeat (10)\n change size by (1)\n wait (0.01) seconds\n end\n repeat (10)\n change size by (-1)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [drop v]\npoint in direction (90)\nset [drop v] to [true]\nset size to (100) %\nglide (0.6) secs to x: (5) y: (-198)\nhide\n\nwhen I receive [drop v]\nforever\n turn right (10) degrees\nend\n\n | ----If the game is not working smoothly try turning turbo mode on-----\n---------and / or use the offline editor to play the game instead----------\n\nIntroduction will not effect gameplay so feel free to skip!\n\nWASD / Arrow Keys To Move\nSpacebar To Attack\nE To Interact\nEnter To Teleport |
Lost Ninja - A Platformer | @Stage\n\nwhen I receive [real end v]\nswitch backdrop to (black v)\n\nwhen I receive [cyclops dead v]\nwait (1) seconds\nswitch backdrop to (level 19 pt 2 v)\n\nwhen I receive [game over v]\nswitch backdrop to (game over v)\n\nwhen I receive [update level v]\nif <[2] < (backdrop [number v])> then\n switch backdrop to (join [Level ] (Level))\nend\n\nwhen I receive [gameplay v]\nset [level v] to [1]\nswitch backdrop to (level 1 v)\n\nwhen I receive [main menu v]\nswitch backdrop to (main menu v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [start v]\nbroadcast (Main Menu v)\n\nwhen I receive [intro v]\nswitch backdrop to (dark blue intro stage v)\n\n@Coding Sprite\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nbroadcast (Intro v)\n\ndefine // []\n// [This is a note.]\n\nwhen flag clicked\nset [shownversion v] to [0]\nset [version v] to [V 1.3.1]\nset [shownupdatelog v] to [0]\nshow list [updatelog v]\nset [lives v] to [2]\nset [gamestarted? v] to [0]\nswitch costume to (empty v)\nreplace item (length of [developers v]) of [developers v] with [Developer Access Only]\nif <[developers v] contains (username)?> then\n replace item (length of [developers v]) of [developers v] with (username)\nend\n\nwhen [2 v] key pressed\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n change [lives v] by (1)\n wait until <not <key (2 v) pressed?>>\nend\n\nwhen [3 v] key pressed\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n broadcast (Ninja Variables v)\n wait until <not <key (3 v) pressed?>>\nend\n\nwhen [4 v] key pressed\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n if <(ShownVersion) = [0]> then\n show variable [version v]\n set [shownversion v] to [1]\n else\n hide variable [version v]\n set [shownversion v] to [0]\n end\n wait until <not <key (4 v) pressed?>>\nend\n\nwhen I receive [ready menu v]\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n switch costume to (developer access v)\n go to x: (12) y: (-242)\n show\nend\n\nwhen I receive [gameplay v]\nset [lives v] to [3]\nset [gamestarted? v] to [1]\nswitch costume to (empty v)\n\nwhen [5 v] key pressed\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n if <(ShownUpdateLog) = [0]> then\n hide list [updatelog v]\n set [shownupdatelog v] to [1]\n else\n show list [updatelog v]\n set [shownupdatelog v] to [0]\n end\n wait until <not <key (5 v) pressed?>>\nend\n\nwhen [1 v] key pressed\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n broadcast (Skip v)\n wait until <not <key (1 v) pressed?>>\nend\n\nwhen [a v] key pressed\nif <<(item (length of [developers v]) of [developers v]) = (username)> and <(costume [number v]) = [2]>> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [backstory text v]\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n hide\nend\n\nwhen I receive [backstory text hide v]\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n show\nend\n\nwhen I start as a clone\ngo to x: (12) y: (-242)\nswitch costume to (dot v)\nrepeat until <(GameStarted?) = [1]>\n say [Hey you currently have developer access. With this can you skip a level by pressing 1. Press 2 to change your lives for the boss battle. Press 3 to see the ninjas variables. 4 to see the version number. Finally 5 to see an update log!]\nend\ndelete this clone\n\nwhen [6 v] key pressed\nif <(item (length of [developers v]) of [developers v]) = (username)> then\n broadcast (Developer Edits v)\nend\n\nwhen I receive [add text v]\nadd (answer) to [updatelog v]\n\nwhen I receive [edit text v]\nreplace item (Edit Value) of [updatelog v] with (answer)\n\n@Intro\n\nwhen I receive [intro music v]\nset volume to (100) %\nplay sound [Never Mind v] until done\n\nwhen I receive [change volume v]\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n if <(volume) = [100]> then\n set volume to (66) %\n else\n if <(volume) = [66]> then\n set volume to (33) %\n else\n set volume to (0) %\n end\n end\nend\n\nwhen I receive [intro v]\nbroadcast (Intro Music v)\nclear graphic effects\nwait (1) seconds\nhide\nswitch costume to (shuriken v)\ngo to x: (-400) y: (-8)\nset [cloneid v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\nset [cloneid v] to [1]\nwait (0.75) seconds\nplay sound [Drawn Sword Sound Effect.mp3 v] until done\n\nwhen I start as a clone\nif <(timer) < [5]> then\n set size to (100) %\n if <(CloneID) = [1]> then\n go to x: (320) y: (0)\n show\n repeat until <(x position) = [0]>\n change x by (-10)\n turn right (11.25) degrees\n end\n hide\n delete this clone\n else\n go to x: (-320) y: (0)\n show\n repeat until <(x position) = [0]>\n change x by (10)\n turn left (11.25) degrees\n end\n end\n wait (0.5) seconds\n repeat (10)\n change size by (5)\n end\n wait (0.5) seconds\n repeat (25)\n turn right (14.4) degrees\n change size by (-6)\n end\n hide\n switch costume to (ninja head v)\n show\n repeat (50)\n change size by (5)\n end\n create clone of (intro v)\n wait (7.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nelse\n show\n clear graphic effects\n set size to (80) %\n go to x: (0) y: (75)\n repeat (1)\n switch costume to (text v)\n hide\n wait (1.5) seconds\n end\n go to x: (0) y: (55)\n show\n switch costume to (text v)\n clear graphic effects\n set size to (150) %\n set [ghost v] effect to (100)\n show\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\nend\nwait until <[16.3] < (timer)>\nstop all sounds\nbroadcast (Start v)\nhide\n\n@Music Control\n\ndefine None\nif <(costume) = [1]> then\n set volume to (100) %\nelse\n if <(costume) = [2]> then\n set volume to (66) %\n else\n if <(costume) = [3]> then\n set volume to (33) %\n else\n set volume to (0) %\n end\n end\nend\n\nwhen I receive [stomp v]\nset [stomp? v] to [1]\nrepeat until <not <(Stomp?) = [1]>>\n wait (pick random (2) to (4)) seconds\n start sound [Stomp v]\nend\n\nwhen this sprite clicked\nbroadcast (Change Volume v)\nnext costume\nVolume According To (costume [number v])\n\nwhen I receive [main menu v]\nswitch costume to (high v)\nset [brightness v] effect to (100)\nset size to (100) %\ngo to x: (215) y: (162)\nshow\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [boss battle music v]\nrepeat until <not <(Level) = [19]>>\n play sound [Boss Music - Pokemon v] until done\nend\n\nwhen I receive [mysterious music v]\nrepeat until <not <(Level) = [20]>>\n play sound [Haunting Mysterious Music - The Dusty Attic.mp3 v] until done\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [level v] to [21]\nhide\nforever\n play sound [Haunting Mysterious Music - The Dusty Attic.mp3 v] until done\nend\n\nwhen I receive [exclaim v]\nstart sound [Exclaim v]\n\nwhen I receive [text v]\nstart sound (pick random (10) to (11))\n\nwhen I receive [real end v]\nset [level v] to [21]\nstop all sounds\nforever\n play sound [Mission Impossible Theme\(full theme\).mp3 v] until done\nend\n\nwhen I receive [main menu v]\nset [stomp? v] to [0]\nset [level v] to [1]\nshow\nrepeat until <not <(Stomp?) = [0]>>\n play sound [Waves v] until done\nend\n\nwhen I receive [update level v]\nif <(Level) = [17]> then\n stop all sounds\n broadcast (Stomp v)\nelse\n if <(Level) = [19]> then\n set [stomp? v] to [0]\n stop all sounds\n broadcast (Boss Battle Music v)\n else\n if <(Level) = [20]> then\n stop all sounds\n broadcast (Mysterious Music v)\n end\n end\nend\n\nwhen I receive [laser sound v]\nstart sound [laser1 v]\n\nwhen I receive [cyclops dead v]\nstart sound [Cyclops v]\n\nwhen flag clicked\nswitch costume to (high v)\nset volume to (100) %\n\nwhen I receive [hitlaser v]\nstart sound [zoop v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nswitch costume to (thumbnail v)\nclear graphic effects\ngo to [front v] layer\nshow\n\n@Play Button\n\nwhen I receive [gameplay v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-5) y: (-30)\nshow\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Ready Menu v)\n\nwhen flag clicked\nhide\n\nwhen I receive [ready menu v]\nforever\n if <touching (mouse-pointer v)?> then\n if <not <[120] = (size)>> then\n repeat (4)\n change size by (5)\n end\n end\n if <mouse down?> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (4)\n end\n broadcast (Gameplay v)\n end\n else\n if <not <touching (mouse-pointer v)?>> then\n if <not <[100] = (size)>> then\n repeat (4)\n change size by (-5)\n end\n end\n end\n end\nend\n\n@Help\n\nwhen I receive [ready menu v]\nforever\n if <touching (mouse-pointer v)?> then\n if <not <[140] = (size)>> then\n repeat (8)\n change size by (5)\n end\n broadcast (Backstory Text v)\n end\n else\n if <not <touching (mouse-pointer v)?>> then\n broadcast (Backstory Text Hide v)\n if <not <[100] = (size)>> then\n repeat (8)\n change size by (-5)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-205) y: (-150)\nshow\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameplay v]\nhide\nstop [other scripts in sprite v]\n\n@Help Text\n\nwhen I receive [backstory text hide v]\nstop [other scripts in sprite v]\nrepeat until <(ghost effect) = [100]>\n change [ghost v] effect by (10)\n change [ghost effect v] by (10)\nend\nhide\n\nwhen I receive [backstory text v]\nshow\nrepeat until <(ghost effect) = [0]>\n change [ghost v] effect by (-10)\n change [ghost effect v] by (-10)\nend\n\nwhen I receive [start v]\ngo to x: (54) y: (-196)\nhide\nset [ghost effect v] to [100]\nset [ghost v] effect to (100)\n\n@Lost Ninja\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Reset Level\nset [touch v] to [0]\nset [in platforrm v] to [1]\nSet Costume\nbroadcast (Update Level v)\nGo To Spawnpoint (Level)\nclear graphic effects\nset size to (25) %\nshow\n\ndefine None\nif <<(level) = [15]> or <(level) = [16]>> then\n go to x: (-220) y: (11)\nelse\n if <(level) = [19]> then\n go to x: (-170) y: (-143)\n else\n go to x: (-220) y: (-143)\n end\nend\n\ndefine Check Hit Ceiling / Floor <>\nGet Touching <not >\nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <<(y position) = [172]> and <<(touch) = [9]> and <(in platforrm) = [1]>>> then\n Reset Level\n end\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\nwhen I receive [real end v]\nhide\n\nwhen I receive [skip v]\nset [level v] to ((Level) + (1))\nReset Level\n\nwhen I receive [ninja variables v]\nif <(Shown) = [0]> then\n show variable [falling? v]\n show variable [frame v]\n show variable [in platforrm v]\n show variable [jump key v]\n show variable [slope v]\n show variable [speed x v]\n show variable [speed y v]\n show variable [touch v]\n show variable [wall jump v]\n set [shown v] to [1]\nelse\n hide variable [falling? v]\n hide variable [frame v]\n hide variable [in platforrm v]\n hide variable [jump key v]\n hide variable [slope v]\n hide variable [speed x v]\n hide variable [speed y v]\n hide variable [touch v]\n hide variable [wall jump v]\n set [shown v] to [0]\nend\n\nwhen I receive [gameplay v]\nhide\nhide variable [falling? v]\nhide variable [frame v]\nhide variable [in platforrm v]\nhide variable [jump key v]\nhide variable [slope v]\nhide variable [speed x v]\nhide variable [speed y v]\nhide variable [touch v]\nhide variable [wall jump v]\nset [shown v] to [0]\nset [lives v] to [3]\nset [deaths v] to [0]\ngo to x: (0) y: (0)\nReset Level\ngo to x: (-220) y: (-143)\nclear graphic effects\ngo to [front v] layer\nshow\nforever\n switch costume to (hitbox v)\n Bounce\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n if <[230] < (x position)> then\n change [level v] by (1)\n set [deaths v] to [0]\n Reset Level\n wait until <not <[230] < (x position)>>\n end\n if <not <[-200] < (y position)>> then\n change [deaths v] by (1)\n Reset Level\n end\n if <touching (spikes v)?> then\n change [deaths v] by (1)\n Reset Level\n end\n if <<[14] < (Deaths)> and <not <(Skip) = [1]>>> then\n broadcast (SkipDeaths v)\n end\n Set Costume\nend\n\nwhen flag clicked\nhide\n\nwhen [e v] key pressed\nif <not <(Level) = [16]>> then\n if <touching color (#e6e61f)?> then\n go to x: ((x position) + (150)) y: (y position)\n wait until <not <key (e v) pressed?>>\n end\nelse\n if <touching color (#e6e61f)?> then\n go to x: (200) y: (36)\n end\nend\n\ndefine Bounce\nif <touching color (#01ae2c)?> then\n set [speed y v] to [25]\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [update level v]\nif <(Level) = [20]> then\n wait until <[-1] < (x position)>\n stop [other scripts in sprite v]\n switch costume to (stand_1 v)\n go to x: (0) y: (-143)\n broadcast (Ending v)\nend\n\ndefine Get Touching <>\nif <<touching color (#4f4f4f)?> or <touching color (#b3b63f)?>> then\n set [touch v] to [9]\nelse\n set [touch v] to [0]\nend\n\nwhen [r v] key pressed\nif <<[1] < (Level)> and <not <[18] < (Level)>>> then\n Reset Level\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\n@Spikes\n\nwhen I receive [update level v]\nif <<[spikes v] contains (Level)?> and <[2] < ([backdrop # v] of [_stage_ v])>> then\n if <[speical v] contains (Level)?> then\n broadcast (join [Spikes ] (Level))\n else\n switch costume to (spikes short v)\n clear graphic effects\n go to x: (-45) y: (-133)\n show\n end\nelse\n hide\nend\n\nwhen I receive [spikes 6 v]\nswitch costume to (spikes long v)\nclear graphic effects\ngo to x: (-91) y: (-133)\nshow\n\nwhen I receive [spikes 7 v]\nswitch costume to (spikes every other v)\nclear graphic effects\ngo to x: (-45) y: (-133)\nshow\n\nwhen I receive [spikes 12 v]\nswitch costume to (spikes medium v)\nclear graphic effects\ngo to x: (-25) y: (-133)\nshow\n\nwhen I receive [spikes 14 v]\nswitch costume to (spikes every other v)\nclear graphic effects\ngo to x: (-45) y: (-133)\nshow\n\nwhen I receive [spikes 15 v]\nswitch costume to (spikes long v)\nclear graphic effects\ngo to x: (-240) y: (-133)\nshow\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [cyclops dead v]\nswitch costume to (text 10 v)\n\nwhen I receive [spear v]\nswitch costume to (text 19 pt 2 v)\n\nwhen I receive [update level v]\nswitch costume to (join [Text ] (Level))\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [gameplay v]\ngo to x: (10) y: (22)\nshow\nset [level v] to [1]\nswitch costume to (join [Text ] (Level))\n\n@Cyclops\n\nwhen flag clicked\nhide\n\nwhen I receive [boss battle begin v]\nswitch costume to (cyclops v)\nshow\ngo to x: (0) y: (-44)\n\nwhen I receive [update level v]\nif <(Level) = [19]> then\n broadcast (Boss Battle Begin v)\nend\n\nwhen I receive [boss battle begin v]\nwait (1) seconds\nbroadcast (Laser Run v)\nrepeat until <not <(Level) = [19]>>\n if <([x position v] of [lost ninja v]) < [-58]> then\n switch costume to (cyclops left v)\n else\n if <[58] < ([x position v] of [lost ninja v])> then\n switch costume to (cyclops right v)\n else\n switch costume to (cyclops below v)\n end\n end\n if <not <touching color (#4f4f4f)?>> then\n change y by (-1)\n end\n if <(Lives) < [0.9]> then\n broadcast (Game Over v)\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I receive [cyclops dead v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nstop [other scripts in sprite v]\n\n@Heart\n\nwhen I receive [boss battle begin v]\nshow\nrepeat until <not <(Level) = [19]>>\n switch costume to (((Lives) * (-1)) + (4))\nend\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Laser\n\nwhen flag clicked\nhide\n\nwhen I receive [laser run v]\nrepeat (2)\n Rest (pick random (1) to (2))\n point towards (lost ninja v)\n repeat (3)\n Shoot (1)\n wait (0.5) seconds\n end\n Rest (pick random (1) to (2))\n point towards (lost ninja v)\n repeat (3)\n Shoot (1)\n wait (0.5) seconds\n end\nend\nRest (3)\nrepeat (2)\n Rest (pick random (1) to (1.5))\n point towards (lost ninja v)\n repeat (3)\n Shoot (2)\n wait (0.5) seconds\n end\n Rest (pick random (1) to (1.5))\n point towards (lost ninja v)\n repeat (3)\n Shoot (2)\n wait (0.5) seconds\n end\nend\nRest (3)\nrepeat (2)\n Rest (pick random (1) to (1.5))\n point towards (lost ninja v)\n repeat (3)\n Shoot (4)\n wait (0.5) seconds\n end\n Rest (pick random (1) to (1.5))\n point towards (lost ninja v)\n repeat (3)\n Shoot (4)\n wait (0.5) seconds\n end\nend\nbroadcast (Spear v)\n\ndefine None\nwait (time) seconds\n\nwhen I start as a clone\nshow\nrepeat until <<touching (lost ninja v)?> or <<(y position) < [-140]> or <<<[200] < (x position)> and <(x position) < [250]>> or <<[-250] < (x position)> and <(x position) < [-200]>>>>>\n move ((Speed) * (3)) steps\nend\nif <touching (lost ninja v)?> then\n change [lives v] by (-1)\n broadcast (HitLaser v)\n delete this clone\nelse\n delete this clone\nend\n\ndefine None\nGo To Eye\nbroadcast (Laser Sound v)\nset [speed v] to (speed)\ncreate clone of (_myself_ v)\n\ndefine Go To Eye\nif <([costume # v] of [cyclops v]) = [2]> then\n go to x: (0) y: (19)\nelse\n if <([costume # v] of [cyclops v]) = [3]> then\n go to x: (5) y: (15)\n else\n if <([costume # v] of [cyclops v]) = [4]> then\n go to x: (15) y: (20)\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\n@Spear\n\nwhen flag clicked\nhide\n\nwhen I receive [spear v]\ngo to x: (151) y: (-140)\npoint in direction (90)\nshow\nforever\n if <<touching (lost ninja v)?> and <key (e v) pressed?>> then\n point in direction (50)\n glide (2) secs to x: (35) y: (-12)\n hide\n broadcast (Cyclops Dead v)\n stop [this script v]\n end\nend\n\n@Exclamation Mark\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ending v]\nshow\ngo to x: (-95) y: (-29)\nbroadcast (Exclaim v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Text Ending v)\n\n@Text Ending\n\nwhen flag clicked\nhide\n\nwhen I receive [text ending v]\nwait (0.5) seconds\nbroadcast (text v)\nswitch costume to (s v)\nshow\nwait (0.5) seconds\nbroadcast (text v)\nswitch costume to (so v)\nwait (0.5) seconds\nbroadcast (text v)\nswitch costume to (son v)\nwait (0.5) seconds\nbroadcast (text v)\nswitch costume to (son! v)\nwait (2) seconds\nbroadcast (Real End v)\nhide\n\nwhen I receive [real end v]\nhide\n\n@Dad\n\nwhen flag clicked\nhide\n\nwhen I receive [update level v]\nif <(Level) = [20]> then\n show\n go to x: (120) y: (-110)\nend\n\nwhen I receive [real end v]\nhide\n\n@End Credit\n\nwhen flag clicked\nhide\n\nwhen I receive [real end v]\ncreate clone of (_myself_ v)\nswitch costume to (credits v)\ngo to x: (0) y: (-500)\nwait (5) seconds\nswitch costume to (easter egg 1 v)\nset size to (100) %\nswitch costume to (credits v)\nshow\nglide (30) secs to x: (0) y: (620)\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nswitch costume to (easter egg 1 v)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nset size to (63) %\ngo to [front v] layer\nswitch costume to (to be continued v)\nset [ghost v] effect to (100)\ngo to x: (49) y: (-47)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Moving Clouds\n\nwhen flag clicked\nset [c v] to [0]\nset [once v] to [0]\nhide\n\nwhen [c v] key pressed\nset [c v] to [1]\n\nwhen I receive [update level v]\nif <<(Level) = [3]> and <(Once) = [0]>> then\n set [once v] to [1]\n broadcast (Create Clouds v)\nend\n\nwhen I receive [create clouds v]\nrepeat until <<[18] < (Level)> or <[1] = (c)>>\n create clone of (_myself_ v)\n wait (pick random (4.1) to (8)) seconds\n if <<[18] < (Level)> or <[1] = (c)>> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\nset size to (50) %\ngo [backward v] (1000) layers\ngo to x: (260) y: (pick random (160) to (75))\nswitch costume to (pick random (1) to (4))\nset [speed v] to (pick random (1.5) to (3))\nrepeat until <(x position) < [-260]>\n change x by ((0) - (Speed))\n if <<[18] < (Level)> or <[1] = (c)>> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\ndelete this clone\n\n@Skip\n\nwhen flag clicked\nhide\nset [skip v] to [0]\nset [skip accepted v] to [2]\n\nwhen I receive [update level v]\nhide\nif <not <(Skip Accepted) = [1]>> then\n set [skip v] to [0]\nend\n\nwhen I receive [skipdeaths v]\ngo to x: (237) y: (-160)\nif <<(Skip) = [0]> and <not <(Skip Accepted) = [1]>>> then\n show\n set [skip v] to [1]\n set [skip accepted v] to [2]\n Repeat\nend\n\ndefine Repeat\nrepeat until <(Skip Accepted) < [2]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Skip v)\n set [skip accepted v] to [1]\n end\nend\n\n@Developer Edits\n\nwhen I receive [developer edits v]\ngo to x: (250) y: (-150)\nask [Add Or Edit \( A / E \)] and wait\nif <(answer) = [A]> then\n ask [Add:] and wait\n if <(answer) = []> then\n stop [this script v]\n else\n broadcast (Add Text v)\n end\nelse\n if <(answer) = [E]> then\n ask [Choose Which To Edit \(1,2,3 etc:\)] and wait\n if <(answer) = []> then\n stop [this script v]\n else\n if <((answer) * (1)) = (answer)> then\n set [edit value v] to (answer)\n ask [Replace With:] and wait\n if <(answer) = []> then\n stop [this script v]\n else\n broadcast (Edit Text v)\n end\n else\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n | ------------------------------Fullscreen Recommended-------------------------\n-----------------Do Not Play In Turbo Mode Will Cause Bugs--------------\n\nStuck? Try decoding this message using\nhttps://scratch.mit.edu/projects/127165442/\n\niffm enhb nd pef zm cqqny pn kzgm ejlefq?\n\nPress the R key to reset a level\nWASD / Arrow Keys To Move\nE To Interact\nC to turn clouds off |
You Thought - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (white v)\n\nwhen I receive [beginning v]\nswitch backdrop to (blue v)\n\nwhen I receive [start v]\nforever\n if <(Level) < [16]> then\n if <(Inverted?) = [1]> then\n switch backdrop to (white v)\n else\n switch backdrop to (blue v)\n end\n else\n switch backdrop to (blue v)\n end\nend\n\nset [inverted? v] to [1]\n\n@Intro\n\nwhen flag clicked\nset [clonetype v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (original v)\nset [ghost v] effect to (100)\nset size to (150) %\npoint in direction (90)\nbroadcast (Intro_ v)\n\nwhen I start as a clone\nif <<(CloneType) > [0]> and <(CloneType) < [6]>> then\n show\n go to x: (0) y: (0)\n switch costume to ((CloneType) + (1))\n set [ghost v] effect to (100)\n set size to (10) %\n if <(CloneType) = [26]> then\n go to [front v] layer\n end\n point in direction (0)\n repeat (50)\n change size by (((100) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n change [ghost v] effect by (-4)\n end\n set size to (100) %\n wait until <(timer) > [2.5]>\n repeat (20)\n change size by (((125) - (size)) / (6))\n end\n broadcast (message1 v)\n repeat (50)\n change size by (((10) - (size)) / (8))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I receive [intro_ v]\nset [clonetype v] to [0]\nreset timer\nrepeat (5)\n change [clonetype v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Thumnail/Title\n\nwhen I receive [message1 v]\nshow\ngo [backward v] (20) layers\nswitch costume to (blue v)\nset [ghost v] effect to (100)\nwait (0.4) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.25) seconds\nswitch costume to (you v)\ncreate clone of (_myself_ v)\nswitch costume to (thought v)\ncreate clone of (_myself_ v)\nswitch costume to (blue v)\nwait (0.6) seconds\nswitch costume to (plain v)\ncreate clone of (_myself_ v)\nswitch costume to (glow+shadow v)\ncreate clone of (_myself_ v)\nswitch costume to (blue v)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nif <(costume [number v]) = [3]> then\n go to x: (-150) y: (0)\n repeat until <(x position) > [0]>\n go to [front v] layer\n change x by ((0.2) * ((1) - (x position)))\n change [ghost v] effect by (-10)\n end\n go to x: (0) y: (0)\nelse\n if <(costume [number v]) = [4]> then\n go to x: (150) y: (0)\n repeat until <(x position) < [0]>\n go to [front v] layer\n change x by ((0.2) * ((-1) - (x position)))\n change [ghost v] effect by (-10)\n end\n go to x: (0) y: (0)\n else\n if <(costume [number v]) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n wait (0.25) seconds\n go to [front v] layer\n go to x: (0) y: (0)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n broadcast (message2 v)\n end\n end\nend\n\nwhen I receive [message2 v]\nswitch costume to (glow+shadow v)\ndelete this clone\n\nwhen I receive [message2 v]\nwait (0.8) seconds\nbroadcast (Beginning v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nswitch costume to (thumbnail v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\ngo to x: (0) y: (0)\n\nmove (-10) steps\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (plain v)\nhide\n\nwhen I receive [beginning v]\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nswitch costume to (plain v)\ncreate clone of (_myself_ v)\nswitch costume to (blur v)\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> or <key (space v) pressed?>> then\n broadcast (Start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n hide\n stop [this script v]\n end\n change [ghost v] effect by (-10)\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n end\n else\n go to x: (0) y: (0)\n clear graphic effects\n show\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [game end. v]\nswitch costume to (last level blur v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Game End Blur v)\nwait (0.6) seconds\nhide\n\n@Player\n\nwhen I receive [start v]\nset [eligible4hs? v] to [1]\nforever\n if <<key (space v) pressed?> or <key (r v) pressed?>> then\n Go to spawn\n broadcast (Necx Level v)\n wait (0.01) seconds\n end\n if <key (v v) pressed?> then\n ask [Skip to which level? 1-16] and wait\n if <<(answer) > [0]> and <(answer) < [17]>> then\n if <(Level) = (answer)> then\n change [deaths/resets v] by (1)\n end\n change [skips v] by ((answer) - (Level))\n set [level v] to (answer)\n Go to spawn\n broadcast (Necx Level v)\n wait (0.01) seconds\n else\n say [Invalid Level] for (1) seconds\n end\n end\n if <(Level) < [16]> then\n if <key (n v) pressed?> then\n change [skips v] by (1)\n change [level v] by (1)\n Go to spawn\n broadcast (Necx Level v)\n set [eligible4hs? v] to [0]\n wait (0.01) seconds\n end\n end\n if <(Level) > [1]> then\n if <key (b v) pressed?> then\n change [skips v] by (-1)\n change [level v] by (-1)\n Go to spawn\n broadcast (Necx Level v)\n wait (0.01) seconds\n end\n end\nend\n\ndefine Go to spawn\nset [inverted? v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [easter egg #1 v] to [0]\nif <(Level) < [6]> then\n go to x: (-202) y: (-151)\nend\nif <(Level) = [6]> then\n go to x: (-202) y: (115)\nend\nif <<(Level) > [6]> and <(Level) < [14]>> then\n go to x: (-202) y: (-151)\nend\nif <(Level) = [14]> then\n go to x: (-220) y: (-151)\nend\nif <(Level) = [15]> then\n go to x: (-220) y: (-151)\nend\n\nwhen I receive [start v]\nforever\n if <(Inverted?) = [0]> then\n switch costume to (nplayer v)\n end\n if <(Inverted?) = [1]> then\n switch costume to (iplayer v)\n end\nend\n\nwhen I receive [necx level v]\nif <(Level) = [16]> then\n broadcast (Game end. v)\n set [gameended? v] to [1]\n set [inverted? v] to [0]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen I receive [game end blur v]\nset [inverted? v] to [0]\n\nwhen I receive [start v]\nset [gameended? v] to [0]\ngo to x: (-202) y: (-151)\nset [level v] to [1]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n if <(Level) = [5]> then\n set [easter egg #1 v] to [0]\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (levels v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <(Inverted?) = [1]> then\n if <<touching (obstacles/boosters v)?> and <touching color (#2375ff)?>> then\n Go to spawn\n change [deaths/resets v] by (1)\n broadcast (Restart v)\n end\n end\n if <(Inverted?) = [0]> then\n if <<touching (obstacles/boosters v)?> and <touching color (#ffffff)?>> then\n Go to spawn\n change [deaths/resets v] by (1)\n broadcast (Restart v)\n end\n end\n if <<touching (obstacles/boosters v)?> and <touching color (#4aff3e)?>> then\n set [y v] to [15]\n if <(Level) = [5]> then\n change [easter egg #1 v] by (1)\n end\n end\n if <<touching (obstacles/boosters v)?> and <touching color (#ff0000)?>> then\n set [y v] to [-15]\n end\n if <<touching (obstacles/boosters v)?> and <<touching color (#00cc44)?> or <touching color (#5eff86)?>>> then\n if <(Inverted?) = [1]> then\n go to x: (1Portal x) y: (1Portal y)\n else\n go to x: (2Portal x) y: (2Portal y)\n end\n end\n if <touching (goal v)?> then\n if <(Level) = [15]> then\n change [level v] by (1)\n broadcast (Game end. v)\n set [gameended? v] to [1]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n set [inverted? v] to [0]\n change [level v] by (1)\n broadcast (Necx Level v)\n go to [front v] layer\n Go to spawn\n end\n end\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nset [score sec or min? v] to [0]\nset [deaths/resets v] to [0]\nset [skips v] to [0]\nset [time \(secs\) v] to [0]\nset [time \(mins\) v] to [0]\nset [y v] to [0]\nset [inverted? v] to [0]\nset [level v] to [0]\nset [gameended? v] to [0]\nhide\n\n@Text\n\nwhen flag clicked\nerase all\nhide\n\ndefine Write text\nerase all\nif <(Level) = [1]> then\n Write [???:You finally woke up!] at x: (-230) y: (165)\nelse\n if <(Level) = [2]> then\n Write [???:Woah there... you just woke up...] at x: (-230) y: (165)\n else\n if <(Level) = [3]> then\n Write [???:You're heading in the wrong direction.] at x: (-230) y: (165)\n Write [Your workspace is in the other direction...] at x: (-189) y: (145)\n else\n if <(Level) = [4]> then\n Write [???:Oh... I see....] at x: (-230) y: (165)\n else\n if <(Level) = [5]> then\n Write [???:I'm afraid you can't see your family... ] at x: (-230) y: (165)\n else\n if <(Level) = [6]> then\n if <(username) = []> then\n Write [???:We did something terrible,Garth.] at x: (-230) y: (165)\n else\n Write (join (join [???:We did something terrible,] (username)) [.]) at x: (-230) y: (165)\n end\n else\n if <(Level) = [7]> then\n Write [???:It put you in a] at x: (-230) y: (165)\n Write [coma... ] at x: (-230) y: (145)\n else\n if <(Level) = [8]> then\n Write [???:You see that thing? You made that...] at x: (-230) y: (165)\n Write [It changed things... made people corrupt... ] at x: (-230) y: (18)\n else\n if <(Level) = [9]> then\n Write [???:They destroyed our homes and families.] at x: (-230) y: (165)\n Write [Your family is not out there... ] at x: (-189) y: (145)\n else\n if <(Level) = [10]> then\n Write [???:Why do you not believe me? ] at x: (-230) y: (165)\n else\n if <(Level) = [11]> then\n Write [???:If you go out there, you will be hurt...] at x: (-230) y: (165)\n else\n if <(Level) = [12]> then\n Write [???:...By them.] at x: (-230) y: (165)\n else\n if <(Level) = [13]> then\n Write [???:Please stop, you're gonna hurt yourself.] at x: (-230) y: (30)\n else\n if <(Level) = [14]> then\n Write [???:You can't go out there.] at x: (-200) y: (156)\n Write [You know what we did...] at x: (-80) y: (50)\n else\n if <(Level) = [15]> then\n Write [???:Last warning.] at x: (-200) y: (156)\n Write [you can't go out there...] at x: (-88) y: (74)\n Write [your family is corrupted.] at x: (-27) y: (-23)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game end. v]\nwait (0.01) seconds\nerase all\n\nwhen I receive [game end blur v]\ngo to [front v] layer\nWrite [] at x: (-226) y: (161)\n\nwhen I receive [click space v]\nWrite [-Click Space-] at x: (113) y: (-170)\n\nwhen I receive [hide space v]\nerase all\nif <(Story ending line #) = [1]> then\n Write [A smile streaked across your face as you] at x: (-225) y: (163)\n Write [stepped out of the bunker...] at x: (-225) y: (143)\nend\nif <(Story ending line #) = [2]> then\n Write [A smile streaked across your face as you] at x: (-225) y: (163)\n Write [stepped out of the bunker...] at x: (-225) y: (143)\n Write [Finally, you could see your family again. ] at x: (-225) y: (113)\nend\nif <(Story ending line #) = [3]> then\n Write [A smile streaked across your face as you] at x: (-225) y: (163)\n Write [stepped out of the bunker...] at x: (-225) y: (143)\n Write [Finally, you could see your family again. ] at x: (-225) y: (113)\n Write [But as you looked around, your smile started] at x: (-225) y: (83)\n Write [to turn into a frown.] at x: (-225) y: (63)\nend\nif <(Story ending line #) = [4]> then\n Write [A smile streaked across your face as you] at x: (-225) y: (163)\n Write [stepped out of the bunker...] at x: (-225) y: (143)\n Write [Finally, you could see your family again. ] at x: (-225) y: (113)\n Write [But as you looked around, your smile started] at x: (-225) y: (83)\n Write [to turn into a frown.] at x: (-225) y: (63)\n Write [A dystopian world lay beneath your feet.] at x: (-225) y: (33)\n Write [Rubble was everywhere. fires in random places.] at x: (-225) y: (13)\nend\nif <(Story ending line #) = [5]> then\n Write [A smile streaked across your face as you] at x: (-225) y: (163)\n Write [stepped out of the bunker...] at x: (-225) y: (143)\n Write [Finally, you could see your family again. ] at x: (-225) y: (113)\n Write [But as you looked around, your smile started] at x: (-225) y: (83)\n Write [to turn into a frown.] at x: (-225) y: (63)\n Write [A dystopian world lay beneath your feet.] at x: (-225) y: (33)\n Write [Rubble was everywhere. fires in random places.] at x: (-225) y: (13)\n Write [In the distance, were some creatures.] at x: (-225) y: (-17)\n Write [The corrupted, That's what he called them.] at x: (-225) y: (-37)\nend\nif <(Story ending line #) = [6]> then\n Write [A smile streaked across your face as you] at x: (-225) y: (163)\n Write [stepped out of the bunker...] at x: (-225) y: (143)\n Write [Finally, you could see your family again. ] at x: (-225) y: (113)\n Write [But as you looked around, your smile started] at x: (-225) y: (83)\n Write [to turn into a frown.] at x: (-225) y: (63)\n Write [A dystopian world lay beneath your feet.] at x: (-225) y: (33)\n Write [Rubble was everywhere. fires in random places.] at x: (-225) y: (13)\n Write [In the distance, were some creatures.] at x: (-225) y: (-17)\n Write [The corrupted, That's what he called them.] at x: (-225) y: (-37)\n Write [A tear rolled down your cheek. you thought] at x: (-225) y: (-67)\n Write [you could see your family...] at x: (-225) y: (-87)\nend\n\ndefine Write (text) at x: (x) y: (y)\ngo to x: (x) y: (y)\nhide\nset [text number v] to [1]\nrepeat (length of (text))\n if <(Inverted?) = [1]> then\n if <<(letter (Text number) of (text)) = [A]> or <(letter (Text number) of (text)) = [a]>> then\n switch costume to (a2 v)\n end\n if <<(letter (Text number) of (text)) = [B]> or <(letter (Text number) of (text)) = [b]>> then\n switch costume to (b2 v)\n end\n if <<(letter (Text number) of (text)) = [C]> or <(letter (Text number) of (text)) = [c]>> then\n switch costume to (c2 v)\n end\n if <<(letter (Text number) of (text)) = [D]> or <(letter (Text number) of (text)) = [d]>> then\n switch costume to (d2 v)\n end\n if <<(letter (Text number) of (text)) = [E]> or <(letter (Text number) of (text)) = [e]>> then\n switch costume to (e2 v)\n end\n if <<(letter (Text number) of (text)) = [F]> or <(letter (Text number) of (text)) = [f]>> then\n switch costume to (f2 v)\n end\n if <<(letter (Text number) of (text)) = [G]> or <(letter (Text number) of (text)) = [g]>> then\n switch costume to (g2 v)\n end\n if <<(letter (Text number) of (text)) = [H]> or <(letter (Text number) of (text)) = [h]>> then\n switch costume to (h2 v)\n end\n if <<(letter (Text number) of (text)) = [I]> or <(letter (Text number) of (text)) = [i]>> then\n switch costume to (i2 v)\n end\n if <<(letter (Text number) of (text)) = [J]> or <(letter (Text number) of (text)) = [j]>> then\n switch costume to (j2 v)\n end\n if <<(letter (Text number) of (text)) = [K]> or <(letter (Text number) of (text)) = [k]>> then\n switch costume to (k2 v)\n end\n if <<(letter (Text number) of (text)) = [L]> or <(letter (Text number) of (text)) = [l]>> then\n switch costume to (l2 v)\n end\n if <<(letter (Text number) of (text)) = [M]> or <(letter (Text number) of (text)) = [m]>> then\n switch costume to (m2 v)\n end\n if <<(letter (Text number) of (text)) = [N]> or <(letter (Text number) of (text)) = [n]>> then\n switch costume to (n2 v)\n end\n if <<(letter (Text number) of (text)) = [O]> or <(letter (Text number) of (text)) = [o]>> then\n switch costume to (o2 v)\n end\n if <<(letter (Text number) of (text)) = [P]> or <(letter (Text number) of (text)) = [p]>> then\n switch costume to (p2 v)\n end\n if <<(letter (Text number) of (text)) = [Q]> or <(letter (Text number) of (text)) = [q]>> then\n switch costume to (q2 v)\n end\n if <<(letter (Text number) of (text)) = [R]> or <(letter (Text number) of (text)) = [r]>> then\n switch costume to (r2 v)\n end\n if <<(letter (Text number) of (text)) = [S]> or <(letter (Text number) of (text)) = [s]>> then\n switch costume to (s2 v)\n end\n if <<(letter (Text number) of (text)) = [T]> or <(letter (Text number) of (text)) = [t]>> then\n switch costume to (t2 v)\n end\n if <<(letter (Text number) of (text)) = [U]> or <(letter (Text number) of (text)) = [u]>> then\n switch costume to (u2 v)\n end\n if <<(letter (Text number) of (text)) = [V]> or <(letter (Text number) of (text)) = [v]>> then\n switch costume to (v2 v)\n end\n if <<(letter (Text number) of (text)) = [W]> or <(letter (Text number) of (text)) = [w]>> then\n switch costume to (w2 v)\n end\n if <<(letter (Text number) of (text)) = [X]> or <(letter (Text number) of (text)) = [x]>> then\n switch costume to (x2 v)\n end\n if <<(letter (Text number) of (text)) = [Y]> or <(letter (Text number) of (text)) = [y]>> then\n switch costume to (y2 v)\n end\n if <<(letter (Text number) of (text)) = [Z]> or <(letter (Text number) of (text)) = [z]>> then\n switch costume to (z2 v)\n end\n if <(letter (Text number) of (text)) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (join (letter (Text number) of (text)) [2])\n end\n stamp\n move (10) steps\n change [text number v] by (1)\n else\n if <<(letter (Text number) of (text)) = [A]> or <(letter (Text number) of (text)) = [a]>> then\n switch costume to (a v)\n end\n if <<(letter (Text number) of (text)) = [B]> or <(letter (Text number) of (text)) = [b]>> then\n switch costume to (b v)\n end\n if <<(letter (Text number) of (text)) = [C]> or <(letter (Text number) of (text)) = [c]>> then\n switch costume to (c v)\n end\n if <<(letter (Text number) of (text)) = [D]> or <(letter (Text number) of (text)) = [d]>> then\n switch costume to (d v)\n end\n if <<(letter (Text number) of (text)) = [E]> or <(letter (Text number) of (text)) = [e]>> then\n switch costume to (e v)\n end\n if <<(letter (Text number) of (text)) = [F]> or <(letter (Text number) of (text)) = [f]>> then\n switch costume to (f v)\n end\n if <<(letter (Text number) of (text)) = [G]> or <(letter (Text number) of (text)) = [g]>> then\n switch costume to (g v)\n end\n if <<(letter (Text number) of (text)) = [H]> or <(letter (Text number) of (text)) = [h]>> then\n switch costume to (h v)\n end\n if <<(letter (Text number) of (text)) = [I]> or <(letter (Text number) of (text)) = [i]>> then\n switch costume to (i v)\n end\n if <<(letter (Text number) of (text)) = [J]> or <(letter (Text number) of (text)) = [j]>> then\n switch costume to (j v)\n end\n if <<(letter (Text number) of (text)) = [K]> or <(letter (Text number) of (text)) = [k]>> then\n switch costume to (k v)\n end\n if <<(letter (Text number) of (text)) = [L]> or <(letter (Text number) of (text)) = [l]>> then\n switch costume to (l v)\n end\n if <<(letter (Text number) of (text)) = [M]> or <(letter (Text number) of (text)) = [m]>> then\n switch costume to (m v)\n end\n if <<(letter (Text number) of (text)) = [N]> or <(letter (Text number) of (text)) = [n]>> then\n switch costume to (n v)\n end\n if <<(letter (Text number) of (text)) = [O]> or <(letter (Text number) of (text)) = [o]>> then\n switch costume to (o v)\n end\n if <<(letter (Text number) of (text)) = [P]> or <(letter (Text number) of (text)) = [p]>> then\n switch costume to (p v)\n end\n if <<(letter (Text number) of (text)) = [Q]> or <(letter (Text number) of (text)) = [q]>> then\n switch costume to (q v)\n end\n if <<(letter (Text number) of (text)) = [R]> or <(letter (Text number) of (text)) = [r]>> then\n switch costume to (r v)\n end\n if <<(letter (Text number) of (text)) = [S]> or <(letter (Text number) of (text)) = [s]>> then\n switch costume to (s v)\n end\n if <<(letter (Text number) of (text)) = [T]> or <(letter (Text number) of (text)) = [t]>> then\n switch costume to (t v)\n end\n if <<(letter (Text number) of (text)) = [U]> or <(letter (Text number) of (text)) = [u]>> then\n switch costume to (u v)\n end\n if <<(letter (Text number) of (text)) = [V]> or <(letter (Text number) of (text)) = [v]>> then\n switch costume to (v v)\n end\n if <<(letter (Text number) of (text)) = [W]> or <(letter (Text number) of (text)) = [w]>> then\n switch costume to (w v)\n end\n if <<(letter (Text number) of (text)) = [X]> or <(letter (Text number) of (text)) = [x]>> then\n switch costume to (x v)\n end\n if <<(letter (Text number) of (text)) = [Y]> or <(letter (Text number) of (text)) = [y]>> then\n switch costume to (y v)\n end\n if <<(letter (Text number) of (text)) = [Z]> or <(letter (Text number) of (text)) = [z]>> then\n switch costume to (z v)\n end\n if <(letter (Text number) of (text)) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (letter (Text number) of (text))\n end\n stamp\n move (10) steps\n change [text number v] by (1)\n end\nend\n\nwhen I receive [restart v]\nWrite text\n\nwhen I receive [invert v]\nWrite text\n\nwhen I receive [necx level v]\nWrite text\n\nwhen I receive [start v]\nwait (0.1) seconds\nWrite text\n\n@Levels\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(Inverted?) = [1]> then\n switch costume to (join (Level) [B])\n go to x: (0) y: (0)\n else\n switch costume to (join (Level) [A])\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [game end blur v]\nswitch costume to (16a v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (0.2) seconds\nbroadcast (story end v)\nhide\n\n@Obstacles/Boosters\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [7]> then\n set [1portal x v] to (x position)\n set [1portal y v] to (y position)\nelse\n if <(costume [number v]) = [8]> then\n set [2portal x v] to (x position)\n set [2portal y v] to (y position)\n end\nend\nforever\n if <(costume [number v]) = [1]> then\n if <(Inverted?) = [1]> then\n switch costume to (ispike v)\n end\n else\n if <(costume [number v]) = [2]> then\n if <(Inverted?) = [0]> then\n switch costume to (nspike v)\n end\n else\n if <(costume [number v]) = [3]> then\n if <(Inverted?) = [1]> then\n switch costume to (iinverter v)\n end\n if <touching (player v)?> then\n set [inverted? v] to [1]\n broadcast (Invert v)\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n if <(Inverted?) = [0]> then\n switch costume to (ninverter v)\n end\n if <touching (player v)?> then\n set [inverted? v] to [0]\n broadcast (Invert v)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [invert v]\nif <(costume [number v]) = [5]> then\n switch costume to (downboost v)\nelse\n if <(costume [number v]) = [6]> then\n switch costume to (jumpboost v)\n else\n if <(costume [number v]) = [7]> then\n switch costume to (2portal v)\n else\n if <(costume [number v]) = [8]> then\n switch costume to (1portal v)\n end\n end\n end\nend\n\nwhen I receive [game end blur v]\ndelete this clone\n\nwhen I receive [necx level v]\ndelete this clone\n\ndefine Clones\nhide\npoint in direction (90)\nif <(Level) = [4]> then\n switch costume to (nspike v)\n go to x: (-130) y: (-165)\n create clone of (_myself_ v)\n change x by (14)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (-46) y: (-165)\n repeat (6)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n change x by (14)\n end\n switch costume to (nspike v)\n go to x: (92) y: (-165)\n create clone of (_myself_ v)\n change x by (14)\n create clone of (_myself_ v)\nelse\n if <(Level) = [5]> then\n switch costume to (jumpboost v)\n go to x: (-114) y: (-164)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (-103) y: (-178)\n repeat (15)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n change x by (14)\n end\n else\n if <(Level) = [6]> then\n switch costume to (downboost v)\n go to x: (-4) y: (95)\n repeat (18)\n create clone of (_myself_ v)\n switch costume to (downboost v)\n change x by (14)\n end\n switch costume to (nspike v)\n go to x: (-4) y: (-178)\n repeat (12)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n change x by (14)\n end\n else\n if <(Level) = [7]> then\n switch costume to (1portal v)\n go to x: (-25) y: (-159)\n create clone of (_myself_ v)\n switch costume to (2portal v)\n go to x: (25) y: (-159)\n create clone of (_myself_ v)\n else\n if <(Level) = [8]> then\n switch costume to (ninverter v)\n go to x: (0) y: (-164)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (-180) y: (90)\n create clone of (_myself_ v)\n switch costume to (jumpboost v)\n go to x: (-108) y: (90)\n create clone of (_myself_ v)\n switch costume to (downboost v)\n go to x: (-36) y: (90)\n create clone of (_myself_ v)\n switch costume to (1portal v)\n go to x: (36) y: (90)\n create clone of (_myself_ v)\n switch costume to (2portal v)\n go to x: (108) y: (90)\n create clone of (_myself_ v)\n switch costume to (ninverter v)\n go to x: (180) y: (90)\n create clone of (_myself_ v)\n else\n if <(Level) = [9]> then\n switch costume to (nspike v)\n go to x: (-8) y: (-145)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (-8) y: (-93)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (6) y: (-73)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (16) y: (-178)\n repeat (7)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n move (14) steps\n end\n else\n if <(Level) = [10]> then\n switch costume to (jumpboost v)\n go to x: (-81) y: (-164)\n repeat (13)\n create clone of (_myself_ v)\n switch costume to (jumpboost v)\n change x by (14)\n end\n point in direction (-90)\n switch costume to (nspike v)\n go to x: (-67) y: (-67)\n repeat (11)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n change x by (14)\n end\n point in direction (90)\n else\n if <(Level) = [11]> then\n switch costume to (nspike v)\n go to x: (-28) y: (-178)\n repeat (17)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n change x by (14)\n end\n switch costume to (ninverter v)\n go to x: (-28) y: (-91)\n create clone of (_myself_ v)\n switch costume to (downboost v)\n go to x: (-28) y: (-26)\n create clone of (_myself_ v)\n else\n if <(Level) = [12]> then\n switch costume to (1portal v)\n go to x: (50) y: (-155)\n create clone of (_myself_ v)\n switch costume to (2portal v)\n go to x: (160) y: (147)\n create clone of (_myself_ v)\n switch costume to (ninverter v)\n go to x: (174) y: (130)\n create clone of (_myself_ v)\n else\n if <(Level) = [13]> then\n switch costume to (nspike v)\n go to x: (46) y: (-178)\n repeat (6)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n move (14) steps\n end\n switch costume to (nspike v)\n go to x: (144) y: (-178)\n repeat (7)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n move (14) steps\n end\n switch costume to (ninverter v)\n go to x: (-205) y: (-72)\n create clone of (_myself_ v)\n else\n if <(Level) = [14]> then\n switch costume to (ninverter v)\n go to x: (210) y: (-164)\n create clone of (_myself_ v)\n switch costume to (ninverter v)\n go to x: (-210) y: (-8)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n go to x: (-197) y: (-178)\n repeat (27)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n move (14) steps\n end\n else\n if <(Level) = [15]> then\n switch costume to (jumpboost v)\n go to x: (-170) y: (-164)\n repeat (24)\n create clone of (_myself_ v)\n switch costume to (jumpboost v)\n move (14) steps\n end\n switch costume to (nspike v)\n go to x: (-154) y: (-106)\n point in direction (-90)\n repeat (23)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n move (-14) steps\n end\n switch costume to (nspike v)\n go to x: (-126) y: (-90)\n point in direction (90)\n repeat (21)\n create clone of (_myself_ v)\n switch costume to (nspike v)\n move (14) steps\n end\n switch costume to (ninverter v)\n go to x: (50) y: (-74)\n create clone of (_myself_ v)\n switch costume to (ninverter v)\n go to x: (195) y: (-88)\n create clone of (_myself_ v)\n switch costume to (ninverter v)\n go to x: (-149) y: (32)\n create clone of (_myself_ v)\n switch costume to (ninverter v)\n go to x: (207) y: (148)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [necx level v]\nClones\n\nwhen I receive [restart v]\nset [inverted? v] to [0]\nClones\n\n@Goal\n\nwhen flag clicked\ngo to x: (223) y: (-164)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Inverted?) = [1]> then\n switch costume to (iflag v)\n else\n switch costume to (nflag v)\n end\nend\n\ndefine Go to location\nif <(Level) = [1]> then\n go to x: (223) y: (-164)\nelse\n if <(Level) = [2]> then\n go to x: (228) y: (-92)\n else\n if <<(Level) > [2]> and <(Level) < [11]>> then\n go to x: (223) y: (-164)\n else\n if <(Level) = [11]> then\n go to x: (227) y: (52)\n else\n if <(Level) = [12]> then\n go to x: (223) y: (-164)\n else\n if <(Level) = [13]> then\n go to x: (223) y: (153)\n else\n if <(Level) = [14]> then\n go to x: (222) y: (128)\n else\n if <(Level) = [15]> then\n go to x: (223) y: (-164)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [necx level v]\nGo to location\n\nwhen I receive [restart v]\nGo to location\n\nwhen I receive [game end. v]\nwait (0.01) seconds\nhide\n\n@Music toggler and Easter eggs.\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (toggled v)\ngo [backward v] (100) layers\nset [ghost v] effect to (100)\nset volume to (50) %\nhide\nset [music on/off v] to [0]\nforever\n play sound [RobbanRobbin - Falling Star v] until done\nend\n\nwhen flag clicked\nforever\n if <not <((music on/off) / (2)) = (round ((music on/off) / (2)))>> then\n set volume to (0) %\n stop all sounds\n else\n set volume to (50) %\n end\nend\n\nwhen I receive [necx level v]\nif <(Level) = [5]> then\n switch costume to (ee1 v)\n create clone of (_myself_ v)\n switch costume to (toggled v)\nend\n\nwhen I start as a clone\nhide\nclear graphic effects\nforever\n if <(costume [number v]) = [2]> then\n go to (player v)\n if <<(Easter Egg #1) = [5]> or <(Easter Egg #1) > [5]>> then\n show\n end\n if <not <<(Easter Egg #1) = [5]> or <(Easter Egg #1) > [5]>>> then\n hide\n end\n if <<(Level) = [6]> or <(Level) > [6]>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n change [music on/off v] by (1)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n end\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n end\n go [backward v] (100) layers\n hide\n wait (0.1) seconds\n end\nend\n\n@Ending text\n\nwhen flag clicked\nset [eligible4hs? v] to [1]\nerase all\nhide\n\nwhen I receive [story end v]\nerase all\ngo to [front v] layer\nWrite [A smile streaked across your face as you] at x: (-225) y: (163)\nWrite [stepped out of the bunker...] at x: (-225) y: (143)\nset [story ending line # v] to [1]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [Finally, you could see your family again.] at x: (-225) y: (113)\nset [story ending line # v] to [2]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [But as you looked around, your smile started] at x: (-225) y: (83)\nWrite [to turn into a frown.] at x: (-225) y: (63)\nset [story ending line # v] to [3]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [A dystopian world lay beneath your feet.] at x: (-225) y: (33)\nWrite [Rubble was everywhere. fires in random places.] at x: (-225) y: (13)\nset [story ending line # v] to [4]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [In the distance, were some creatures.] at x: (-225) y: (-17)\nWrite [The corrupted, That's what he called them.] at x: (-225) y: (-37)\nset [story ending line # v] to [5]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [A tear rolled down your cheek. you thought] at x: (-225) y: (-67)\nWrite [you could see your family...] at x: (-225) y: (-87)\nset [story ending line # v] to [6]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [but you thought wrong.] at x: (-225) y: (-117)\nset [story ending line # v] to [0]\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nWrite [To be continued?] at x: (-225) y: (163)\nbroadcast (Click Space v)\nwait until <key (space v) pressed?>\nbroadcast (Hide Space v)\nwait (0.01) seconds\nbroadcast (Player stats v)\n\nwhen I receive [player stats v]\nWrite [Session stats:] at x: (-225) y: (163)\nif <(username) = []> then\n Write [Player:Not signed in.] at x: (-225) y: (143)\nelse\n Write (join [Player:] (username)) at x: (-225) y: (143)\nend\nWrite (join [Deaths and resets:] (Deaths/Resets)) at x: (-225) y: (123)\nif <(Score Sec or Min?) = [1]> then\n if <(Time \(Mins\)) > [1]> then\n Write (join [Your time:] (join (Time \(Mins\)) [ mins])) at x: (-225) y: (103)\n else\n Write (join [Your time:] (join (Time \(Mins\)) [ min])) at x: (-225) y: (103)\n end\nelse\n Write (join [Your time:] (join (Time \(Secs\)) [ secs])) at x: (-225) y: (103)\nend\nWrite (join [Skips:] (Skips)) at x: (-225) y: (83)\nif <(Eligible4HS?) = [1]> then\n if <(☁ Lowest Death) = (Deaths/Resets)> then\n Write (join [New! World's least deaths: ] (☁ Lowest Death)) at x: (-225) y: (53)\n if <(item (1) of [highest player v]) = (username)> then\n Write [Least deaths holder:you] at x: (-225) y: (33)\n else\n Write (join [Least death holder:] (item (1) of [highest player v])) at x: (-225) y: (33)\n end\n else\n Write (join [World's least deaths:] (☁ Lowest Death)) at x: (-225) y: (53)\n if <(item (1) of [highest player v]) = (username)> then\n Write [Least deaths holder:you] at x: (-225) y: (33)\n else\n Write (join [least deaths holder:] (item (1) of [highest player v])) at x: (-225) y: (33)\n end\n end\n if <(☁ Time \(Secs\)) = (Time \(Secs\))> then\n if <(☁ HS Secs or Min?) = [1]> then\n if <(☁ Time \(Mins\)) > [1]> then\n Write (join [Fastest time:] (join (☁ Time \(Mins\)) [ mins])) at x: (-225) y: (3)\n else\n Write (join [Fastest time:] (join (☁ Time \(Mins\)) [ min])) at x: (-225) y: (3)\n end\n else\n Write (join [Fastest time:] (join (☁ Time \(Secs\)) [ secs])) at x: (-225) y: (3)\n end\n if <(item (2) of [highest player v]) = (username)> then\n Write [Fastest time holder:you] at x: (-225) y: (-17)\n else\n Write (join [Fastest time holder:] (item (2) of [highest player v])) at x: (-225) y: (-17)\n end\n Write [If you skipped, you cannot get the Highscores.] at x: (-225) y: (-47)\n else\n if <(☁ HS Secs or Min?) = [1]> then\n if <(☁ Time \(Mins\)) > [1]> then\n Write (join [Fastest time:] (join (☁ Time \(Mins\)) [ mins])) at x: (-225) y: (3)\n else\n Write (join [Fastest time:] (join (☁ Time \(Mins\)) [ min])) at x: (-225) y: (3)\n end\n else\n Write (join [Fastest time:] (join (☁ Time \(Secs\)) [ secs])) at x: (-225) y: (3)\n end\n if <(item (2) of [highest player v]) = (username)> then\n Write [Fastest time holder:you] at x: (-225) y: (-17)\n else\n Write (join [Fastest time holder:] (item (2) of [highest player v])) at x: (-225) y: (-17)\n end\n Write [If you skipped, you cannot get the Highscores.] at x: (-225) y: (-47)\n end\nelse\n Write (join [World's least deaths: ] (☁ Lowest Death)) at x: (-225) y: (53)\n if <(item (1) of [highest player v]) = (username)> then\n Write [Least deaths holder:you] at x: (-225) y: (33)\n else\n Write (join [Least deaths holder:] (item (1) of [highest player v])) at x: (-225) y: (33)\n end\n if <(☁ HS Secs or Min?) = [1]> then\n if <(☁ Time \(Mins\)) > [1]> then\n Write (join [Fastest time:] (join (☁ Time \(Mins\)) [ mins])) at x: (-225) y: (3)\n else\n Write (join [Fastest time:] (join (☁ Time \(Mins\)) [ min])) at x: (-225) y: (3)\n end\n else\n Write (join [Fastest time:] (join (☁ Time \(Secs\)) [ secs])) at x: (-225) y: (3)\n end\n if <(item (2) of [highest player v]) = (username)> then\n Write [Fastest time holder:you] at x: (-225) y: (-17)\n else\n Write (join [Fastest time holder:] (item (2) of [highest player v])) at x: (-225) y: (-17)\n end\n Write [If you skipped, you cannot get the Highscores.] at x: (-225) y: (-47)\nend\nWrite [Click the flag if you want to play again.] at x: (-225) y: (-77)\nWrite [- NecxGen :\)] at x: (-225) y: (-97)\n\nwhen I receive [necx level v]\nif <(Skips) < [0]> then\n set [skips v] to [0]\nend\n\ndefine None\ngo to x: (x) y: (y)\nhide\nset [text number v] to [1]\nrepeat (length of (text))\n if <<(letter (Text number) of (text)) = [A]> or <(letter (Text number) of (text)) = [a]>> then\n switch costume to (a v)\n end\n if <<(letter (Text number) of (text)) = [B]> or <(letter (Text number) of (text)) = [b]>> then\n switch costume to (b v)\n end\n if <<(letter (Text number) of (text)) = [C]> or <(letter (Text number) of (text)) = [c]>> then\n switch costume to (c v)\n end\n if <<(letter (Text number) of (text)) = [D]> or <(letter (Text number) of (text)) = [d]>> then\n switch costume to (d v)\n end\n if <<(letter (Text number) of (text)) = [E]> or <(letter (Text number) of (text)) = [e]>> then\n switch costume to (e v)\n end\n if <<(letter (Text number) of (text)) = [F]> or <(letter (Text number) of (text)) = [f]>> then\n switch costume to (f v)\n end\n if <<(letter (Text number) of (text)) = [G]> or <(letter (Text number) of (text)) = [g]>> then\n switch costume to (g v)\n end\n if <<(letter (Text number) of (text)) = [H]> or <(letter (Text number) of (text)) = [h]>> then\n switch costume to (h v)\n end\n if <<(letter (Text number) of (text)) = [I]> or <(letter (Text number) of (text)) = [i]>> then\n switch costume to (i v)\n end\n if <<(letter (Text number) of (text)) = [J]> or <(letter (Text number) of (text)) = [j]>> then\n switch costume to (j v)\n end\n if <<(letter (Text number) of (text)) = [K]> or <(letter (Text number) of (text)) = [k]>> then\n switch costume to (k v)\n end\n if <<(letter (Text number) of (text)) = [L]> or <(letter (Text number) of (text)) = [l]>> then\n switch costume to (l v)\n end\n if <<(letter (Text number) of (text)) = [M]> or <(letter (Text number) of (text)) = [m]>> then\n switch costume to (m v)\n end\n if <<(letter (Text number) of (text)) = [N]> or <(letter (Text number) of (text)) = [n]>> then\n switch costume to (n v)\n end\n if <<(letter (Text number) of (text)) = [O]> or <(letter (Text number) of (text)) = [o]>> then\n switch costume to (o v)\n end\n if <<(letter (Text number) of (text)) = [P]> or <(letter (Text number) of (text)) = [p]>> then\n switch costume to (p v)\n end\n if <<(letter (Text number) of (text)) = [Q]> or <(letter (Text number) of (text)) = [q]>> then\n switch costume to (q v)\n end\n if <<(letter (Text number) of (text)) = [R]> or <(letter (Text number) of (text)) = [r]>> then\n switch costume to (r v)\n end\n if <<(letter (Text number) of (text)) = [S]> or <(letter (Text number) of (text)) = [s]>> then\n switch costume to (s v)\n end\n if <<(letter (Text number) of (text)) = [T]> or <(letter (Text number) of (text)) = [t]>> then\n switch costume to (t v)\n end\n if <<(letter (Text number) of (text)) = [U]> or <(letter (Text number) of (text)) = [u]>> then\n switch costume to (u v)\n end\n if <<(letter (Text number) of (text)) = [V]> or <(letter (Text number) of (text)) = [v]>> then\n switch costume to (v v)\n end\n if <<(letter (Text number) of (text)) = [W]> or <(letter (Text number) of (text)) = [w]>> then\n switch costume to (w v)\n end\n if <<(letter (Text number) of (text)) = [X]> or <(letter (Text number) of (text)) = [x]>> then\n switch costume to (x v)\n end\n if <<(letter (Text number) of (text)) = [Y]> or <(letter (Text number) of (text)) = [y]>> then\n switch costume to (y v)\n end\n if <<(letter (Text number) of (text)) = [Z]> or <(letter (Text number) of (text)) = [z]>> then\n switch costume to (z v)\n end\n if <(letter (Text number) of (text)) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (letter (Text number) of (text))\n end\n go to [front v] layer\n stamp\n move (10) steps\n change [text number v] by (1)\nend\n\nwhen I receive [story end v]\nif <(Skips) < [1]> then\n set [eligible4hs? v] to [1]\nelse\n set [eligible4hs? v] to [0]\nend\nif <(Eligible4HS?) = [1]> then\n if <<(Deaths/Resets) = (☁ Lowest Death)> or <(Deaths/Resets) < (☁ Lowest Death)>> then\n set [☁ lowest death v] to (Deaths/Resets)\n end\n if <<(Time \(Secs\)) = (☁ Time \(Secs\))> or <(Time \(Secs\)) < (☁ Time \(Secs\))>> then\n set [☁ time \(secs\) v] to (Time \(Secs\))\n if <(Score Sec or Min?) = [1]> then\n set [☁ time \(mins\) v] to (Time \(Mins\))\n set [☁ hs secs or min? v] to [1]\n else\n set [☁ hs secs or min? v] to [0]\n end\n end\nend\n\nreplace item (2) of [highest player v] with [MB-4728]\n\n@☁ List\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Add Extra Character []\nif <(length of (character)) = [1]> then\n if <[chars v] contains (character)?> then\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character '] (join (character) [' is already added.]))) to [error log v]\n else\n if <(length of [chars v]) > [999]> then\n add (join (join (days since 2000) (join [/] (timer))) [: There cannot be more than 999 characters.]) to [error log v]\n else\n add (letter (1) of (character)) to [chars v]\n if <(item (last) of [chars v]) = (character)> then\n Create Variable (character) with value (length of [chars v]) DO NOT USE\n else\n add (join (join (days since 2000) (join [/] (timer))) (join [: Could not add character '] (join (character) [' for unknown reasons.]))) to [error log v]\n delete (last) of [chars v]\n end\n set [chars v] to (Chars)\n end\n end\nelse\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character/string '] (join (character) [' is not supported or contains 2 or more characters.]))) to [error log v]\nend\n\ndefine None\ndelete (all) of [temp v]\nif <(custom chars) = [1]> then\n add [1] to [temp v]\n if <(error detect) = [1]> then\n set [i1 v] to [1]\n repeat (length of [\['getparam', 'list', 'r'\] v])\n set [i2 v] to [1]\n repeat (length of (item (i1) of [\['getparam', 'list', 'r'\] v]))\n set [n1 v] to ([\['letter:of:', \['readvariable', 'i2'\], \['getline:oflist:', \['readvariable', 'i1'\], \['getparam', 'list', 'r'\]\]\] v] of [☁ list v])\n if <(n1) = [0]> then\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character '] (join (letter (i2) of (item (i1) of [\['getparam', 'list', 'r'\] v])) [' is not added and will be replaced with '*'.]))) to [error log v]\n add [0] to [temp v]\n add [8] to [temp v]\n add [3] to [temp v]\n else\n add (letter (1) of (n1)) to [temp v]\n add (letter (2) of (n1)) to [temp v]\n add (letter (3) of (n1)) to [temp v]\n end\n change [i2 v] by (1)\n end\n change [i1 v] by (1)\n add [0] to [temp v]\n add [0] to [temp v]\n add [0] to [temp v]\n end\n else\n set [i1 v] to [1]\n repeat (length of [\['getparam', 'list', 'r'\] v])\n set [i2 v] to [1]\n repeat (length of (item (i1) of [\['getparam', 'list', 'r'\] v]))\n set [n1 v] to ([\['letter:of:', \['readvariable', 'i2'\], \['getline:oflist:', \['readvariable', 'i1'\], \['getparam', 'list', 'r'\]\]\] v] of [☁ list v])\n add (letter (1) of (n1)) to [temp v]\n add (letter (2) of (n1)) to [temp v]\n add (letter (3) of (n1)) to [temp v]\n change [i2 v] by (1)\n end\n change [i1 v] by (1)\n add [0] to [temp v]\n add [0] to [temp v]\n add [0] to [temp v]\n end\n end\nelse\n add [0] to [temp v]\n if <(error detect) = [1]> then\n set [i1 v] to [1]\n repeat (length of [\['getparam', 'list', 'r'\] v])\n set [i2 v] to [1]\n repeat (length of (item (i1) of [\['getparam', 'list', 'r'\] v]))\n set [n1 v] to ([\['letter:of:', \['readvariable', 'i2'\], \['getline:oflist:', \['readvariable', 'i1'\], \['getparam', 'list', 'r'\]\]\] v] of [☁ list v])\n if <(n1) = [0]> then\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character '] (join (letter (i2) of (item (i1) of [\['getparam', 'list', 'r'\] v])) [' is not added and will be replaced with '*'.]))) to [error log v]\n add [8] to [temp v]\n add [3] to [temp v]\n else\n if <(n1) > [98]> then\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character '] (join (letter (i2) of (item (i1) of [\['getparam', 'list', 'r'\] v])) [' is a custom character and will be replaced with '*'.]))) to [error log v]\n add [8] to [temp v]\n add [3] to [temp v]\n else\n add (letter (2) of (n1)) to [temp v]\n add (letter (3) of (n1)) to [temp v]\n end\n end\n change [i2 v] by (1)\n end\n change [i1 v] by (1)\n add [0] to [temp v]\n add [0] to [temp v]\n end\n else\n set [i1 v] to [1]\n repeat (length of [\['getparam', 'list', 'r'\] v])\n set [i2 v] to [1]\n repeat (length of (item (i1) of [\['getparam', 'list', 'r'\] v]))\n set [n1 v] to ([\['letter:of:', \['readvariable', 'i2'\], \['getline:oflist:', \['readvariable', 'i1'\], \['getparam', 'list', 'r'\]\]\] v] of [☁ list v])\n add (letter (2) of (n1)) to [temp v]\n add (letter (3) of (n1)) to [temp v]\n change [i2 v] by (1)\n end\n change [i1 v] by (1)\n add [0] to [temp v]\n add [0] to [temp v]\n end\n end\nend\nset [\['getparam', 'variable', 'r'\] v] to (Temp)\n\ndefine None\nif <(letter (1) of (variable)) = [1]> then\n if <(error detect) = [1]> then\n if <(((length of (variable)) mod (3)) - (1)) = [0]> then\n delete (all) of [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n set [i3 v] to [2]\n set [n2 v] to (((length of (variable)) - (1)) / (3))\n repeat (n2)\n set [n2 v] to (join (letter (i3) of (variable)) (join (letter ((i3) + (1)) of (variable)) (letter ((i3) + (2)) of (variable))))\n if <(n2) = [000]> then\n add (Temp) to [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n else\n if <(n2) > (length of [chars v])> then\n add (join (join (days since 2000) (join [/] (timer))) [: Character number is not stored and will be replaced with "*"]) to [error log v]\n add [*] to [temp v]\n else\n add (letter (n2) of (chars)) to [temp v]\n end\n end\n change [i3 v] by (3)\n end\n else\n add (join (join (days since 2000) (join [/] (timer))) [: Variable cannot be loaded because of incorrect format]) to [error log v]\n stop [this script v]\n end\n else\n delete (all) of [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n set [i3 v] to [2]\n set [n2 v] to (((length of (variable)) - (1)) / (3))\n repeat (n2)\n set [n2 v] to (join (letter (i3) of (variable)) (join (letter ((i3) + (1)) of (variable)) (letter ((i3) + (2)) of (variable))))\n if <(n2) = [000]> then\n add (Temp) to [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n else\n add (letter (n2) of (chars)) to [temp v]\n end\n change [i3 v] by (3)\n end\n end\nelse\n if <(error detect) = [1]> then\n if <(((length of (variable)) - (1)) mod (2)) = [0]> then\n delete (all) of [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n set [i3 v] to [2]\n set [n2 v] to (((length of (variable)) - (1)) / (2))\n repeat (n2)\n set [n2 v] to (join (letter (i3) of (variable)) (letter ((i3) + (1)) of (variable)))\n if <(n2) = [00]> then\n add (Temp) to [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n else\n add (letter (n2) of (chars)) to [temp v]\n end\n change [i3 v] by (2)\n end\n else\n add (join (join (days since 2000) (join [/] (timer))) [: Variable cannot be loaded because of incorrect format]) to [error log v]\n stop [this script v]\n end\n else\n delete (all) of [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n set [i3 v] to [2]\n set [n2 v] to (((length of (variable)) - (1)) / (2))\n repeat (n2)\n set [n2 v] to (join (letter (i3) of (variable)) (letter ((i3) + (1)) of (variable)))\n if <(n2) = [00]> then\n add (Temp) to [\['getparam', 'list', 'r'\] v]\n delete (all) of [temp v]\n else\n add (letter (n2) of (chars)) to [temp v]\n end\n change [i3 v] by (2)\n end\n end\nend\n\ndelete (all) of [error log v]\n\ndefine /!\\ Delete Extra Character []\nif <[chars v] contains (character)?> then\n set [n1 v] to ([\['getparam', 'character', 'r'\] v] of [☁ list v])\n if <(n1) > [98]> then\n set [\['getparam', 'character', 'r'\] v] to [0]\n delete (n1) of [chars v]\n set [i1 v] to [1]\n repeat (length of [chars v])\n if <(i1) < [10]> then\n Create Variable (item (i1) of [chars v]) with value (join [00] (i1)) DO NOT USE\n else\n if <(i1) < [100]> then\n Create Variable (item (i1) of [chars v]) with value (join [0] (i1)) DO NOT USE\n else\n Create Variable (item (i1) of [chars v]) with value (i1) DO NOT USE\n end\n end\n change [i1 v] by (1)\n end\n set [chars v] to (Chars)\n else\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character '] (join (character) [' is an original character and cannot be removed.]))) to [error log v]\n end\nelse\n add (join (join (days since 2000) (join [/] (timer))) (join [: Character '] (join (character) [' is not added and cannot be removed.]))) to [error log v]\nend\n\nwhen I receive [start v]\nrepeat until <(GameEnded?) = [1]>\n wait (1) seconds\n change [time \(secs\) v] by (1)\nend\nif <not <(Time \(Secs\)) < [60]>> then\n set [time \(mins\) v] to (round ((Time \(Secs\)) / (60)))\n set [score sec or min? v] to [1]\nend\n\nwhen I receive [story end v]\nwait (0.02) seconds\nif <(Eligible4HS?) = [1]> then\n if <<(Deaths/Resets) = (☁ Lowest Death)> or <(Deaths/Resets) < (☁ Lowest Death)>> then\n replace item (1) of [highest player v] with (username)\n repeat (100)\n Save %m.list to %m.var Settings: (Highest player) (☁ Highest Players)\n end\n else\n repeat (10)\n Load %m.list from (Highest player) Settings: (☁ Highest Players)\n end\n end\n if <<(Time \(Secs\)) = (☁ Time \(Secs\))> or <(Time \(Secs\)) < (☁ Time \(Secs\))>> then\n replace item (2) of [highest player v] with (username)\n repeat (100)\n Save %m.list to %m.var Settings: (Highest player) (☁ Highest Players)\n end\n else\n repeat (10)\n Load %m.list from (Highest player) Settings: (☁ Highest Players)\n end\n end\nend\n\ndefine Create Variable [] with value [] DO NOT USE\nset [\['getparam', 'variable', 'r'\] v] to (value)\n\n | |
Marshall 3 | @Stage\n\nwhen flag clicked\nstart sound [Title v]\nswitch backdrop to (title screen v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [begin v]\nswitch backdrop to (level1 v)\nrepeat until <([background # v] of [_stage_ v]) = [21]>\n play sound [Music v] until done\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [21]>\nstop all sounds\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [22]>\nswitch backdrop to (ending1 v)\nwait (3) seconds\nswitch backdrop to (ending2 v)\nwait (3) seconds\nswitch backdrop to (ending3 v)\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [22]>\nplay sound [Ending v] until done\nstop [all v]\n\n@Title\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (-4) y: (75)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nbroadcast (appr v)\n\n@Three\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [appr v]\nshow\nrepeat until <(size) > [100]>\n turn right (18) degrees\n change size by (1)\nend\nset size to (100) %\npoint in direction (90)\nwait (2) seconds\nbroadcast (appr2 v)\n\nwhen flag clicked\ngo to x: (6) y: (29)\nhide\nset size to (1) %\npoint in direction (90)\n\n@Button\n\nwhen this sprite clicked\nstart sound [Button v]\nhide\nbroadcast (Begin v)\n\nwhen I receive [appr2 v]\nshow\n\nwhen flag clicked\ngo to x: (7) y: (-80)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Marshall\n\nwhen I receive [begin v]\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Can go?) = [1]>> then\n point in direction (90)\n move (4) steps\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Can go?) = [1]>> then\n point in direction (-90)\n move (4) steps\n end\nend\n\nwhen I receive [begin v]\nforever\n if <not <color (#ffff00) is touching (#00ff52)?>> then\n change [falling speed v] by (-0.3)\n change y by (falling speed)\n else\n change y by (1)\n set [falling speed v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [falling speed v] to [0]\nset [jumping v] to [0]\nswitch costume to (marshall v)\ngo to x: (-219) y: (-101)\npoint in direction (90)\nhide\n\nwhen I receive [begin v]\nforever\n if <([x position v] of [marshall v]) > [228]> then\n broadcast (Next v)\n go to x: (-219) y: (-112)\n point in direction (90)\n end\n if <<touching color (#f80000)?> and <not <([background # v] of [_stage_ v]) > [21]>>> then\n start sound [Hit v]\n change [lives v] by (-1)\n go to x: (-219) y: (-112)\n point in direction (90)\n say [Ouch!] for (2) seconds\n end\n if <<(y position) < [-170]> and <not <([background # v] of [_stage_ v]) > [21]>>> then\n start sound [Hit v]\n change [lives v] by (-1)\n go to x: (-219) y: (-112)\n point in direction (90)\n say [Whoa!] for (2) seconds\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [jumping v] to [1]\n repeat (4)\n if <(jumping) = [1]> then\n change [falling speed v] by (2.2)\n change y by (falling speed)\n end\n end\n wait until <color (#ffff00) is touching (#00ff52)?>\n set [jumping v] to [0]\n end\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright3 v)\n wait until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (marshall v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright3 v)\n wait until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n switch costume to (goright2 v)\n wait (0.05) seconds\n switch costume to (goright1 v)\n wait (0.05) seconds\n switch costume to (marshall v)\n end\nend\n\nwhen I receive [begin v]\nwait until <<([background # v] of [_stage_ v]) = [21]> and <touching color (#ffff00)?>>\nbroadcast (Next v)\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [begin v]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set size to (100) %\n repeat (10)\n change size by (-5)\n end\n repeat until <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>\n set size to (50) %\n end\n repeat (10)\n change size by (5)\n end\n set size to (100) %\n end\nend\n\n@SensorM\n\nwhen flag clicked\nhide variable [can go? v]\nshow\nset [ghost v] effect to (99)\nswitch costume to (sensor v)\nset [can go? v] to [0]\nclear graphic effects\nforever\n go to (marshall v)\n point in direction ([direction v] of [marshall v])\n set [ghost v] effect to (99)\n if <key (down arrow v) pressed?> then\n switch costume to (smallsensor v)\n switch costume to (smallsensor2 v)\n else\n switch costume to (sensor v)\n switch costume to (sensor2 v)\n end\nend\n\nwhen I receive [begin v]\nforever\n if <touching color (#633900)?> then\n set [can go? v] to [0]\n else\n set [can go? v] to [1]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <key (down arrow v) pressed?> then\n repeat until <not <key (down arrow v) pressed?>>\n switch costume to (smallsensor v)\n end\n switch costume to (sensor v)\n end\nend\n\n@HitheadM\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (99)\nforever\n if <key (down arrow v) pressed?> then\n repeat until <not <key (down arrow v) pressed?>>\n switch costume to (marshall1 v)\n end\n switch costume to (marshall v)\n end\nend\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (99)\nforever\n if <touching color (#633900)?> then\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n set [falling speed v] to [-1]\n end\n else\n end\nend\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (99)\nforever\n go to (marshall v)\n point in direction ([direction v] of [marshall v])\nend\n\nwhen flag clicked\nhide\n\n@Live-0-Meter\n\nwhen flag clicked\nwait (1) seconds\nwait until <(lives) = [0]>\nset [can go? v] to [dead]\nhide\n\nwhen I receive [begin v]\nshow\nforever\n if <(lives) = [5]> then\n switch costume to (five v)\n end\n if <(lives) = [4]> then\n switch costume to (four v)\n end\n if <(lives) = [3]> then\n switch costume to (three v)\n end\n if <(lives) = [2]> then\n switch costume to (two v)\n end\n if <(lives) = [1]> then\n switch costume to (one v)\n end\nend\n\nwhen flag clicked\nset [lives v] to [5]\ngo to x: (199) y: (145)\nhide\n\nwhen flag clicked\nwait (1) seconds\nwait until <([background # v] of [_stage_ v]) = [22]>\nhide\n\n@Platform1\n\nwhen flag clicked\ngo to x: (-65) y: (-4)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-65) y: (-4)\nhide\nforever\n glide (2) secs to x: (27) y: (-4)\n glide (2) secs to x: (-65) y: (-4)\nend\n\n@Platform2\n\nwhen flag clicked\ngo to x: (177) y: (-43)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (177) y: (-43)\nhide\nforever\n glide (2) secs to x: (177) y: (34)\n glide (2) secs to x: (177) y: (-43)\nend\n\n@Life1\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [8]>\nshow\nwait until <touching (marshall v)?>\nif <(lives) = [5]> then\n start sound [Health v]\n hide\nelse\n change [lives v] by (1)\n start sound [Health v]\n hide\nend\n\nwhen flag clicked\ngo to x: (167) y: (-123)\nhide\nforever\n repeat (4)\n change y by (-1)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1)\n wait (0.05) seconds\n end\nend\n\n@Life2\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [13]>\nshow\nwait until <touching (marshall v)?>\nif <(lives) = [5]> then\n start sound [Health v]\n hide\nelse\n change [lives v] by (1)\n start sound [Health v]\n hide\nend\n\nwhen flag clicked\ngo to x: (-62) y: (-48)\nhide\nforever\n repeat (4)\n change y by (-1)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1)\n wait (0.05) seconds\n end\nend\n\n@Platform3\n\nwhen flag clicked\ngo to x: (177) y: (-43)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [17]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-59) y: (131)\nhide\nforever\n glide (2) secs to x: (116) y: (131)\n glide (2) secs to x: (-59) y: (131)\nend\n\n@Life3\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [17]>\nshow\nwait until <touching (marshall v)?>\nif <(lives) = [5]> then\n start sound [Health v]\n hide\nelse\n change [lives v] by (1)\n start sound [Health v]\n hide\nend\n\nwhen flag clicked\ngo to x: (-92) y: (-118)\nhide\nforever\n repeat (4)\n change y by (-1)\n wait (0.05) seconds\n end\n repeat (4)\n change y by (1)\n wait (0.05) seconds\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (tee v)\ngo to x: (8) y: (139)\nhide\nwait (0.01) seconds\nwait until <([background # v] of [_stage_ v]) = [24]>\nwait (5) seconds\nshow\nrepeat until <([costume # v] of [text v]) = [1]>\n wait (1) seconds\n next costume\nend\nswitch costume to (full v)\nwait (2) seconds\nrepeat until <touching (_edge_ v)?>\n change y by (-1)\nend\nhide\nwait (2) seconds\nbroadcast (appr3 v)\n\n@Double\n\nwhen flag clicked\nset size to (300) %\nhide\n\nwhen I receive [appr3 v]\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nsay [See you next time!]\n\n@Game Over\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (0.01) seconds\nwait until <(lives) = [0]>\nshow\ngo to [front v] layer\nshow\ngo to [front v] layer\nstop [all v]\n\n | Instructions in-game\nDesigned by WithOnions\nMusic and sound effects by LordAndrew\n |
BB-8 A Platformer | @Stage\n\n@platform\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (57) y: (21)\n if <(costume [number v]) = [12]> then\n broadcast (home v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@bb-8 head\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (center v)\nforever\n go to (bb-8 ball v)\n set size to (200) %\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (135)\n if <(jet_on) = [1]> then\n switch costume to (right-jump v)\n else\n switch costume to (right v)\n end\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (45)\n if <(jet_on) = [1]> then\n switch costume to (left-jump v)\n else\n switch costume to (left v)\n end\n else\n if <(jet_on) = [1]> then\n switch costume to (center-jump v)\n else\n switch costume to (center v)\n end\n point in direction (90)\n end\n end\nend\n\nwhen [g v] key pressed\nforever\n go to (bb-8 ball v)\nend\n\nwhen I receive [start v]\nforever\n go to (bb-8 ball v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n set x to (-239)\n end\n if <<touching color (#003fff)?> or <touching color (#ff0000)?>> then\n start sound [Lightsaber Sound Effect HQ - HD..mp3 v]\n set x to (-214)\n set y to (-85)\n go to x: (-214) y: (-85)\n broadcast (you too v)\n end\nend\n\nwhen I receive [thank you ! v]\nsay (join [ Thank you for saving me ] (username)) for (2) seconds\nstop all sounds\nwait (0.2) seconds\nstart sound [BB-8 Sound Effects.mp2 v]\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (100000) layers\nswitch costume to (pick random (1) to (2))\ngo to x: (240) y: (pick random (-189) to (180))\nrepeat (100)\n change x by (-2.5)\nend\ndelete this clone\n\n@ word\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start now v]\nstart sound [Ashes Remain - On My Own \[HD Animated Lyrics!\].mp3 v]\nstart sound [Ashes Remain - On My Own \[HD Animated Lyrics!\].mp3 v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@bb-8 ball\n\nwhen flag clicked\nshow\nset [size v] to [100]\nset [roll v] to [3]\nset [speed v] to [ 0.8]\nset [jump v] to [15.25]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set size to (200) %\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Speed)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (() - (Speed))\n end\n set [xv v] to ((Xv) * (0.94))\n change x by (Xv)\n turn right ((Xv) * (Roll)) degrees\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to (Jump)\n end\n end\n change y by (1)\nend\n\nchange y by (10)\n\nwhen I receive [you too v]\nset x to (-214)\n\nwhen flag clicked\nshow\nforever\n change y by (-1)\n if <touching (platform v)?> then\n set [jet_on v] to [0]\n else\n set [jet_on v] to [1]\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (Next level v)\n set x to (-239)\n end\n if <<touching color (#ff0000)?> or <touching color (#003fff)?>> then\n start sound [SPECIAL v]\n set x to (-214)\n set y to (-85)\n go to x: (-214) y: (-85)\n end\n if <touching color (#00ff55)?> then\n set [jump v] to [15]\n wait (1) seconds\n set [jump v] to [17]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [home v]\nshow\ngo to x: (95) y: (-49)\ngo [backward v] (100) layers\nbroadcast (Thank you ! v)\n\n@ Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nset [ghost v] effect to (100)\nbroadcast (START NOW v)\n\n | s is my second platformer , hope you like it !\n=========WELCOME TO BB-8 A PLATFORMER===========\n -Use WASD or Arrow keys to move\n -Dodge Fire and Water because it DANGER\n -Jump on Green energy to Bounce\nREMEMBER,ANYTHING CAN HAPPEN WHEN YOU HAVE THE FORCE !!!!!\n==================================================\nSTORY:BB-8 go playing around and being lost from the rebel's spaceship,helps he go through all the difficults and get him safe back !!!\n==================================================\nIf you like this platformer , please Like , Love or FOLLOW me !!!!\n THANKS !!!!!!!!!!:DDD\nMore levels coming soon!!!\nLevel now have : 12\nREMIX TO MAKE BB-8 FAMOUS !!!\nThere something special wating for you ! |
Playing with ideas v0.2 (Scrolling Platformer Base) | @Stage\n\n@Blank\n\n@Game\n\ndefine None\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <(@Player SX) = [0]> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > [0]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (999)\n else\n Move Out Of Collision dir x,y: (1) (0) limit: (999)\n end\n set [@player sx v] to [0]\n end\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform ahead v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\nset [@player x v] to [3200]\nset [@scroll x v] to (@Player X)\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nset [pushed sx v] to [0]\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to ((@Platform SX) - (@Player SX))\n change [@player x v] by (@Platform SX)\n set [@player sx v] to [0]\n Check Collide\n if <<(touch) > [100]> and <not <(touch) = [102]>>> then\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\nend\nif <<key (up arrow v) pressed?> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [@player sy v] to [14]\nend\nif <(@Player SY) > [-16]> then\n change [@player sy v] by (-1.2)\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nif <(touch) > [100]> then\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (999)\n set [@falling v] to [3]\n set [@player sy v] to [0]\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (999)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\nelse\n change [@falling v] by (1)\nend\nif <key (left arrow v) pressed?> then\n set [@player dir v] to [-90]\n change [@player sx v] by ((((-7) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\nelse\n if <key (right arrow v) pressed?> then\n set [@player dir v] to [90]\n change [@player sx v] by ((((7) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n change [@player sx v] by (((on platform) - (@Player SX)) * (0.35))\n else\n set [@player sx v] to (on platform)\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <(lim) > [2]> then\n set [@player sx v] to ((@Player SX) * (0.6))\n end\nend\nif <not <(pushed sx) = [0]>> then\n change [@player sx v] by (pushed sx)\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nScroll Level\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\nforever\n change [@timer v] by (1)\n if <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\n else\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\n end\n Scroll Level\n broadcast (game loop tick v) and wait\nend\n\n@Player\n\ndefine None\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\nend\n\nwhen I receive [setup level v]\nshow\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n Set Costume (1)\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (7)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (8)\n else\n Set Costume (9)\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\n\n@Level\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (7.7) (0)\nset [showing v] to [-1]\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (l1 x2 y0 lift v)\nsetup clone at x,y: (2) (-0.5)\nswitch costume to (barrier v)\nsetup clone at x,y: (7.9) (-0.45)\nset [showing v] to [-1]\n\ndefine None\nset [x v] to (x)\nset [y v] to (y)\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [ox v] to (round ((x) * (460)))\nset [oy v] to (round ((y) * (340)))\nset [showing v] to [0]\nmoving platform? (@timer)\ncreate clone of (_myself_ v)\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n moving platform? (@timer)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine None\nif <(costume [number v]) = [1]> then\n move to (round ((ox) + ((140) * ([cos v] of ((timer) * (1.4)) )))) (round ((oy) + ((70) * ([sin v] of ((timer) * (2.8)) ))))\nelse\n if <(costume [number v]) = [2]> then\n barrier (((timer) / (100)) mod (1)) run length (-700)\n else\n end\nend\n\ndefine None\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\n@moving platform ahead\n\nwhen I receive [setup level v]\nswitch costume to (l1 x2 y0 lift v)\nsetup clone at x,y: (2) (-0.5) width (97)\nswitch costume to (barrier v)\nsetup clone at x,y: (7.9) (-0.45) width (48)\nset [showing v] to [-1]\n\ndefine None\nif <(costume [number v]) = [1]> then\n move to (round ((ox) + ((140) * ([cos v] of ((timer) * (1.4)) )))) (round ((oy) + ((70) * ([sin v] of ((timer) * (2.8)) ))))\nelse\n if <(costume [number v]) = [2]> then\n barrier (((timer) / (100)) mod (1)) run length (-700)\n else\n end\nend\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\ndefine None\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n set [@platform sx v] to ((x) - (x))\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [ox v] to (round ((x) * (460)))\nset [oy v] to (round ((y) * (340)))\nset [width v] to (((width) / (2)) + (16))\nset [showing v] to [0]\nmoving platform? (@timer)\ncreate clone of (_myself_ v)\n\ndefine None\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n moving platform? ((@timer) + (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nset [x v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (((@Scroll X) * (0.5)) mod (470)))) ((0) - (((@Scroll Y) * (0.5)) mod (480)))\nend\n\ndefine None\ngo to x: (x) y: (y)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Check Points\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n delete this clone\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nset [showing v] to [-1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\nend\n\ndefine None\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\n@Sprite1\n\nwhen I receive [setup level v]\nset [show v] to [0]\nhide\n\nwhen I receive [game loop tick v]\nif <<(@TotalFlags) = [0]> and <(show) < [10]>> then\n if <(show) = [0]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-10)\n show\n set [show v] to [1]\n go to [front v] layer\n end\n change [ghost v] effect by (-10)\n change [show v] by (1)\n change y by (1)\nend\n\n | |
Snowhere | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (load v) and wait\nwait (2.5) seconds\nswitch backdrop to (fullscreen! v) and wait\nwait (2) seconds\nswitch backdrop to (tumbnail v) and wait\n\nwhen flag clicked\nset [level: v] to [1]\n\nwhen I receive [next terrain... v]\nchange [level: v] by (1)\n\nwhen I receive [hide game over v]\nwait (0.2) seconds\nswitch backdrop to (winning screen v) and wait\n\nwhen flag clicked\nset [switch to thumbnail v] to []\n\nwhen I receive [hide game over v]\nforever\n if <(Switch to thumbnail) = [go]> then\n set [ghost v] effect to (100)\n switch backdrop to (tumbnail v)\n repeat (10)\n wait (0.2) seconds\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [winning screen v]\nrepeat until <(Switch to thumbnail) = [go]>\n if <key (space v) pressed?> then\n set [switch to thumbnail v] to [go]\n end\nend\n\nwhen I receive [go v]\nswitch backdrop to (background v) and wait\n\nwhen I receive [go v]\nset volume to (0) %\nwait (2.5) seconds\nset volume to (100) %\nforever\n play sound [Vexento - Snowflakes v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (load v) and wait\nwait (2.5) seconds\nswitch backdrop to (fullscreen! v) and wait\nwait (2) seconds\nswitch backdrop to (tumbnail v) and wait\n\n@Ground\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-20)\nswitch costume to (costume1 v)\n\nwhen I receive [next terrain... v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n broadcast (Turn Level 9 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n broadcast (Turn level 8 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [12]> then\n broadcast (Turn level 12 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [13]> then\n broadcast (hide game over v)\n stop [this script v]\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Mr. Sphere\n\nwhen flag clicked\nforever\n run and jump\nend\n\nwhen flag clicked\nhide\ngo to x: (-218) y: (-100)\n\nrepeat until <(I recived go) = [1]>\nend\n\nwhen I receive [go v]\nshow\nwait (0.5) seconds\ngo to x: (-216) y: (3)\n\nwhen I receive [go v]\nforever\n if <touching (snow v)?> then\n broadcast (Next Terrain... v)\n end\nend\n\nwhen I receive [next terrain... v]\ngo to x: (-218) y: (-100)\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n go to x: (-218) y: (-100)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-218) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes 1 v)?> or <<touching (spikes 2 v)?> or <<touching (spikes 3 v)?> or <<touching (spikes 4 v)?> or <<touching (spikes 5 v)?> or <<touching (spikes 6 v)?> or <<touching (spikes 7 v)?> or <touching (lava v)?>>>>>>>> then\n go to x: (-218) y: (-100)\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\ndefine run and jump\nset rotation style [left-right v]\nchange y by (y vel)\nforever\n if <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change y by (y vel)\n end\n if <<not <(y vel) > [0]>> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n else\n set [y vel v] to [0]\n end\n else\n change [y vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x vel v] by (-1)\n end\n change x by (x vel)\n if <touching (ground v)?> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n end\n set [x vel v] to ((x vel) * (0.8))\nend\n\n@Rain\n\nwhen I start as a clone\nshow\ngo to x: (pick random (240) to (-240)) y: (180)\nforever\n change y by (pick random (-1) to (-5))\nend\n\nwhen I start as a clone\nforever\n if <(y position) < [-180]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [rain lag v] to [0]\nforever\n if <key (l v) pressed?> then\n broadcast (No Rain v)\n end\nend\n\nwhen I receive [no rain v]\nset [rain lag v] to [1]\n\nwhen flag clicked\nforever\n if <(Rain lag) = [3]> then\n set [rain lag v] to [0]\n end\nend\n\nwhen I receive [rain v]\nrepeat until <(Rain lag) = [1]>\n next costume\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(Rain lag) = [2]> then\n broadcast (Rain v)\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\nwhen I receive [hide game over v]\nset [rain lag v] to [1]\n\nwhen flag clicked\nwait (4.6) seconds\n\nwhen I receive [go v]\nrepeat until <(Rain lag) = [1]>\n next costume\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Play\n\nwhen this sprite clicked\nset [i recived go v] to [1]\nbroadcast (go v)\n\nwhen flag clicked\nset [i recived go v] to [0]\nforever\n wait (1) seconds\n next costume\nend\n\nwhen I receive [go v]\nhide\n\nwhen flag clicked\nhide\nwait (4.5) seconds\nshow\n\nwhen flag clicked\ngo to x: (3) y: (-131)\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\ngo to x: (218) y: (-88)\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n go to x: (-75) y: (151)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n go to x: (216) y: (146)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n go to x: (13) y: (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [11]> then\n go to x: (206) y: (-97)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [12]> then\n go to x: (-195) y: (86)\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Bad things\n\nwhen flag clicked\nforever\n if <(Level:) = [5]> then\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level:) = [7]> then\n go to x: (-22) y: (-138)\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-65) y: (-123)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level:) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n go to x: (-19) y: (-148)\n switch costume to (costume3 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n hide\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Spikes 1\n\nwhen flag clicked\nforever\n if <(Level:) = [7 ]> then\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (134) y: (-128)\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n go to x: (140) y: (-136)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n go to x: (-89) y: (-89)\n end\nend\n\nwhen I receive [turn level 9 v]\nturn left (38) degrees\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n hide\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Loading bar\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait (0.1) seconds\nrepeat (5)\n wait (0.3) seconds\n next costume\nend\nwait (0.3) seconds\nforever\n hide\nend\n\n@Spikes 2\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-55) y: (-37)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [turn level 9 v]\nturn left (38) degrees\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n go to x: (-27) y: (-41)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n hide\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Spikes 3\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-51) y: (11)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [turn level 9 v]\nturn left (38) degrees\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n go to x: (32) y: (3)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n hide\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Spikes 4\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (131) y: (79)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [turn level 8 v]\nturn left (11) degrees\n\nwhen I receive [turn level 9 v]\nturn left (27) degrees\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n go to x: (92) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n hide\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n@Spikes 5\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (110) y: (124)\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n go to x: (151) y: (94)\n end\nend\n\nwhen I receive [turn level 9 v]\nturn left (36) degrees\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n hide\n end\nend\n\nwhen I receive [turn level 12 v]\nturn right (66) degrees\n\nwhen I receive [hide game over v]\nhide\n\n@Spikes 6\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-23) y: (-73)\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [10]> then\n switch costume to (costume2 v)\n go to x: (-4) y: (54)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [11]> then\n go to x: (59) y: (-3)\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [turn level 12 v]\nturn right (30) degrees\n\nwhen I receive [hide game over v]\nhide\n\nwhen flag clicked\nforever\n if <(Level:) = [12]> then\n hide\n end\nend\n\n@Spikes 7\n\nwhen flag clicked\nhide\ngo to x: (-185) y: (-2)\n\nwhen flag clicked\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [11]> then\n switch costume to (costume2 v)\n go to x: (-17) y: (-139)\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level:) = [12]> then\n show\n switch costume to (costume3 v)\n go to x: (-21) y: (62)\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\ngo to x: (-23) y: (68)\n\n@Lava\n\nwhen flag clicked\ngo to x: (-96) y: (9)\nforever\n if <(Level:) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level:) = [12]> then\n go to x: (81) y: (21)\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [hide game over v]\nhide\n\n | \n\n\n\n\n\n |
Christmas platformer! | @Stage\n\nwhen flag clicked\nswitch backdrop to (lvl 1 v)\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (7)) until done\nend\n\n@character\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (w v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <key (w v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <key (a v) pressed?> then\n change [speed x v] by (-2)\n end\n if <key (d v) pressed?> then\n change [speed x v] by (2)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <key (w v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (0) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) = [244]> then\n broadcast (next level v)\n go to x: (-200) y: (0)\n end\n Set Costume\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (0)\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (lvl 1 v)\nforever\n switch costume to (level)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | HO HO HO!!! MERRY CHRISTMAS EVERYBODY!!! HO HO HO!!! \n\nHello everybody! Baconmahn here! This is my Christmas Platformer! I'm sorry that I couldn't make a thanksgiving project, because I was so busy having turkey! Anyway, have a wonderful Christmas, and a Happy New Year! (instructions below)\n\n -CONTROLS-\n=============================================\nMove: A, D\nJump: W\n=============================================\n:) |
Doodling Platformer | @Stage\n\n@Hitbox\n\ndefine None\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <(@Player SX) = [0]> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > [0]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (999)\n else\n Move Out Of Collision dir x,y: (1) (0) limit: (999)\n end\n set [@player sx v] to [0]\n end\nend\n\nset [@player x v] to [3200]\nset [@scroll x v] to (@Player X)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\nforever\n change [@timer v] by (1)\n if <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\n else\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\n end\n Scroll Level\n broadcast (game loop tick v) and wait\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nset [pushed sx v] to [0]\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to ((@Platform SX) - (@Player SX))\n change [@player x v] by (@Platform SX)\n set [@player sx v] to [0]\n Check Collide\n if <<(touch) > [100]> and <not <(touch) = [102]>>> then\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\nend\nif <<key (up arrow v) pressed?> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [@player sy v] to [14]\nend\nif <(@Player SY) > [-20]> then\n change [@player sy v] by (-1.2)\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nif <(touch) > [100]> then\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (999)\n set [@falling v] to [3]\n set [@player sy v] to [0]\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (999)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\nelse\n change [@falling v] by (1)\nend\nif <key (left arrow v) pressed?> then\n set [@player dir v] to [-90]\n change [@player sx v] by ((((-7) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\nelse\n if <key (right arrow v) pressed?> then\n set [@player dir v] to [90]\n change [@player sx v] by ((((7) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n change [@player sx v] by (((on platform) - (@Player SX)) * (0.35))\n else\n set [@player sx v] to (on platform)\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <(lim) > [2]> then\n set [@player sx v] to ((@Player SX) * (0.6))\n end\nend\nif <not <(pushed sx) = [0]>> then\n change [@player sx v] by (pushed sx)\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nScroll Level\n\nmove (10) steps\n\npoint in direction (90)\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform ahead v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\nmove (10) steps\n\n@Player\n\ndefine None\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\nend\n\nwhen I receive [setup level v]\nshow\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n Set Costume (1)\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (7)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (8)\n else\n Set Costume (9)\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\n\n@Level\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (7.7) (0)\nset [showing v] to [-1]\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nforever\nend\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (l1 x2 y0 lift v)\nsetup clone at x,y: (2) (-0.5)\nswitch costume to (barrier v)\nsetup clone at x,y: (7.9) (-0.45)\nset [showing v] to [-1]\n\ndefine None\nset [x v] to (x)\nset [y v] to (y)\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [ox v] to (round ((x) * (460)))\nset [oy v] to (round ((y) * (340)))\nset [showing v] to [0]\nmoving platform? (@timer)\ncreate clone of (_myself_ v)\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n moving platform? (@timer)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine None\nif <(costume [number v]) = [1]> then\n move to (round ((ox) + ((140) * ([cos v] of ((timer) * (1.4)) )))) (round ((oy) + ((70) * ([sin v] of ((timer) * (2.8)) ))))\nelse\n if <(costume [number v]) = [2]> then\n barrier (((timer) / (100)) mod (1)) run length (-700)\n else\n end\nend\n\ndefine None\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\n@moving platform ahead\n\nwhen I receive [setup level v]\nswitch costume to (l1 x2 y0 lift v)\nsetup clone at x,y: (2) (-0.5) width (97)\nswitch costume to (barrier v)\nsetup clone at x,y: (7.9) (-0.45) width (48)\nset [showing v] to [-1]\n\ndefine None\nif <(costume [number v]) = [1]> then\n move to (round ((ox) + ((140) * ([cos v] of ((timer) * (1.4)) )))) (round ((oy) + ((70) * ([sin v] of ((timer) * (2.8)) ))))\nelse\n if <(costume [number v]) = [2]> then\n barrier (((timer) / (100)) mod (1)) run length (-700)\n else\n end\nend\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\ndefine None\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n set [@platform sx v] to ((x) - (x))\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [ox v] to (round ((x) * (460)))\nset [oy v] to (round ((y) * (340)))\nset [width v] to (((width) / (2)) + (16))\nset [showing v] to [0]\nmoving platform? (@timer)\ncreate clone of (_myself_ v)\n\ndefine None\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n moving platform? ((@timer) + (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nset [x v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (((@Scroll X) * (0.5)) mod (470)))) ((0) - (((@Scroll Y) * (0.5)) mod (480)))\nend\n\ndefine None\ngo to x: (x) y: (y)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Check Points\n\ndefine None\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n delete this clone\n end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nset [showing v] to [-1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (hitbox v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\nend\n\ndefine None\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\nend\n\nhide\n\n@Sprite1\n\nwhen I receive [setup level v]\nset [show v] to [0]\nhide\n\nwhen I receive [game loop tick v]\nif <<(@TotalFlags) = [0]> and <(show) < [10]>> then\n if <(show) = [0]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-10)\n show\n set [show v] to [1]\n go to [front v] layer\n end\n change [ghost v] effect by (-10)\n change [show v] by (1)\n change y by (1)\n broadcast (aopt timer v)\nend\n\n@Time mode\n\nwhen flag clicked\ngo to x: (222) y: (157)\nset [ghost v] effect to (30)\nshow variable [time v]\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [aopt timer v]\nstop [other scripts in sprite v]\n\n | This is just a little demo of a platformer i will be making in the future!\nYou know i just wanted to try some stuff out!\nThere are 3 hidden check points as you progress\nHave fun though this is very short \nL+C by the one and only griffpatch!\nwow thank you everyone for 1000 views its crazy i had no idea!\nand 80 loves and 50 favourites! |
Platformer Quest: A Vector Platformer | @Stage\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [Undertale OST - Megalovania v] until done\nend\n\nwhen flag clicked\nset [level v] to [0]\nhide variable [level v]\nhide variable [deaths v]\nhide variable [lives left v]\n\n@Player\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [y-velocity v] to [0]\n go to x: (-192) y: (-104)\n change [deaths v] by (1)\n change [lives left v] by (-1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\ndefine Touching Color Black <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-192) y: (-104)\nshow variable [level v]\nshow variable [deaths v]\nshow variable [lives left v]\nset [# v] to [0]\nset [level v] to [0]\nset [deaths v] to [0]\nset [xvel v] to [0]\nset [y-velocity v] to [0]\nset [game v] to [1]\nset [lives left v] to [30]\n\nwhen I receive [start v]\ngo to x: (-192) y: (-129)\nsay (join (join [ Hi my name is ] (username)) [ and I want to go on an adventure!])\nwait (3) seconds\nsay []\n\nwhen flag clicked\nset size to (65) %\n\nwhen I receive [start over v]\nset [game v] to [1]\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n if <(Attacked?) = [1]> then\nend\n\nwhen I receive [start v]\nshow variable [level v]\nshow variable [lives left v]\nshow variable [deaths v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nshow\ngo to [front v] layer\nforever\n if <(Game) = [1]> then\n change [y-velocity v] by (-0.5)\n set [xvel v] to ((XVel) * (0.9))\n if <key (right arrow v) pressed?> then\n point in direction (26)\n change [xvel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-26)\n change [xvel v] by (-0.7)\n end\n if <key (space v) pressed?> then\n show\n set [ghost v] effect to (0)\n end\n change x by (XVel)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((XVel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(XVel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [y-velocity v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y-Velocity)\n if <touching color (#000000)?> then\n change y by ((Y-Velocity) * (-1))\n set [y-velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [y-velocity v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n broadcast (next level v)\n go to x: (-192) y: (-100)\n end\n if <touching color (#ff0000)?> then\n start sound [Laser v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [lives left v] by (-1)\n change [deaths v] by (1)\n set [ghost v] effect to (0)\n go to x: (-192) y: (-129)\n end\n if <touching color (#ff9400)?> then\n start sound [jump v]\n set [y-velocity v] to [17]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y-velocity v] to [8]\n else\n set [y-velocity v] to [-1.5]\n end\n if <key (down arrow v) pressed?> then\n set [y-velocity v] to [-5]\n end\n end\n if <touching color (#00cc44)?> then\n start sound [pop v]\n go to x: (-192) y: (-129)\n change [lives left v] by (-3)\n change [deaths v] by (3)\n end\n if <(Lives Left) = [0]> then\n broadcast (defeat v)\n end\n if <(Level) = [13]> then\n hide\n end\n end\nend\n\ndefine say (string1)\nset [say v] to []\nrepeat (length of (string1))\n set [say v] to (join (say) (letter ((length of (say)) + (1)) of (string1)))\n say (say)\nend\nbroadcast (message1 v) and wait\nchange [# v] by (1)\n\nwhen flag clicked\nswitch costume to (lightblock -normal v)\nset [localblinkrandom v] to [-45]\nforever\n Blink\n wait (2) seconds\nend\n\nwhen I receive [defeat v]\nrepeat (20)\n change [ghost v] effect by (10)\nend\ngo to x: (-192) y: (-104)\nset [ghost v] effect to (100)\n\nwhen I receive [defeat v]\nset [game v] to [0]\n\nwhen flag clicked\nset [attacked? v] to [0]\nforever\n if <(x position) > [235]> then\n broadcast (message 2 v)\n end\nend\n\nwhen flag clicked\nif <(Game) = [0]> then\n stop [other scripts in sprite v]\n wait until <(Game) = [1]>\nend\n\ndefine Blink\nrepeat (5)\n next costume\nend\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\n\ndefine No Stuck\nrepeat until <not <touching color (#000000)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(Attacked?) = [1]> then\nend\n\n@Ground\n\nwhen I receive [pause v]\nif <key (p v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (black v)\n\nwhen I receive [start v]\nswitch costume to (backdrop1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [unpause v]\nrepeat (2)\n change [ghost v] effect by (-50)\nend\n\nwhen I receive [defeat v]\nswitch costume to (game over v)\nwait until <key (space v) pressed?>\nswitch costume to (backdrop1 v)\n\nwhen flag clicked\nwait until <(Level) = [12]>\nbroadcast (laser v)\n\n@Pause\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [10000000]>> then\n set [game v] to [0]\n broadcast (Pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n@Diagnol Lazer\n\nwhen flag clicked\nrepeat until <(Level) = [11]>\n hide\n go to [front v] layer\nend\nif <(Level) = [11]> then\n show\n repeat until <(Level) = [13]>\n show\n wait (2) seconds\n hide\n wait (2) seconds\n end\nend\nif <(Level) = [13]> then\n hide\nend\n\n@Diagnol Lazer2\n\nwhen flag clicked\nrepeat until <(Level) = [11]>\n hide\n go to [front v] layer\nend\nif <(Level) = [11]> then\n repeat until <(Level) = [13]>\n show\n wait (1.5) seconds\n hide\n wait (1.5) seconds\n end\nend\nif <(Level) = [13]> then\n hide\nend\n\n@Game Over\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\n\nwhen [space v] key pressed\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (backdrop1 v)\nset [lives left v] to [50]\nset [deaths v] to [0]\nset [level v] to [0]\nbroadcast (Start Over v)\n\nwhen I receive [defeat v]\nshow\nforever\n if <(Lives Left) = [0]> then\n if <not <(backdrop [name v]) = [10000000]>> then\n set [game v] to [0]\n broadcast (Defeat v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-100)\n end\n repeat (10)\n change [ghost v] effect by (100)\n end\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (8) y: (-40)\nforever\n if <(Level) = [12]> then\n show\n repeat until <not <color (#ff0000) is touching (#ff0000)?>>\n change x by (6)\n end\n if <not <color (#ff0000) is touching (#ff0000)?>> then\n go to x: (8) y: (-40)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (8) y: (-40)\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (14) y: (6)\nforever\n if <(Level) = [12]> then\n show\n repeat until <touching color (#000000)?>\n change y by (-4)\n end\n glide (1) secs to x: (14) y: (6)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (14) y: (6)\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@07245ee19e9498c9e17020ebb1b4acec\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [15]> then\n if <not <(backdrop [name v]) = [10000000]>> then\n show\n broadcast (The End v)\n set [game v] to [0]\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-100)\n end\n end\n end\nend\n\n@Dev\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (Dev v)\n\nwhen I start as a clone\nif <(Local Data) = [1]> then\n show\n set [ghost v] effect to (100)\n set [local data v] to [2]\n change x by (-41)\n repeat (44)\n change [ghost v] effect by (-3)\n change x by (Local Data)\n change [local data v] by (-0.05)\n end\n FadeAway\nend\nif <(Local Data) = [2]> then\n show\n set [ghost v] effect to (100)\n set [local data v] to [-2]\n change x by (42)\n repeat (44)\n change [ghost v] effect by (-3)\n change x by (Local Data)\n change [local data v] by (0.05)\n end\n FadeAway\nend\nif <(Local Data) = [3]> then\n show\n set [ghost v] effect to (100)\n change y by (42)\n set [local data v] to [-2]\n repeat (44)\n change [ghost v] effect by (-3)\n change y by (Local Data)\n change [local data v] by (0.05)\n end\n FadeAway\nend\nif <(Local Data) = [4]> then\n show\n set [ghost v] effect to (100)\n change y by (-41)\n set [local data v] to [2]\n repeat (44)\n change [ghost v] effect by (-3)\n change y by (Local Data)\n change [local data v] by (-0.05)\n end\nend\n\ndefine 4Dir\nrepeat (4)\n change [local data v] by (1)\n create clone of (_myself_ v)\nend\nset [local data v] to [0]\n\ndefine FadeAway\nrepeat (10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine None\nrepeat (tick)\nend\n\nwhen I receive [mainmenu v]\ndelete this clone\n\nwhen I receive [dev v]\nset size to (200) %\nswitch costume to (letter1 v)\ngo to x: (-77) y: (21)\nset [local data v] to [0]\nset [local wait v] to [3]\n4Dir\nwait (Local Wait)\nchange x by (23)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (12)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (18)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (12)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (16)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (15)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (10)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (10)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (10)\nnext costume\n4Dir\nwait (Local Wait)\ngo to x: (20) y: (-10)\nset size to (100) %\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (10)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nchange x by (8)\nnext costume\n4Dir\nwait (Local Wait)\nwait (3) seconds\nbroadcast (FadeBlack - Fast v)\nrepeat (19)\nend\nhide\nclear graphic effects\nbroadcast (MainMenu v)\ndelete (all) of [spawn area x,y v]\ndelete (all) of [spawn type v]\ndelete this clone\n\n@GameName\n\nwhen flag clicked\nhide variable [time v]\nhide\n\nwhen I receive [enter game v]\ndelete this clone\n\nwhen I receive [gameend v]\ngo to x: (0) y: (-166)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (ct v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstart sound [aplausses v]\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nset [time v] to (round ((Time) / (30)))\nshow variable [time v]\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n if <(Local Glide) = [1]> then\n start sound [Click v]\n end\n repeat (10)\n hide\n wait (0) seconds\n show\n end\n if <(Local Glide) = [1]> then\n broadcast (FadeBlack v)\n repeat (20)\n end\n broadcast (DeleteCC v)\n broadcast (Enter Game v)\n end\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n forever\n repeat (10)\n end\n set [ghost v] effect to (0)\n repeat (10)\n end\n set [ghost v] effect to (75)\n end\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nchange x by (-76)\nchange y by (-76)\nshow\nset [local glide v] to [8]\nrepeat (20)\n change x by (Local Glide)\n change y by (Local Glide)\n change [local glide v] by (-0.4)\n change [ghost v] effect by (-5)\n wait (0) seconds\nend\n\nwhen [space v] key pressed\nwait (1) seconds\nbroadcast (Start v)\n\nwhen I receive [mainmenu v]\nrepeat (26)\nend\nswitch costume to (indesign1 v)\ngo to x: (-20) y: (129)\nchange x by (6)\nchange y by (-6)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-6)\nchange y by (6)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (20)\nend\ngo to x: (60) y: (81)\nswitch costume to (indesign2 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (35)\nend\ngo to x: (0) y: (-166)\ngo to [front v] layer\nswitch costume to (indesign3 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-100)\nset [local glide v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\nset [local glide v] to [1]\ncreate clone of (_myself_ v)\n\n | PRESS SPACE TWICE TO RESTART!!!!!\nGREEN WILL LOSE THREE LIVES AUTOMATICALLY!!!!!!!!!!\nThe laser part still needs work.\nThere are 13 levels in this game. Use the arrow keys to move. Get to yellow and avoid red. You have 30 lives. If you lose all of them, you go back to the beginning. That is how hard this is. You will need it.\n\nPress space to reload\nUp Arrow: Jump\nDown Arrow: Sink quickly in water\nRight Arrow: Move right\nLeft Arrow: Move Left |
Super Random World | Random Platformer [1.04] | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Weekend_In_The_City.mp3 v] until done\nend\n\nwhen I receive [0% v]\nset volume to (0) %\n\nwhen I receive [100% v]\nset volume to (100) %\n\n@blocks\n\nwhen flag clicked\nerase all\nbuild-world\nbroadcast (begin v)\n\ndefine build-world\nset [height v] to (pick random (1) to (35))\ngo to x: (-240) y: (-170)\nswitch costume to (2 v)\nrepeat ((height) - (1))\n stamp\n change y by (10)\nend\nswitch costume to (1 v)\nstamp\nchange y by (10)\nset [start height v] to (y position)\nswitch costume to (3 v)\nrepeat ((36) - (height))\n stamp\n change y by (10)\nend\nrepeat (47)\n change x by (10)\n set y to (-170)\n if <(round (hole?)) > [19]> then\n repeat (36)\n stamp\n change y by (10)\n end\n if <(hole-length) > [8]> then\n set [hole? v] to [0]\n else\n set [hole? v] to (pick random (18) to (25))\n end\n change [hole-length v] by (1)\n else\n change [height v] by (pick random (1.4) to (-1.4))\n switch costume to (2 v)\n repeat ((round (height)) - (1))\n stamp\n change y by (10)\n end\n switch costume to (1 v)\n stamp\n change y by (10)\n switch costume to (3 v)\n repeat ((36) - (round (height)))\n stamp\n change y by (10)\n end\n set [hole? v] to (pick random (1) to (20))\n if <(round (hole?)) > [19]> then\n set [hole-length v] to [0]\n end\n end\nend\n\nset size to (700) %\n\nset size to (100) %\n\nwhen I receive [build v]\nset [brightness v] effect to (25)\nshow\nforever\n go to x: ((round ((mouse x) / (10))) * (10)) y: ((round ((mouse y) / (10))) * (10))\n if <mouse down?> then\n set [brightness v] effect to (0)\n stamp\n end\n if <key (right arrow v) pressed?> then\n next costume\n wait until <not <key (right arrow v) pressed?>>\n end\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (left arrow v) pressed?>>\n end\nend\n\nwhen I receive [new v]\nerase all\nbuild-world\nbroadcast (begin v)\n\nwhen I receive [play v]\nhide\n\n@playa\n\nwhen I receive [begin v]\nset [movementx v] to [0]\nset [movementy v] to [0]\ngo to x: (-240) y: (180)\nshow\nforever\n gametick\nend\n\nwhen flag clicked\nhide\n\ndefine gametick\nset [costume v] to (costume [number v])\nset [direction v] to (direction)\nif <<touching color (#663b00)?> or <<touching color (#814901)?> or <<touching color (#009933)?> or <touching color (#006622)?>>>> then\n switch costume to (hitbox v)\n set [movementy v] to [0]\n change y by (1)\nelse\n switch costume to (hitbox v)\n change [movementy v] by (-0.25)\n point in direction (0)\n move (movementY) steps\n if <<touching color (#663b00)?> or <<touching color (#814901)?> or <<touching color (#009933)?> or <touching color (#006622)?>>>> then\n repeat until <not <<touching color (#663b00)?> or <<touching color (#814901)?> or <<touching color (#009933)?> or <touching color (#006622)?>>>>>\n change y by (1)\n set [movementy v] to [0]\n if <key (w v) pressed?> then\n change [movementy v] by (4)\n end\n end\n end\nend\nmovement\nif <(x position) > [236]> then\n set [movementx v] to [0]\n set [movementy v] to [0]\n go to x: (-240) y: (180)\n broadcast (new v)\n show\nend\nif <(y position) < [-178]> then\n set [movementx v] to [0]\n set [movementy v] to [0]\n go to x: (-240) y: (180)\n show\nend\n\ndefine movement\npoint in direction (direction)\nif <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n set [movementx v] to ((movementX) / (3))\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n if <not <(movementX) > [4]>> then\n change [movementx v] by (0.25)\n end\nend\nif <<key (left arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n if <not <(movementX) > [4]>> then\n change [movementx v] by (0.25)\n end\nend\nmove (movementX) steps\nswitch costume to (hitbox-side v)\nif <<touching color (#663b00)?> or <<touching color (#814901)?> or <<touching color (#009933)?> or <touching color (#006622)?>>>> then\n repeat until <not <<touching color (#663b00)?> or <<touching color (#814901)?> or <<touching color (#009933)?> or <touching color (#006622)?>>>>>\n move (-1) steps\n end\nend\nswitch costume to (costume)\n\n@Build\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\n broadcast (build v)\n else\n next costume\n broadcast (play v)\n end\n wait until <not <mouse down?>>\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [4]> then\n switch costume to (costume3 v)\n broadcast (100% v)\n else\n next costume\n broadcast (0% v)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@random platformer\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | |
Pixel Parkour Platformer | @Stage\n\nset [score v] to [0]\nif <(item (10) of [score v]) > (Stopwatch)> then\n replace item (10) of [score v] with (Stopwatch)\n if <(item (9) of [score v]) > (Stopwatch)> then\n replace item (10) of [score v] with (item (9) of [score v])\n replace item (9) of [score v] with (Stopwatch)\n if <(item (8) of [score v]) > (Stopwatch)> then\n replace item (9) of [score v] with (item (8) of [score v])\n replace item (8) of [score v] with (Stopwatch)\n if <(item (7) of [score v]) > (Stopwatch)> then\n replace item (8) of [score v] with (item (7) of [score v])\n replace item (7) of [score v] with (Stopwatch)\n if <(item (6) of [score v]) > (Stopwatch)> then\n replace item (7) of [score v] with (item (6) of [score v])\n replace item (6) of [score v] with (Stopwatch)\n if <(item (5) of [score v]) > (Stopwatch)> then\n replace item (6) of [score v] with (item (5) of [score v])\n replace item (5) of [score v] with (Stopwatch)\n if <(item (4) of [score v]) > (Stopwatch)> then\n replace item (5) of [score v] with (item (4) of [score v])\n replace item (4) of [score v] with (Stopwatch)\n if <(item (3) of [score v]) > (Stopwatch)> then\n replace item (4) of [score v] with (item (3) of [score v])\n replace item (3) of [score v] with (Stopwatch)\n if <(item (2) of [score v]) > (Stopwatch)> then\n replace item (3) of [score v] with (item (2) of [score v])\n replace item (2) of [score v] with (Stopwatch)\n if <(item (1) of [score v]) > (Stopwatch)> then\n replace item (2) of [score v] with (item (1) of [score v])\n replace item (1) of [score v] with (Stopwatch)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [highscores v]\nshow list [death highscores v]\n\nwhen I receive [end v]\nhide list [highscores v]\nhide list [death highscores v]\nhide variable [stopwatch v]\nset [truetime v] to (timer)\nif <(TrueTime) < (☁ score1)> then\n set [☁ score3 v] to (☁ score2)\n set [☁ score2 v] to (☁ score1)\n set [☁ score1 v] to (TrueTime)\nelse\n if <(TrueTime) < (☁ score2)> then\n set [☁ score3 v] to (☁ score2)\n set [☁ score2 v] to (TrueTime)\n else\n if <(TrueTime) < (☁ score3)> then\n set [☁ score3 v] to [0]\n end\n end\nend\nif <(Deaths) < (☁ death1)> then\n set [☁ death3 v] to (☁ death2)\n set [☁ death2 v] to (☁ death1)\n set [☁ death1 v] to (Deaths)\nelse\n if <(Deaths) < (☁ death2)> then\n set [☁ death3 v] to (☁ death2)\n set [☁ death2 v] to (Deaths)\n else\n if <(Deaths) < (☁ death3)> then\n set [☁ death3 v] to (Deaths)\n end\n end\nend\nreplace item (1) of [highscores v] with (join (☁ score1) [ seconds.])\nreplace item (2) of [highscores v] with (join (☁ score2) [ seconds.])\nreplace item (3) of [highscores v] with (join (☁ score3) [ seconds.])\nreplace item (1) of [death highscores v] with (join (☁ death1) [ deaths.])\nreplace item (2) of [death highscores v] with (join (☁ death2) [ deaths.])\nreplace item (3) of [death highscores v] with (join (☁ death3) [ deaths.])\n\n@Sprite2\n\nwhen flag clicked\nshow variable [stopwatch v]\nset size to (100) %\nshow list [add v]\nshow list [highscores v]\nset rotation style [left-right v]\ngo to x: (-200) y: (-9)\nshow\nset [speed y v] to [0]\nforever\n set [charx v] to (x position)\n set [chary v] to (y position)\n change [speed y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (0.7)\n point in direction (90)\n end\n if <key (r v) pressed?> then\n change [deaths v] by (1)\n set [speed y v] to [0]\n set [red v] to [0]\n go to x: (-213) y: (-113)\n wait (0.2) seconds\n end\n if <touching color (#ff9400)?> then\n if <key (z v) pressed?> then\n change size by (1)\n end\n if <key (x v) pressed?> then\n change size by (-1)\n end\n if <(size) > [200]> then\n set size to (200) %\n end\n if <(size) < [40]> then\n set size to (40) %\n end\n else\n set size to (100) %\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-0.7)\n point in direction (90)\n end\n if <touching (sprite5 v)?> then\n set [speed x v] to ((speed x) * (0.99))\n if <(speed x) > [10]> then\n set [speed x v] to [10]\n end\n if <(speed x) < [-10]> then\n set [speed x v] to [-10]\n end\n else\n set [speed x v] to ((speed x) * (0.9))\n end\n change x by (speed x)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change x by ((speed x) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching color (#00ff55)?>> then\n start sound [jump v]\n if <(speed x) > [0]> then\n set [speed x v] to [-8]\n else\n set [speed x v] to [8]\n end\n set [speed y v] to [10]\n end\n else\n set [speed x v] to [0]\n end\n end\n if <touching color (#ccffff)?> then\n change y by (-100)\n end\n end\n end\n end\n end\n end\n change y by (speed y)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ccffff)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n set [speed y v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n set [red v] to [0]\n start sound [bxsb v]\n change [stopwatch v] by (5)\n create clone of (_myself_ v)\n change [deaths v] by (1)\n set [speed y v] to [0]\n set [speed x v] to [0]\n go to x: (-213) y: (-113)\n set [ghost v] effect to (0)\n end\n if <touching color (#00cc44)?> then\n if <(Level) = [29]> then\n switch backdrop to (backdrop17 v)\n set [red v] to [0]\n hide variable [plevel v]\n hide variable [deaths v]\n hide\n broadcast (End v)\n else\n set [speed y v] to [0]\n change [level v] by (1)\n go to x: (-213) y: (-113)\n set size to (100) %\n switch backdrop to (next backdrop v)\n end\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [speed y v] to [15]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [speed y v] by (3)\n end\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to [5]\n else\n set [speed y v] to [-1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [speed y v] to [-5]\n end\n end\n if <touching (sprite1 v)?> then\n go to x: (tx1) y: ((ty1) + (-35))\n set [speed y v] to [0]\n else\n if <touching (sprite4 v)?> then\n go to x: (tx2) y: ((ty2) + (-35))\n set [speed y v] to [0]\n end\n end\n if <(Level) = [101]> then\n set [plevel v] to [The end!]\n else\n set [plevel v] to (join [Level ] (join (Level) [/100]))\n end\n if <<(y position) < [-179]> and <(backdrop [name v]) = [costume2]>> then\n go to x: (-200) y: (-133)\n set [speed y v] to [0]\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nreset timer\nset [stopwatch v] to [0]\nrepeat until <<(Level) = [29]> and <touching color (#00cc44)?>>\n set [stopwatch v] to ((timer) + ((Deaths) * (5)))\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [costume6 v]\nrepeat until <not <(backdrop [name v]) = [costume6]>>\n if <(x position) > [165]> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n change [bosshit v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nrepeat (50)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (306) y: (-190)\nswitch backdrop to (costume1 v)\nset size to (100) %\nshow variable [plevel v]\nshow variable [deaths v]\nset [level v] to [1]\nset [deaths v] to [0]\n\nwhen backdrop switches to [costume5 v]\ngo to x: (167) y: (10)\nset size to (50) %\n\nwhen backdrop switches to [costume8 v]\ngo to x: (28) y: (140)\nset size to (20) %\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (110) y: (114)\nset size to (100) %\n\nwhen backdrop switches to [costume1 v]\ngo to x: (313) y: (-190)\nset size to (100) %\nset [deaths v] to [0]\nset [level v] to [1]\n\nwhen backdrop switches to [costume7 v]\ngo to x: (300) y: (-190)\n\nwhen backdrop switches to [costume7 v]\ngo to x: (296) y: (77)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (322) y: (-194)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (322) y: (-88)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (71) y: (38)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (348) y: (65)\n\nwhen backdrop switches to [backdrop76 v]\ngo to x: (-95) y: (29)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (300) y: (21)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-31) y: (87)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-64) y: (18)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (312) y: (-182)\n\nwhen I receive [end v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-110) y: (20)\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (317) y: (-122)\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (319) y: (-48)\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [costume6 v]\ngo to x: (317) y: (28)\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-101) y: (108)\nshow\n\n@Sprite4\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n set [tx1 v] to (x position)\n set [ty1 v] to (y position)\n if <<<<<<(backdrop [name v]) = [backdrop21]> or <(backdrop [name v]) = [backdrop16]>> or <(backdrop [name v]) = [backdrop18]>> or <(backdrop [name v]) = [backdrop9]>> or <(backdrop [name v]) = [backdrop12]>> or <<(backdrop [name v]) = [backdrop10]> or <(backdrop [name v]) = [backdrop11]>>> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-187) y: (102)\ngo to x: (-199) y: (98)\nshow\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-207) y: (124)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-181) y: (180)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-44) y: (146)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (152) y: (-130)\n\nwhen I receive [end v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (205) y: (-106)\n\nwhen backdrop switches to [backdrop21 v]\nset size to (30) %\ngo to x: (5) y: (120)\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n set [tx2 v] to (x position)\n set [ty2 v] to (y position)\n if <<<<<<(backdrop [name v]) = [backdrop21]> or <(backdrop [name v]) = [backdrop16]>> or <(backdrop [name v]) = [backdrop18]>> or <(backdrop [name v]) = [backdrop9]>> or <(backdrop [name v]) = [backdrop12]>> or <<(backdrop [name v]) = [backdrop10]> or <(backdrop [name v]) = [backdrop11]>>> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (187) y: (-119)\nshow\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (3) y: (-92)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (205) y: (-148)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (65) y: (143)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (199) y: (187)\n\nwhen I receive [end v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-213) y: (184)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (117) y: (120)\nset size to (60) %\n\n@Sprite5\n\nwhen flag clicked\ngo [backward v] (100) layers\nhide\ngo to x: (20) y: (-169)\n\nwhen backdrop switches to [backdrop13 v]\nshow\nset size to (60) %\ngo to x: (20) y: (-169)\n\nwhen backdrop switches to [backdrop14 v]\nshow\ngo to x: (-56) y: (-173)\n\nwhen backdrop switches to [costume1 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\nset size to (40) %\ngo to x: (-84) y: (34)\n\nwhen I receive [end v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop21 v]\nset size to (25) %\ngo to x: (-86) y: (-1)\nshow\n\n@Sprite6\n\nwhen I receive [end v]\n\n@Sprite7\n\nwhen flag clicked\nset size to (100) %\nset [red v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-84) y: (-108)\nhide\nforever\n if <<<(backdrop [name v]) = [backdrop21]> or <(backdrop [name v]) = [backdrop19]>> or <(backdrop [name v]) = [backdrop18]>> then\n show\n else\n hide\n end\n if <touching (sprite2 v)?> then\n set [red v] to [1]\n end\n if <(RED) = [0]> then\n switch costume to (costume1 v)\n end\n if <(RED) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nswitch costume to (costume1 v)\nset [red v] to [0]\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-204) y: (36)\nswitch costume to (costume1 v)\nset [red v] to [0]\n\nwhen backdrop switches to [backdrop21 v]\nset size to (55) %\ngo to x: (214) y: (154)\n\n@Sprite8\n\nwhen flag clicked\nset [red v] to [0]\nhide\ngo to x: (202) y: (-65)\nforever\n if <(RED) = [0]> then\n switch costume to (costume1 v)\n end\n if <<<(backdrop [name v]) = [backdrop21]> or <(backdrop [name v]) = [backdrop19]>> or <(backdrop [name v]) = [backdrop18]>> then\n show\n else\n hide\n end\n if <(RED) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (220) y: (9)\n\nwhen backdrop switches to [backdrop21 v]\nshow\ngo to x: (-122) y: (159)\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (0) y: (125)\nset size to (170) %\nhide\nset [bosshit v] to [0]\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [backdrop20]> then\n show\n say [I hate your perfect roundness!!!!!] for (2) seconds\n say [You must die!!] for (2) seconds\n repeat until <(BossHit) > [3]>\n wait (4) seconds\n switch costume to (costume2 v)\n wait (4) seconds\n switch costume to (costume1 v)\n end\n say [I dead] for (2) seconds\n set [speed y v] to [0]\n change [level v] by (1)\n go to x: (-213) y: (-113)\n switch backdrop to (next backdrop v)\n else\n hide\n end\nend\n\nwhen flag clicked\nset size to (170) %\nforever\n set size to (170) %\n if <(backdrop [name v]) = [backdrop20]> then\n show\n if <(x position) < (charX)> then\n glide (1) secs to x: ((x position) + (20)) y: (125)\n end\n if <(x position) > (charX)> then\n glide (1) secs to x: ((x position) + (-20)) y: (125)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [bossy v] to (y position)\n set [bossx v] to (x position)\nend\n\n@Heart\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop20]> then\n show\n go to x: ((BossX) + (50)) y: ((BossY) + (25))\n switch costume to ((5) - (BossHit))\n else\n hide\n end\nend\n\n | Use the Arrow keys to move.\nThe dark blue makes you bounce high.\nThe green disables your wall jumping ability.\nThe red kills you.\nThe aqua is water.\nThe lightest blue is ice.\nThe yellow teleports you.\nHave fun. |
Moana Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (lvl1 v)\nforever\n play sound [WhereYouAre v] until done\n play sound [WeKnowTheWay v] until done\n play sound [YouAreWelcome v] until done\nend\n\n@Maui\n\nwhen flag clicked\ngo to x: (-200) y: (-60)\npoint in direction (90)\nset [speed y v] to [0]\nforever\n switch costume to (hitbox v)\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n switch costume to (maui v)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching color (#c69732)?> or <touching (door v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#c69732)?> or <touching (door v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [startlvl2 v]\ngo to x: (196) y: (45)\n\nwhen I receive [startlvl3 v]\ngo to x: (-205) y: (151)\n\nwhen I receive [startlvl4 v]\ngo to x: (0) y: (49)\n\nwhen flag clicked\nset [livesvalue v] to [3]\nforever\n if <touching color (#3effe6)?> then\n if <(lvl) = [1]> then\n go to x: (-200) y: (-60)\n else\n if <(lvl) = [2]> then\n go to x: (196) y: (45)\n else\n if <(lvl) = [3]> then\n go to x: (-205) y: (151)\n else\n if <(lvl) = [4]> then\n go to x: (0) y: (49)\n else\n if <(lvl) = [5]> then\n go to x: (207) y: (-61)\n else\n if <(lvl) = [6]> then\n go to x: (-210) y: (-98)\n else\n if <(lvl) = [7]> then\n go to x: (168) y: (-104)\n else\n go to x: (5) y: (-99)\n end\n end\n end\n end\n end\n end\n end\n change [livesvalue v] by (-1)\n start sound [deatheffect v]\n end\n if <(livesvalue) = [0]> then\n broadcast (gameover v)\n end\n set [livesdisplay v] to (join (livesvalue) [ Lives])\nend\n\nwhen I receive [startlvl5 v]\ngo to x: (207) y: (-61)\n\nwhen I receive [startlvl6 v]\ngo to x: (-210) y: (-98)\n\nwhen I receive [startlvl7 v]\ngo to x: (168) y: (-104)\n\nwhen I receive [startlvl8 v]\ngo to x: (5) y: (-99)\n\n@Heart\n\nwhen flag clicked\nset [holdingheart v] to [0]\nforever\n if <touching (maui v)?> then\n broadcast (pickedupheart v)\n start sound [pop v]\n set [holdingheart v] to [1]\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (85) y: (-80)\nshow\n\nwhen I receive [startlvl2 v]\ngo to x: (189) y: (-87)\nshow\n\nwhen I receive [startlvl3 v]\ngo to x: (200) y: (83)\nshow\n\nwhen I receive [startlvl4 v]\ngo to x: (213) y: (-100)\nshow\n\nwhen I receive [startlvl5 v]\ngo to x: (-170) y: (7)\nshow\n\nwhen I receive [startlvl6 v]\ngo to x: (-194) y: (139)\nshow\n\nwhen I receive [startlvl7 v]\ngo to x: (-173) y: (152)\nshow\n\nwhen I receive [startlvl8 v]\ngo to x: (-206) y: (134)\nshow\n\n@HeartMessage\n\nwhen flag clicked\ngo to x: (-62) y: (80)\nhide\n\nwhen I receive [pickedupheart v]\nshow\n\nwhen I receive [nextlvl v]\nhide\n\nwhen I receive [startlvl3 v]\ngo to x: (0) y: (-170)\n\nwhen I receive [startlvl6 v]\ngo to x: (70) y: (-127)\n\nwhen I receive [startlvl7 v]\ngo to x: (0) y: (-170)\n\n@TeFiti\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<touching (maui v)?> and <(holdingheart) = [1]>> then\n broadcast (nextlvl v)\n start sound [fairydust v]\n hide\n change [lvl v] by (1)\n set [holdingheart v] to [0]\n end\n go [backward v] (1) layers\nend\n\nwhen flag clicked\ngo to x: (155) y: (135)\nshow\n\nwhen I receive [startlvl8 v]\ngo to x: (191) y: (123)\nshow\n\nwhen I receive [startlvl7 v]\ngo to x: (-212) y: (-95)\nshow\n\nwhen I receive [startlvl6 v]\ngo to x: (79) y: (38)\nshow\n\nwhen I receive [startlvl5 v]\ngo to x: (200) y: (125)\nshow\n\nwhen I receive [startlvl4 v]\ngo to x: (-207) y: (-92)\nshow\n\nwhen I receive [startlvl3 v]\ngo to x: (-176) y: (-109)\nshow\n\nwhen I receive [startlvl2 v]\ngo to x: (-177) y: (148)\nshow\n\n@lvlchanger\n\nwhen I receive [nextlvl v]\nif <(lvl) = [2]> then\n broadcast (startlvl2 v)\n switch backdrop to (lvl2 v)\nelse\n if <(lvl) = [3]> then\n broadcast (startlvl3 v)\n switch backdrop to (lvl3 v)\n else\n if <(lvl) = [4]> then\n broadcast (startlvl4 v)\n switch backdrop to (lvl4 v)\n else\n if <(lvl) = [5]> then\n broadcast (startlvl5 v)\n switch backdrop to (lvl5 v)\n else\n if <(lvl) = [6]> then\n broadcast (startlvl6 v)\n switch backdrop to (lvl6 v)\n else\n if <(lvl) = [7]> then\n broadcast (startlvl7 v)\n switch backdrop to (lvl7 v)\n else\n if <(lvl) = [8]> then\n broadcast (startlvl8 v)\n switch backdrop to (lvl8 v)\n else\n broadcast (beatgame v)\n end\n end\n end\n end\n end\n end\nend\n\n@gameover\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [gameover v]\nshow\ngo to [front v] layer\n\n@door\n\nwhen flag clicked\ngo to x: (154) y: (88)\nhide\n\nwhen I receive [startlvl3 v]\nshow\n\nwhen I receive [opendoor v]\nhide\n\nwhen I receive [startlvl4 v]\ngo to x: (174) y: (-96)\nshow\n\nwhen I receive [startlvl5 v]\ngo to x: (160) y: (124)\nshow\n\nwhen I receive [startlvl6 v]\ngo to x: (-125) y: (140)\nshow\n\nwhen I receive [startlvl7 v]\ngo to x: (-172) y: (-97)\nshow\n\nwhen I receive [startlvl8 v]\ngo to x: (-155) y: (137)\nshow\n\n@key\n\nwhen flag clicked\ngo to x: (71) y: (-28)\nhide\n\nwhen I receive [startlvl3 v]\nshow\nforever\n if <touching (maui v)?> then\n broadcast (opendoor v)\n start sound [pop v]\n hide\n end\nend\n\nwhen I receive [startlvl4 v]\ngo to x: (200) y: (144)\nshow\n\nwhen I receive [startlvl5 v]\ngo to x: (-169) y: (117)\nshow\n\nwhen I receive [startlvl6 v]\ngo to x: (191) y: (86)\nshow\n\nwhen I receive [startlvl7 v]\ngo to x: (178) y: (130)\nshow\n\nwhen I receive [startlvl8 v]\ngo to x: (191) y: (-24)\nshow\n\n@star\n\nwhen flag clicked\nhide\ngo to x: (-128) y: (-84)\n\nwhen I receive [startlvl2 v]\nshow\nforever\n if <touching (maui v)?> then\n change [livesvalue v] by (1)\n start sound [pop v]\n hide\n end\nend\n\nwhen I receive [startlvl4 v]\ngo to x: (-205) y: (161)\nshow\n\nwhen I receive [startlvl5 v]\ngo to x: (-49) y: (-78)\nshow\n\nwhen I receive [nextlvl v]\nhide\n\nwhen I receive [startlvl7 v]\ngo to x: (137) y: (31)\nshow\n\nwhen I receive [startlvl8 v]\ngo to x: (-141) y: (-18)\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nshow variable [livesdisplay v]\nshow variable [lvl v]\n\nshow\ngo to [front v] layer\nstop [all v]\n\n@beatgame\n\nwhen I receive [beatgame v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n | Moana, by Disney is a totally awesome movie!\nWASD, arrow keys, and space to control.\n8 epic levels!\nThis game is not supposed to be hard, just fun.\n\nMrGigabyteScratch.com\n\nRecommended Computer Requirements:\nAt least 2GB of ram.\n2Ghz or faster.\nOrganic potato |
micros adventure (platformer) | @Stage\n\n@portal\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-13) y: (36)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (212) y: (-145)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-22) y: (-71)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-1) y: (169)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (147) y: (-126)\n\nwhen backdrop switches to [backdropbutt v]\ngo to x: (68) y: (-131)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (222) y: (-151)\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (219) y: (-148)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (16) y: (169)\n\nwhen backdrop switches to [backdrop22 v]\ngo to x: (-45) y: (90)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (106) y: (95)\n\nwhen I receive [boss death v]\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\nwait until <(hearts) = [0]>\nshow\n\nwhen I receive [stop all v]\nhide\n\nwhen I receive [stop all v]\nhide\n\nset [☁ high score v] to [1000]\n\n@Player\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <touching (lava v)?> then\n go to x: (-185) y: (-143)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-28) y: (-33)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-172) y: (-90)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <touching (lava v)?> then\n go to x: (-210) y: (-146)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (pick random (4) to (8)) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nrepeat until <(backdrop [name v]) = [backdrop19]>\n play sound [Vexento - Empty v] until done\nend\n\nwhen backdrop switches to [backdrop19 v]\nstop all sounds\nrepeat until <(backdrop [name v]) = [backdrop20]>\n play sound [Megalovania.mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop20 v]\nstop all sounds\nforever\n play sound [thhefatrat jackpot ep v] until done\nend\n\ndefine None\nchange y by (y vel)\nif <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n repeat ([abs v] of (y vel) )\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change y by (y vel)\n end\n if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <key (up arrow v) pressed?>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n if <(slopes?) = [1]> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (1)\n end\n end\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n else\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n change y by (-1)\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n change y by (1)\n else\n change y by (1)\n set [y vel v] to (wall jump vertical power)\n change x by (1)\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n end\n change x by (-2)\n if <<touching (terrain v)?> or <<touching (door v)?> or <touching (moving platform v)?>>> then\n set [x vel v] to ([abs v] of (wall jump horizontal power) )\n end\n change x by (1)\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen backdrop switches to [backdrop23 v]\nswitch backdrop to (backdrop24 v)\nbroadcast (STOP ALL v)\n\nwhen I receive [stop all v]\nhide variable [time v]\nhide variable [☁ high score v]\nhide\nstop [all v]\n\nwhen I receive [start v]\nhide variable [☁ username v]\nset [time v] to [0]\nhide variable [☁ high score v]\nhide variable [time v]\nshow variable [time v]\nrepeat until <(backdrop [name v]) = [backdrop14]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nshow variable [☁ high score v]\nforever\n if <(☁ High Score) > (Time)> then\n set [☁ high score v] to (round (Time))\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (lava v)?> or <<touching (enemy v)?> or <<touching (enemy2 v)?> or <<touching (ninja star2 v)?> or <touching (dagger v)?>>>>> then\n go to x: (-172) y: (-90)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-172) y: (-90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (11) (0.8) (0) (1) (11) (8)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <touching (portal v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-172) y: (-90)\n end\nend\n\nwhen flag clicked\nhide variable [time v]\n\n@Terrain\n\nwhen flag clicked\ngo to x: (-1) y: (-20)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop1 v]\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdropbutt v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [backdrop16 v]\nswitch costume to (costume14 v)\n\nwhen backdrop switches to [backdrop15 v]\nswitch costume to (costume14 v)\n\nwhen backdrop switches to [backdrop18 v]\nswitch costume to (costume15 v)\n\nwhen backdrop switches to [backdrop19 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop20 v]\nswitch costume to (costume17 v)\n\nwhen backdrop switches to [backdrop22 v]\nswitch costume to (costume18 v)\ngo to x: (-2) y: (0)\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (0) y: (0)\nswitch costume to (costume19 v)\n\nwhen I receive [stop all v]\nhide\n\n@intro\n\nwhen flag clicked\n\nswitch backdrop to (backdrop2 v)\ngo to x: (-199) y: (13)\nhide\nwait (1) seconds\nshow\nglide (2) secs to x: (210) y: (13)\ngo to x: (12) y: (173)\nglide (2) secs to x: (12) y: (-167)\ngo to x: (-202) y: (171)\nglide (2) secs to x: (208) y: (-164)\ngo to x: (12) y: (-167)\nglide (3) secs to x: (12) y: (0)\nwait (3) seconds\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen flag clicked\nhide\nset [x v] to [-45]\npoint in direction (90)\ngo to x: (240) y: (62)\nwait (1) seconds\nshow\nrepeat (25)\n change x by (x)\n change [x v] by ((x) / (-5))\nend\ngo to x: (15) y: (62)\nwait (1) seconds\nswitch backdrop to (next backdrop v)\nhide\nbroadcast (start v)\n\nwhen I receive [stop all v]\nhide\n\n@Lava\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (0) y: (-187)\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\ngo to x: (-47) y: (-110)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume3 v)\ngo to x: (28) y: (-37)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume4 v)\ngo to x: (-62) y: (19)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-1) y: (-187)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume6 v)\ngo to x: (38) y: (25)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume5 v)\ngo to x: (-106) y: (21)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume7 v)\ngo to x: (-106) y: (21)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume10 v)\ngo to x: (-37) y: (-53)\n\nwhen backdrop switches to [backdropbutt v]\nswitch costume to (costume11 v)\ngo to x: (18) y: (-22)\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\n\nwhen backdrop switches to [backdrop23 v]\nswitch costume to (costume12 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [stop all v]\nhide\n\n@door\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (136) y: (-122)\n\nwhen I receive [message1 v]\nhide\ngo to x: (-220) y: (145)\n\nwhen I receive [stop all v]\nhide\n\n@key\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-128) y: (142)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (message1 v)\n hide\n end\nend\n\nwhen I receive [stop all v]\nhide\n\n@ninja star\n\nwhen I start as a clone\nif <([direction v] of [player v]) = [90]> then\n repeat until <<<touching (door v)?> or <<touching (terrain v)?> or <touching (_edge_ v)?>>> or <<touching (lava v)?> or <touching (moving platform v)?>>>\n change x by (10)\n end\n delete this clone\nend\nif <([direction v] of [player v]) = [-90]> then\n repeat until <<<touching (door v)?> or <<touching (terrain v)?> or <touching (_edge_ v)?>>> or <<touching (lava v)?> or <touching (moving platform v)?>>>\n change x by (-10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (boss v)?> then\n wait (0.01) seconds\n delete this clone\n end\nend\n\nwhen I receive [stop all v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n show\n create clone of (_myself_ v)\n hide\n wait (0.5) seconds\n end\n go to (player v)\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\nforever\n turn right (-75) degrees\n if <touching (dagger v)?> then\n delete this clone\n end\nend\n\n@moving platform\n\nwhen flag clicked\ngo to x: (-18) y: (174)\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (-141) y: (-131)\nforever\n glide (3.75) secs to x: (116) y: (-131)\n wait (2) seconds\n glide (3.75) secs to x: (-141) y: (-131)\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\ngo to x: (-35) y: (179)\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop23 v]\nshow\ngo to x: (-141) y: (-131)\nforever\n glide (3.75) secs to x: (116) y: (-131)\n wait (2) seconds\n glide (3.75) secs to x: (-141) y: (-131)\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop23 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (3.75) seconds\nchange y by (50)\n\ndelete this clone\n\nwhen I receive [stop all v]\nhide\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\ngo to x: (84) y: (-162)\nrepeat until <(backdrop [name v]) = [backdrop17]>\n glide (0.75) secs to x: (-11) y: (-162)\n glide (0.75) secs to x: (84) y: (-162)\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (ninja star v)?> then\n hide\n go to x: (57) y: (166)\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop20 ]>\n glide (0.75) secs to x: (-88) y: (-162)\n glide (0.75) secs to x: (35) y: (-162)\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen I receive [stop all v]\nhide\n\n@enemy2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (ninja star v)?> then\n hide\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [backdrop15]> or <(backdrop [name v]) = [backdrop18]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop15 v]\nshow\ngo to x: (84) y: (-162)\nrepeat until <(backdrop [name v]) = [backdrop18]>\n go to x: (81) y: (-162)\n glide (0.75) secs to x: (-3) y: (-162)\n glide (0.75) secs to x: (81) y: (-162)\nend\n\nwhen backdrop switches to [backdrop18 v]\nrepeat until <(backdrop [name v]) = [backdrop19]>\n go to x: (170) y: (-48)\n glide (0.75) secs to x: (71) y: (-48)\n glide (0.75) secs to x: (170) y: (-48)\nend\n\nwhen I receive [stop all v]\nhide\n\nwhen I receive [stop all v]\nhide\n\n@ninja star2\n\nwhen flag clicked\nhide\nwait (13.5) seconds\nforever\n show\n create clone of (_myself_ v)\n hide\n wait (pick random (0.5) to (1.5)) seconds\nend\n\nwhen flag clicked\nhide\nwait (13.5) seconds\nforever\n go to (enemy2 v)\n point in direction (-90)\nend\n\nwhen backdrop switches to [backdrop15 v]\nshow\n\nwhen I start as a clone\nforever\n turn right (15) degrees\nend\n\nwhen I start as a clone\nforever\n if <<(backdrop [name v]) = [backdrop15]> or <(backdrop [name v]) = [backdrop18]>> then\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <([direction v] of [enemy2 v]) = [-90]> then\n repeat until <<<touching (door v)?> or <<touching (terrain v)?> or <touching (_edge_ v)?>>> or <<touching (lava v)?> or <touching (moving platform v)?>>>\n change x by (-10)\n end\n delete this clone\nend\n\nwhen backdrop switches to [backdrop20 v]\ndelete this clone\n\nwhen I receive [stop all v]\nhide\n\n@Boss\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (159) y: (-161)\nshow\nset [hearts v] to [5]\nrepeat until <(hearts) = [0]>\n point in direction (90)\n wait (2.5) seconds\n glide (0.5) secs to x: (0) y: (0)\n wait (4) seconds\n if <(pick random (1) to (2)) = [1]> then\n glide (0.5) secs to x: (-155) y: (-161)\n else\n glide (0.5) secs to x: (159) y: (-161)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (159) y: (-161)\nwait (1) seconds\nglide (0.5) secs to x: (0) y: (0)\nwait (7.5) seconds\nglide (0.5) secs to x: (159) y: (-161)\nif <(pick random (1) to (2)) = [1]> then\n glide (0.5) secs to x: (-155) y: (-161)\nelse\n glide (0.5) secs to x: (159) y: (-161)\nend\n\nhide\n\nwhen backdrop switches to [backdrop19 v]\nswitch costume to (costume3 v)\nforever\n if <touching (ninja star v)?> then\n change [hearts v] by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nforever\n if <(hearts) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nhide\n\n@Dagger\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat until <touching (terrain v)?>\n move (15) steps\nend\nwait (10) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<<touching (player v)?> or <touching (terrain v)?>> or <touching (_edge_ v)?>> then\n wait (0.05) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop19 v]\nhide\nforever\n go to (boss v)\n point towards (player v)\nend\n\nwhen backdrop switches to [backdrop19 v]\nwait (2) seconds\nhide\nrepeat until <(hearts) = [0]>\n wait (pick random (0.25) to (1)) seconds\n show\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [stop all v]\nhide\n\n@Hearts\n\nwhen flag clicked\nhide\ngo to x: (114) y: (169)\n\nwhen flag clicked\nforever\n if <(hearts) = [1]> then\n switch costume to (heart red v)\n end\n if <(hearts) = [2]> then\n switch costume to (heart red2 v)\n end\n if <(hearts) = [3]> then\n switch costume to (heart red3 v)\n end\n if <(hearts) = [4]> then\n switch costume to (heart red4 v)\n end\n if <(hearts) = [5]> then\n switch costume to (heart red5 v)\n end\n if <(hearts) = [0]> then\n switch costume to (costume1 v)\n broadcast (boss death v)\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\nwhen flag clicked\nset [hearts v] to [5]\n\nwhen I receive [stop all v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-1)\n\nwhen I receive [stop all v]\nhide\n\nshow\n\n | PLEASE COMMENT!!!\nI don't know if its just me, but its really laggy for me ever since scratch 3.0\nI WILL CHANGE INTRO!!! (it was really bad when I made it)\nMove with arrow keys\nYou can wall jump\nShoot ninja stars with space\nWARNING!!! the boss is REALLY hard!!! if you guys complain too much about it, I will change it.\nIF YOU WANT TO SEE FUTURE BOSSES, CHECK OUT MY BOSS RUSH PROJECT\nthx for 600 views |
Speed Run Platformer | @Stage\n\n@Sprite1\n\nwhen backdrop switches to [backdrop11 v]\nhide variable [level v]\n\nshow variable [☁ world best deaths v]\nshow variable [☁ world best time v]\nif <(☁ World Best Deaths) > (Deaths)> then\n set [temp v] to (☁ World Best Deaths)\n set [☁ world best deaths v] to (Deaths)\n if <(temp) < (Deaths)> then\n set [☁ world best deaths v] to (Deaths)\n end\nend\nif <(☁ World Best Time) > (Time)> then\n set [temp v] to (☁ World Best Time)\n set [☁ world best time v] to (Deaths)\n if <(temp) < (Deaths)> then\n set [☁ world best time v] to (Deaths)\n end\nend\n\ndefine Platform\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (-70)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n end\n if <touching color (#ff0000)?> then\n go to x: (-220) y: (-70)\n set [yv v] to [0]\n set [xv v] to [0]\n change [deaths v] by (1)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#e2ffbd)?> then\n go to x: (-220) y: (-70)\n switch backdrop to (backdrop27 v)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching color (#cccc00)?> then\n go to x: (-220) y: (-70)\n switch backdrop to (backdrop17 v)\n hide variable [level v]\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching color (#00ff55)?> then\n if <(Xv) > [0]> then\n set [xv v] to [20]\n end\n if <(Xv) < [0]> then\n set [xv v] to [-20]\n end\n end\n if <touching color (#7f00ff)?> then\n set [xv v] to ((Xv) * (-2))\n set [yv v] to ((Yv) * (-1.08))\n end\n if <touching color (#ff00bf)?> then\n set [xv v] to ((Xv) * (0.5))\n set [yv v] to ((Yv) * (0.9))\n end\n if <touching color (#ffff99)?> then\n go to x: (-220) y: (-70)\n switch backdrop to (previous backdrop v)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [qwerty v] to [0]\nhide variable [deaths v]\nhide variable [time v]\nhide variable [level v]\nhide variable [☁ world best deaths v]\nhide variable [☁ world best time v]\nhide\nwait (6) seconds\nshow\nset [deaths v] to [0]\ngo to x: (-220) y: (-70)\nswitch backdrop to (backdrop26 v)\nshow variable [level v]\nshow variable [deaths v]\nshow variable [time v]\nbroadcast (Timer v)\nPlatform\n\nwhen flag clicked\nwait (6) seconds\nforever\n if <key (r v) pressed?> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [qwerty v] to [0]\n hide variable [deaths v]\n hide variable [time v]\n hide variable [level v]\n hide variable [☁ world best deaths v]\n hide variable [☁ world best time v]\n set [deaths v] to [0]\n go to x: (-220) y: (-70)\n switch backdrop to (backdrop26 v)\n show variable [level v]\n show variable [deaths v]\n show variable [time v]\n broadcast (Timer v)\n end\nend\n\nwhen I receive [timer v]\nset [time v] to [0]\nreset timer\nrepeat until <touching color (#ff9400)?>\n set [time v] to (timer)\nend\n\nset [☁ world best deaths v] to [9999]\nset [☁ world best time v] to [9999]\n\n@Sprite2\n\nwhen flag clicked\nwait (3) seconds\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (50)\n change size by (2)\n turn right (7.2) degrees\nend\n\nwhen I receive [logo v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nhide\nbroadcast (logo v)\n\n | Arrow keys/WASD to move\nRed kills you\nBlue makes you jump\nYellow takes you to the next level\nLight blue is water\nGreen is boost\nPurple is bumper\nPink is goop\nPost Deaths and Time!\nPressing R will reset the run without replaying the intro. |
Pokemon Platformer Game | @Stage\n\nwhen flag clicked\nswitch backdrop to (starting screen v)\nforever\n if <(badgecount) = [ 0]> then\n switch backdrop to (backdrop6 v)\n stop [this script v]\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-232) y: (-148)\nhide\nforever\n if <touching color (#000000)?> then\n set y to (y position)\n else\n set y to ((y position) - (Gravity))\n set [gravity v] to [7]\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-232) y: (-151)\nforever\n if <touching (metapod v)?> then\n go to x: (-232) y: (-151)\n end\n if <touching (kakuna v)?> then\n go to x: (-232) y: (-151)\n end\n if <touching (metapod2 v)?> then\n go to x: (-232) y: (-151)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rattata v)?> then\n go to x: (-232) y: (121)\n end\n if <touching (pidgeotto v)?> then\n go to x: (-232) y: (121)\n end\n if <touching (fearow v)?> then\n go to x: (-232) y: (121)\n end\n if <touching (rapidash v)?> then\n go to x: (-16) y: (16)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-211) y: (142)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-232) y: (103)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-232) y: (-148)\nshow\nforever\n if <key (right arrow v) pressed?> then\n set [direction v] to [1]\n switch costume to (redright v)\n point in direction (90)\n move (7) steps\n end\n if <key (left arrow v) pressed?> then\n set [direction v] to [-1]\n switch costume to (redleft v)\n point in direction (-90)\n move (7) steps\n end\nend\n\nwhen [up arrow v] key pressed\nchange y by (50)\nwait (0.6) seconds\n\nwhen backdrop switches to [backdrop6 v]\npoint in direction (90)\nforever\n if <touching (geodude v)?> then\n go to x: (-213) y: (-133)\n end\n if <touching (onix v)?> then\n go to x: (-213) y: (-133)\n end\nend\n\nwhen backdrop switches to [the end v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-232) y: (-148)\nshow\n\n@PlayNow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen flag clicked\nswitch backdrop to (starting screen v)\nshow\n\n@Gym\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-207) y: (64)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Rattata\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (115) y: (12)\npoint in direction (-90)\nforever\n move (5) steps\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n hide\n go to x: (222) y: (167)\n end\nend\n\n@PokeBall\n\nwhen flag clicked\nhide\nset [direction v] to [0]\n\nwhen I start as a clone\nshow\nrepeat until <<<<<touching (rattata v)?> or <touching (_edge_ v)?>> or <key (right arrow v) pressed?>> or <touching (geodude v)?>> or <touching (onix v)?>>\n if <(direction) = [1]> then\n change x by (5)\n end\nend\nwait (0.006) seconds\ndelete this clone\n\nwhen I start as a clone\nshow\nrepeat until <<<<<touching (rattata v)?> or <touching (_edge_ v)?>> or <key (left arrow v) pressed?>> or <touching (geodude v)?>> or <touching (onix v)?>>\n if <(direction) = [ -1 ]> then\n change x by (-5)\n end\nend\nwait (0.006) seconds\ndelete this clone\n\nwhen [space v] key pressed\ngo to (player v)\ncreate clone of (_myself_ v)\n\n@Pidgeotto\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (197) y: (157)\npoint in direction (180)\nforever\n move (5) steps\n if on edge, bounce\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n hide\n go to x: (222) y: (167)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Gym2\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-207) y: (-141)\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch backdrop to (backdrop3 v)\n hide\n end\nend\n\n@Gym3\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (207) y: (-141)\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch backdrop to (backdrop4 v)\n hide\n end\nend\n\n@Fearow\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (114) y: (25)\npoint in direction (-90)\nforever\n move (5) steps\n if on edge, bounce\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n hide\n go to x: (222) y: (167)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Metapod\n\nwhen flag clicked\nhide\ngo to x: (-184) y: (2)\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nif on edge, bounce\n\n@Kakuna\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (133) y: (45)\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Metapod2\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (-107) y: (114)\n\nwhen flag clicked\nforever\n if <touching (pokeball v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Gym4\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-1) y: (141)\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch backdrop to (backdrop5 v)\n hide\n end\nend\n\n@Rapidash\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen flag clicked\nset [badgecount v] to [4]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nswitch costume to (rapidashleft v)\ngo to x: (75) y: (-128)\nrepeat until <(badgecount) = [0]>\n switch costume to (rapidashleft v)\n point in direction (-90)\n glide (1) secs to x: (-208) y: (-128)\n point in direction (0)\n glide (1) secs to x: (-212) y: (163)\n point in direction (90)\n switch costume to (rapidashright v)\n glide (1) secs to x: (215) y: (163)\n point in direction (180)\n glide (1) secs to x: (202) y: (-132)\nend\n\n@badge\n\nwhen flag clicked\nset [badgecount v] to [4]\nrepeat (10)\n start sound [Pokemon_Theme v]\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n change [badgecount v] by (-1)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-206) y: (-126)\nset [badgecount v] to [4]\n\nforever\n if <(badgecount) = [ 0]> then\n switch backdrop to (backdrop6 v)\n end\nend\n\n@badge2\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n change [badgecount v] by (-1)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (207) y: (-126)\n\n@badge3\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n change [badgecount v] by (-1)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (207) y: (154)\n\n@badge4\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n change [badgecount v] by (-1)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (-206) y: (160)\n\n@Geodude\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [the end v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-206) y: (-38)\nforever\n glide (pick random (1) to (3)) secs to x: (pick random (-240) to (240)) y: (-38)\n point towards (player v)\nend\n\n@brock\n\nwhen flag clicked\nhide\ngo to x: (199) y: (121)\n\nwhen backdrop switches to [backdrop6 v]\nforever\n if <touching (player v)?> then\n switch backdrop to (the end v)\n hide\n wait (1) seconds\n stop [all v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\nwait (2) seconds\nsay [Don't even think about trying to catch my pokemon!] for (4) seconds\n\n@onix\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [the end v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (224) y: (114)\nforever\n repeat (4)\n point in direction (90)\n glide (2) secs to x: ((x position) - (70)) y: ((y position) - (40))\n glide (2) secs to x: ((x position) - (70)) y: ((y position) + (40))\n if on edge, bounce\n end\n repeat (4)\n point in direction (-90)\n glide (2) secs to x: ((x position) + (70)) y: ((y position) + (40))\n glide (2) secs to x: ((x position) + (70)) y: ((y position) - (40))\n end\n if on edge, bounce\nend\n\n@Speaker\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nstop all sounds\nhide\n\n | Move player backwards and forwards with the left and right arrow keys.\nUp arrow key to jump.\nSpace-bar to throw 'Pokeball'.\nclick speaker icon to mute sound.\n |
Deadlocked (Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (lev1 v)\n\nwhen flag clicked\nforever\n play sound [Deadlocked v] until done\nend\n\nwhen flag clicked\nif then\nend\n\nif then\nend\n\nwhen flag clicked\n\nwhen I receive [starting v]\nforever\n stop all sounds\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n stop [all v]\nend\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching color (#000000)?> then\n set [y-velocity v] to [1]\n else\n change [y-velocity v] by (-0.4)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y-velocity v] to [6.2]\n end\n change y by (Y-Velocity)\nend\n\ndefine touchGround <up?>\nchange [falling v] by (1)\nrepeat until <not <touching color (#6a6a6a)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [yspeed v] to [0]\nend\n\nwhen flag clicked\n\nif <key (r v) pressed?> then\n go to x: (-200) y: (50)\nend\n\nwhen flag clicked\nswitch backdrop to (lev1 v)\n\nwhen flag clicked\ngo to x: (-232) y: (-152)\n\nif <touching color (#ff9400)?> then\n go to x: (120) y: (-20)\nend\nif <touching color (#ff9400)?> then\n go to x: (120) y: (-20)\nend\nif <touching color (#ff9400)?> then\n go to x: (120) y: (-20)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n set [y-velocity v] to [12]\n end\n if <touching color (#00ff55)?> then\n set [y-velocity v] to [3.9]\n set size to (75) %\n end\n change y by (0.5)\nend\n\nwhen I receive [lev6 v]\n\nwhen [s v] key pressed\nwait (1) seconds\nbroadcast (lev6 v)\n\nwhen flag clicked\nforever\n if <touching color (#cccccc)?> then\n wait (0) seconds\n show\n next backdrop\n go to x: (-232) y: (-152)\n end\nend\n\nwhen I receive [stage v]\nswitch backdrop to (lev1 v)\n\nwhen [r v] key pressed\ngo to x: (-226) y: (-127)\n\nif <not <touching color (#00ff55)?>> then\n set [y-velocity v] to [6.3]\n set size to (100) %\nend\n\nif <<touching color (#ff0000)?> or <touching color (#666666)?>> then\n set volume to (50) %\n start sound [Megaman x 1 death sound effect.mp3 v]\n set volume to (100) %\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [y vel v] to [0]\n set x to (0)\n go to x: (-232) y: (-152)\nend\n\nwhen flag clicked\nforever\n if <touching color (#666666)?> then\n go to x: (-232) y: (-152)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-232) y: (-152)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (1.7) seconds\nshow\ngo to x: (0) y: (0)\n\nwhen [space v] key pressed\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nstart sound [Deadlocked v]\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nbroadcast (Stage v)\nbroadcast (Main Character v)\n\nwhen I receive [end v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\n@Sprite4\n\nwhen I receive [end v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstop [all v]\n\n@Sprite5\n\nwhen I receive [starting v]\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\n | In the game\nHave fun |
No variable platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Masked Heroes - Vexento v] until done\nend\n\nwhen I receive [newlev v]\nnext backdrop\n\n@Sprite1\n\ndefine physics\nchange y by (-1)\nif <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n point in direction (15)\nelse\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n point in direction (1)\n else\n if <touching (water v)?> then\n turn right (-0.25) degrees\n else\n turn right (-1) degrees\n end\n end\nend\nchange y by (1)\nchange y by (direction)\nif <touching color (#000000)?> then\n touchground\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <<touching (water v)?> or <touching color (#ff9400)?>> then\n change tempo by (0.5)\n else\n change tempo by (1)\n end\n if <touching color (#ff0000)?> then\n set tempo to ((75) + ((tempo) - (50)))\n else\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <<touching (water v)?> or <touching color (#ff9400)?>> then\n change tempo by (-0.5)\n else\n change tempo by (-1)\n end\n if <touching color (#ff0000)?> then\n set tempo to ((35) - ((tempo) - (50)))\n else\n end\n else\n end\nend\nset tempo to ((((tempo) - (50)) * (0.9)) + (50))\nchange x by ((tempo) - (50))\ncollision\nchange y by (-1)\nif <touching (sprite2 v)?> then\n if <([direction v] of [sprite2 v]) = [90]> then\n set x to ((([x position v] of [sprite2 v]) + ((x position) - ([x position v] of [sprite2 v]))) + (5))\n change y by ((([y position v] of [sprite2 v]) - (y position)) + (23))\n end\n if <([direction v] of [sprite2 v]) = [-90]> then\n set x to ((([x position v] of [sprite2 v]) + ((x position) - ([x position v] of [sprite2 v]))) + (-5))\n change y by ((([y position v] of [sprite2 v]) - (y position)) + (23))\n end\n if <([direction v] of [sprite2 v]) = [0]> then\n change y by ((([y position v] of [sprite2 v]) - (y position)) + (28))\n end\n if <([direction v] of [sprite2 v]) = [180]> then\n change y by ((([y position v] of [sprite2 v]) - (y position)) + (18))\n end\n if <([direction v] of [sprite2 v]) = [45]> then\n set x to ((([x position v] of [sprite2 v]) + ((x position) - ([x position v] of [sprite2 v]))) + (3.55))\n change y by ((([y position v] of [sprite2 v]) - (y position)) + (26))\n end\n if <([direction v] of [sprite2 v]) = [-135]> then\n set x to ((([x position v] of [sprite2 v]) + ((x position) - ([x position v] of [sprite2 v]))) + (-3.55))\n change y by ((([y position v] of [sprite2 v]) - (y position)) + (18))\n end\nend\nchange y by (1)\n\nwhen I receive [message1 v]\nwait (0) seconds\nchange x by (-6)\nwait (0) seconds\nchange x by (-2)\n\nwhen I receive [message2 v]\nwait (0) seconds\nchange x by (6)\nwait (0) seconds\nchange x by (2)\n\ndefine touchground\nif <(direction) < [-1]> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n point in direction (0)\nelse\n change y by ((direction) * (-1))\n point in direction (0)\nend\n\ndefine collision\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by (((tempo) - (50)) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n point in direction (12)\n if <(tempo) > [50]> then\n set tempo to (40)\n else\n set tempo to (60)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (0)\nset tempo to (50)\ngo to x: (-200) y: (-80)\nshow\nclear graphic effects\nforever\n set volume to (round ((1) / (timer))) %\n reset timer\n physics\n if <<touching color (#00ff55)?> or <(y position) < [-179]>> then\n wait (0.25) seconds\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n set tempo to (50)\n go to x: (-200) y: (-80)\n point in direction (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching color (#7f00ff)?> then\n point in direction (24)\n end\n if <touching color (#ffff00)?> then\n wait (0.25) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (newlev v)\n set tempo to (50)\n go to x: (-200) y: (-80)\n point in direction (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (-75)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [newlev v]\nnext costume\nif <(costume [number v]) = [6]> then\n point in direction (90)\n go to x: (0) y: (-75)\n repeat until <not <(costume [number v]) = [6]>>\n move (5) steps\n if <<(x position) > [150]> or <[-110] > (x position)>> then\n point in direction ((direction) + (180))\n end\n end\nend\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (-75)\n point in direction (0)\n repeat until <not <(costume [number v]) = [7]>>\n move (5) steps\n if <<(y position) > [100]> or <[-75] > (y position)>> then\n point in direction ((direction) + (180))\n end\n end\nend\nif <(costume [number v]) = [8]> then\n go to x: (175) y: (100)\n point in direction (0)\n create clone of (_myself_ v)\n repeat until <not <(costume [number v]) = [8]>>\n move (5) steps\n if <<(y position) > [100]> or <[-105] > (y position)>> then\n point in direction ((direction) + (180))\n end\n end\nend\nif <(costume [number v]) = [9]> then\n go to x: (100) y: (100)\n point in direction (45)\n repeat until <not <(costume [number v]) = [9]>>\n move (5) steps\n if <<<(y position) > [100]> or <[-100] > (y position)>> and <<(x position) > [100]> or <[-100] > (x position)>>> then\n point in direction ((direction) + (180))\n end\n end\nend\nif <(costume [number v]) = [10]> then\n point in direction (90)\n go to x: (0) y: (100)\n repeat until <not <(costume [number v]) = [10]>>\n move (5) steps\n if <<(x position) > [220]> or <[0] > (x position)>> then\n point in direction ((direction) + (180))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n point in direction (90)\n go to x: (0) y: (-105)\n repeat until <not <(costume [number v]) = [8]>>\n erase all\n move (5) steps\n if <<(x position) > [175]> or <[-115] > (x position)>> then\n point in direction ((direction) + (180))\n end\n show\n stamp\n hide\n end\n erase all\n delete this clone\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (0) seconds\nchange [ghost v] effect by (100)\nforever\n go to [front v] layer\nend\n\n@water\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\n\nwhen I receive [newlev v]\nnext costume\n\n | |
Opposite Day | A Platformer | @Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (2) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n wait (0.05) seconds\nend\nbroadcast (start v)\n\nwhen flag clicked\nwait (2) seconds\nforever\n play sound [Alexey_Anisimov_-_Electronic_Presentation v] until done\nend\n\nmove (1) steps\n\nset [☁ high score v] to [100]\n\nshow\n\n@Sprite1\n\nset rotation style [left-right v]\n\nwhen I receive [start v]\ngo to x: (217) y: (-31)\nforever\n if <touching color (#666666)?> then\n go to x: (217) y: (-31)\n end\n if <key (r v) pressed?> then\n go to x: (217) y: (-31)\n end\n if <touching color (#00ffff)?> then\n broadcast (next level v)\n hide\n wait (1.5) seconds\n go to x: (217) y: (-31)\n show\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#ff0000)?>>>\n change y by (1)\n change [slope v] by (1)\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [x v] to ((-1.2) * (speed))\n set [y v] to [11]\n set [falling v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [x v] to [0]\n end\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [start v]\nforever\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <<(jump key) = [0]> and <[3] > (falling)>> then\n set [y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [0]\n end\n else\n set [jump key v] to [0]\n end\nend\n\nwhen I receive [start v]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n change y by (y)\n Touch Ground <(y) > [0]>\nend\n\nwhen flag clicked\nhide\nwait (3.5) seconds\nshow\n\ndefine Touch Ground <up>\nchange [falling v] by (1)\nrepeat until <not <touching color (#ff0000)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nforever\n Touch Ground <(y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [x v] to ((x) * (0.7))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (-1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (1.5)\n end\n end\n if <(x) < [-0.5]> then\n Walk (-90) (x)\n else\n if <(x) > [0.5]> then\n Walk (90) (x)\n else\n set [frame v] to [0]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next level v]\nwait (0.75) seconds\nnext costume\nif <(costume [number v]) = [10]> then\n broadcast (Moving Level v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (Moving Level 2 v)\n broadcast (Moving Level v)\nend\nif <(costume [number v]) = [12]> then\n broadcast (Done with moving v)\n broadcast (Moving Level 3 v)\nend\nif <(costume [number v]) = [13]> then\n broadcast (Moving Level 4 v)\nend\nif <(costume [number v]) = [14]> then\n broadcast (Done with moving v)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n if <[14] > (costume [number v])> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [your score v]\nhide variable [☁ high score v]\nhide variable [☁ high score setter v]\nwait (3.25) seconds\nshow variable [timer v]\nforever\n if <(costume [number v]) = [14]> then\n set [your score v] to (timer)\n wait (1.5) seconds\n hide variable [timer v]\n show variable [your score v]\n show variable [☁ high score v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(☁ High Score) > (Your Score)> and <(costume [number v]) = [14]>> then\n set [☁ high score v] to (Your Score)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nglide (1.5) secs to x: (465) y: (0)\nhide\n\n@Sprite5\n\nglide (2) secs to x: (100) y: (20)\nglide (2) secs to x: (-66) y: (20)\n\nwhen I receive [moving level v]\nshow\ngo to x: (-100) y: (20)\nforever\n repeat (34)\n change x by (6)\n end\n repeat (34)\n change x by (-6)\n end\nend\n\nwhen I receive [done with moving v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [done with moving v]\nhide\n\nwhen I receive [moving level 2 v]\nshow\ngo to x: (145) y: (87)\nforever\n repeat (34)\n change x by (-6)\n end\n repeat (34)\n change x by (6)\n end\nend\n\n@Sprite7\n\nwhen I receive [moving level 3 v]\nshow\nforever\n go to x: (46) y: (37)\n wait (1.2) seconds\n go to x: (46) y: (8)\n wait (1.2) seconds\nend\n\nwhen I receive [done with moving v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen I receive [moving level 4 v]\nshow\nforever\n next costume\n wait (1.2) seconds\n next costume\n wait (1.2) seconds\nend\n\nwhen I receive [done with moving v]\nhide\n\nwhen flag clicked\nhide\n\n | Welcome to Opposite Day! Use the arrow keys or WADS keys to move. Keys are opposite! Get to the portal to go to the next level. Press r if you want to restart the level. It's opposite day so avoid the grey. Go for the high score, or should I say low score(my best is 94).\nHave Fun and please like or/and fav! Can we reach 50?\n50 Likes!!! 75?!???!\nCheck out my other platformer here\nhttps://scratch.mit.edu/projects/142317899/ \n===================Update Log=======================\n1/11/17-Added music.\n1/12/17-Added 2 levels.\n1/14/17-Added the High Score system.\n===================================================\nCheck out my other Platformer here https://scratch.mit.edu/projects/137433115/ \n\n |
Easy platformer | @Stage\n\nwhen flag clicked\nforever\n if <key (5 v) pressed?> then\n if <[people who can 5 v] contains (username)?> then\n ask [Enter cheat code.] and wait\n if <(answer) = [Skippy Doo Doo]> then\n next backdrop\n else\n if <(answer) = [Revive]> then\n set [deaths v] to [0]\n else\n if <(answer) = [Change]> then\n broadcast (Change v)\n else\n broadcast (No v)\n end\n end\n end\n else\n broadcast (YOU! v)\n end\n end\nend\n\nwhen flag clicked\nif <(username) = []> then\n stop [all v]\nend\n\n@Sprite1\n\nwhen flag clicked\nwait until <key (any v) pressed?>\nreset timer\nforever\n set [time v] to (timer)\n if <(backdrop [number v]) = [10]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (ball-a v)\nswitch backdrop to (backdrop1 v)\ngo to x: (-202) y: (-70)\nset [time v] to [0]\nset [deaths v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000008)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-202) y: (-70)\n change [deaths v] by (1)\n end\n if <touching color (#ffff00)?> then\n set [y v] to [21]\n end\n if <touching color (#00cc44)?> then\n switch backdrop to (next backdrop v)\n go to x: (-202) y: (-70)\n end\nend\n\nwhen I receive [no v]\nsay [NOT A CHEAT CODE!] for (2) seconds\n\nwhen backdrop switches to [backdrop11 v]\nwait (1) seconds\nif <(Time) < [35]> then\n if <not <[people who can 5 v] contains (username)?>> then\n add (username) to [people who can 5 v]\n end\n say [Press 5 to activate cheat codes.] for (2) seconds\n say [The cheat codes are: "Skippy Doo Doo", "Revive", and "change".] for (5) seconds\nend\n\nwhen I receive [you! v]\nsay [You can't cheat yet.] for (3) seconds\n\nwhen I receive [change v]\nnext costume\n\n@Sprite2\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (231) y: (2)\nrepeat until <(backdrop [number v]) = [9]>\n glide (4) secs to x: (-55) y: (-1)\n glide (4) secs to x: (231) y: (2)\nend\nhide\n\nwhen flag clicked\nhide\n\ngo to x: (231) y: (2)\n\nwhen backdrop switches to [backdrop8 v]\nrepeat until <(backdrop [number v]) = [9]>\n wait (pick random (1) to (4)) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\nswitch costume to (costume1 v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen this sprite clicked\nhide\n\n@Button2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n | You must be logged in to play.\nUse arrow keys or w,a,s,d, keys to move.\nPress up an right on a wall to wall jump. (or w and d)\nTHIS IS THE MOST IMPORTANT INSTRUCTION! Hit the Heart and Star. \nIf you complete it In under 35 seconds you find out a the cheat codes and how to activate them.\nAll levels are 100% possible and you can do it under 35 seconds. |
Potter Platform 9¾ Game | @Stage\n\nwhen I receive [runmaingame v]\nshow\nset [brightness v] effect to (-60)\nwait (1) seconds\nforever\n next costume\nend\n\nwhen flag clicked\nset [brightness v] effect to (-60)\n\n@Pick\n\nwhen I receive [runmaingame v]\nhide\nforever\n if <mouse down?> then\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [select letters v]\nswitch costume to (sword v)\n\nwhen I start as a clone\ngo to x: (0) y: (5)\npoint towards (mouse-pointer v)\nshow\ngo to [front v] layer\nrepeat (18)\n move (10) steps\nend\nrepeat (5)\n move (10) steps\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [weapondown v]\nnext costume\n\nwhen I receive [weaponup v]\nnext costume\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@WEAPONS UPGRADE\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [you are dead v]\nstop [other scripts in sprite v]\n\nwhen I receive [runmaingame v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@L1+Ghost\n\ndefine Monkey\nforever\n go to (harrypotter v)\n turn right (pick random (0) to (360)) degrees\n move (300) steps\n show\n switch costume to (smallghost-0 v)\n repeat until <<<(y position) < [-179]> or <(x position) < [-239]>> or <(x position) > [239]>>\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (smallghost-0 v)\n end\n point towards (harrypotter v)\n move ((LEVEL) + (3)) steps\n change y by ((y) - (Lasty))\n change x by ((x) - (Lastx))\n if <touching (pick v)?> then\n start sound [robinhood76 dizzy-bolt-spell v]\n switch costume to (axe wielder-19 v)\n repeat (11)\n next costume\n end\n hide\n go to x: (400) y: (pick random (-100) to (100))\n switch costume to (cmf-0 v)\n wait (1) seconds\n show\n end\n if <<([abs v] of (x position) ) < [60]> and <<(y position) < [20]> and <(y position) > [-50]>>> then\n broadcast (Injured v)\n hide\n wait (3) seconds\n go to x: (400) y: (pick random (-100) to (100))\n end\n end\nend\n\nwhen I receive [nextlevelstart v]\nstop [other scripts in sprite v]\nwait (5) seconds\nhide\nMonkey\n\nwhen I receive [nextlevelsequence v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [showinstructions v]\nstop [other scripts in sprite v]\nhide\n\n@L1+Meteor\n\nwhen I receive [runmaingame v]\nMeteor\n\nwhen flag clicked\nhide\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [nextlevelstart v]\nMeteor\n\nwhen I receive [nextlevelsequence v]\nhide\n\ndefine Meteor\nshow\nswitch costume to (ezgif.com-ef5b2b5c33-0 v)\ngo to x: (pick random (-240) to (240)) y: (300)\nforever\n change x by ((x) - (Lastx))\n change y by (((y) - (Lasty)) - ((3) + (LEVEL)))\n next costume\n if <(costume [number v]) = [4]> then\n switch costume to (ezgif.com-ef5b2b5c33-0 v)\n end\n if <(y position) < [-170]> then\n go to x: (pick random (-240) to (240)) y: (300)\n end\n if <touching (pick v)?> then\n start sound [BPop v]\n switch costume to (ezgif.com-ef5b2b5c33-2 v)\n repeat (8)\n next costume\n end\n hide\n go to x: (pick random (-240) to (240)) y: (-300)\n wait (2) seconds\n switch costume to (ezgif.com-ef5b2b5c33-0 v)\n show\n end\n if <<([abs v] of (x position) ) < [17]> and <<(y position) < [20]> and <(y position) > [-50]>>> then\n broadcast (Injured v)\n hide\n go to x: (pick random (-240) to (240)) y: (-300)\n wait (4) seconds\n show\n end\nend\n\n@Wizard with bolt\n\nwhen I receive [nextlevelstart v]\nstop [other scripts in sprite v]\nif <(LEVEL) > [2]> then\n wait (5) seconds\n hide\n Wizard\nend\n\nwhen I receive [nextlevelsequence v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [nextlevelsequence v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\n\ndefine Wizard\nforever\n switch costume to (reshaped wizard with bolt-0 v)\n go to x: (-300) y: (pick random (-150) to (150))\n repeat until <<<(y position) < [-179]> or <(x position) < [-239]>> or <(x position) > [239]>>\n next costume\n if <(costume [number v]) = [29]> then\n switch costume to (reshaped wizard with bolt-0 v)\n end\n point towards (harrypotter v)\n move ((LEVEL) + (4)) steps\n change y by ((y) - (Lasty))\n change x by ((x) - (Lastx))\n if <touching (pick v)?> then\n start sound [schlump v]\n switch costume to (axe wielder-19 v)\n repeat (11)\n next costume\n end\n hide\n go to x: (400) y: (pick random (-100) to (100))\n switch costume to (cmf-0 v)\n change [score v] by (1)\n broadcast (DrawScore v)\n wait (1) seconds\n end\n if <touching (harrypotter v)?> then\n broadcast (Injured v)\n hide\n wait (3) seconds\n go to x: (400) y: (pick random (-100) to (100))\n end\n end\nend\n\n@DeathEater\n\nwhen I receive [nextlevelstart v]\ndelete this clone\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [nextlevelstart v]\nstop [other scripts in sprite v]\nhide\ngo to x: (pick random (-240) to (240)) y: (300)\nset size to (80) %\nswitch costume to (monstershrunk-0 v)\nif <(LEVEL) > [4]> then\n wait (8) seconds\n point towards (harrypotter v)\n turn left (180) degrees\n Death\nend\n\ndefine Death\nforever\n next costume\n if <(costume [number v]) = [24]> then\n switch costume to (monstershrunk-0 v)\n end\n move ((0) - ((LEVEL) + (1))) steps\n change x by ((x) - (Lastx))\n change y by ((y) - (Lasty))\n if <touching (pick v)?> then\n switch costume to (explosion2-0 v)\n start sound [chomp v]\n repeat (13)\n next costume\n end\n hide\n change [score v] by (1)\n broadcast (DrawScore v)\n delete this clone\n end\n if <<([abs v] of (x position) ) < [30]> and <<(y position) < [25]> and <(y position) > [-55]>>> then\n broadcast (Injured v)\n delete this clone\n end\nend\n\n@Charms\n\nwhen I receive [finishedrace v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [runmaingame v]\nhide\nswitch costume to (star v)\nset [setupcounter v] to [0]\nset [starsleft v] to (length of [stary v])\nrepeat until <(SetupCounter) = [36]>\n change [setupcounter v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine Tokens\nforever\n if <<([abs v] of ((x) - (item (SetupCounter) of [pokemonx v])) ) > [244]> or <([abs v] of ((y) - (item (SetupCounter) of [pokemony v])) ) > [184]>> then\n hide\n else\n go to x: ((x) - (item (SetupCounter) of [pokemonx v])) y: ((y) - (item (SetupCounter) of [pokemony v]))\n show\n if <<<(x position) > [-40]> and <(x position) < [40]>> and <<(y position) > [-40]> and <(y position) < [40]>>> then\n change [score v] by (20)\n hide\n broadcast (DrawScore v)\n broadcast (UpdateCrafters v)\n start sound [Yes v]\n replace item (SetupCounter) of [pokemonx v] with (pick random (-850) to (850))\n replace item (SetupCounter) of [pokemony v] with (pick random (-430) to (430))\n end\n end\nend\n\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (30) layers\nTokens\n\nwhen I receive [nextlevelsequence v]\n\nrepeat (9)\n repeat (9)\n change [setupcounter v] by (1)\n add (CharmxTemp) to [pokemonx v]\n add (Charmytemp) to [pokemony v]\n change [charmxtemp v] by (250)\n end\n set [charmxtemp v] to [-1000]\n change [charmytemp v] by (-190)\nend\nset [setupcounter v] to [0]\nrepeat until <(SetupCounter) = [62]>\n change [setupcounter v] by (1)\n add (pick random (-850) to (850)) to [pokemonx v]\n add (pick random (-430) to (430)) to [pokemony v]\nend\n\nwhen [b v] key pressed\ndelete (all) of [pokemonx v]\ndelete (all) of [pokemony v]\nset [setupcounter v] to [0]\nset [charmxtemp v] to [-1000]\nset [charmytemp v] to [750]\nrepeat (6)\n repeat (6)\n change [setupcounter v] by (1)\n add (CharmxTemp) to [pokemonx v]\n add (Charmytemp) to [pokemony v]\n change [charmxtemp v] by (375)\n end\n set [charmxtemp v] to [-1000]\n change [charmytemp v] by (-300)\nend\n\n@Iphone MP3\n\nwhen flag clicked\nset [track v] to [1]\nforever\n if <(Track) = [1]> then\n play sound [Harry potter v] until done\n end\n if <(Track) = [2]> then\n play sound [Prologue Book v] until done\n end\n if <(Track) = [3]> then\n end\n if <(Track) = [4]> then\n set [track v] to [1]\n end\nend\n\nwhen this sprite clicked\nstop all sounds\nchange [track v] by (1)\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [runmaingame v]\nshow\nwait (0.1) seconds\nswitch costume to (music icon v)\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nwait (1) seconds\n\nforever\nend\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (ShowWelcome v)\ngo to x: (0) y: (-150)\nset size to (80) %\nwait (5) seconds\nshow\ngo to [front v] layer\nforever\n repeat (10)\n go to [front v] layer\n wait (0.01) seconds\n change size by (2)\n end\n repeat (10)\n go to [front v] layer\n wait (0.01) seconds\n change size by (-2)\n end\nend\n\nwhen I receive [launchcountdown v]\nstop [other scripts in sprite v]\nhide\n\n@shield\n\nwhen I receive [runmaingame v]\ngo to [front v] layer\nshow\n\nwhen I receive [injured v]\ngo to [front v] layer\nshow\nchange [shields v] by (-1)\nif <(Shields) < [1]> then\n broadcast (Death Sequence 2016 v)\nend\nswitch costume to (Shields)\n\nwhen I receive [runmaingame v]\nset [flag v] to [Off]\nset [shields v] to [5]\nshow\ngo to [front v] layer\nwait (0.2) seconds\nforever\n go to [front v] layer\n wait (5) seconds\nend\n\nwhen I receive [nextlevelstart v]\nset [shields v] to [5]\nswitch costume to (5 v)\n\n@Sprite5\n\nwhen I receive [showinstructions v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [injured v]\nstart sound [No v]\nset size to (50) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\n\n@Level\n\nwhen I receive [runmaingame v]\nset size to (60) %\nset [brightness v] effect to (20)\nset [color v] effect to (10)\nshow\nset [level v] to [1]\nswitch costume to (LEVEL)\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [nextlevelstart v]\nswitch costume to (LEVEL)\nwait (1) seconds\nswitch costume to (LEVEL)\n\nchange [color v] effect by (-20)\n\n@CharmsNeeded\n\nwhen I receive [updatecrafters v]\nshow\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [56]> then\n change [level v] by (1)\n change [score v] by (100)\n broadcast (NextLevelSequence v)\n broadcast (UpdateScore v)\nend\n\nwhen I receive [runmaingame v]\nset [brightness v] effect to (20)\nset [color v] effect to (10)\nshow\nswitch costume to (5 v)\ngo to [front v] layer\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [nextlevelsequence v]\nshow\nstop [other scripts in sprite v]\nswitch costume to ((LEVEL) * (5))\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\n\n@WelcomeGif\n\nwhen I receive [launchcountdown v]\nstop all sounds\nstart sound [HES MINE.mp3 v]\ngo to [front v] layer\nhide\nswitch costume to (duel_little_hangleton-22 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n next costume\nend\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (80)\n next costume\nend\nrepeat (10)\n change [brightness v] effect by (10)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (RunMainGame v)\n\nwhen I receive [runmaingame v]\nhide\nstop [other scripts in sprite v]\n\nset size to (193) %\n\nwait (0.01) seconds\nwait (0.01) seconds\n\nwait (0.01) seconds\n\nbroadcast (RunMainGame v)\n\nbroadcast (RunMainGame v)\n\n@TextScreens\n\nwhen I receive [runmaingame v]\nhide\n\nwhen I receive [showinstructions v]\nerase all\ngo to x: (0) y: (0)\nswitch costume to (instructions v)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\ngo to [front v] layer\nshow\ngo to [front v] layer\nwait until <not <mouse down?>>\nwait until <mouse down?>\nbroadcast (LaunchCountdown v)\nwait (3) seconds\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (welcome v)\n\nwhen I receive [death sequence 2016 v]\nstart sound [He is mine v]\nswitch costume to (gameover v)\ngo to x: (0) y: (300)\ngo to [front v] layer\nshow\nrepeat until <(y position) = [0]>\n go to [front v] layer\n change y by (-10)\n go to [front v] layer\nend\ngo to [front v] layer\nbroadcast (RankMe v)\n\nwhen [p v] key pressed\nshow\ngo to [front v] layer\nswitch costume to (welcomepage v)\n\nrepeat until <mouse down?>\n go to [front v] layer\nend\nhide\n\nwhen I receive [showwelcome v]\nswitch costume to (welcomepage v)\nclear graphic effects\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (50)\n change [brightness v] effect by (2)\nend\nbroadcast (ShowInstructions v)\n\n@LevelUp\n\nwhen I receive [nextlevelsequence v]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\ngo to [front v] layer\nswitch costume to (levelup2 v)\nrepeat (19)\n change size by (5)\n go to [front v] layer\nend\nchange size by (4)\ngo to [front v] layer\nwait (1.5) seconds\nbroadcast (NextLevelStart v)\nrepeat (20)\n change size by (-5)\n go to [front v] layer\nend\nhide\n\nwhen I receive [select letters v]\nhide\n\n@0-0\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo to x: (500) y: (500)\n0-0\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [height v] to [540]\nset [width v] to [715]\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n0-0\n\nwhen I receive [select letters v]\nhide\n\ndefine 0-0\nforever\n if <<(x) > [170]> and <(y) < [-30]>> then\n go to x: ((x) - (Width)) y: ((y) + (Height))\n go [backward v] (10) layers\n show\n if <<(x) > [355]> and <(y) < [-265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\n@0-1\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo to x: (500) y: (500)\n0-1\n\ndefine 0-1\nforever\n if <<<(x) > [-600]> and <(x) < [600]>> and <(y) < [-30]>> then\n go to x: (x) y: ((y) + (Height))\n go [backward v] (10) layers\n show\n if <<([abs v] of (x) ) < [355]> and <(y) < [-265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n0-1\n\n@0-2\n\nwhen I receive [runmaingame v]\nset size to (200) %\nshow\ngo to x: (500) y: (500)\n0-2\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n0-2\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\ndefine 0-2\nforever\n if <<(x) < [-170]> and <(y) < [-30]>> then\n go to x: ((x) + (Width)) y: ((y) + (Height))\n go [backward v] (10) layers\n show\n if <<(x) < [-355]> and <(y) < [-265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\n@1-0\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo to x: (500) y: (500)\n1-0\n\ndefine 1-0\nforever\n if <<<(x) > [170]> and <(y) > [-420]>> and <(y) < [420]>> then\n go to x: ((x) - (Width)) y: (y)\n go [backward v] (10) layers\n show\n if <<(x) > [355]> and <([abs v] of (y) ) < [265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n1-0\n\n@1-1\n\nwhen I receive [runmaingame v]\nshow\ngo to x: (0) y: (0)\npoint in direction (0)\nset size to (200) %\ngo [backward v] (10) layers\n1-1\n\ndefine 1-1\nforever\n if <<<<(x) > [-600]> and <(x) < [600]>> and <(y) > [-420]>> and <(y) < [420]>> then\n go to x: (x) y: (y)\n show\n if <<([abs v] of (x) ) < [355]> and <([abs v] of (y) ) < [265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n1-1\n\ngo [backward v] (10) layers\n\n@1-2\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo to x: (500) y: (500)\n1-2\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n1-2\n\ndefine 1-2\nforever\n if <<<(x) < [-120]> and <(y) > [-420]>> and <(y) < [420]>> then\n go to x: ((x) + (Width)) y: (y)\n go [backward v] (10) layers\n show\n if <<(x) < [-355]> and <([abs v] of (y) ) < [265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\n@2-0\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo to x: (500) y: (500)\n2-0\n\ndefine 2-0\nforever\n if <<(x) > [170]> and <(y) > [30]>> then\n go to x: ((x) - (Width)) y: ((y) - (Height))\n show\n go [backward v] (10) layers\n if <<(x) > [355]> and <(y) > [265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n2-0\n\n@2-1\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo [backward v] (10) layers\ngo to x: (500) y: (500)\n2-1\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n2-1\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\ndefine 2-1\nforever\n if <<<(x) > [-600]> and <(x) < [600]>> and <(y) > [30]>> then\n go to x: (x) y: ((y) - (Height))\n show\n if <<([abs v] of (x) ) < [355]> and <(y) > [265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\n@2-2\n\nwhen I receive [runmaingame v]\nshow\nset size to (200) %\ngo to x: (500) y: (500)\n2-2\n\nwhen I receive [finishedfalling v]\ngo to x: (x) y: (y)\nwait (0.1) seconds\n2-2\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\n\ndefine 2-2\nforever\n if <<(x) < [-120]> and <(y) > [30]>> then\n go to x: ((x) + (Width)) y: ((y) - (Height))\n show\n go [backward v] (10) layers\n if <<(x) < [-355]> and <(y) > [265]>> then\n if <not <touching (shadow v)?>> then\n broadcast (Falling v)\n end\n end\n else\n hide\n end\nend\n\n@Score\n\nwhen I receive [drawscore v]\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nswitch costume to (letter ((length of (Score)) - (0)) of (Score))\nif <(Score) > (☁ HighScore)> then\n set [☁ highscore v] to (Score)\n broadcast (UpdateHiScore v)\nend\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [runmaingame v]\nbroadcast (DrawScore v)\n\n@Score2\n\nwhen I receive [drawscore v]\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nswitch costume to (letter ((length of (Score)) - (1)) of (Score))\n\nwhen I receive [runmaingame v]\nbroadcast (DrawScore v)\n\n@Score3\n\nwhen I receive [drawscore v]\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nswitch costume to (letter ((length of (Score)) - (2)) of (Score))\n\nwhen I receive [runmaingame v]\nbroadcast (DrawScore v)\n\n@Score4\n\nwhen I receive [drawscore v]\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nswitch costume to (letter ((length of (Score)) - (3)) of (Score))\n\nwhen I receive [runmaingame v]\nbroadcast (DrawScore v)\n\n@Score5\n\nwhen I receive [drawscore v]\nshow\ngo to [front v] layer\nswitch costume to (0 v)\nswitch costume to (letter ((length of (Score)) - (4)) of (Score))\n\nwhen I receive [runmaingame v]\nbroadcast (DrawScore v)\n\n@High\n\nwhen I receive [select letters v]\nhide\n\nwhen I receive [updatehiscore v]\nshow\ngo to [front v] layer\nswitch costume to (letter ((length of (☁ HighScore)) - (0)) of (☁ HighScore))\n\nset size to (50) %\n\nwhen I receive [runmaingame v]\nwait (1) seconds\nbroadcast (UpdateHiScore v)\n\n@High2\n\nwhen I receive [updatehiscore v]\nshow\ngo to [front v] layer\nif <(☁ HighScore) > [0]> then\n switch costume to (letter ((length of (☁ HighScore)) - (1)) of (☁ HighScore))\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [select letters v]\nhide\n\n@High3\n\nwhen I receive [updatehiscore v]\nshow\ngo to [front v] layer\nif <(☁ HighScore) > [99]> then\n switch costume to (letter ((length of (☁ HighScore)) - (2)) of (☁ HighScore))\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [select letters v]\nhide\n\n@High4\n\nwhen I receive [updatehiscore v]\nshow\ngo to [front v] layer\nif <(☁ HighScore) > [999]> then\n switch costume to (letter ((length of (☁ HighScore)) - (3)) of (☁ HighScore))\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [select letters v]\nhide\n\n@High5\n\nwhen I receive [updatehiscore v]\nshow\ngo to [front v] layer\nif <(☁ HighScore) > [9999]> then\n switch costume to (letter ((length of (☁ HighScore)) - (4)) of (☁ HighScore))\nelse\n switch costume to (0 v)\nend\n\nwhen I receive [select letters v]\nhide\n\n@HarryPotter\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine Keysense1\nswitch costume to (fronthands v)\nforever\n go to [front v] layer\n set [lastx v] to (x)\n set [lasty v] to (y)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [y v] by (-10)\n broadcast (Up v)\n set [lastshift v] to [w]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [y v] by (10)\n broadcast (Down v)\n set [lastshift v] to [s]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (-10)\n broadcast (Right v)\n set [lastshift v] to [d]\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (10)\n broadcast (Left v)\n set [lastshift v] to [a]\n end\n if <(x) > [1100]> then\n set [x v] to [1100]\n end\n if <(x) < [-1100]> then\n set [x v] to [-1100]\n end\n if <(y) > [850]> then\n set [y v] to [850]\n end\n if <(y) < [-850]> then\n set [y v] to [-850]\n end\nend\n\nwhen I receive [falling v]\nstop [other scripts in sprite v]\nswitch costume to (fronthands v)\nif <not <(LastShift) = [s]>> then\n go [backward v] (20) layers\nend\nrepeat (15)\n next costume\n next costume\n next costume\n next costume\n next costume\n change y by (-5)\nend\nif <(LastShift) = [w]> then\n change [y v] by (30)\n switch costume to (front v)\nend\nif <(LastShift) = [s]> then\n change [y v] by (-30)\n switch costume to (up v)\nend\nif <(LastShift) = [a]> then\n change [x v] by (-30)\n switch costume to (right v)\nend\nif <(LastShift) = [d]> then\n change [x v] by (30)\n switch costume to (left v)\nend\nbroadcast (Injured v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nbroadcast (FinishedFalling v)\nwait (0.1) seconds\nKeysense1\n\nwhen I receive [down v]\nif <(costume [number v]) < [6]> then\n next costume\nelse\n switch costume to (front v)\nend\n\nwhen I receive [right v]\nif <<(costume [number v]) > [13]> and <(costume [number v]) < [19]>> then\n next costume\nelse\n switch costume to (right v)\nend\n\nwhen I receive [left v]\nif <<(costume [number v]) > [6]> and <(costume [number v]) < [12]>> then\n next costume\nelse\n switch costume to (left v)\nend\n\nwhen I receive [up v]\nif <<(costume [number v]) > [19]> and <(costume [number v]) < [25]>> then\n next costume\nelse\n switch costume to (up v)\nend\n\nwhen I receive [runmaingame v]\nset size to (100) %\nswitch costume to (fronthands v)\ngo to x: (0) y: (0)\nshow\nbroadcast (Starting game v)\nset [x v] to [0]\nset [y v] to [0]\nset [lives v] to [3]\nset [score v] to [0]\nset [lastshift v] to [ ]\nKeysense1\n\n@Shadow\n\nwhen I receive [runmaingame v]\nset [ghost v] effect to (60)\nforever\n go to (harrypotter v)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwait (0.1) seconds\n\n@Voldemort\n\ndefine Monkey\nforever\n hide\n wait (10) seconds\n go to (harrypotter v)\n turn right (pick random (0) to (360)) degrees\n move (200) steps\n clear graphic effects\n show\n repeat (20)\n next costume\n point towards (harrypotter v)\n move (3) steps\n change y by ((y) - (Lasty))\n change x by ((x) - (Lastx))\n end\n broadcast (Voldecast v)\n repeat (10)\n next costume\n change [ghost v] effect by (10)\n point towards (harrypotter v)\n change y by ((y) - (Lasty))\n change x by ((x) - (Lastx))\n move (3) steps\n end\nend\n\nwhen I receive [select letters v]\nset size to (100) %\nhide\n\nwhen I receive [nextlevelstart v]\nif <(LEVEL) > [3]> then\n set size to (60) %\n wait (10) seconds\n Monkey\nend\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [nextlevelsequence v]\nhide\n\n@smallcast\n\nwhen I receive [voldecast v]\ngo to (voldemort v)\npoint towards (harrypotter v)\nturn right (90) degrees\nshow\nrepeat (12)\n move (8) steps\n show\n go to [front v] layer\n next costume\nend\nbroadcast (Voldemonster v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [starting game v]\nhide\n\nwhen I receive [showinstructions v]\nhide\n\n@Voldemonster\n\ndelete this clone\n\nwhen I receive [nextlevelstart v]\ndelete this clone\n\nwhen I receive [death sequence 2016 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [showinstructions v]\nhide\ndelete this clone\n\nwhen I receive [nextlevelsequence v]\nhide\n\nwhen I receive [voldemonster v]\ngo to (smallcast v)\nshow\ngo to [front v] layer\nswitch costume to (dragon-0 v)\npoint towards (harrypotter v)\nrepeat until <(Lives) < [1]>\n move (LEVEL) steps\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (dragon-0 v)\n end\n if <<([abs v] of (x position) ) < [35]> and <<(y position) < [25]> and <(y position) > [-55]>>> then\n broadcast (Injured v)\n delete this clone\n end\n if <touching (pick v)?> then\n change [score v] by (1)\n switch costume to (explosion2-0 v)\n start sound [Brulock v]\n repeat (11)\n next costume\n end\n hide\n change [score v] by (10)\n broadcast (DrawScore v)\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [runmaingame v]\nhide\ndelete this clone\n\n@Rank\n\nwhen I receive [rankme v]\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [score v] to [1000]\nset [ramp v] to [500]\nset [achievementscrollspeed v] to [0.1]\nswitch costume to (intro v)\nshow\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (1 v)\nif <(Score) > ((Ramp) * (24))> then\n set [achievementcostume v] to [10]\nelse\n if <(Score) > ((Ramp) * (18))> then\n set [achievementcostume v] to [9]\n else\n if <(Score) > ((Ramp) * (13))> then\n set [achievementcostume v] to [8]\n else\n if <(Score) > ((Ramp) * (10))> then\n set [achievementcostume v] to [7]\n else\n if <(Score) > ((Ramp) * (7))> then\n set [achievementcostume v] to [6]\n else\n if <(Score) > ((Ramp) * (5))> then\n set [achievementcostume v] to [5]\n else\n if <(Score) > ((Ramp) * (3))> then\n set [achievementcostume v] to [4]\n else\n if <(Score) > ((Ramp) * (2))> then\n set [achievementcostume v] to [3]\n else\n if <(Score) > ((Ramp) * (1))> then\n set [achievementcostume v] to [2]\n else\n set [achievementcostume v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nshow\nswitch costume to (1 v)\nrepeat (9)\n play drum (3 v) for (AchievementScrollSpeed) beats\n next costume\n change [achievementscrollspeed v] by (0.01)\nend\nswitch costume to (1 v)\nrepeat ((AchievementCostume) - (1))\n play drum (3 v) for (AchievementScrollSpeed) beats\n next costume\n change [achievementscrollspeed v] by (0.1)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nswitch costume to (target v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\nchange y by (-35)\nif <(Score) > ((Ramp) * (24))> then\n set [achievementcostume v] to [10]\nelse\n if <(Score) > ((Ramp) * (18))> then\n set [achievementcostume v] to [10]\n else\n if <(Score) > ((Ramp) * (13))> then\n set [achievementcostume v] to [9]\n else\n if <(Score) > ((Ramp) * (10))> then\n set [achievementcostume v] to [8]\n else\n if <(Score) > ((Ramp) * (7))> then\n set [achievementcostume v] to [7]\n else\n if <(Score) > ((Ramp) * (5))> then\n set [achievementcostume v] to [6]\n else\n if <(Score) > ((Ramp) * (3))> then\n set [achievementcostume v] to [5]\n else\n if <(Score) > ((Ramp) * (2))> then\n set [achievementcostume v] to [4]\n else\n if <(Score) > ((Ramp) * (1))> then\n set [achievementcostume v] to [3]\n else\n set [achievementcostume v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nshow\nswitch costume to (1 v)\nchange y by (-35)\nrepeat (9)\n play drum (3 v) for (AchievementScrollSpeed) beats\n next costume\n change [achievementscrollspeed v] by (0.01)\nend\nswitch costume to (2 v)\nrepeat ((AchievementCostume) - (1))\n play drum (3 v) for (AchievementScrollSpeed) beats\n next costume\n change [achievementscrollspeed v] by (0.1)\nend\ncreate clone of (_myself_ v)\nchange y by (70)\nswitch costume to (lovefavfollow v)\nforever\n repeat (9)\n change size by (1)\n change [color v] effect by (2)\n wait (0.05) seconds\n end\n repeat (9)\n change size by (-1)\n change [color v] effect by (2)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\nclear graphic effects\ndelete this clone\n\nbroadcast (FollowMe v)\n\n | Runs best in small window (no lag).\n\n✪This is an awesome 2 handed game!\n✪Use ASWD or arrow keys to move (usually left hand) \n✪Use mouse to cast your spells. (usually right hand)\n✪Kill the beasts, avoid the drops, collect charms and save the world.\n\n❤ LOVE ❤ FAV ❤ FOLLOW ❤ LOVE ❤ FAV ❤ FOLLOW ❤\n✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪\nPLEASE follow the link below and suggest this to be featured!\nhttps://scratch.mit.edu/discuss/topic/2733/\n✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪✪\n |
The Platformer (An Impossible Platformer) | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nbroadcast (start player v)\nwait (3) seconds\nnext backdrop\n\nwhen I receive [start player v]\nwait (0.3) seconds\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nwhen flag clicked\nhide variable [☁ world record: v]\nhide variable [user: v]\nswitch backdrop to (backdrop12 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [15]> then\n broadcast (laser v)\n end\n if <(backdrop [number v]) = [22]> then\n if <(Deaths:) < (☁ World Record:)> then\n set [level: v] to [20]\n set [☁ world record: v] to (Deaths:)\n end\n end\n if <(backdrop [number v]) = [20]> then\n broadcast (laser 2 v)\n end\n if <(backdrop [number v]) = [16]> then\n hide variable [level: v]\n ask [What's 9 + 10?] and wait\n if <(answer) = (21)> then\n ask [What level were you on?] and wait\n if <(answer) = (3)> then\n show variable [level: v]\n next backdrop\n else\n broadcast (question wrong v)\n set [level: v] to [1]\n show variable [level: v]\n switch backdrop to (backdrop2 v)\n end\n else\n broadcast (question wrong v)\n show variable [level: v]\n switch backdrop to (backdrop2 v)\n set [level: v] to [1]\n end\n end\n if <(backdrop [number v]) = [21]> then\n broadcast (laser 3 and 4 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (275) %\nswitch costume to (costume2 v)\ngo to x: (-10) y: (20)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n if <(start key) = [0]> then\n start sound [laser2 v]\n set [start key v] to [1]\n end\n else\n switch costume to (costume2 v)\n set [start key v] to [0]\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Start v)\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen I receive [laser v]\nshow\nforever\n if <(x position) > [95]> then\n go to x: (36) y: (-33)\n end\n change x by (2)\n if <(backdrop [number v]) = [16]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (36) y: (-33)\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\ngo to x: (83) y: (-75)\n\nwhen I receive [laser 2 v]\nshow\nforever\n if <(backdrop [number v]) = [21]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [laser 2 v]\nforever\n change y by (3)\n if <(y position) > [190]> then\n set y to (-75)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\ngo to x: (-70) y: (14)\n\nwhen I receive [laser 3 and 4 v]\nshow\nforever\n change x by (3)\n if <(x position) > [230]> then\n set x to (-70)\n end\n if <(backdrop [number v]) = [22]> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\ngo to x: (75) y: (-134)\n\nwhen I receive [laser 3 and 4 v]\nshow\nforever\n change y by (3)\n if <(y position) > [154]> then\n set y to (-134)\n end\n if <(backdrop [number v]) = [22]> then\n hide\n stop [this script v]\n end\nend\n\n@Player\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine None\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <key (up arrow v) pressed?> then\n if <(speed x) > [0]> then\n set [speed x v] to [-20]\n else\n set [speed x v] to [20]\n end\n set [speed y v] to [14]\n start sound [boing v]\n else\n set [speed x v] to [0]\n end\nend\n\nwhen I receive [question wrong v]\ngo to x: (-215) y: (-50)\n\nwhen flag clicked\nhide variable [3 v]\nset [level: v] to [1]\nset [deaths: v] to [0]\nset [user: v] to (username)\nset [3 v] to [13]\nhide variable [21 v]\nset [21 v] to [19]\nhide variable [level: v]\nhide variable [deaths: v]\nset rotation style [left-right v]\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [start player v]\nwait (3) seconds\ngo to x: (-215) y: (30)\nshow\nshow variable [☁ world record: v]\nshow variable [level: v]\nshow variable [deaths: v]\nshow variable [user: v]\nset [speed y v] to [0]\nset [can move v] to [2]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (up arrow v) pressed?> then\n if <(Can Move) = [2]> then\n if <(falling?) < [3]> then\n set [speed y v] to [14.5]\n set [falling? v] to [6]\n start sound [water drop v]\n end\n end\n end\n set [speed x v] to ((speed x) * (0.75))\n if <(Can Move) = [2]> then\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2.5)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2.5)\n end\n Walk (speed x)\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [speed y v] to [7]\n else\n set [speed y v] to [-1.5]\n end\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-50)\n start sound [pop v]\n change [deaths: v] by (1)\n set [falling? v] to [6]\n set [speed y v] to [0]\n set [speed x v] to [0]\n switch costume to (costume5 v)\n end\n if <(x position) > [238]> then\n broadcast (Next Level v)\n change [level: v] by (1)\n go to x: (-215) y: (-50)\n end\n if <touching color (#ff9400)?> then\n set [speed y v] to [23]\n start sound [zoop v]\n end\n if <(speed y) = [0]> then\n if <(speed x) > [.5]> then\n switch costume to (costume1 v)\n else\n if <(speed x) < [-5]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume5 v)\n end\n end\n end\n if <(speed y) < [0]> then\n if <<(speed x) > [.5]> and <(speed y) < [0]>> then\n switch costume to (costume8 v)\n else\n if <<(speed x) < [-.5]> and <(speed y) < [0]>> then\n switch costume to (costume9 v)\n else\n switch costume to (costume4 v)\n end\n end\n end\n if <(speed y) > [0]> then\n if <<(speed x) > [.5]> and <(speed y) > [0]>> then\n switch costume to (costume6 v)\n else\n if <<(speed x) < [-.5]> and <(speed y) > [0]>> then\n switch costume to (costume7 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\n create clone of (_myself_ v)\nend\n\n | This is my first project in Scratch, so I hope you guys like it!\n\nControls:\n\nUse the arrow keys to move. Up key is to jump.\n\nDISCLAIMER: This platformer has been specifically designed to be very frustrating and is not for beginners. All levels have been tested and are ALL possible. I am not responsible for any raging or any broken computers :). |