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Mouse Platformer!
@Stage\n\n@Mouse\n\ndefine respawn\nhide\nwait (0.5) seconds\ngo to x: (-220) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nshow\n\nwhen flag clicked\nswitch costume to (mouse v)\ngo to x: (-220) y: (0)\nset rotation style [left-right v]\nset size to (100) %\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n switch costume to (mouse v)\n if <(mouse x) > (x position)> then\n set [x v] to ((distance to [mouse-pointer v]) / (20))\n point in direction (90)\n else\n set [x v] to (((distance to [mouse-pointer v]) / (20)) * (-1))\n point in direction (-90)\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 (-5)\n change x by ((X) * (-1))\n if <mouse down?> then\n switch costume to (mouse climbing v)\n set [y v] to [6]\n end\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 <mouse down?> then\n if <touching color (#000000)?> then\n if <(costume [number v]) = [1]> then\n start sound [boing v]\n end\n set [y v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [chomp v]\n go to x: (-220) y: (0)\n broadcast (next level v)\n wait (1) seconds\n end\n if <touching color (#003fff)?> then\n set [y v] to [-1]\n if <mouse down?> then\n set [y v] to [3]\n end\n end\n if <<color (#000000) is touching (#ff0000)?> or <color (#b2b2b2) is touching (#ff0000)?>> then\n switch costume to (mouse dead v)\n set [y v] to [0]\n repeat (10)\n change [y v] by (1)\n change y by (Y)\n end\n repeat until <(y position) < [-170]>\n change [y v] by (-1)\n change y by (Y)\n end\n respawn\n end\n if <touching (cat v)?> then\n switch costume to (mouse dead 2 v)\n broadcast (dead 2 v) and wait\n respawn\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (level 1 v)\ngo [backward v] (20) layers\nshow\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nset [level v] to [12]\n\n@Cat\n\nwhen flag clicked\nswitch costume to (cat 1 v)\nforever\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n wait (1) seconds\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nset size to (30) %\nhide\nhide\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n if <(Level) = [9]> then\n show\n set size to (30) %\n go to x: (0) y: (-34)\n repeat until <(Level) = [10]>\n point in direction (90)\n glide (0.5) secs to x: (50) y: (-34)\n point in direction (-90)\n glide (1) secs to x: (-50) y: (-34)\n point in direction (90)\n glide (0.5) secs to x: (0) y: (-34)\n end\n hide\n end\n if <(Level) = [14]> then\n show\n set size to (30) %\n go to x: (-30) y: (-34)\n repeat until <(Level) = [15]>\n point in direction (90)\n glide (2) secs to x: (80) y: (-34)\n point in direction (-90)\n glide (4) secs to x: (-130) y: (-34)\n point in direction (90)\n glide (2) secs to x: (-30) y: (-34)\n end\n hide\n end\nend\n\nset [level v] to [9]\n\n@Weapon\n\nwhen flag clicked\nhide\n\nwhen I receive [dead 2 v]\ngo to (mouse v)\nchange y by (30)\nshow\nrepeat (3)\n repeat (10)\n change y by (-3)\n end\n repeat (10)\n change y by (3)\n end\n wait (0.3) seconds\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
ENGLISH:\nMaybe weird, but the controls are: JUST YOUR MOUSE! Yep.\nIf you move your mouse to right the platformer-mouse will go to right too, same with left. If you click it will jump, hold click-button on a wall to climb up. Don't touch red, you can walk on black and swim in blue, get to the cheese and watch out for cats! :D\n\nNEDERLANDS:\nMisschien raar, maar de besturing is: GEWOON JE MUIS! Als je met je computer-muis naar rechts gaat gaat de muis in het spel ook naar rechts, hetzelfde met links. Klik om te springen, houd de klik-knop ingedrukt bij een muur om omhoog te klimmen. Raak geen rood aan,\nje kan lopen op zwart en zwemmen in blauw, ga naar de kaas en pas op voor katten! :D \n
The Long Platformer!
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nset [death count v] to [0]\nforever\n if <(Game Running?) = [No]> then\n switch backdrop to (title v)\n end\n if <(backdrop [name v]) = [17]> then\n create clone of (fire ball v)\n wait (1) seconds\n end\nend\n\nwhen I receive [button pressed v]\nswitch backdrop to (1 v)\n\n@Apperance\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nforever\n go to (hit box v)\nend\n\nwhen I receive [button pressed v]\nshow\n\nwhen flag clicked\nforever\n Go To Hit Box\nend\n\ndefine Go To Hit Box\ngo to (hit box v)\n\nwhen I receive [die v]\npoint in direction (90)\nset [dead? v] to [Yes]\nswitch costume to (dead v)\nrepeat (10)\n wait (0.031) seconds\n change size by (7)\n change [ghost v] effect by (10)\nend\nswitch costume to (normal v)\nset size to (20) %\nset [ghost v] effect to (0)\nset [dead? v] to [No]\n\nwhen flag clicked\nswitch costume to (normal v)\nset size to (20) %\nset [ghost v] effect to (0)\nset [dead? v] to [No]\npoint in direction (90)\nforever\n if <(Dead?) = [Yes]> then\n point in direction (90)\n switch costume to (dead v)\n else\n turn right (([speed x v] of [hit box v]) * (3.5)) degrees\n switch costume to (normal v)\n end\nend\n\nwhen I receive [moving v]\nGo To Hit Box\n\nbroadcast (next level v)\n\n@Gui\n\n@Button\n\nwhen flag clicked\ngo to x: (140) y: (10)\nshow\n\nwhen this sprite clicked\nset [game running? v] to [Yes]\nhide\nbroadcast (Button Pressed v)\n\n@Fire Ball\n\nwhen I start as a clone\nshow\npoint towards (apperance v)\nforever\n move (15) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(backdrop [name v]) = [17]>> then\n delete this clone\n end\nend\n\n@Hit Box\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [0]\nset [game running? v] to [No]\nhide\n\nwhen I receive [button pressed v]\npoint in direction (90)\ngo to x: (-210) y: (-147)\nset size to (20) %\nset [gravity v] to [Down]\nset [level v] to [1]\nset [death count v] to [0]\nchange [speed y v] by (0)\nforever\n broadcast (Moving v)\n change y by (Speed Y)\n change [speed y v] by (-1)\n Touch Ground <(Speed Y) > [0]>\n show\n set [ghost v] effect to (100)\n if <<touching color (#00ffff)?> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>> then\n set [speed y v] to [4]\n else\n if <touching color (#00ffff)?> then\n set [speed y v] to [-2]\n end\n end\n if <<(Speed Y) < [4]> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>> then\n change [speed y v] by (-0.5)\n else\n change [speed y v] by (-2)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-3)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (3)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n set [speed y v] to [17]\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 <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((Speed X) * (0.7))\n end\n if <(Speed X) < [0.5]> then\n Walk (-90) (Speed X)\n broadcast (Moving v)\n else\n if <(Speed X) > [0.5]> then\n Walk (90) (Speed X)\n broadcast (Moving v)\n end\n end\n if <touching color (#ffff00)?> then\n if <(Dead?) = [Yes]> then\n else\n broadcast (Next Level v)\n end\n end\n if <touching color (#00ff55)?> then\n set [speed y v] to [30]\n end\n if <<touching color (#ff0000)?> or <touching color (#003fff)?>> then\n broadcast (Die v)\n repeat (10)\n wait (0.03) seconds\n end\n end\nend\n\nwhen flag clicked\nwait until <not <(Game Running?) = [Yes]>>\nforever\n if <key (r v) pressed?> then\n clear graphic effects\n set size to (20) %\n point in direction (90)\n go to x: (-210) y: (-147)\n set [speed y v] to [0]\n set [speed x v] to [0]\n change [death count v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\nclear graphic effects\nset size to (20) %\npoint in direction (90)\ngo to x: (-210) y: (-147)\nset [speed y v] to [0]\nset [speed x v] to [0]\nchange [level v] by (1)\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <up?> then\n change y by (-4)\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\nforever\n if <<touching color (#ff0000)?> or <touching color (#003fff)?>> then\n play sound [chomp v] until done\n wait (0.5) seconds\n end\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 (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <([abs v] of (speed) ) > [0]>> then\n start sound [jump_10 v]\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 [15]\n else\n set [speed x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [18]> then\n stop all sounds\n wait until <not <(backdrop [name v]) = [18]>>\n end\nend\n\nwhen I receive [die v]\nrepeat (10)\n wait (0.03) seconds\nend\npoint in direction (90)\ngo to x: (-210) y: (-140)\nset [speed y v] to [0]\nset [speed x v] to [0]\nchange [death count v] by (1)\nset size to (20) %\n\nwhen flag clicked\nforever\n if <<(y position) = [181]> and <touching color (#000000)?>> then\n clear graphic effects\n set size to (20) %\n point in direction (90)\n go to x: (-210) y: (-147)\n set [speed y v] to [0]\n set [speed x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Game Running?) = [Yes]> then\n if <<(Jump Key) = [0]> and <(Falling?) < [3]>> then\n start sound [jump_10 v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Orbital Colossus.mp3 v] until done\nend\n\nwhen [c v] key pressed\nbroadcast (next level v)\n\n@Lighting Bolt\n\nwhen flag clicked\nerase all\npen down\nforever\n hide\nend\n\nwhen flag clicked\nerase all\nset pen size to (10)\ngo to x: (140) y: (-55)\nforever\n if <(backdrop [name v]) = [36]> then\n wait (2) seconds\n broadcast (Shoot Lighting v)\n else\n pen up\n erase all\n go to x: (140) y: (-55)\n end\nend\n\nwhen I receive [shoot lighting v]\nset [speed v] to ((distance to [hit box v]) / (7))\npen down\nset pen color to (#003fff)\npoint towards (hit box v)\nbroadcast (Set New Position v)\nrepeat (5)\n move (speed) steps\nend\nturn left (-135) degrees\nrepeat (5)\n move (15) steps\nend\npoint towards (lightning assistant v)\nrepeat (5)\n move (speed) steps\nend\nwait (1) seconds\npen up\nerase all\ngo to x: (140) y: (-55)\n\n@Lightning Assistant\n\nwhen I receive [set new position v]\ngo to (hit box v)\n\nwhen flag clicked\nerase all\n\n@Dynamic Clones\n\ndefine None\nset [costume/type v] to (costume/type)\nset [speed \(spinning and moving\) v] to (speed \(spinning and moving\))\nset [left or right \( 1 = left, 2 = right\) v] to (left or right \( 1 = left, 2 = right)\nset [wait between acting again v] to (wait between acting again)\nset [x position v] to (x position)\nset [y position v] to (y position)\nset [level it's supposed to be on v] to (level it's supposed to be on)\nset [size \(of a percent\) v] to (size \(of a percent\))\nset [time limit v] to (time limit)\ncreate clone of (dynamic clones v)\n\nwhen I start as a clone\nset [times v] to [0]\nshow\nforever\n set size to (Size \(Of a percent\)) %\n switch costume to (Costume/Type)\n go to x: (X Position) y: (Y Position)\n if <(Left or Right \( 1 = Left, 2 = Right\)) = [1]> then\n turn left (Speed \(Spinning and Moving\)) degrees\n else\n turn right (Speed \(Spinning and Moving\)) degrees\n end\n if <not <(backdrop [name v]) = (Level it's supposed to be on)>> then\n delete this clone\n end\n if <not <(backdrop [name v]) = (Level it's supposed to be on)>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [42]> then\n Create A Spinning Clone [Axe] (20) (2) (0.005) (100) (-70) (42) (600) (5)\n wait until <not <(backdrop [name v]) = [42]>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [41]> then\n Create A Spinning Clone [Axe] (20) (2) (0.005) (0) (-40) (41) (500) (5)\n wait until <not <(backdrop [name v]) = [41]>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [42]> then\n Create A Spinning Clone [Axe] (20) (2) (0.005) (100) (-70) (42) (600) (5)\n wait until <not <(backdrop [name v]) = [42]>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [42]> then\n Create A Spinning Clone [Axe] (20) (2) (0.005) (100) (-70) (42) (600) (5)\n wait until <not <(backdrop [name v]) = [42]>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [42]> then\n Create A Spinning Clone [Axe] (20) (2) (0.005) (100) (-70) (42) (600) (5)\n wait until <not <(backdrop [name v]) = [42]>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [42]> then\n Create A Spinning Clone [Axe] (20) (2) (0.005) (100) (-70) (42) (600) (5)\n wait until <not <(backdrop [name v]) = [42]>>\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [51]> then\n Create A Spinning Clone [Lazer] (10) (1) (0.1) (0) (0) (51) (2500) (51)\n wait until <not <(backdrop [name v]) = [51]>>\n end\nend\n\n
50 levels,3 bosses, 1 Long Platformer! Beat them and you win!\n\n ------ ALL LEVELS ARE POSSIBLE ------\n\nWA(not s)D to move and have fun!\n\nIF YOU GET STUCK: PRESS R\n
T R I X [Platformer]
@Stage\n\nwhen flag clicked\nset [end of game? v] to [0]\nset [score allowed? v] to [1]\nhide variable [level # v]\nhide variable [death count v]\nhide variable [☁ best death count v]\nhide variable [time v]\nhide variable [☁ best time v]\nhide variable [level skip v]\nswitch backdrop to (backdrop1 v)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (scratch logo v)\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nif <(LEVEL #) = [8]> then\n broadcast (end v)\n set [end of game? v] to [1]\n hide variable [level # v]\n hide variable [level skip v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n next backdrop\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n next backdrop\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [level 1 v]\nshow variable [level # v]\nshow variable [death count v]\nshow variable [☁ best death count v]\nshow variable [time v]\nshow variable [☁ best time v]\nshow variable [level skip v]\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nforever\n play sound [medieval1 v] until done\nend\n\nwhen I receive [level 1 v]\nreset timer\nforever\n if <(Score Allowed?) = [1]> then\n set [time v] to (round (timer))\n else\n hide variable [time v]\n hide variable [death count v]\n set [time v] to [N/A]\n set [death count v] to [N/A]\n end\n if <(End of Game?) = [1]> then\n stop [this script v]\n end\nend\n\n@Player\n\ndefine None\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <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))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [8]\n set [falling v] to [0]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\nend\n\nwhen I receive [reset v]\nshow\nswitch costume to (costume2 v)\npoint in direction (90)\ngo to x: (-215) y: (-10)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [color v] effect to (100)\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [level skip v] to []\nforever\n if <(x position) < [-227]> then\n set x to (-227)\n end\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?> and <(Falling) < [3]>> then\n switch costume to (costume1 v)\n set [speed y v] to [10]\n end\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 (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [speed x v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [speed x v] by (1.5)\n end\n end\n if <(Speed X) < [-0.5]> then\n Walk (Speed X)\n else\n if <(Speed X) > [0.5]> then\n Walk (Speed X)\n end\n end\nend\n\nwhen I receive [level 1 v]\nset [level # v] to [1]\ngo to x: (-215) y: (-10)\nforever\n if <key (s v) pressed?> then\n set [level skip v] to [skipping...]\n set [score allowed? v] to [0]\n end\n if <touching color (#ff0000)?> then\n switch costume to (costume1 v)\n change [death count v] by (1)\n broadcast (Reset v)\n end\n if <<touching (border v)?> or <(LEVEL SKIP) = [skipping...]>> then\n stop [other scripts in sprite v]\n change [level # v] by (1)\n broadcast (Next Level v)\n if <(LEVEL #) = [2]> then\n broadcast (LEVEL 2 v)\n end\n if <(LEVEL #) = [3]> then\n broadcast (LEVEL 3 v)\n end\n if <(LEVEL #) = [4]> then\n broadcast (LEVEL 4 v)\n end\n if <(LEVEL #) = [5]> then\n broadcast (LEVEL 5 v)\n end\n if <(LEVEL #) = [6]> then\n broadcast (LEVEL 6 v)\n end\n if <(LEVEL #) = [7]> then\n broadcast (LEVEL 7 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n set [level skip v] to []\n end\nend\n\nwhen flag clicked\nset [death count v] to [0]\nset [level # v] to [0]\nhide\n\ndefine Touch Ground: <>\nchange [falling v] by (1)\nrepeat until <not <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 [speed y v] to [0]\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nif <(Score Allowed?) = [1]> then\n if <(TIME) < (☁ BEST TIME)> then\n set [☁ best time v] to (TIME)\n end\n if <(DEATH COUNT) < (☁ BEST DEATH COUNT)> then\n set [☁ best death count v] to (DEATH COUNT)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Border\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\n\n@Ground 1\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\ngo to x: (-100) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (2) seconds\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (2) seconds\nend\n\nwhen I receive [level 3 v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\ngo to x: (140) y: (-5)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I receive [level 4 v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Ground 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\ngo to x: (25) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (2) seconds\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (2) seconds\nend\n\nwhen I receive [level 3 v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Ground 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\ngo to x: (150) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nforever\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (2) seconds\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (2) seconds\nend\n\nwhen I receive [level 3 v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Point 1\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [level 5 v]\ngo to x: (-20) y: (-40)\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n wait (3) seconds\n change [brightness v] effect by (-15)\n wait (3) seconds\n change [brightness v] effect by (15)\n wait (3) seconds\n change [brightness v] effect by (15)\n wait (3) seconds\n change [brightness v] effect by (-15)\nend\n\n@Point 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [level 5 v]\ngo to x: (15) y: (0)\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n wait (3) seconds\n change [brightness v] effect by (-15)\n wait (3) seconds\n change [brightness v] effect by (15)\n wait (3) seconds\n change [brightness v] effect by (15)\n wait (3) seconds\n change [brightness v] effect by (-15)\nend\n\n@Point 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\ngo to x: (45) y: (40)\nset [ghost v] effect to (100)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n wait (3) seconds\n change [brightness v] effect by (-15)\n wait (3) seconds\n change [brightness v] effect by (15)\n wait (3) seconds\n change [brightness v] effect by (15)\n wait (3) seconds\n change [brightness v] effect by (-15)\nend\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Red 1\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (-150) y: (-43)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Red 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (-50) y: (-43)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Red 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (50) y: (-43)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Red 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (150) y: (-43)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (0) to (1)) seconds\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Red 5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\ngo to x: (230) y: (-69)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n repeat until <(x position) < [-150]>\n change x by (-5)\n end\n repeat until <(x position) > [150]>\n change x by (5)\n end\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@BOSS\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 v]\ngo to [front v] layer\ngo to x: (0) y: (120)\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Projectile\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [level 7 v]\nwait (1) seconds\nforever\n repeat until <([x position v] of [player v]) < [-150]>\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (120)\npoint towards (player v)\nshow\nforever\n move (12.5) steps\n if <<<touching color (#666666)?> or <touching color (#ff0000)?>> or <<(x position) > [235]> or <(x position) < [-235]>>> then\n delete this clone\n end\nend\n\n@Scratch Logo\n\nwhen flag clicked\nhide\nwait (2.25) seconds\nstart sound [space ripple v]\nshow\nset size to (0) %\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat until <<(size) > [90]> and <(direction) = [90]>>\n change size by (2)\n turn right (15) degrees\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (LEVEL 1 v)\nbroadcast (Reset v)\nhide\n\n
GO CHECK OUT THIS PROJECT!!! --> Ascension\n\nThis is a PLATFORMER... with many surprises along the way. \nAlthough there are only seven levels, they are DIFFICULT to beat.\n\nBE WARNED...\n\nInstructions:\nMOVE - Arrow Keys\nLEVEL SKIP - Press "s"\n\nThat's all you need to know.\nYou can figure out the rest.
⭐ Star Collector (Pen Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (join [1] [])\n\n@zPawPalette\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset volume to (100) %\nforever\n play sound [Butter Building - Kirby's Epic Yarn v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@zThumbnail2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ndefine Thumbnail\nshow\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nhide variable [stars display v]\n\n@renderer\n\nwhen flag clicked\npen up\nerase all\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [xscroll v] to [0]\nset [yscroll v] to [0]\nset [stars v] to [0]\nset [atmouse v] to [0]\nhide variable [edit.selection v]\nhide variable [edit.description v]\nset [checkpointx v] to [0]\nset [checkpointy v] to [0]\nshow variable [stars display v]\nreset level storages\nreset player\nforever\n frame\nend\n\ndefine renderlevel\nset [levelblock# v] to [0]\ngo to x: ((-240) + (10)) y: ((-180) + (10))\ngo to x: ((x position) + ((() - (Xscroll)) mod (-20))) y: ((y position) + ((() - (Yscroll)) mod (-20)))\nset [gobacktox v] to (x position)\nset [x v] to ([floor v] of ((Xscroll) / (20)) )\nset [y v] to ([floor v] of ((Yscroll) / (20)) )\nrepeat (19)\n repeat (25)\n change [x v] by (1)\n set [levelblock# v] to ((x) + ((y) * (MAP LENGTH)))\n set [iam v] to (item (levelblock#) of [level1 v])\n if <(iam) = [1]> then\n set pen color to (#e1ad96)\n else\n if <(iam) = [2]> then\n set pen color to (#bcf09e)\n else\n if <(iam) = [3]> then\n set pen color to (#f3afea)\n else\n if <(iam) = [4]> then\n set pen color to (#d54e4e)\n draw box size (10)\n set pen color to (#ed6e6e)\n else\n if <(iam) = [7]> then\n set pen color to (#7f98e4)\n set [watertop v] to [0]\n change [y v] by (1)\n set [levelblock# v] to ((x) + ((y) * (MAP LENGTH)))\n if <<[non-solid v] contains (item (levelblock#) of [level1 v])?> and <not <(item (levelblock#) of [level1 v]) = [7]>>> then\n set pen color to (#8fb2ff)\n set [watertop v] to [1]\n end\n change [y v] by (-1)\n set [levelblock# v] to ((x) + ((y) * (MAP LENGTH)))\n else\n if <<(iam) = [10]> or <(iam) = [11]>> then\n set pen color to (#626365)\n else\n set pen color to (#ffdb8d)\n end\n end\n end\n end\n end\n end\n if <(iam) = [0]> then\n else\n if <(iam) = [5]> then\n if <(item (levelblock#) of [level1storage v]) = [0]> then\n draw star size (6)\n else\n end\n else\n if <(iam) = [4]> then\n set pen size to ((([sin v] of (((timer) + ((x) + (y))) * (400)) ) * (3)) + (10))\n pen down\n pen up\n else\n if <(iam) = [7]> then\n if <(watertop) = [1]> then\n change y by (-1)\n end\n draw box size (12)\n if <(watertop) = [1]> then\n change y by (1)\n set pen color to (#ffffff)\n set pen size to (4)\n change x by (10)\n change y by ((([sin v] of (((timer) + ((x) + (y))) * (400)) ) * (2)) + (11))\n pen down\n change x by (-20)\n pen up\n change x by (10)\n change y by ((([sin v] of (((timer) + ((x) + (y))) * (400)) ) * (-2)) - (11))\n set [randomx v] to ((([sin v] of (((timer) + ((x) + (y))) * (400)) ) * (10)) + (0))\n set [randomy v] to (pick random (6) to (10))\n set pen color to (#ffffff)\n set pen size to (pick random (2) to (4))\n change x by (() + (randomx))\n change y by (() + (randomy))\n pen down\n pen up\n change x by (() - (randomx))\n change y by (() - (randomy))\n end\n else\n if <(iam) = [8]> then\n if <(item (levelblock#) of [level1storage v]) > [0]> then\n replace item (levelblock#) of [level1storage v] with ((item (levelblock#) of [level1storage v]) + (1))\n if <(item (levelblock#) of [level1storage v]) = [30]> then\n replace item (levelblock#) of [level1 v] with [9]\n end\n end\n set pen color to (#ffad7c)\n draw box size (12)\n set pen color to (#cfefff)\n draw box size (((item (levelblock#) of [level1storage v]) / (30)) * (12))\n else\n if <(iam) = [9]> then\n if <(item (levelblock#) of [level1storage v]) > [0]> then\n replace item (levelblock#) of [level1storage v] with ((item (levelblock#) of [level1storage v]) - (1))\n else\n replace item (levelblock#) of [level1 v] with [8]\n end\n set pen color to (#ffdbb8)\n draw box size (((((item (levelblock#) of [level1storage v]) * (-1)) + (30)) / (30)) * (12))\n else\n draw box size (12)\n if <<(iam) = [10]> or <(iam) = [11]>> then\n set pen color to (#ffffff)\n set pen size to (4)\n if <(iam) = [10]> then\n set [randomx v] to ((round (((timer) * (50)) mod (20))) - (10))\n else\n set [randomx v] to ((round (((timer) * (-50)) mod (20))) - (10))\n end\n change x by (randomx)\n pen down\n pen up\n change x by (() - (randomx))\n if <(iam) = [10]> then\n set [randomx v] to ((round ((((timer) - (1)) * (50)) mod (20))) - (10))\n else\n set [randomx v] to ((round ((((timer) - (1)) * (-50)) mod (20))) - (10))\n end\n change x by (randomx)\n pen down\n pen up\n change x by (() - (randomx))\n else\n if <(iam) = [6]> then\n get block at xpos (playerX) ypos ((playerY) - (10))\n if <(getblockis) = (levelblock#)> then\n set pen color to (#ffffff)\n else\n set pen color to (#edb56e)\n end\n set pen size to ((([sin v] of (((timer) + ((x) + (y))) * (400)) ) * (3)) + (10))\n pen down\n pen up\n end\n end\n end\n end\n end\n end\n end\n end\n if <(atmouse) = (levelblock#)> then\n set pen color to (#ffdb8d)\n draw star size (8)\n end\n change x by (20)\n end\n change y by (20)\n change [y v] by (1)\n set x to (gobacktoX)\n change [x v] by (-25)\nend\ngo to x: ((CheckpointX) - (Xscroll)) y: ((CheckpointY) - (Yscroll))\nset pen color to (#9be0f8)\nset pen size to ((([sin v] of ((timer) * (200)) ) * (4)) + (12))\npen down\npen up\nset pen color to (#ffffff)\nchange pen size by (-5)\npen down\npen up\n\ndefine movecharacter\nchange [playerxvel v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (2))\nset [playerxvel v] to ((playerXvel) * (0.7))\nget block at xpos ((playerX) + (playerXvel)) ypos (playerY)\nif <[non-solid v] contains (item (getblockis) of [level1 v])?> then\n get block at xpos ((playerX) + (playerXvel)) ypos ((playerY) + (11))\n if <[non-solid v] contains (item (getblockis) of [level1 v])?> then\n change [playerx v] by (playerXvel)\n else\n set [playerxvel v] to [0]\n if <(item (getblockis) of [level1 v]) = [8]> then\n if <(item (getblockis) of [level1storage v]) < [1]> then\n replace item (getblockis) of [level1storage v] with [1]\n end\n else\n end\n end\nelse\n set [playerxvel v] to [0]\n if <(item (getblockis) of [level1 v]) = [8]> then\n if <(item (getblockis) of [level1storage v]) < [1]> then\n replace item (getblockis) of [level1storage v] with [1]\n end\n else\n end\nend\nget block at xpos (playerX) ypos ((playerY) + (6))\nif <(item (getblockis) of [level1 v]) = [7]> then\n set [playeryvel v] to ((playerYvel) * (0.8))\n if <key (up arrow v) pressed?> then\n change [playeryvel v] by (1)\n end\n if <key (down arrow v) pressed?> then\n change [playeryvel v] by (-1)\n end\nelse\n if <key (up arrow v) pressed?> then\n change [playeryvel v] by (-0.7)\n else\n change [playeryvel v] by (-1.2)\n end\nend\nget block at xpos (playerX) ypos ((playerY) + (playerYvel))\nif <[non-solid v] contains (item (getblockis) of [level1 v])?> then\n get block at xpos (playerX) ypos (((playerY) + (playerYvel)) + (12))\n if <[non-solid v] contains (item (getblockis) of [level1 v])?> then\n change [playery v] by (playerYvel)\n else\n set [playeryvel v] to [0]\n if <(item (getblockis) of [level1 v]) = [8]> then\n if <(item (getblockis) of [level1storage v]) < [1]> then\n replace item (getblockis) of [level1storage v] with [1]\n end\n else\n end\n end\nelse\n set [playeryvel v] to [0]\n if <(item (getblockis) of [level1 v]) = [8]> then\n if <(item (getblockis) of [level1storage v]) < [1]> then\n replace item (getblockis) of [level1storage v] with [1]\n end\n else\n end\nend\nget block at xpos (playerX) ypos ((playerY) - (8))\nif <[non-solid v] contains (item (getblockis) of [level1 v])?> then\nelse\n if <(item (getblockis) of [level1 v]) = [10]> then\n change [playerxvel v] by (0.85)\n else\n if <(item (getblockis) of [level1 v]) = [11]> then\n change [playerxvel v] by (-0.85)\n else\n if <(item (getblockis) of [level1 v]) = [8]> then\n if <(item (getblockis) of [level1storage v]) < [1]> then\n replace item (getblockis) of [level1storage v] with [1]\n end\n else\n if <(item (getblockis) of [level1 v]) = [6]> then\n set [checkpointx v] to (playerX)\n set [checkpointy v] to (playerY)\n end\n end\n end\n end\n if <(item (getblockis) of [level1 v]) = [3]> then\n set [playeryvel v] to [25]\n else\n if <key (up arrow v) pressed?> then\n set [playeryvel v] to [11.5]\n else\n set [playeryvel v] to [0]\n end\n end\nend\nget block at xpos (playerX) ypos ((playerY) + (15))\nif <(item (getblockis) of [level1 v]) = [4]> then\n reset player\nelse\n if <(item (getblockis) of [level1 v]) = [5]> then\n if <(item (getblockis) of [level1storage v]) = [0]> then\n replace item (getblockis) of [level1storage v] with [1]\n change [stars v] by (1)\n start sound [Bloop v]\n end\n else\n end\nend\n\ndefine block at mouse\nset [atmouse v] to ((([floor v] of ((((mouse x) + (Xscroll)) - (0)) / (20)) ) + (([floor v] of ((((mouse y) + (Yscroll)) - (0)) / (20)) ) * (MAP LENGTH))) + (877))\n\ndefine None\nset [getblockis v] to (((round (((x) + (10)) / (20))) + ((round ((y) / (20))) * (MAP LENGTH))) + (780))\n\ndefine frame\nerase all\npan camera\nrenderlevel\nmovecharacter\nrendercharacter\n\ndefine rendercharacter\ngo to x: ((playerX) - (Xscroll)) y: ((playerY) - (Yscroll))\nset pen size to (8)\nchange y by (6)\nset pen color to (#a57957)\npen down\nset pen size to (4)\nchange y by (-8)\npen up\nset [legx v] to (x position)\nset [legy v] to (y position)\ngo to x: (legx) y: (legy)\nset pen color to (#79502f)\npen down\ngo to x: ((legx) + (([sin v] of ((timer) * (600)) ) * (([abs v] of (playerXvel) ) * (-1)))) y: ((y position) - (7))\npen up\ngo to x: (legx) y: (legy)\nset pen color to (#a57957)\npen down\ngo to x: ((legx) + (([sin v] of ((timer) * (600)) ) * (([abs v] of (playerXvel) ) * (1)))) y: ((y position) - (7))\npen up\ngo to x: (legx) y: ((legy) + (6))\nset pen color to (#79502f)\npen down\ngo to x: (((legx) + (0)) + (([sin v] of ((timer) * (600)) ) * ((([abs v] of (playerXvel) ) + (3)) * (1)))) y: ((y position) - (7))\npen up\ngo to x: (legx) y: ((legy) + (6))\nset pen color to (#a57957)\npen down\ngo to x: (((legx) - (0)) + (([sin v] of ((timer) * (600)) ) * ((([abs v] of (playerXvel) ) + (3)) * (-1)))) y: ((y position) - (7))\npen up\n\ndefine pan camera\nif <(playerX) < [0]> then\n set [camx v] to [0]\nelse\n if <(playerX) > (((MAP LENGTH) - (24)) * (20))> then\n set [camx v] to (((MAP LENGTH) - (24)) * (20))\n else\n set [camx v] to (playerX)\n end\nend\nif <(playerY) < [0]> then\n set [camy v] to [0]\nelse\n if <(playerY) > (((MAP HEIGHT) - (18)) * (20))> then\n set [camy v] to (((MAP HEIGHT) - (18)) * (20))\n else\n set [camy v] to (playerY)\n end\nend\nchange [xscroll v] by (((camX) - (Xscroll)) / (8))\nchange [yscroll v] by (((camY) - (Yscroll)) / (8))\n\ndefine reset level storages\ndelete (all) of [level1storage v]\nrepeat until <not <(length of [level1storage v]) < (length of [level1 v])>>\n add [0] to [level1storage v]\nend\n\nwhen [z v] key pressed\nchange [edit.selection v] by (-1)\nset [edit.selection v] to ((edit.Selection) mod (length of [blocknames v]))\n\nwhen [x v] key pressed\nchange [edit.selection v] by (1)\nset [edit.selection v] to ((edit.Selection) mod (length of [blocknames v]))\n\nwhen [c v] key pressed\nwait until <not <key (c v) pressed?>>\nshow variable [edit.selection v]\nshow variable [edit.description v]\nset [edit.selection v] to [1]\nrepeat until <key (c v) pressed?>\n edit mode\nend\nset [atmouse v] to [0]\nhide variable [edit.selection v]\nhide variable [edit.description v]\n\ndefine edit mode\nif <([abs v] of (mouse x) ) < [235]> then\n if <([abs v] of (mouse y) ) < [175]> then\n block at mouse\n if <mouse down?> then\n replace item (atmouse) of [level1 v] with (edit.Selection)\n replace item (atmouse) of [level1storage v] with [0]\n end\n end\nend\nset [edit.description v] to (item ((edit.Selection) + (1)) of [blocknames v])\n\ndefine create new level\nrepeat (MAP LENGTH)\n add [1] to [level1 v]\nend\nrepeat ((MAP HEIGHT) - (2))\n add [1] to [level1 v]\n repeat ((MAP LENGTH) - (2))\n add [0] to [level1 v]\n end\n add [1] to [level1 v]\nend\nrepeat (MAP LENGTH)\n add [1] to [level1 v]\nend\n\ndefine reset player\nset [playerxvel v] to [0]\nset [playeryvel v] to [0]\nset [playerx v] to (CheckpointX)\nset [playery v] to (CheckpointY)\n\ndefine None\nset [size v] to (size)\nset pen size to ((size) / (3))\npoint in direction (((timer) + (((x) + (y)) / (4))) * (200))\nmove ((size) / (2)) steps\npen down\nrepeat (5)\n turn right ((180) + ((180) / (5))) degrees\n move (size) steps\nend\npen up\nmove ((size) / (-2)) steps\npoint in direction (90)\n\nwhen [r v] key pressed\nreset player\n\ndefine None\nset [size v] to (size)\nset pen size to ((size) + (0))\nchange x by ((size) / (2))\nchange y by ((size) / (-2))\npen down\nchange y by ((size) / (1))\nchange x by ((size) / (-1))\nchange y by ((size) / (-1))\nchange x by ((size) / (1))\npen up\nchange x by ((size) / (-2))\nchange y by ((size) / (2))\n\n@finish!\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow variable [stars display v]\nset [max stars v] to [305]\nset [stars v] to [0]\nrepeat until <(Stars) = (MAX STARS)>\n set [stars display v] to (join (join (Stars) [ / ]) (MAX STARS))\n wait (0.1) seconds\nend\nstart sound [Finished v]\nset [stars display v] to [Complete!]\nshow\ngo to x: (0) y: (15)\nset size to (100) %\nset [velocity v] to [10]\nrepeat (21)\n change size by (5)\n change y by (velocity)\n change [velocity v] by (-1)\nend\nrepeat (60)\n change y by (-0.5)\n wait (0.1) seconds\nend\nset [velocity v] to [0]\nrepeat (23)\n change y by (velocity)\n change [velocity v] by (-1)\nend\nhide\n\n
The Round - Platformer - 100 blocks
@Stage\n\n@Round 59\n\ndefine move (right or left)\nswitch costume to (hitbox v)\nchange [yspeed v] by (((23) * (<(Yspeed) = [0]> * <key (up arrow v) pressed?>)) - (2))\nchange y by (Yspeed)\nif <touching (ground 7 v)?> then\n repeat until <not <touching (ground 7 v)?>>\n if <(Yspeed) > [0]> then\n change y by (-1)\n set [yspeed v] to [1]\n else\n change y by (1)\n set [yspeed v] to [0]\n end\n end\nend\nset [xspeed v] to (((Xspeed) * (0.7)) + ((3) * (right or left)))\nchange x by (Xspeed)\nrepeat until <not <touching (ground 7 v)?>>\n change x by ((1) - ((2) * <(Xspeed) > [0]>))\nend\nif <touching (dangers 16 v)?> then\n start sound [Crunch v]\n broadcast (Die v)\nend\nswitch costume to (join [costume] (right or left))\n\nwhen flag clicked\nbroadcast (nouveau niveau v)\nforever\n change [cycle v] by (item (7) of [levels v])\n move (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nend\n\nwhen I receive [die v]\ngo to x: (item (1) of [levels v]) y: (item (2) of [levels v])\n\n@ground 7\n\nwhen I receive [nouveau niveau v]\nstop all sounds\nstart sound [Magic Spell v]\nnext costume\nforever\n play sound (backdrop [name v]) until done\nend\n\n@exit 10\n\nwhen I receive [trouvé v]\nset [ghost v] effect to (100)\nwait until <touching (round 59 v)?>\nrepeat (7)\n delete (1) of [levels v]\nend\nnext backdrop\nset [ghost v] effect to (0)\nbroadcast (nouveau niveau v)\nbroadcast (Die v)\n\n@coins 8\n\nwhen I receive [nouveau niveau v]\nswitch costume to (item (3) of [levels v])\nwait until <touching (round 59 v)?>\nstart sound [Coin v]\nswitch costume to (trouvé v)\nbroadcast (trouvé v)\n\n@dangers 16\n\nwhen I receive [nouveau niveau v]\nswitch costume to (item (4) of [levels v])\nset [cycle v] to [0]\ngo to x: (0) y: (0)\nforever\n change x by ((item (5) of [levels v]) * ([cos v] of (cycle) ))\n change y by ((item (6) of [levels v]) * ([sin v] of (cycle) ))\nend\n\n
Arrows to move - Take the coin before exit - 18 levels.\nMade for the challenge - Game 100 Blocks MAX\nhttps://scratch.mit.edu/studios/31208332\n\nI know for the glitch when level change but I need 2 blocks to fix it...\nYou need to reload the whole page to play again. Playing destroy the level list.\nNot enough blocks to have mobile controls, try my remix for that : https://scratch.mit.edu/projects/658245887/\n\nMade for the studio : Game - 100 blocks MAX\nhttps://scratch.mit.edu/studios/31208332/\n\nRound 59\nGround 7\nExit 10\nCoin 8\nDangers 16\n
Bubblegum Platformer
@Stage\n\nwhen I receive [project v]\nwait (4) seconds\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [18]>\n wait (1) seconds\n change [time v] by (1)\nend\nhide variable [time v]\nswitch backdrop to (backdrop100 v)\n\n@B.G. Player\n\nwhen I receive [project v]\nwait (4) seconds\ngo to x: (-217) y: (-20)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x 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 if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n show variable [time v]\n broadcast (time v)\n if <(☁ Cloud Record) > (time)> then\n set [☁ cloud record v] to (time)\n end\n hide\n stop [this script v]\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> 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 [17]\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)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> 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)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <touching color (#792da1)?>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [backdrop17]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [project v]\nstop all sounds\nset volume to (100) %\nhide variable [time v]\nstart sound [triumph v]\nswitch backdrop to (backdrop1 v)\nwait (2) seconds\nswitch backdrop to (backdrop20 v)\nwait (2) seconds\nstop all sounds\nswitch backdrop to (backdrop19 v)\nforever\n play sound [18.dj-nate-theory-of-everything-2.mp3 v] until done\nend\n\nwhen I receive [project v]\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [project v]\nforever\n if <touching color (#ff9400)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (ball-c v)\n\nwhen [left arrow v] key pressed\nswitch costume to (ball-c2 v)\n\nwhen flag clicked\nhide\n\n@Time\n\nwhen I receive [time v]\ngo to x: (-17) y: (5)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop18]> then\n show\n show variable [☁ cloud record v]\n show variable [time v]\n if <(Cloud Record) > (time)> then\n set [☁ cloud record v] to (time)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide variable [☁ cloud record v]\nhide variable [time v]\nhide\n\n@B.G.S. 2000\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n repeat until <not <(backdrop [name v]) = [backdrop8]>>\n show\n next costume\n wait (0.4) seconds\n end\n else\n hide\n end\nend\n\n@Be Smart\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n repeat until <not <(backdrop [name v]) = [backdrop11]>>\n show\n go to x: (41) y: (-20)\n glide (2) secs to x: (38) y: (129)\n glide (2) secs to x: (41) y: (-20)\n end\n else\n hide\n end\nend\n\n@M.P.\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n repeat until <not <(backdrop [name v]) = [backdrop13]>>\n show\n go to x: (47) y: (-27)\n glide (3) secs to x: (341) y: (128)\n glide (3) secs to x: (47) y: (-27)\n end\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (10)\nset size to (100) %\nerase all\nshow\nswitch costume to (back v)\nstamp\nshow\nswitch costume to (intro-2 v)\nset y to (10)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (intro-3 v)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (intro-4 v)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (intro-5 v)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (intro-6 v)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (intro-7 v)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (intro-8 v)\nchange x by (-240)\nrepeat (12)\n change x by (20)\nend\nstamp\nswitch costume to (full intro v)\nstamp\nhide\nswitch costume to (name ribbon-1 v)\nstamp\nrepeat (4)\n next costume\n stamp\n wait (0.05) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Test Part 1 v] until done\nstart sound [Test Part 2 v]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nswitch costume to (love, favorite, follow, comment v)\nsmooth size to size: (100) wtih speed: (10)\nwait (2.5) seconds\nrepeat until <(round (volume)) = [0]>\n change volume by (-1)\nend\nbroadcast (Project v)\nerase all\nhide\n\ndefine None\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) / (speed))\nend\n\n
{--------------------- The flag. (It's not an octogon.)\n\nRead the notes and credit.\n\nLove and Favorite this project, please. <(^.^)>\n\nEver since I tried adding a new intro, it's been glitching.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI have a record of 67.
Cyborg Platformer
@Stage\n\nwhen flag clicked\nreset timer\nbroadcast (ummmmmmmmmmmmmmmmmmm v)\n\nwhen backdrop switches to [backdrop98 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [What's my username?] and wait\n if <(answer) = [patrickvholmes]> then\n switch backdrop to (backdrop99 v)\n else\n switch backdrop to (backdrop97 v)\n end\nend\n\nwhen backdrop switches to [backdrop100 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what comes down but never comes up] and wait\n if <(answer) = [rain]> then\n switch backdrop to (backdrop86 v)\n else\n switch backdrop to (backdrop99 v)\n end\nend\n\nwhen backdrop switches to [backdrop99 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what comes up but never comes down] and wait\n if <(answer) = [your age]> then\n switch backdrop to (backdrop100 v)\n else\n switch backdrop to (backdrop98 v)\n end\nend\n\nwhen backdrop switches to [backdrop87 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what goes up when the rain comes down] and wait\n if <(answer) = [an umbrella]> then\n switch backdrop to (backdrop88 v)\n else\n switch backdrop to (backdrop86 v)\n end\nend\n\nwhen backdrop switches to [backdrop89 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [i'm tall when i am young and short when i am old what am i] and wait\n if <(answer) = [a candle]> then\n switch backdrop to (backdrop104 v)\n else\n switch backdrop to (backdrop88 v)\n end\nend\n\nwhen backdrop switches to [backdrop86 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [you go back a level if you get stuff wrong ok] and wait\n if <(answer) = [ok]> then\n switch backdrop to (backdrop87 v)\n else\n switch backdrop to (backdrop100 v)\n end\nend\n\nwhen backdrop switches to [backdrop104 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what is the longest word in the dictionary ] and wait\n if <(answer) = [smiles]> then\n switch backdrop to (backdrop105 v)\n else\n switch backdrop to (backdrop89 v)\n end\nend\n\nwhen backdrop switches to [backdrop88 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what is eviler than the devil, rich people need and poor people don't need ] and wait\n if <(answer) = [nothing]> then\n switch backdrop to (backdrop89 v)\n else\n switch backdrop to (backdrop87 v)\n end\nend\n\nwhen backdrop switches to [backdrop105 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [if i drink i die but if eat i am fine what am i] and wait\n if <(answer) = [fire]> then\n switch backdrop to (backdrop106 v)\n else\n switch backdrop to (backdrop104 v)\n end\nend\n\nwhen backdrop switches to [backdrop106 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what word becomes shorter when you add two letters to it] and wait\n if <(answer) = [short]> then\n switch backdrop to (backdrop107 v)\n else\n switch backdrop to (backdrop105 v)\n end\nend\n\nwhen backdrop switches to [backdrop107 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what starts with t ends with t and it full of tea] and wait\n if <(answer) = [a teapot]> then\n switch backdrop to (backdrop108 v)\n else\n switch backdrop to (backdrop106 v)\n end\nend\n\nwhen backdrop switches to [backdrop108 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what goes all around the world but stays in one spot] and wait\n if <(answer) = [a stamp]> then\n switch backdrop to (backdrop109 v)\n else\n switch backdrop to (backdrop107 v)\n end\nend\n\nwhen backdrop switches to [backdrop109 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what occours twice in a moment but never in hundred thousand centuarys] and wait\n if <(answer) = [the letter m]> then\n switch backdrop to (backdrop110 v)\n else\n switch backdrop to (backdrop108 v)\n end\nend\n\nwhen backdrop switches to [backdrop110 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [how do you make the number one disappear] and wait\n if <(answer) = [you add the letter g and its gone]> then\n switch backdrop to (backdrop111 v)\n else\n switch backdrop to (backdrop109 v)\n end\nend\n\nwhen backdrop switches to [backdrop111 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [how many months have 28 days] and wait\n if <(answer) = [all of them]> then\n switch backdrop to (backdrop112 v)\n else\n switch backdrop to (backdrop110 v)\n end\nend\n\nwhen backdrop switches to [backdrop112 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [if i have it i don't share it.if i share it i don't have it what am i] and wait\n if <(answer) = [a secret]> then\n switch backdrop to (backdrop113 v)\n else\n switch backdrop to (backdrop111 v)\n end\nend\n\nwhen [space v] key pressed\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop113 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what is always coming but never arrives] and wait\n if <(answer) = [tomorrow]> then\n switch backdrop to (backdrop114 v)\n else\n switch backdrop to (backdrop112 v)\n end\nend\n\nwhen backdrop switches to [backdrop114 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [the more it dries the wetter it becomes what is it] and wait\n if <(answer) = [a towel]> then\n switch backdrop to (backdrop115 v)\n else\n switch backdrop to (backdrop113 v)\n end\nend\n\nwhen backdrop switches to [backdrop115 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what starts with p and ends with e and has more than a thousand letters] and wait\n if <(answer) = [a post office]> then\n switch backdrop to (backdrop116 v)\n else\n switch backdrop to (backdrop114 v)\n end\nend\n\nwhen backdrop switches to [backdrop116 v]\nif <not <(username) = [patrickvholmes]>> then\n ask [what in the middle of paris] and wait\n if <(answer) = [the letter r]> then\n switch backdrop to (backdrop117 v)\n else\n switch backdrop to (backdrop115 v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [ummmmmmmmmmmmmmmmmmm v]\nwait (2) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n hide variable [level v]\n set [level v] to [0]\nend\n\nwhen backdrop switches to [backdrop321 v]\nwait (10) seconds\nnext backdrop\nerase all\n\nwhen backdrop switches to [backdrop322 v]\nwait (10) seconds\nnext backdrop\nerase all\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n change volume by (-1)\n end\n if <key (s v) pressed?> then\n change volume by (1)\n end\nend\n\nwhen flag clicked\n\nforever\nend\n\nplay sound [robo music v] until done\n\nwhen flag clicked\n\nforever\n if <(username) = [patrickvholmes]> then\n if <key (space v) pressed?> then\n next backdrop\n wait (0.1) seconds\n end\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n erase all\n set size to (100) %\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\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nwait (3) seconds\nif <touching color <touching color <touching color <touching color <touching color <touching color <touching color <touching color <touching color (#ff9400)?>?>?>?>?>?>?>?>?> then\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n switch costume to (costume v)\n wait (1) seconds\n switch costume to (half half v)\n wait (1) seconds\n switch costume to (oh v)\nend\n\nwhen backdrop switches to [backdrop148 v]\nforever\n if <key (space v) pressed?> then\n change [level v] by (1)\n switch backdrop to (backdrop149 v)\n stop [this script v]\n end\nend\n\nwait (1e+30) seconds\n\nwhen flag clicked\nhide\nbroadcast (ummmmmmmmmmmmmmmmmmm v)\n\nif then\n if then\n change [level v] by (1)\n change [level v] by (1)\n change [level v] by (1)\n change [level v] by (1)\n change [level v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop333 v]\nchange [level v] by (2)\n\nwhen backdrop switches to [backdrop119 v]\nset [level v] to [118]\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 set [sho v] to (join (join [level ] (level)) [/456])\nend\n\nwhen I receive [ummmmmmmmmmmmmmmmmmm v]\nswitch costume to (coustume2 v)\nset size to (100) %\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 [xv v] to [0]\nset [yv v] to [0]\nset [volume: v] to [100]\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 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 erase all\n set size to (100) %\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 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 erase all\n set size to (100) %\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 <touching color (#00ff55)?> then\n set size to (75) %\n end\n if <touching color (#ff9400)?> then\n set size to (150) %\n end\n if <touching color (#ff00bf)?> then\n set [yv v] to [0]\n end\n end\nend\n\n@button\n\nwhen backdrop switches to [backdrop140 v]\nshow\nwait (5) seconds\nhide\nswitch backdrop to (backdrop141 v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nbroadcast (ummmmmmmmmmmmmmmmmmm v)\nhide\n\n@yellow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop142 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop143]>\n go to (mouse-pointer v)\nend\nhide\ngo to x: (-6) y: (-20)\n\nwhen backdrop switches to [backdrop143 v]\nforever\n if <touching (mouse-pointer v)?> then\n show\n end\n if <(backdrop [name v]) = [backdrop145]> then\n forever\n hide\n end\n end\nend\n\n@platform\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop145 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop147]>\n go to (mouse-pointer v)\nend\nforever\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (-86) y: (-99)\n\nwhen backdrop switches to [backdrop143 v]\nforever\n if <touching (mouse-pointer v)?> then\n show\n end\n if <(backdrop [name v]) = [backdrop145]> then\n hide\n end\nend\n\n@pen\n\nwhen flag clicked\nerase all\n\nwhen backdrop switches to [backdrop332 v]\nset pen size to (5)\nforever\n set pen color to (#6600cc)\nend\n\nwhen backdrop switches to [backdrop303 v]\nset pen size to (2)\nset pen color to (#000000)\nforever\n if <not <mouse down?>> then\n pen up\n else\n go to (mouse-pointer v)\n pen down\n end\nend\n\nwhen backdrop switches to [backdrop360 v]\nstop [other scripts in sprite v]\npen up\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (120) %\nforever\n wait until <key (p v) pressed?>\n broadcast (pause v)\n show\n wait (0.5) seconds\n wait until <key (p v) pressed?>\n broadcast (unpause v)\n hide\n wait (0.5) seconds\nend\n\n
Use arrow keys up to jump, left arrow to move left, right arrow key to move right.\nGo to the anything yellow.\nPlay it and have fun.\nS to make the sound higher.\nM to make the sound lower.\nR to restart.\nYellow is the goal.\nRed is evil.\nBlue is bouncy.\nOrange makes you big.\nGreen makes you small.\nPink in sticky.\nLight blue is water.\nAll instructions are in the game
Sheep Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (logo v)\nset [killed by enemy v] to [0]\nwait (2) seconds\nbroadcast (Fader v)\n\nwhen I receive [main menu v]\nswitch backdrop to (main menu v)\n\nwhen I receive [in game v]\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [1]> then\n switch backdrop to (level 1 v)\n end\n if <(Level) = [2]> then\n switch backdrop to (level 2 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (level 3 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (level 4 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (level 5 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (level 6 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (level 7 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (level 8 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (level 9 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (level 10 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (level 11 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (level 12 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (level 13 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (level 14 v)\n end\n if <(Level) = [15]> then\n switch backdrop to (level 15 v)\n end\n end\nend\n\nwhen I receive [play song v]\nforever\n set volume to (20) %\n play sound [Song v] until done\nend\n\nwhen I receive [achievements v]\nswitch backdrop to (achievements v)\n\n@Player\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)?>> or <touching (moving platforms 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 Touching Ground <>\nchange [falling v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving platforms 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 [y speed v] to [0]\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (death sensor v)?> then\n broadcast (Death v)\n wait (0.1) seconds\n go to x: (-198) y: (-17)\n set [falling v] to [0]\n set [y speed v] to [0]\n set [slope v] to [0]\n end\n if <<<<<touching (enemy v)?> or <touching (enemy2 v)?>> or <touching (enemy3 v)?>> or <touching (enemy4 v)?>> or <touching (enemy5 v)?>> then\n broadcast (Death v)\n wait (0.1) seconds\n go to x: (-198) y: (-17)\n set [falling v] to [0]\n set [y speed v] to [0]\n set [slope v] to [0]\n if <(Level) = [14]> then\n go to x: (-210) y: (-118)\n end\n end\n if <touching (win sensor v)?> then\n wait (0.1) seconds\n go to x: (-212) y: (-58)\n end\n if <<key (up arrow v) pressed?> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [in game v]\npoint in direction (90)\nshow\nforever\n if <(In Game?) = [Yes]> then\n go to x: (-212) y: (-55)\n set [y speed v] to [0]\n set rotation style [left-right v]\n set [y speed v] to [0]\n set [falling v] to [10]\n forever\n switch costume to (hitbox v)\n change [y speed v] by (-1)\n change y by (Y Speed)\n Touching Ground <(Y Speed) > [0]>\n if <(y position) < [-180]> then\n go to x: (0) y: (100)\n set [y speed v] to [0]\n end\n if <<key (up arrow v) pressed?> and <(Falling) < [3]>> then\n set [y speed v] to [12]\n end\n set [x speed v] to ((X Speed) * (0.7))\n if <key (right arrow v) pressed?> then\n change [x speed v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [x speed v] by (-1.5)\n end\n if <(X Speed) > [0.5]> then\n Walking (90) (X Speed)\n end\n if <(X Speed) < [-0.5]> then\n Walking (-90) (X Speed)\n end\n switch costume to (sheep v)\n end\n end\nend\n\nwhen I receive [death v]\nplay sound [crash cymbal v] until done\n\nwhen I receive [main menu v]\nhide\n\n@Enemy\n\nwhen I receive [in game v]\ngo to x: (197) y: (-58)\nforever\n if <(In Game?) = [Yes]> then\n if <<(Level) = [6]> or <(Level) = [9]>> then\n point in direction (-90)\n repeat (pick random (5) to (20))\n move (4) steps\n end\n wait (pick random (0.1) to (3)) seconds\n point in direction (90)\n repeat (pick random (5) to (20))\n move (4) steps\n end\n end\n if <(Level) = [7]> then\n forever\n point in direction (-90)\n glide (0.6) secs to x: (151) y: (-58)\n wait (pick random (0.1) to (3)) seconds\n point in direction (90)\n glide (0.6) secs to x: (197) y: (-58)\n wait (pick random (0.1) to (3)) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [killed by enemy v] by (1)\n wait (0.1) seconds\n end\n if <<<<(Level) = [6]> or <(Level) = [7]>> or <(Level) = [9]>> and <(In Game?) = [Yes]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nset [already got this? v] to [No]\nhide\nwait until <touching (player v)?>\nif <(Already got this?) = [No]> then\n set [achievement v] to [Killed by NInja]\n wait (0.1) seconds\n set [already got this? v] to [0]\nend\n\n@Enemy2\n\nwhen I receive [in game v]\ngo to x: (-73) y: (-58)\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [9]> then\n point in direction (-90)\n repeat (pick random (5) to (20))\n move (4) steps\n end\n wait (pick random (0.1) to (3)) seconds\n point in direction (90)\n repeat (pick random (5) to (20))\n move (4) steps\n end\n end\n if <(Level) = [11]> then\n go to x: (148) y: (51)\n forever\n point in direction (90)\n glide (0.6) secs to x: (224) y: (51)\n wait (pick random (0.1) to (3)) seconds\n point in direction (-90)\n glide (0.6) secs to x: (148) y: (51)\n wait (pick random (0.1) to (3)) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [killed by enemy v] by (1)\n wait (0.1) seconds\n end\n if <<<(Level) = [9]> or <(Level) = [11]>> and <(In Game?) = [Yes]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nhide\nwait until <touching (player v)?>\nif <(Already got this?) = [No]> then\n set [achievement v] to [Killed by NInja]\n wait (0.1) seconds\n set [already got this? v] to [0]\nend\n\n@Enemy3\n\nwhen I receive [in game v]\ngo to x: (197) y: (-58)\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [11]> then\n go to x: (40) y: (-10)\n forever\n point in direction (-90)\n glide (0.6) secs to x: (-40) y: (-10)\n wait (pick random (0.1) to (3)) seconds\n point in direction (90)\n glide (0.6) secs to x: (40) y: (-10)\n wait (pick random (0.1) to (3)) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [killed by enemy v] by (1)\n wait (0.1) seconds\n end\n if <<(Level) = [11]> and <(In Game?) = [Yes]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nhide\nwait until <touching (player v)?>\nif <(Already got this?) = [No]> then\n set [achievement v] to [Killed by NInja]\n wait (0.1) seconds\n set [already got this? v] to [0]\nend\n\n@Enemy4\n\nwhen I receive [in game v]\ngo to x: (197) y: (-58)\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [12]> then\n go to x: (145) y: (107)\n forever\n switch costume to (left v)\n glide (5) secs to x: (-209) y: (-126)\n wait (pick random (0.1) to (3)) seconds\n switch costume to (right v)\n glide (5) secs to x: (145) y: (107)\n wait (pick random (0.1) to (3)) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [killed by enemy v] by (1)\n wait (0.1) seconds\n end\n if <<(Level) = [12]> and <(In Game?) = [Yes]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nhide\nwait until <touching (player v)?>\nif <(Already got this?) = [No]> then\n set [achievement v] to [Killed by NInja]\n wait (0.1) seconds\n set [already got this? v] to [0]\nend\n\n@Enemy5\n\nwhen I receive [in game v]\ngo to x: (-216) y: (-30)\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [14]> then\n go to x: (-216) y: (-30)\n forever\n point in direction (90)\n glide (5) secs to x: (100) y: (-30)\n wait (pick random (0.1) to (3)) seconds\n point in direction (-90)\n glide (5) secs to x: (-216) y: (-30)\n wait (pick random (0.1) to (3)) seconds\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [killed by enemy v] by (1)\n wait (0.1) seconds\n end\n if <<(Level) = [14]> and <(In Game?) = [Yes]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nhide\nwait until <touching (player v)?>\nif <(Already got this?) = [No]> then\n set [achievement v] to [Killed by NInja]\n wait (0.1) seconds\n set [already got this? v] to [0]\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (1)\nhide\n\nwhen I receive [in game v]\nshow\nforever\n set [ghost v] effect to (100)\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n end\n if <(Level) = [16]> then\n switch costume to (level 16 v)\n end\n if <(Level) = [17]> then\n switch costume to (level 17 v)\n end\n if <(Level) = [18]> then\n switch costume to (level 18 v)\n end\n if <(Level) = [19]> then\n switch costume to (level 19 v)\n end\n if <(Level) = [20]> then\n switch costume to (level 20 v)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@Moving Platforms\n\nwhen flag clicked\nswitch costume to (level 13 v)\ngo to x: (0) y: (1)\nhide\n\nwhen I receive [in game v]\nwait until <(Level) = [13]>\ngo to x: (-9) y: (1)\nshow\nswitch costume to (level 13 v)\nrepeat until <(Level) = [14]>\n go [backward v] (100) layers\n glide (3) secs to x: (101) y: (1)\n go [backward v] (100) layers\n glide (3) secs to x: (-9) y: (1)\n go [backward v] (100) layers\nend\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [in game v]\nwait until <(Level) = [14]>\nhide\n\n@Instructions\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (-40)\nhide\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (nothing v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (nothing v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (nothing v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (nothing v)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [in game v]\nshow\n\n@Folliage\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [in game v]\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@Death Sensor\n\nwhen I receive [in game v]\nshow\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nhide\nwait until <touching (player v)?>\nset [achievement v] to [Fall to death]\nwait until <(Death) = [10]>\nset [achievement v] to [Fall to death x10]\nwait until <(Death) = [50]>\nset [achievement v] to [Fall to death x50]\nwait until <(Death) = [100]>\nset [achievement v] to [Fall to death x100]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [death v] by (1)\n wait (0.1) seconds\n end\nend\n\n@Win Sensor\n\nwhen flag clicked\nset [already finished? v] to [No]\nset [ghost v] effect to (100)\ngo to x: (295) y: (104)\nset [level v] to [1]\nhide\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [in game v]\nshow\nwait until <(Level) = [16]>\nbroadcast (Fade to menu v) and wait\nset [already finished? v] to [Yes]\nset [level v] to [1]\n\nwhen flag clicked\nwait until <(Level) = [16]>\nif <(Already finished?) = [No]> then\n set [achievement v] to [Finish Levels]\nend\n\n@Level Indicator\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (-198) y: (165)\ngo to [front v] layer\nhide\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(Level) = [15]> then\n switch costume to (level 15 v)\n end\n if <(Level) = [16]> then\n switch costume to (level 16 v)\n end\n if <(Level) = [17]> then\n switch costume to (level 17 v)\n end\n if <(Level) = [18]> then\n switch costume to (level 18 v)\n end\n if <(Level) = [19]> then\n switch costume to (level 19 v)\n end\n if <(Level) = [20]> then\n switch costume to (level 20 v)\n end\nend\n\nwhen I receive [in game v]\nshow\n\nwhen I receive [main menu v]\nhide\n\n@Exit Button\n\nwhen flag clicked\nswitch costume to (normal v)\ngo to x: (188) y: (164)\ngo to [front v] layer\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlighted v)\n else\n switch costume to (normal v)\n end\n if <touching (player v)?> then\n switch costume to (touching sheep v)\n end\nend\n\nwhen I receive [in game v]\nshow\n\nwhen this sprite clicked\nbroadcast (Fade to menu v)\nplay sound [Select v] until done\n\nwhen I receive [main menu v]\nhide\n\n@Trophy\n\nwhen flag clicked\nset [achievement v] to [None]\nset [death v] to [0]\ngo to x: (0) y: (240)\ngo to [front v] layer\nhide\nforever\n if <(Achievement) = [Fall to death]> then\n switch costume to (death v)\n go to x: (0) y: (240)\n broadcast (Achievement v)\n set [achievement 1 v] to [Unlocked]\n show\n glide (1) secs to x: (0) y: (181)\n wait (5) seconds\n glide (1) secs to x: (0) y: (240)\n hide\n set [achievement v] to [None]\n end\n if <(Achievement) = [Fall to death x10]> then\n switch costume to (death x10 v)\n go to x: (0) y: (240)\n show\n broadcast (Achievement v)\n set [achievement 2 v] to [Unlocked]\n glide (1) secs to x: (0) y: (181)\n wait (5) seconds\n glide (1) secs to x: (0) y: (240)\n hide\n set [achievement v] to [None]\n end\n if <(Achievement) = [Fall to death x50]> then\n switch costume to (death x50 v)\n go to x: (0) y: (240)\n show\n broadcast (Achievement v)\n set [achievement 3 v] to [Unlocked]\n glide (1) secs to x: (0) y: (181)\n wait (5) seconds\n glide (1) secs to x: (0) y: (240)\n hide\n set [achievement v] to [None]\n end\n if <(Achievement) = [Killed by Ninja]> then\n switch costume to (killed by ninja v)\n go to x: (0) y: (240)\n show\n broadcast (Achievement v)\n set [achievement 4 v] to [Unlocked]\n glide (1) secs to x: (0) y: (181)\n wait (5) seconds\n glide (1) secs to x: (0) y: (240)\n hide\n set [achievement v] to [None]\n end\n if <(Achievement) = [Fall to death x100]> then\n switch costume to (death x100 v)\n go to x: (0) y: (240)\n show\n broadcast (Achievement v)\n set [achievement 5 v] to [Unlocked]\n glide (1) secs to x: (0) y: (181)\n wait (5) seconds\n glide (1) secs to x: (0) y: (240)\n hide\n set [achievement v] to [None]\n end\n if <(Achievement) = [Finish Levels]> then\n switch costume to (finish levels v)\n go to x: (0) y: (240)\n show\n broadcast (Achievement v)\n set [achievement 6 v] to [Unlocked]\n glide (1) secs to x: (0) y: (181)\n wait (5) seconds\n glide (1) secs to x: (0) y: (240)\n hide\n set [achievement v] to [None]\n end\nend\n\nwhen I receive [achievement v]\nplay sound [Achievement sound effect \(from Geometry Dash\).mp3 v] until done\n\nwhen I receive [main menu v]\nhide\n\n@UFO\n\nwhen flag clicked\nforever\n if <(In Game?) = [Yes]> then\n if <<<(Level) = [5]> or <(Level) = [7]>> or <(Level) = [15]>> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (108) y: (9)\nhide\nforever\n if <(Level) = [5]> then\n glide (1) secs to x: (108) y: (-9)\n glide (1) secs to x: (108) y: (9)\n end\n if <(Level) = [6]> then\n go to x: (-3) y: (9)\n end\n if <(Level) = [7]> then\n glide (1) secs to x: (-3) y: (-9)\n glide (1) secs to x: (-3) y: (9)\n end\n if <(Level) = [14]> then\n go to x: (0) y: (9)\n end\n if <(Level) = [15]> then\n glide (1) secs to x: (0) y: (-9)\n glide (1) secs to x: (0) y: (9)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@Play Button\n\nwhen flag clicked\ngo to x: (-134) y: (-142)\nset [in game? v] to [No]\ngo to [front v] layer\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlighted v)\n else\n switch costume to (normal v)\n end\nend\n\nwhen I receive [main menu v]\nshow\n\nwhen I receive [in game v]\nhide\n\nwhen this sprite clicked\nbroadcast (Fader 2 v)\nplay sound [Select v] until done\n\nwhen I receive [achievements v]\nhide\n\n@Achievements Button\n\nwhen flag clicked\ngo to x: (100) y: (-138)\nset [in game? v] to [No]\ngo to [front v] layer\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlighted v)\n else\n switch costume to (normal v)\n end\nend\n\nwhen I receive [in game v]\nhide\n\nwhen I receive [main menu v]\nshow\n\nwhen I receive [achievements v]\nhide\n\nwhen this sprite clicked\nbroadcast (Fade to Achievements v)\nplay sound [Select v] until done\n\n@Back Button\n\nwhen flag clicked\nset [achievement 1 v] to [Locked]\nset [achievement 2 v] to [Locked]\nset [achievement 3 v] to [Locked]\nset [achievement 4 v] to [Locked]\nset [achievement 5 v] to [Locked]\nset [achievement 6 v] to [Locked]\ngo to x: (0) y: (-10)\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Fade to menu v)\nplay sound [Select v] until done\n\nwhen I receive [achievements v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlighted v)\n else\n switch costume to (normal v)\n end\nend\n\n@Fader\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [fader v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nbroadcast (Main Menu v)\nbroadcast (Play song v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [fader 2 v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nbroadcast (In Game v)\nset [in game? v] to [Yes]\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [fade to menu v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nset [in game? v] to [No]\nbroadcast (Main Menu v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [fade to achievements v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nset [in game? v] to [No]\nbroadcast (Achievements v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Achievement 1\n\nwhen flag clicked\ngo to x: (-46) y: (154)\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [achievements v]\nshow\nforever\n if <(Achievement 1) = [Unlocked]> then\n switch costume to (unlocked v)\n else\n switch costume to (locked v)\n end\nend\n\n@Achievement 2\n\nwhen I receive [achievements v]\nshow\nforever\n if <(Achievement 2) = [Unlocked]> then\n switch costume to (unlocked v)\n else\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\ngo to x: (-46) y: (110)\nhide\n\nwhen I receive [main menu v]\nhide\n\n@Achievement 3\n\nwhen I receive [achievements v]\nshow\nforever\n if <(Achievement 3) = [Unlocked]> then\n switch costume to (unlocked v)\n else\n switch costume to (locked v)\n end\nend\n\nwhen flag clicked\ngo to x: (-46) y: (67)\nhide\n\nwhen I receive [main menu v]\nhide\n\n@Achievement 4\n\nwhen flag clicked\ngo to x: (-46) y: (-17)\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [achievements v]\nshow\nforever\n if <(Achievement 4) = [Unlocked]> then\n switch costume to (unlocked v)\n else\n switch costume to (locked v)\n end\nend\n\n@Achievement 5\n\nwhen flag clicked\ngo to x: (-46) y: (25)\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [achievements v]\nshow\nforever\n if <(Achievement 5) = [Unlocked]> then\n switch costume to (unlocked v)\n else\n switch costume to (locked v)\n end\nend\n\n@Achievement 6\n\nwhen flag clicked\ngo to x: (-46) y: (-59)\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [achievements v]\nshow\nforever\n if <(Achievement 6) = [Unlocked]> then\n switch costume to (unlocked v)\n else\n switch costume to (locked v)\n end\nend\n\n@UFO2\n\nwhen flag clicked\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [15]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-163) y: (12)\nhide\nforever\n if <(Level) = [14]> then\n go to x: (-163) y: (9)\n end\n if <(Level) = [15]> then\n glide (1.5) secs to x: (-163) y: (-12)\n glide (1.5) secs to x: (-163) y: (12)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n@UFO3\n\nwhen flag clicked\nforever\n if <(In Game?) = [Yes]> then\n if <(Level) = [15]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (163) y: (12)\nhide\nforever\n if <(Level) = [14]> then\n go to x: (163) y: (9)\n end\n if <(Level) = [15]> then\n glide (1.3) secs to x: (163) y: (-20)\n glide (1.3) secs to x: (163) y: (6)\n end\nend\n\nwhen I receive [main menu v]\nhide\n\n
Using the arrow keys, control the sheep towards the rightmost side of the screen. Jump cliffs and enemies to avoid death.
Glom's Adventure (a platformer)
@Stage\n\nwhen I receive [start v]\nstop [other scripts in stage v]\nforever\n play sound [POL-boring-cavern-short v] until done\nend\n\nwhen I receive [go mask v]\nwait (1) seconds\nstop [other scripts in stage v]\nforever\n play sound [jungle v] until done\nend\n\nwhen backdrop switches to [backdrop3 v]\nstop [other scripts in stage v]\nbroadcast (next v)\nforever\n play sound [awesomecave v] until done\nend\n\nwhen I receive [game over v]\nswitch backdrop to (backdrop4 v)\n\nbroadcast (game over v)\n\nwhen I receive [start game intro v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game over v]\nstop [other scripts in stage v]\nforever\n play sound [medieval1 v] until done\nend\n\nwhen I receive [mask2 v]\nwait (1) seconds\nstop [other scripts in stage v]\nforever\n play sound [jungle v] until done\nend\n\nwhen backdrop switches to [backdrop5 v]\nstop [other scripts in stage v]\nbroadcast (next v)\nforever\n play sound [172561__djgriffin__video-game-2 v] until done\nend\n\nwhen I receive [boss! v]\nstop [other scripts in stage v]\nforever\n play sound [Awesome boss music v] until done\nend\n\nwhen backdrop switches to [backdrop8 v]\nstop [other scripts in stage v]\n\nwhen I receive [ you won bro!!! :d v]\nstop [other scripts in stage v]\nforever\n play sound [Ending v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [suspense v] until done\nforever\n play sound [start v] until done\nend\n\nwhen backdrop switches to [backdrop3 v]\nset [level v] to [17]\n\nforever\nend\n\n@Blob\n\nif <touching (_edge_ v)?> then\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nset [fall power-up v] to [180]\n\nset [magnet power v] to [5]\n\nif <touching color (#2e2e2e)?> then\n set [fall power-up v] to [180]\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <not <touching color (#558190)?>> then\n if <key (right arrow v) pressed?> then\n if <not <key (down arrow v) pressed?>> then\n switch costume to (walk v)\n wait (0.2) seconds\n switch costume to (walk2 v)\n wait (0.2) seconds\n end\n end\n if <key (left arrow v) pressed?> then\n if <not <key (down arrow v) pressed?>> then\n switch costume to (walk v)\n wait (0.2) seconds\n switch costume to (walk2 v)\n wait (0.2) seconds\n end\n end\n if <not <<key (left arrow v) pressed?> or <<key (down arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n if <(jump) = [off]> then\n switch costume to (normal v)\n end\n end\n end\nend\n\nchange y by (-10)\n\nwhen backdrop switches to [backdrop2 v]\n\nif <not <touching color (#0b5200)?>> then\nend\n\npoint in direction (0)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nif <color (#000000) is touching (#0e6401)?> then\n repeat until <not <color (#000000) is touching (#0e6401)?>>\n set [jump v] to [off]\n end\nend\n\nif <color (#000000) is touching (#006622)?> then\n repeat until <not <color (#000000) is touching (#006622)?>>\n repeat (5)\n change y by (-3)\n end\n set [jump v] to [off]\n end\nend\n\npoint in direction (180)\nmove (15) steps\n\nif <color (#000000) is touching (#006622)?> then\n repeat until <not >\n repeat (5)\n change y by (-3)\n end\n set [jump v] to [off]\n end\nend\n\nwhen I receive [game over v]\nhide\nrepeat (100)\n hide\n go to x: (0) y: (0)\nend\nif then\nend\n\nwhen I receive [go mask3 v]\ngo to x: (-221) y: (-154)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-221) y: (-154)\n\nwhen I receive [game over v]\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\ngo to x: (-221) y: (-154)\nforever\n if <touching color (#663b00)?> then\n change y by (0.01)\n end\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n start sound [Walk v]\n point in direction (90)\n move (5) steps\n if <touching color (#663b00)?> then\n change x by (-5)\n end\n end\n if <key (left arrow v) pressed?> then\n start sound [Walk v]\n point in direction (-90)\n move (5) steps\n if on edge, bounce\n if <touching color (#663b00)?> then\n change x by (5)\n end\n if <touching (_edge_ v)?> then\n change x by (5)\n end\n end\nend\n\nif <touching (_edge_ v)?> then\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n go to x: (-221) y: (-154)\n broadcast (next v)\n end\nend\n\nwhen I receive [game over v]\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nforever\n wait (120) seconds\n change [hp v] by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-214) y: (-136)\nshow\nforever\n if <(jump) = [off]> then\n if <not <touching (land v)?>> then\n broadcast (fall v)\n end\n end\nend\n\nwhen I receive [jump v]\nstart sound [boing v]\nset [jump v] to [on]\nwait (0.5) seconds\nset [jump v] to [off]\nbroadcast (fall v)\n\nforever\n change y by (-7)\n if <touching (land v)?> then\n set [jump v] to [off]\n switch costume to (normal v)\n stop [this script v]\n end\nend\n\nrepeat (7)\n change y by (20)\n switch costume to (jump v)\nend\n\nforever\n if <touching (land v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jumping v]\n repeat (20)\n switch costume to (jump v)\n change y by (5)\n set [jump v] to [on]\n end\n broadcast (fall v)\n switch costume to (costume5 v)\n set [jump v] to [off]\n end\n end\nend\n\nwhen flag clicked\nset [hp v] to [10]\n\nchange y by (15)\nswitch costume to (jump v)\n\nrepeat (10)\n switch backdrop to (next backdrop v)\nend\n\nbroadcast (fall v)\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to [front v] layer\n\nwait (0.01) seconds\n\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n if <not <touching (land v)?>> then\n if <(jumping) = [0]> then\n if <(jump) = [on]> then\n broadcast (fall v)\n end\n end\n end\nend\n\nwait (1) seconds\n\nwhen I receive [fall v]\nforever\n switch costume to (normal v)\n set [jumping v] to [-6]\n if <touching (land v)?> then\n switch costume to (normal v)\n set [jump v] to [off]\n set [jumping v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [jumping v] to [0]\nforever\n if <not <color (#ccffff) is touching (#558190)?>> then\n if <key (up arrow v) pressed?> then\n if <touching (land v)?> then\n start sound [Jumping v]\n broadcast (jump v)\n set [jumping v] to [8]\n set [jump v] to [on]\n end\n end\n end\nend\n\nwhen I receive [next v]\nset [jumping v] to [0]\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <(jump) = [off]> then\n if <touching color (#00ffff)?> then\n if <(jumping) < [1]> then\n broadcast (heal v)\n start sound [Jumping v]\n repeat (3)\n set [jump v] to [on]\n set [jumping v] to [10]\n end\n wait (0.3) seconds\n broadcast (fall v)\n end\n end\n end\nend\n\nset [jump v] to [on]\nstart sound [Jumping v]\nset [hp v] to [10]\n\nset [jumping v] to [8]\nwait (1) seconds\nset [jump v] to [off]\nbroadcast (fall v)\n\nwhen flag clicked\nforever\n change y by (jumping)\nend\n\nwhen flag clicked\nforever\n if <touching color (#7f00ff)?> then\n set [jump v] to [on]\n end\nend\n\nwhen I receive [next v]\nforever\n if <touching (sprite8 v)?> then\n repeat (2)\n switch costume to (hurt v)\n change [ghost v] effect by (50)\n end\n broadcast (die v)\n change [hp v] by (-1)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-214) y: (-136)\n switch costume to (normal v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7f00ff)?> then\n if <(jumping) < [1]> then\n start sound [boing v]\n repeat (7)\n set [jump v] to [on]\n set [jumping v] to [9.2]\n end\n wait (0.6) seconds\n broadcast (fall v)\n end\n end\nend\n\nset [jump v] to [on]\nstart sound [Jumping v]\nset [jumping v] to [3.5]\nwait (1) seconds\nset [jump v] to [off]\n\nset [jump v] to [off]\n\nwhen backdrop switches to [backdrop5 v]\nrepeat (10)\n go to x: (-221) y: (-154)\n show\nend\n\nwhen [down arrow v] key pressed\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n end\nend\n\nrepeat (5)\n change y by (-3)\nend\n\nwhen flag clicked\nforever\n if <(jump) = [on]> then\n switch costume to (jump v)\n if <touching color (#663b00)?> then\n set [jump v] to [off]\n set [jumping v] to [-20]\n wait (0.1) seconds\n broadcast (fall v)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <touching color (#558190)?> then\n change y by (5)\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <not <key (down arrow v) pressed?>> then\n if <touching color (#558190)?> then\n switch costume to (swim v)\n wait (0.1) seconds\n switch costume to (swim2 v)\n wait (0.2) seconds\n switch costume to (swim3 v)\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n if <touching color (#558190)?> then\n repeat until <touching color (#663b00)?>\n change y by (-3)\n end\n else\n set y to (y position)\n end\nend\n\nchange y by (-3)\n\nwhen [down arrow v] key pressed\n\nif <touching color (#dddede)?> then\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-221) y: (-154)\n\nbroadcast (die v)\n\nwhen I receive [die v]\nrepeat (2)\n switch costume to (hurt v)\n change [ghost v] effect by (50)\nend\nwait (0.5) seconds\nset [ghost v] effect to (0)\ngo to x: (-214) y: (-136)\nswitch costume to (normal v)\nshow\n\nchange y by (0)\n\nwhen flag clicked\nforever\n if <touching color (#793500)?> then\n change y by (4)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [fall v]\nforever\n if <touching color (#0e6401)?> then\n start sound [footstep wood v]\n stop [this script v]\n end\n if <touching color (#9c0031)?> then\n start sound [footstep concrete v]\n stop [this script v]\n end\n if <touching color (#7f00ff)?> then\n start sound [boing v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#793500)?> then\n play sound [footstep grass v] until done\n end\nend\n\nwait (0.1) seconds\n\nwhen I receive [fall v]\nif <touching (land v)?> then\n set [jump v] to [off]\n set [jumping v] to [0]\nend\n\nwhen flag clicked\nforever\n if then\n end\nend\n\nforever\n if <touching (land v)?> then\n change y by (0.1)\n end\nend\n\n@PLAY\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start game intro v]\ngo to [front v] layer\nswitch costume to (costume1 v)\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 I receive [start game intro v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nbroadcast (start game intro v)\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\n\n@land\n\nwhen flag clicked\nset [level v] to [0]\nbroadcast (start game intro v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\n\nwhen I receive [start game intro v]\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nforever\n if <touching color (#000000)?> then\n broadcast (STOP! v)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nset [level v] to [1]\nswitch costume to (level1 v)\ngo to [front v] layer\ngo [backward v] (100) layers\nshow\n\nplay sound [start v] until done\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [boss! v]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nnext costume\n\nwhen I receive [start v]\nforever\n if <(Level) = [17]> then\n broadcast (mask2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [22]> then\n broadcast (mask 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <(Level) = [10]> then\n broadcast (Mask1 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nset [level v] to [17]\nset [level v] to [17]\nrepeat (10)\n switch costume to (level21 v)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [12]> then\n switch backdrop to (backdrop6 v)\n stop [this script v]\n end\nend\n\nbroadcast (Mask1 v)\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [start v]\n\nforever\n if <(costume [number v]) = [10]> then\n switch backdrop to (backdrop6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen flag clicked\nset [level v] to [0]\n\nbroadcast (go mask v)\n\nbroadcast (go mask2 v)\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [19]> then\n switch backdrop to (backdrop3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [12]> then\n switch backdrop to (backdrop6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [22]> then\n switch backdrop to (backdrop8 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n switch costume to (level20 v)\nend\n\n@Mun\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [next v]\nhide\n\nif then\nend\n\nif then\nelse\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [16]> then\n go to x: (11) y: (-141)\n show\n switch costume to (costume7 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [I don't eat beans ] for (0.5) seconds\n say [You can have them] for (0.5) seconds\n broadcast (heal v)\n end\n end\n end\n end\n if <(level) = [19]> then\n go to x: (-213) y: (134)\n show\n switch costume to (costume6 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Here take some beans] for (2) seconds\n broadcast (heal v)\n end\n end\n end\n end\n if <(level) = [12]> then\n go to x: (-122) y: (75)\n show\n switch costume to (costume5 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Here take some beans] for (2) seconds\n broadcast (heal v)\n end\n end\n end\n end\n if <(level) = [4]> then\n go to x: (-155) y: (-156)\n show\n switch costume to (costume4 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Try the up arrow then the right arrow when you're in the air] for (2) seconds\n end\n end\n end\n end\n if <(level) = [1]> then\n go to x: (64) y: (-152)\n show\n switch costume to (costume2 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Welcome to Treehead Forest!] for (2) seconds\n end\n end\n end\n end\n if <(level) = [11]> then\n go to x: (101) y: (-134)\n show\n switch costume to (costume1 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Welcome to Mudland Marshes] for (2) seconds\n end\n end\n end\n end\n if <(level) = [18]> then\n go to x: (-169) y: (-98)\n show\n switch costume to (costume3 v)\n if <(action) = [4]> then\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [This is The Nighmare Caverns] for (2) seconds\n end\n end\n end\n end\nend\n\ngo to x: (101) y: (-134)\n\nif <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Welcome to Mudland Marshes] for (2) seconds\n end\nend\n\nif <(action) = [4]> then\nend\n\nwhen flag clicked\nforever\n if <touching (blob v)?> then\n set [action v] to [4]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (blob v)?>> then\n set [action v] to [1]\n end\nend\n\nif <key (space v) pressed?> then\nend\n\ngo to x: (-169) y: (-98)\n\nbroadcast (heal v)\n\nhide\n\n@bad stuff\n\nwhen flag clicked\nset [level v] to [0]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\ngo [backward v] (5) layers\ngo to [front v] layer\nshow\nset [level v] to [1]\nswitch costume to (level1 v)\n\nwhen I receive [next v]\nchange [level v] by (1)\nnext costume\nshow\nwait (1) seconds\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [start game intro v]\nhide\n\nwhen I receive [next v]\n\nchange [level v] by (1)\nnext costume\n\nwait (1) seconds\n\nplay sound [start v] until done\n\nforever\n switch costume to (Level)\nend\n\nbroadcast (start game intro v)\nset [ghost v] effect to (100)\n\nshow\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [ you won bro!!! :d v]\nstop [other scripts in sprite v]\nhide\n\nstop [other scripts in sprite v]\n\ngo to x: (50) y: (0)\n\nwhen I receive [start v]\nforever\n show\n go to x: ([x position v] of [land v]) y: ([y position v] of [land v])\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#044600)?> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop3 v]\nset [level v] to [16]\nrepeat (10)\n switch costume to (level20 v)\nend\n\n@Health meter\n\nwhen backdrop switches to [backdrop2 v]\nset [hp v] to [10]\nforever\n switch costume to (HP)\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-136) y: (145)\nshow\nforever\n if <(HP) < [1]> then\n hide\n broadcast (game over v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [die v]\nchange [hp v] by (-1)\n\nwhen I receive [heal v]\nchange [hp v] by (1)\n\nwhen I receive [heal v]\nset [hp v] to [10]\n\nswitch backdrop to (backdrop18 v)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n wait (120) seconds\n change [hp v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(HP) > [10]> then\n set [hp v] to [10]\n end\nend\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen flag clicked\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [next v]\ngo to [front v] layer\n\n@Sprite6\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [mask1 v]\ngo to x: (147) y: (-156)\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (blob v)?> then\n set [action v] to [3]\n end\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n switch costume to (costume2 v)\n broadcast (go mask v)\n wait (5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\nhide\n\nforever\n stop [this script v]\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nforever\n if <not <touching (blob v)?>> then\n set [action v] to [1]\n end\nend\n\n@mask1\n\nwhen flag clicked\nset [masks v] to [0]\nhide\n\nwhen I receive [go mask v]\nset size to (100) %\nshow\n\nwhen I receive [go mask v]\nstart sound [Get Item! v]\ngo to x: (128) y: (-96)\nhide\nwait (1) seconds\nstart sound [fairydust v]\nforever\n go to x: (-180) y: (114)\n switch costume to (costume1 v)\n show\n set size to (85) %\nend\n\nset size to (100) %\n\nwhen I receive [next v]\nhide\n\nwhen I receive [next v]\nhide\n\nwhen I receive [game over v]\nhide\n\nshow\n\nif <not <(level) > [9]>> then\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [start game intro v]\nhide\n\nwhen I receive [start v]\nhide\nset [masks v] to [0]\n\nglide (1) secs to x: (112) y: (-58)\nglide (1) secs to x: (224) y: (-61)\nglide (0.2) secs to x: (251) y: (-60)\n\nstop [other scripts in sprite v]\n\nshow\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\n\nforever\nend\n\nforever\n next costume\nend\n\nhide\n\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop5 v]\nwait (2) seconds\nshow\nglide (1) secs to x: (85) y: (-33)\nsay [Health] for (2) seconds\n\nswitch backdrop to (backdrop5 v)\n\nstop [other scripts in sprite v]\ngo to x: (-180) y: (114)\nswitch costume to (costume1 v)\nshow\nset size to (85) %\n\ngo to [front v] layer\n\n@Sprite2\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [mask2 v]\ngo to x: (202) y: (-155)\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (blob v)?> then\n set [action v] to [3]\n end\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n switch costume to (costume2 v)\n broadcast (go mask2 v)\n wait (5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [go mask2 v]\nwait (3.2) seconds\nswitch backdrop to (backdrop3 v)\n\nstop [this script v]\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen I receive [next v]\nhide\n\nwhen I receive [game over v]\nhide\n\nrepeat (10)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [go mask v]\n\nwhen flag clicked\nforever\n if <not <touching (blob v)?>> then\n set [action v] to [1]\n end\nend\n\n@mask2\n\nwhen flag clicked\nhide\n\nwhen I receive [go mask2 v]\nset size to (90) %\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nforever\n next costume\nend\n\nwhen I receive [go mask2 v]\nstart sound [Get Item! v]\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nswitch backdrop to (backdrop3 v)\nwait (1) seconds\nstart sound [fairydust v]\nforever\n set size to (65) %\n go to x: (-132) y: (115)\n switch costume to (costume1 v)\n show\nend\n\nset size to (100) %\n\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [go mask2 v]\nrepeat (10)\n show\nend\n\nwhen backdrop switches to [backdrop5 v]\nwait (1) seconds\nstop [other scripts in sprite v]\nglide (1) secs to x: (151) y: (-45)\nsay [Power] for (2) seconds\n\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [start v]\nhide\n\ngo to x: (128) y: (-96)\nglide (1) secs to x: (112) y: (-58)\nglide (1) secs to x: (224) y: (-61)\nglide (0.2) secs to x: (251) y: (-60)\n\nshow\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nforever\n set size to (65) %\n go to x: (-132) y: (115)\n switch costume to (costume1 v)\n show\nend\n\n@Sprite3\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [go mask2 v]\n\nwait (3.2) seconds\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen I receive [mask 3 v]\ngo to x: (147) y: (-156)\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (blob v)?> then\n set [action v] to [3]\n end\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n switch costume to (costume2 v)\n broadcast (go mask3 v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (blob v)?>> then\n set [action v] to [1]\n end\nend\n\n@mask3\n\nwhen flag clicked\nhide\n\nwhen I receive [go mask3 v]\nset size to (100) %\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nforever\n next costume\nend\n\nset size to (100) %\n\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [next v]\nhide\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nwait (3) seconds\nstop [other scripts in sprite v]\nglide (1) secs to x: (31) y: (-38)\nsay [Inteligence] for (2) seconds\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\ngo to x: (128) y: (-96)\nglide (1) secs to x: (112) y: (-58)\nglide (1) secs to x: (224) y: (-61)\nglide (0.2) secs to x: (251) y: (-60)\nhide\n\nwhen I receive [game over v]\nhide\n\nstop [other scripts in sprite v]\n\nshow\n\nwhen I receive [go mask3 v]\nstart sound [Get Item! v]\nswitch backdrop to (backdrop5 v)\nwait (1) seconds\nstart sound [fairydust v]\nforever\n set size to (65) %\n go to x: (-71) y: (114)\n switch costume to (costume1 v)\n show\nend\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nforever\n set size to (65) %\n go to x: (-71) y: (114)\n switch costume to (costume1 v)\n show\nend\n\n@Tomax\n\nwhen flag clicked\nhide\n\nwhen I receive [go mask3 v]\n\nforever\n next costume\nend\n\nwhen I receive [go mask3 v]\n\nset size to (100) %\n\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [next v]\nhide\n\nset size to (100) %\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [go mask3 v]\ngo to x: (8) y: (-61)\nwait (10) seconds\nset size to (65) %\nswitch costume to (costume1 v)\nshow\nsay [Welcome to the Sacred Chamber] for (2) seconds\nsay [We are the three spirits of the world] for (2) seconds\nsay [By finding our masks you have freed us] for (3) seconds\nsay [The black mushrooms won't last much longer] for (4) seconds\nsay [You may go home now] for (4) seconds\nbroadcast ( YOU WON BRO!!! :D v)\nwait (3) seconds\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop7 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game intro v]\nhide\n\nswitch backdrop to (backdrop1 v)\nbroadcast (start game intro v)\n\nstart sound [Ending v]\n\nwhen I receive [ you won bro!!! :d v]\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (costume2 v)\n set [ghost v] effect to (0)\n wait (3.4) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume4 v)\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume5 v)\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume6 v)\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume8 v)\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n switch costume to (costume7 v)\n set [ghost v] effect to (0)\nend\n\nstart sound [tropical-musical-sound v]\nshow\ngo to x: (128) y: (-96)\nglide (1) secs to x: (112) y: (-58)\nglide (1) secs to x: (224) y: (-61)\nglide (0.2) secs to x: (251) y: (-60)\nhide\nstart sound [fairydust v]\nstop [other scripts in sprite v]\nwait (1) seconds\nforever\n set size to (65) %\n go to x: (-132) y: (115)\n switch costume to (costume1 v)\n show\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (costume7 v)\nset [ghost v] effect to (0)\n\n@Sprite8\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen backdrop switches to [backdrop11 v]\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [stopblob v]\n\nwhen I receive [stopblob v]\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [boss! v]\n\nset size to (140) %\nrepeat until <(BadBlobHP) < [1]>\n move (3) steps\n if on edge, bounce\n if <<touching (dosii v)?> and <touching color (#ff0000)?>> then\n start sound [roar1 v]\n change [badblobhp v] by (-1)\n switch costume to (costume3 v)\n move (-10) steps\n wait (1) seconds\n switch costume to (costume2 v)\n broadcast (Stopblob v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\ngo to x: (131) y: (-45)\nhide\n\nwhen I receive [next v]\nforever\n if <(level) = [22]> then\n else\n hide\n end\nend\n\nset [level v] to [21]\n\nif then\nend\n\nplay sound [roar1 v] until done\n\nwhen backdrop switches to [backdrop5 v]\nstop [other scripts in sprite v]\n\nplay sound [roar v] until done\n\nbroadcast (BOSS! v)\nshow\nforever\n point in direction (90)\n play sound [roar v] until done\n glide (0.5) secs to x: (59) y: (150)\n start sound [roar1 v]\n glide (0.5) secs to x: (-6) y: (-35)\n glide (0.5) secs to x: (-145) y: (100)\n start sound [roar2 v]\n glide (0.5) secs to x: (-165) y: (-37)\n point in direction (-90)\n start sound [roar v]\n glide (0.5) secs to x: (-62) y: (67)\n glide (0.5) secs to x: (25) y: (-32)\n glide (0.2) secs to x: (127) y: (-35)\nend\n\nwhen I receive [go mask3 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nset size to (100) %\n\nwhen I receive [start v]\nhide\n\nwhen I receive [game over v]\nhide\n\nhide\n\nwhen I receive [game over v]\nstart sound [medieval1 v]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n switch costume to (costume1 v)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n switch costume to (costume1 v)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nrepeat (10)\n switch costume to (costume2 v)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n switch costume to (costume2 v)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nrepeat (10)\n switch costume to (costume3 v)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nbroadcast (start v)\n\n@Sign\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (-137) y: (-155)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Down arrow to crouch] for (2) seconds\n end\n end\n end\n if <(level) = [3]> then\n go to x: (-137) y: (-155)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Up arrow to jump] for (2) seconds\n end\n end\n end\n if <(level) = [6]> then\n go to x: (-155) y: (-155)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Purple mushrooms make you jump high] for (2) seconds\n end\n end\n end\n if <(level) = [8]> then\n go to x: (-155) y: (-155)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [DANGER] for (2) seconds\n end\n end\n end\n if <(level) = [10]> then\n go to x: (51) y: (-155)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [DANGER: swamp ahead] for (2) seconds\n end\n end\n end\n if <(level) = [11]> then\n go to x: (-142) y: (-136)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [DANGER poison water] for (2) seconds\n end\n end\n end\n if <(level) = [14]> then\n go to x: (-179) y: (-153)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [These blue creatures heal you and throw you in the air] for (2) seconds\n end\n end\n end\n if <(level) = [17]> then\n go to x: (-179) y: (-153)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [DANGER death mushrooms] for (2) seconds\n end\n end\n end\n if <(level) = [19]> then\n go to x: (-179) y: (-153)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Get on the platform with death mushrooms then fall and move right] for (2) seconds\n end\n end\n end\n if <(level) = [22]> then\n go to x: (-179) y: (-153)\n show\n if <key (space v) pressed?> then\n if <touching (blob v)?> then\n say [Forgoss's lair] for (2) seconds\n end\n end\n end\nend\n\nwhen flag clicked\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <not <<(level) = [3]> or <<(level) = [6]> or <<(level) = [8]> or <<(level) = [10]> or <<(level) = [11]> or <<(level) = [14]> or <<(level) = [16]> or <<(level) = [22]> or <(level) = [2]>>>>>>>>>> then\n hide\n end\nend\n\nwhen I receive [ you won bro!!! :d v]\nhide\n\nwhen I receive [game over v]\nhide\n\nif <key (space v) pressed?> then\nend\n\nif then\nelse\nend\n\nwhen flag clicked\nforever\n if <not <touching (blob v)?>> then\n set [action v] to [1]\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen backdrop switches to [backdrop5 v]\nstop [other scripts in sprite v]\nhide\n\nforever\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n set size to (100) %\nend\n\n
http://scratch.mit.edu/projects/18423207/\nArrow keys to move the blob thing. Don't touch what looks dangerous. The signs are full of helpful hints. Space bar to interact with objects. Most people will give you beans as health. Blobs eat beans. Talk to all the creatures and read all the signs. New characters include; Gompoe the swampling who sells beans Poil the the fish plant where you first find water, Flamin the lizroid on the first level, Mongo the swampling after the first mask, and Dadoo and Dadae the shadow chameleons when you enter The Nightmare Cavern. \n
ScratchCat - a Platformer
@Stage\n\n@Catmain\n\nwhen I receive [green flag clicked v]\nReset Level\nchange [☁ plays v] by (1)\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n resettosamelevel\n end\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 steep (([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 steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d 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) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> 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 steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (up arrow v) pressed?> or <key (w 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\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <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\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <key (w 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\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 <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\ndefine Get Touching <>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-200) y: (-80)\nreset timer\nshow\nchange [level v] by (1)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\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 I receive [poiuytrew v]\nReset Level\nswitch backdrop to ((backdrop [number v]) + (1))\n\nwhen backdrop switches to [backdrop8 v]\nhide\ngo to x: (-146) y: (-80)\nwait until <key (space v) pressed?>\nshow\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n resettosamelevel\n end\nend\n\ndefine resettosamelevel\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-200) y: (-80)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nset [level v] to [0]\nforever\nend\n\nplay sound [251461__joshuaempyre__arcade-music-loop v] until done\nplay sound [351774_cybermad_pixel-song-2 \(online-audio-converter.com\).mp3 v] until done\nplay sound [376734__greek555__sample-128-bpm.mp3 v] until done\n\nwhen flag clicked\nforever\n if <(level) > [31]> then\n broadcast (winner! v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) > [7]> then\n broadcast (world2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) > [21]> then\n broadcast (world4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\nend\n\nstop [all v]\n\nwhen flag clicked\nforever\n if <(level) > [28]> then\n broadcast (world5\(last_ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nerase all\npen up\nswitch backdrop to (backdrop1 v)\nbroadcast (Green Flag clicked v)\nforever\n if <(level) > [14]> then\n broadcast (world3 v)\n stop [this script v]\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo [backward v] (2) layers\n\nwhen I receive [poiuytrew v]\nnext costume\n\nwhen I receive [starting v]\nforever\nend\n\nwhen I receive [world2 v]\n\nplay sound [242080__orangefreesounds__lounge-ambient-music-loop v] until done\n\nstop all sounds\n\n@BLUE-SKY\n\nwhen flag clicked\nhide\n\n@coincloud\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset size to (24) %\nforever\n show\n go to x: (280) y: (152)\n go [backward v] (5) layers\n glide (15) secs to x: (-280) y: (152)\n hide\nend\n\nset x to ((0.4) * ((0) - (([x position v] of [catmain v]) + (-200))))\n\nforever\n if <(Coins:) = [0]> then\n switch costume to (costume3 v)\n end\n if <(Coins:) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Coins:) = [2]> then\n switch costume to (costume4 v)\n end\n if <(Coins:) = [3]> then\n switch costume to (costume5 v)\n end\n if <(Coins:) = [4]> then\n switch costume to (costume6 v)\n end\n if <(Coins:) = [5]> then\n switch costume to (costume7 v)\n end\n if <(Coins:) = [6]> then\n switch costume to (costume8 v)\n end\n if <(Coins:) = [7]> then\n switch costume to (costume9 v)\n end\n if <(Coins:) = [8]> then\n switch costume to (costume10 v)\n end\n if <(Coins:) = [9]> then\n switch costume to (costume11 v)\n end\n if <(Coins:) = [10]> then\n switch costume to (costume12 v)\n end\n if <(Coins:) = [11]> then\n switch costume to (costume13 v)\n end\n if <(Coins:) = [12]> then\n switch costume to (costume14 v)\n end\n if <(Coins:) = [13]> then\n switch costume to (costume15 v)\n end\n if <(Coins:) = [14]> then\n switch costume to (costume16 v)\n end\n if <(Coins:) = [15]> then\n switch costume to (costume17 v)\n end\n if <(Coins:) = [16]> then\n switch costume to (costume18 v)\n end\n if <(Coins:) = [17]> then\n switch costume to (costume19 v)\n end\n if <(Coins:) = [18]> then\n switch costume to (costume20 v)\n end\n if <(Coins:) = [19]> then\n switch costume to (costume21 v)\n end\n if <(Coins:) = [20]> then\n switch costume to (costume22 v)\n end\n if <(Coins:) = [21]> then\n switch costume to (costume23 v)\n end\n if <(Coins:) = [22]> then\n switch costume to (costume24 v)\n end\n if <(Coins:) = [23]> then\n switch costume to (costume25 v)\n end\n if <(Coins:) = [24]> then\n switch costume to (costume26 v)\n end\n if <(Coins:) = [25]> then\n switch costume to (costume27 v)\n end\n if <(Coins:) = [26]> then\n switch costume to (costume28 v)\n end\nend\n\nwhen I receive [coinup v]\nnext costume\n\n@levelcloud\n\nwhen flag clicked\nswitch costume to (costume4 v)\ngo [backward v] (3) layers\nset size to (24) %\ngo to x: (85) y: (130)\nforever\n show\n go [backward v] (4) layers\n glide (10) secs to x: (-280) y: (130)\n hide\n go to x: (280) y: (130)\nend\n\nif <(level) = [1]> then\n switch costume to (costume4 v)\nend\nif <(level) = [2]> then\n switch costume to (costume2 v)\nend\nif <(level) = [3]> then\n switch costume to (costume3 v)\nend\nif <(level) = [4]> then\n switch costume to (costume5 v)\nend\nif <(level) = [5]> then\n switch costume to (costume6 v)\nend\nif <(level) = [6]> then\n switch costume to (costume7 v)\nend\nif <(level) = [7]> then\n switch costume to (costume8 v)\nend\nif <(level) = [8]> then\n switch costume to (costume9 v)\nend\nif <(level) = [9]> then\n switch costume to (costume10 v)\nend\nif <(level) = [10]> then\n switch costume to (costume11 v)\nend\nif <(level) = [11]> then\n switch costume to (costume12 v)\nend\nif <(level) = [12]> then\n switch costume to (costume13 v)\nend\nif <(level) = [13]> then\n switch costume to (costume14 v)\nend\nif <(level) = [14]> then\n switch costume to (costume15 v)\nend\nif <(level) = [15]> then\n switch costume to (costume16 v)\nend\nif <(level) = [16]> then\n switch costume to (costume17 v)\nend\nif <(level) = [17]> then\n switch costume to (costume18 v)\nend\nif <(level) = [18]> then\n switch costume to (costume19 v)\nend\nif <(level) = [19]> then\n switch costume to (costume20 v)\nend\nif <(level) = [20]> then\n switch costume to (costume21 v)\nend\nif <(level) = [21]> then\n switch costume to (costume22 v)\nend\nif <(level) = [22]> then\n switch costume to (costume23 v)\nend\nif <(level) = [23]> then\n switch costume to (costume24 v)\nend\nif <(level) = [24]> then\n switch costume to (costume25 v)\nend\nif <(level) = [25]> then\n switch costume to (costume26 v)\nend\n\nwhen I receive [poiuytrew v]\nnext costume\n\n@worldcloud\n\nwhen flag clicked\nset size to (24) %\ngo to x: (-176) y: (113)\nswitch costume to (costume1 v)\ngo [backward v] (3) layers\nforever\n show\n go [backward v] (3) layers\n glide (6) secs to x: (-280) y: (113)\n hide\n go to x: (280) y: (113)\nend\n\nset x to ((0.5) * ((0) - (([x position v] of [catmain v]) + (11))))\n\nwhen I receive [world2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [world3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [world4 v]\nswitch costume to (costume4 v)\n\n@5coins\n\nwhen flag clicked\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (71) y: (-54)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (86) y: (-34)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (108) y: (-20)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (132) y: (-33)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (148) y: (-53)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n go [backward v] (0) layers\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo [backward v] (3) layers\nswitch costume to (platforms v)\ngo to x: (14) y: (-26)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo [backward v] (0) layers\nswitch costume to (costume1 v)\ngo to x: (0) y: (-20)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@title\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\nforever\n switch costume to (costume5 v)\n wait (0.8) seconds\n switch costume to (costume4 v)\n wait (0.8) seconds\n switch costume to (costume6 v)\n wait (0.8) seconds\n switch costume to (costume4 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\n switch costume to (costume4 v)\n wait (0.8) seconds\nend\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [starting v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\nwait until <key (space v) pressed?>\nstop all sounds\nhide\nstop [other scripts in sprite v]\n\nplay sound [273539__tristan-lohengrin__8bit-introduction v] until done\n\n@Start cat\n\nwhen flag clicked\nshow\ngo to [front v] layer\nshow\ngo to x: (-24) y: (-33)\n\nwhen this sprite clicked\nbroadcast (starting v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\n@5coinsA\n\nwhen backdrop switches to [backdrop3 v]\nhide\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (1) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-21) y: (73)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-76) y: (107)\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (15) y: (46)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (-109) y: (-43)\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go to x: (-175) y: (35)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\n@3coins\n\nwhen backdrop switches to [backdrop2 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-12) y: (-1)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (15) y: (20)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (48) y: (19)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@5coinsB\n\nwhen backdrop switches to [backdrop4 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-16) y: (-77)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-50) y: (-48)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (-76) y: (-8)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (-52) y: (12)\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go to x: (-2) y: (58)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\n@sand template\n\nwhen flag clicked\nhide\n\n@world 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [world2 v]\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nstop [other scripts in sprite v]\n\n@LevelChanger\n\nwhen flag clicked\nforever\n if <<(level) = [1]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-131]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [2]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-131]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [3]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [36]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [7]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-118]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [8]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-122]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [6]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [6]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [5]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-104]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [4]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [126]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [9]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-120]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [10]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-122]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [11]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-131]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [12]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-140]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [13]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-100]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [14]> and <<([x position v] of [catmain v]) > [215]> and <([y position v] of [catmain v]) > [-100]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [15 ]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [16]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-190]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [17]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-190]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [18]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-140]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [19]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-140]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [20]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-140]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [22]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [21]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-125]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [23]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [24]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [25]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [26]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [27]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [28]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [29]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-130]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [31]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-140]>>> then\n broadcast (poiuytrew v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [30]> and <<([x position v] of [catmain v]) > [200]> and <([y position v] of [catmain v]) > [-140]>>> then\n broadcast (poiuytrew v)\n end\nend\n\n@2coins\n\nwhen backdrop switches to [backdrop5 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (2)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-100) y: (-147)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (53) y: (-145)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@world 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [world3 v]\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nstop [other scripts in sprite v]\n\n@3coinsA\n\nwhen backdrop switches to [backdrop6 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-94) y: (-32)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-52) y: (-2)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (-13) y: (40)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@3coinsB\n\nwhen backdrop switches to [backdrop7 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-62) y: (90)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-24) y: (132)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (23) y: (130)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@world 4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [world4 v]\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nstop [other scripts in sprite v]\n\n@Music1\n\nwhen I receive [world2 v]\nchange [world# v] by (1)\n\nwhen flag clicked\nset [world# v] to [0]\n\nwhen I receive [world4 v]\nchange [world# v] by (1)\n\nwhen I receive [world3 v]\nchange [world# v] by (1)\nstop all sounds\n\nwhen I receive [starting v]\nchange [world# v] by (1)\n\nwhen flag clicked\nforever\n set volume to ([volume v] of [volume v]) %\nend\n\nwhen I receive [world5\(last_ v]\nchange [world# v] by (1)\n\nwhen flag clicked\nforever\n if <(world#) = [0]> then\n repeat until <not <(world#) = [0]>>\n play sound [273539__tristan-lohengrin__8bit-introduction v] until done\n end\n else\n end\nend\n\n@Music3\n\nwhen I receive [world4 v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(world#) = [3]> then\n play sound [135127__ecfike__arkansas-traveler v] until done\n else\n end\nend\n\nwhen flag clicked\nforever\n set volume to ([volume v] of [volume v]) %\nend\n\n@3coinsB2\n\nwhen backdrop switches to [backdrop9 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-64) y: (76)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-64) y: (56)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (-64) y: (36)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@3coinsB3\n\nwhen backdrop switches to [backdrop10 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-34) y: (-51)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-52) y: (37)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n hide\n broadcast (coinUP v)\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (-11) y: (16)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@5coins2\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (65) y: (-36)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (86) y: (-34)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (108) y: (-20)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (132) y: (-33)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (148) y: (-53)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n go [backward v] (0) layers\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@5coins3\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (110) y: (62)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (110) y: (32)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (110) y: (2)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (110) y: (-28)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (110) y: (-58)\n wait until <touching (catmain v)?>\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n go [backward v] (0) layers\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@3coinsB4\n\nwhen backdrop switches to [backdrop13 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (25) y: (52)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (8) y: (21)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (208) y: (68)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@5coins4\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (71) y: (-14)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (86) y: (6)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (108) y: (20)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (132) y: (7)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (148) y: (-13)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n go [backward v] (0) layers\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@3coinsB5\n\nwhen backdrop switches to [backdrop16 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-39) y: (29)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (4) y: (52)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (70) y: (60)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@3coinsB6\n\nwhen backdrop switches to [backdrop17 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (147) y: (-119)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (170) y: (-134)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (200) y: (-145)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@5coins5\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (71) y: (-64)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (86) y: (-44)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (108) y: (-30)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (132) y: (-43)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (148) y: (-63)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n go [backward v] (0) layers\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@3coinsB7\n\nwhen backdrop switches to [backdrop19 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-150) y: (-137)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-125) y: (-137)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (-100) y: (-137)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n@5coins6\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (131) y: (-64)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (146) y: (-44)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (168) y: (-30)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (192) y: (-43)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (208) y: (-63)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n go [backward v] (0) layers\n broadcast (coinUP v)\n set [coins: v] to ((Coins:) + (1))\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop20 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@2coins2\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (-25) y: (-80)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-45) y: (-76)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop22 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (2)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@5coins7\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go [backward v] (4) layers\n go to x: (71) y: (-14)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (86) y: (6)\n show\n go [backward v] (4) layers\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n show\n go to x: (108) y: (20)\n go [backward v] (5) layers\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [4]> then\n go to x: (132) y: (7)\n go [backward v] (5) layers\n show\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [5]> then\n show\n go [backward v] (5) layers\n go to x: (148) y: (-13)\n wait until <touching (catmain v)?>\n start sound [135936__bradwesson__collectcoin v]\n go [backward v] (0) layers\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop23 v]\nhide\nset [coins: v] to [0]\nset [clonenumber v] to [0]\nrepeat (5)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\ngo [backward v] (2) layers\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\n@3coinsB8\n\nwhen backdrop switches to [backdrop24 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (122) y: (51)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n broadcast (coinUP v)\n start sound [135936__bradwesson__collectcoin v]\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (142) y: (51)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (162) y: (51)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\n@3coinsB9\n\nwhen backdrop switches to [backdrop25 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (100) y: (25)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (129) y: (38)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (115) y: (69)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop26 v]\nhide\n\n@Volume\n\nwhen flag clicked\nswitch costume to (100s v)\nshow\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (60) %\n end\n if <(costume [number v]) = [3]> then\n set volume to (20) %\n end\n if <(costume [number v]) = [4]> then\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@world 5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [world5\(last_ v]\nshow\ngo to [front v] layer\nwait until <key (space v) pressed?>\nhide\nstop [other scripts in sprite v]\n\n@bulldog_pixel_by_aj_art123-d3i1tap\n\n@3coinsB10\n\nwhen backdrop switches to [backdrop26 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-76) y: (-144)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-48) y: (-144)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (137) y: (-33)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\n@2coins3\n\nwhen backdrop switches to [backdrop27 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (2)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (50) y: (-24)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (75) y: (-24)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\n@3coinsB11\n\nwhen backdrop switches to [backdrop28 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-59) y: (-166)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-59) y: (-146)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (-59) y: (-120)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [brik v]\nhide\n\n@3coinsB12\n\nwhen backdrop switches to [brik v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (3)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (-158) y: (-102)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (-147) y: (-74)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [3]> then\n go to x: (-11) y: (-40)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [brik2 v]\nhide\n\n@2coins4\n\nwhen backdrop switches to [brik2 v]\nhide\nset [clonenumber v] to [0]\ngo [backward v] (1) layers\nrepeat (2)\n change [clonenumber v] by (1)\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\n if <touching (catmain v)?> then\n hide\n start sound [135936__bradwesson__collectcoin v]\n wait (0.5) seconds\n set [coins: v] to ((Coins:) + (1))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n go to x: (121) y: (-110)\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\nif <(clonenumber) = [2]> then\n go to x: (8) y: (-112)\n show\n wait until <touching (catmain v)?>\n set [coins: v] to ((Coins:) + (1))\n start sound [135936__bradwesson__collectcoin v]\n broadcast (coinUP v)\n hide\n stop [this script v]\nend\n\nwhen backdrop switches to [brik3 v]\nhide\n\n@Music2\n\nwhen I receive [world3 v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(world#) = [2]> then\n play sound [265251__zagi2__fata-morgana-mirage v] until done\n else\n end\nend\n\nwhen flag clicked\nforever\n set volume to ([volume v] of [volume v]) %\nend\n\n@Music4\n\nwhen I receive [world5\(last_ v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(world#) = [4]> then\n play sound [Ludovico Einaudi- Elegy for the Arctic - Orchestral Version.mp3 v] until done\n else\n end\nend\n\nwhen flag clicked\nforever\n set volume to ([volume v] of [volume v]) %\nend\n\n@Music5\n\nwhen I receive [winner! v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(world#) = [5]> then\n play sound [155140__burning-mir__intense-idm-loop v] until done\n else\n end\nend\n\nwhen flag clicked\nforever\n set volume to ([volume v] of [volume v]) %\nend\n\n@Music6\n\nwhen I receive [world2 v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(world#) = [1]> then\n play sound [242080__orangefreesounds__lounge-ambient-music-loop v] until done\n else\n end\nend\n\nwhen flag clicked\nforever\n set volume to ([volume v] of [volume v]) %\nend\n\n
This is a multi-level platformer I made.\nAdjust volume by clicking the bottom left corner sprite.\nDouble click the green flag to start.\n\nSuggest this to be featured by clicking this link and submitting the link to my project! https://scratch.mit.edu/discuss/topic/198735/
A VERY LONG 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 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: (-167)\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 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 else\n set [sho v] to (join [Level ] (join (level) [/100]))\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 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 (b 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 [m v] key pressed\nforever\n stop all sounds\nend\n\nif <touching color (#ff0000)?> then\n set [deaths v] to [1]\nend\n\nwhen backdrop switches to [backdrop101 v]\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\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 [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\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\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 on the level before this?] and wait\nif <<(answer) = [Dotz!]> or <(answer) = [dotz]>> 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\n if <key (m v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen [s v] key pressed\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\n if <key (m v) pressed?> then\n stop [this script v]\n end\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 (r 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 (r v) pressed?>>\n end\n end\nend\n\n
scratch 3.0 has messed with some of the levels\narrow keys\np for pause\nr for unpause\nb for restart\n\ncheck out A VERY LONG PLATFORMER 2 AND 3
Scaled - A Platformer -
@Stage\n\nwhen flag clicked\nswitch backdrop to (majesticbackground v)\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (1 v)\nforever\n play sound [MajesticMusic v] until done\nend\n\n@Character\n\nwhen flag clicked\nhide\nrepeat until <touching color (#00ff55)?>\nbroadcast (gate v)\n\nwhen I receive [message1 v]\nset size to (75) %\ngo to x: (-129) y: (-75)\nswitch backdrop to (1 v)\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 (#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?> 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 (#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?> and <touching color (#666666)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-129) y: (-75)\n end\n if <touching color (#ff9400)?> then\n set size to (45) %\n change x by (-20)\n end\n if <touching color (#00cccc)?> then\n switch backdrop to (next backdrop v)\n set size to (75) %\n go to x: (-129) y: (-75)\n end\nend\n\n@ScaledPic\n\nwhen flag clicked\nhide\n\n@Gate\n\nwhen flag clicked\nhide\ngo to x: (-195) y: (21)\nrepeat until <(backdrop [name v]) = [8]>\n hide\nend\nshow\n\nwhen I receive [gate v]\nhide\n\n
Double click the flag! Instructions are in the game! All levels are possible! You like platformers? Check out another one, Terra, on my profile! Yay! This project reached my goal of 500 views! Thank you everybody! So close to 100 loves! Thank you!!!
Darkness(A dark platformer)
@Stage\n\nwhen flag clicked\nset [deaths v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [FADED - where are you now.mp3 v] until done\nend\n\nwhen I receive [light v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite2\n\nwhen flag clicked\ngo to (player v)\nhide\n\nwhen I receive [start v]\nshow\nforever\n set [ghost v] effect to (25)\n go to x: (15) y: (-24)\n go to (player v)\nend\n\nwhen I receive [light v]\nhide\n\n@Ground\n\nwhen flag clicked\nset [light v] to [0]\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [light v]\nchange [level v] by (1)\nset [light v] to [1]\nswitch costume to (costume16 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-9) y: (32)\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (54) y: (0)\nset [turn v] to [0]\nshow\nforever\n change y by ([cos v] of (turn) )\n change [turn v] by (2)\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-2) y: (36)\nhide\n\nwhen I receive [message1 v]\nset [ghost v] effect to (0)\nshow\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Start v)\n stop [this script v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (190) y: (-133)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n repeat until <(level) = [5]>\n point in direction (-90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (17.333)\n change x by (-7.5)\n end\n point in direction (90)\n repeat (17.333)\n change x by (7.5)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>\n move (7.5) steps\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-48) y: (96)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#00ff55)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>>\n move (7.5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n repeat until <(level) = [5]>\n point in direction (90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (30)\n change x by (7.5)\n end\n point in direction (-90)\n repeat (30)\n change x by (-7.5)\n end\n end\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (-150) y: (10)\nhide\nswitch costume to (costume1 v)\nforever\n if <(level) = [5]> then\n show\n repeat until <(level) = [6]>\n wait (1) seconds\n repeat (55)\n change x by (5)\n end\n wait (1) seconds\n repeat (55)\n change x by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-150) y: (10)\nhide\nforever\n if <(level) = [6]> then\n stop [other scripts in sprite v]\n forever\n hide\n switch costume to (costume2 v)\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-146) y: (-137)\nhide\nforever\n if <(level) = [6]> then\n show\n repeat until <(level) = [7]>\n wait (1) seconds\n repeat (55)\n change x by (5)\n end\n wait (1) seconds\n repeat (55)\n change x by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-146) y: (-137)\nhide\nforever\n if <(level) = [7]> then\n forever\n hide\n switch costume to (costume2 v)\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (-82) y: (54)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#00ff55)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>>\n move (7.5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n repeat until <(level) = [7]>\n point in direction (90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (27)\n change x by (7.5)\n end\n point in direction (-90)\n repeat (27)\n change x by (-7.5)\n end\n end\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-68) y: (56)\nhide\nforever\n if <(level) = [7]> then\n show\n repeat until <(level) = [8]>\n wait (1) seconds\n repeat (50)\n change x by (5)\n end\n wait (1) seconds\n repeat (50)\n change x by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-68) y: (56)\nhide\nforever\n if <(level) = [8]> then\n stop [other scripts in sprite v]\n hide\n forever\n switch costume to (costume2 v)\n end\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (-154) y: (-133)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#00ff55)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>>\n move (7.5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n repeat until <(level) = [9]>\n point in direction (90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (13)\n change x by (7.5)\n end\n point in direction (-90)\n repeat (13)\n change x by (-7.5)\n end\n end\n end\nend\n\n@Sprite12\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#00ff55)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>>\n move (7.5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n repeat until <(level) = [9]>\n point in direction (90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (13)\n change x by (7.5)\n end\n point in direction (-90)\n repeat (13)\n change x by (-7.5)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (4) y: (-133)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#00ff55)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>>\n move (7.5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n repeat until <(level) = [9]>\n point in direction (90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (15)\n change x by (7.5)\n end\n point in direction (-90)\n repeat (15)\n change x by (-7.5)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (17) y: (87)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\ngo to x: (-22) y: (5)\npoint in direction (90)\nhide\nforever\n if <(level) = [9]> then\n show\n repeat until <(level) = [10]>\n turn right ([cos v] of (turn) ) degrees\n change [turn v] by (2)\n end\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\ngo to x: (128) y: (5)\npoint in direction (90)\nhide\nforever\n if <(level) = [9]> then\n show\n repeat until <(level) = [10]>\n turn right ([cos v] of (turn) ) degrees\n change [turn v] by (2)\n end\n end\nend\n\n@Sprite16\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <<touching color (#00ff55)?> or <<touching color (#ff0000)?> or <touching (ground v)?>>>>\n move (7.5) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n repeat until <(level) = [14]>\n point in direction (-90)\n create clone of (_myself_ v)\n wait (2) seconds\n repeat (35)\n change x by (-10)\n end\n point in direction (90)\n repeat (35)\n change x by (10)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (194) y: (-133)\nset rotation style [left-right v]\npoint in direction (-90)\nhide\nswitch costume to (costume2 v)\nforever\n if <(level) = [13]> then\n show\n else\n hide\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nset [deaths v] to [0]\nset size to (400) %\nswitch costume to (costume1 v)\nhide\ngo to x: (22) y: (-130)\nforever\n if <(level) = [15]> then\n show\n if <touching (player v)?> then\n switch costume to (costume2 v)\n broadcast (Light v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [17]> then\n hide\n wait (1) seconds\n stop [this script v]\n end\nend\n\nshow\n\n@Sprite18\n\nwhen flag clicked\nhide variable [deaths v]\ngo to x: (-125) y: (155)\nhide\nforever\n if <(level) = [17]> then\n show variable [deaths v]\n show\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-190) y: (113)\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nset rotation style [left-right v]\ngo to x: (-190) y: (113)\nforever\n change [y v] by (-0.6)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by (-5)\n change x by ((x) * (-1))\n if <key (up arrow 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 end\n end\n end\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#00cc44)?>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <<touching color (#ff9400)?> or <touching color (#ff0000)?>> then\n change [deaths v] by (1)\n go to x: (-207) y: (70)\n end\n if <touching color (#00ff55)?> then\n go to x: (-207) y: (70)\n change [level v] by (1)\n end\nend\n\ndefine physics\nphysics\n\ndefine physics\n\nwhen I receive [light v]\nswitch costume to (costume2 v)\n\n@Thumbnail\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (107) y: (-26)\nshow\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\n\nwhen flag clicked\n\nwhen [a v] key pressed\nif <(username) = [y-velocity]> then\n go to [front v] layer\n show\n stop [all v]\nend\n\n
Welcome to Darkness!!! Arrow keys to move the player avoid the orange entities, red stuff(lava). You cannot see but you have a torch\nthat torch shall guide you to the green door which will make you proceed into the following room. There are many obstacles in every room like your little brothers. Press space to exit the story.\n\n\nP.S. Get to the green thing to proceed, Step on the button to on the lights. Try to get on the moving platforms
Smiley Fighters Platformer!
@Stage\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [next! v]\nnext backdrop\n\n@Smiley\n\ndefine touch <>\nchange [fall 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 [fall v] to [0]\n end\n set [sp. y v] to [0]\nend\n\ndefine set\nif <(fall) < [3]> then\n if <(frame) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (10))) )\n end\nelse\nend\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n broadcast (Next! v)\n end\nend\n\nwhen I receive [next! v]\ngo to x: (-191) y: (-106)\n\nwhen flag clicked\nforever\n if <touching color (#990000)?> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n repeat (25)\n change [ghost v] effect by (4)\n end\n go to x: (-191) y: (-106)\n set [ghost v] effect to (0)\n change [smiley hp v] by (-1)\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 (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?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> and <([abs v] of (speed) ) > [2.5]>> then\n set [sp. x v] to ((-1.2) * (speed))\n set [sp. y v] to [13]\n set [fall v] to [6]\n set [w. jump v] to [15]\n else\n set [sp. x v] to [0]\n end\nend\nchange [frame v] by (0.5)\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen flag clicked\nset [frame v] to [0]\nforever\n change [frame v] by ((1) / (10))\n switch costume to ([floor v] of ((4) + ((frame) mod (10))) )\nend\n\nwhen I receive [death v]\nset [death x v] to (x position)\nset [death y v] to (y position)\nrepeat (25)\n change [ghost v] effect by (4)\nend\ngo to x: (-191) y: (-106)\nset [ghost v] effect to (0)\nchange [smiley hp v] by (-1)\n\nwhen flag clicked\nreset\nforever\n change [sp. y v] by (-1)\n change y by (sp. y)\n touch <(sp. y) > [0]>\n if <(w. jump) > [0]> then\n change [w. jump v] by (-1)\n else\n set [sp. x v] to ((sp. x) * (0.75))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [sp. x v] by (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [sp. x v] by (2)\n end\n end\n if <(sp. x) < [-0.5]> then\n walk facing (-90) change x by (sp. x)\n else\n if <(sp. x) > [0.5]> then\n walk facing (90) change x by (sp. 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?> or <key (space v) pressed?>>> and <(fall) < [3]>> then\n set [sp. y v] to [15]\n end\n if <(y position) < [-180]> then\n go to x: (-191) y: (-106)\n set [sp. y v] to [0]\n end\nend\n\ndefine reset\nreset timer\nswitch backdrop to (backdrop1 v)\nset size to (275) %\nset [ghost v] effect to (0)\nset rotation style [left-right v]\ngo to x: (-191) y: (-106)\nshow\nset [sp. y v] to [0]\nset [sp. x v] to [0]\nset [fall v] to [10]\nset [in platform? v] to [1]\nset [frame v] to [0]\nset [w. jump v] to [0]\nset [weapon v] to [0]\nset [smiley max hp v] to [10]\nset [smiley hp v] to (Smiley Max HP)\n\nwhen flag clicked\nforever\n if <(Smiley HP) < [1]> then\n reset\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next! v]\nnext costume\n\n@Heart\n\nwhen flag clicked\nhide\n\ndefine show\nset [heart shown? v] to [1]\nif <(pick random (1) to (100)) = [7]> then\n switch costume to (gold v)\nelse\n switch costume to (normal v)\nend\nshow\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (119) y: (-127)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop13]>>\n if <<touching (smiley v)?> and <key (t v) pressed?>> then\n if <not <(heart shown?) = [0]>> then\n if <([costume name v] of [heart v]) = [GOLD]> then\n set [heart shown? v] to [0]\n if <not <((Smiley HP) + (3)) > (Smiley Max HP)>> then\n change [smiley hp v] by (3)\n end\n hide\n else\n if <([costume name v] of [heart v]) = [Normal]> then\n set [heart shown? v] to [0]\n if <not <((Smiley HP) + (1)) > (Smiley Max HP)>> then\n change [smiley hp v] by (1)\n end\n hide\n end\n end\n end\n end\nend\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (127) y: (-9)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop4]>>\n if <<touching (smiley v)?> and <key (t v) pressed?>> then\n if <not <(heart shown?) = [0]>> then\n if <([costume name v] of [heart v]) = [GOLD]> then\n set [heart shown? v] to [0]\n if <not <((Smiley HP) + (3)) > (Smiley Max HP)>> then\n change [smiley hp v] by (3)\n end\n hide\n else\n if <([costume name v] of [heart v]) = [Normal]> then\n set [heart shown? v] to [0]\n if <not <((Smiley HP) + (1)) > (Smiley Max HP)>> then\n change [smiley hp v] by (1)\n end\n hide\n end\n end\n end\n end\nend\nhide\n\n@Smiley HP\n\n@Box\n\nwhen flag clicked\nset [weapon v] to [none]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop5]>>\n if <<key (t v) pressed?> and <touching (smiley v)?>> then\n if <not <(weapon) = [sword]>> then\n set [weapon v] to [sword]\n hide\n end\n end\nend\nhide\n\n@Sword\n\nwhen flag clicked\nhide\nset size to (275) %\nforever\n if <(weapon) = [sword]> then\n show\n go to (smiley v)\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n if <(weapon) = [sword]> then\n if <key (r v) pressed?> then\n switch costume to (attacking v)\n wait (0.2) seconds\n switch costume to (normal v)\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(weapon) = [sword]> then\n point in direction (90)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n if <<key (s v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n end\nend\n\n@tree\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\nset [ghost v] effect to (0)\nrepeat until <not <(backdrop [name v]) = [backdrop6]>>\n if <<([costume name v] of [sword v]) = [attacking]> and <touching (sword v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\nhide\n\n@Thumb\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Box2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop9]>>\n if <<key (t v) pressed?> and <touching (smiley v)?>> then\n if <not <(weapon) = [bow]>> then\n set [weapon v] to [bow]\n hide\n end\n end\nend\nhide\n\n@Arrow\n\nwhen flag clicked\nhide\nset [arrow follow? v] to [1]\nforever\n if <(weapon) = [bow]> then\n if <key (r v) pressed?> then\n create clone of (_myself_ v)\n wait (0.6) seconds\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <(arrow follow?) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\nend\n\nwhen I start as a clone\nset [arrow follow? v] to [0]\ngo to (smiley v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (11) steps\n change y by (-1.25)\nend\nwait (0.03) seconds\nhide\nset [arrow follow? v] to [1]\ndelete this clone\n\n@Crystal\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nset [ghost v] effect to (0)\nrepeat until <not <(backdrop [name v]) = [backdrop10]>>\n if <<touching (arrow v)?> or <touching (sword v)?>> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\nhide\n\n
ALL COPIES CAN, AND WILL, BE TAKEN DOWN!
8-bit Adventure (a game)
@Stage\n\nwhen flag clicked\nforever\n play sound [Digital Lemonade.mp3 v] until done\nend\n\n@Ground\n\ndefine None\nset [x v] to ([abs v] of ((x3) - (x)) )\nset [x2 v] to ([abs v] of ((x4) - (x2)) )\nset [y v] to ([abs v] of ((y3) - (y)) )\nset [y2 v] to ([abs v] of ((y4) - (y2)) )\nset [length 2 v] to (X)\nif <(X2) > (Length 2)> then\n set [length 2 v] to (X2)\nend\nif <(Y) > (Length 2)> then\n set [length 2 v] to (Y)\nend\nif <(Y2) > (Length 2)> then\n set [length 2 v] to (Y2)\nend\nset [x v] to (x)\nset [y v] to (y)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nrepeat (Length 2)\n clear graphic effects\n if <((X2) - (X)) > ((Y2) - (Y))> then\n set [length v] to ((X2) - (X))\n else\n set [length v] to ((Y2) - (Y))\n end\n switch costume to (type)\n if <(costume [number v]) = [6]> then\n set [brightness v] effect to (35)\n end\n go to x: (((X) - (14.5)) * (16)) y: (((Y) - (11.25)) * (16))\n repeat (Length)\n if <<(costume [number v]) = [4]> and <(pick random (1) to (2)) = [1]>> then\n switch costume to (dirt2 v)\n stamp\n switch costume to (dirt v)\n else\n stamp\n end\n if <(((y position) / (16)) + (11.25)) > (Y2)> then\n change y by (-16)\n else\n if <(((y position) / (16)) + (11.25)) < (Y2)> then\n change y by (16)\n end\n end\n if <(((x position) / (16)) + (14.5)) > (X2)> then\n change x by (-16)\n else\n if <(((x position) / (16)) + (14.5)) < (X2)> then\n change x by (16)\n end\n end\n end\n if <(X) < (x3)> then\n change [x v] by (1)\n end\n if <(X2) < (x4)> then\n change [x2 v] by (1)\n end\n if <(Y) < (y3)> then\n change [y v] by (1)\n end\n if <(Y2) < (y4)> then\n change [y2 v] by (1)\n end\nend\n\ndefine None\nclear graphic effects\nif <([abs v] of ((x2) - (x)) ) > ([abs v] of ((y2) - (y)) )> then\n set [length v] to ([abs v] of ((x2) - (x)) )\nelse\n set [length v] to ([abs v] of ((y2) - (y)) )\nend\nswitch costume to (type)\ngo to x: (((x) - (14.5)) * (16)) y: (((y) - (11.25)) * (16))\nrepeat (Length)\n if <(costume [number v]) = [2]> then\n stamp\n else\n create clone of (_myself_ v)\n end\n if <(((y position) / (16)) + (11.25)) > (y2)> then\n change y by (-16)\n else\n if <(((y position) / (16)) + (11.25)) < (y2)> then\n change y by (16)\n end\n end\n if <(((x position) / (16)) + (14.5)) > (x2)> then\n change x by (-16)\n else\n if <(((x position) / (16)) + (14.5)) < (x2)> then\n change x by (16)\n end\n end\nend\n\ndefine Sky\nerase all\nswitch costume to (sky v)\nset [brightness v] effect to (35)\ngo to x: (-232) y: (172)\nrepeat (23)\n repeat (30)\n switch costume to (join [Sky] (pick random (1) to (2)))\n stamp\n change x by (16)\n end\n change y by (-16)\n set x to (-232)\nend\n\ndefine None\nclear graphic effects\ngo to x: (((x) - (14.5)) * (16)) y: (((y) - (11.25)) * (16))\nswitch costume to (string)\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [3]>> then\n stamp\nelse\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nerase all\nif <[1] = [1]> then\n delete this clone\nend\nwait (0.1) seconds\nchange [level v] by (1)\nRender Level\n\nwhen I start as a clone\nshow\n\ndefine Render Level\nif <(Level) = [1]> then\n Sky\n Fill space from X Y X Y (0) (0) (0) (4) Till X Y X Y (30) (0) (30) (4) Type [Dirt]\n Block line X: (0) Y: (4) To X: (5) Y: (4) Type [Grass]\n Block line X: (10) Y: (4) To X: (15) Y: (4) Type [Grass]\n Block line X: (20) Y: (4) To X: (30) Y: (4) Type [Grass]\n Block line X: (5) Y: (4) To X: (10) Y: (4) Type [Lava]\n Block line X: (15) Y: (4) To X: (20) Y: (4) Type [Lava]\n Block line X: (23) Y: (14) To X: (30) Y: (14) Type [Grass]\n Block at X: (15) Y: (8) Type [Grass]\n Block at X: (16) Y: (11) Type [Grass]\n Block at X: (17) Y: (14) Type [Grass]\n Block at X: (27) Y: (17) Type [Gem]\nelse\n if <(Level) = [2]> then\n Sky\n Block line X: (0) Y: (1) To X: (20) Y: (10) Type [Grass]\n Block line X: (20) Y: (10) To X: (30) Y: (0) Type [Grass]\n Fill space from X Y X Y (0) (0) (9) (10) Till X Y X Y (30) (0) (20) (10) Type [Dirt]\n Block line X: (0) Y: (14) To X: (8) Y: (14) Type [Dirt]\n Block line X: (22) Y: (14) To X: (30) Y: (14) Type [Dirt]\n Block line X: (8) Y: (14) To X: (22) Y: (14) Type [Lava]\n Fill space from X Y X Y (0) (15) (0) (23) Till X Y X Y (30) (15) (30) (23) Type [Dirt]\n Block at X: (28) Y: (5) Type [Gem]\n else\n if <(Level) = [3]> then\n Sky\n Fill space from X Y X Y (0) (18) (0) (23) Till X Y X Y (25) (18) (25) (23) Type [Dirt]\n Fill space from X Y X Y (0) (0) (0) (4) Till X Y X Y (4) (0) (4) (4) Type [Dirt]\n Fill space from X Y X Y (0) (19) (0) (23) Till X Y X Y (24) (19) (24) (23) Type [Lava]\n Fill space from X Y X Y (4) (0) (4) (5) Till X Y X Y (30) (0) (30) (5) Type [Lava]\n Fill space from X Y X Y (22) (8) (26) (12) Till X Y X Y (30) (8) (30) (12) Type [Dirt]\n Block line X: (0) Y: (4) To X: (4) Y: (4) Type [Grass]\n Block line X: (19) Y: (0) To X: (19) Y: (9) Type [Lava]\n Block line X: (19) Y: (12) To X: (19) Y: (22) Type [Lava]\n Block line X: (22) Y: (8) To X: (30) Y: (12) Type [Grass]\n Block line X: (24) Y: (18) To X: (24) Y: (23) Type [Dirt]\n Block at X: (4) Y: (7) Type [Grass]\n Block at X: (7) Y: (9) Type [Grass]\n Block at X: (11) Y: (9) Type [Grass]\n Block at X: (16) Y: (5) Type [Grass]\n Block at X: (29) Y: (15) Type [Grass]\n Block at X: (25) Y: (18) Type [Grass]\n Block at X: (25) Y: (21) Type [Gem]\n else\n if <(Level) = [4]> then\n Sky\n Fill space from X Y X Y (16) (23) (20) (0) Till X Y X Y (30) (23) (30) (0) Type [Sea]\n Fill space from X Y X Y (18) (0) (20) (23) Till X Y X Y (30) (0) (30) (23) Type [Sea]\n Fill space from X Y X Y (0) (0) (0) (4) Till X Y X Y (20) (0) (24) (4) Type [Dirt]\n Fill space from X Y X Y (0) (15) (0) (18) Till X Y X Y (3) (15) (0) (17) Type [Dirt]\n Block line X: (0) Y: (4) To X: (25) Y: (4) Type [Grass]\n Block line X: (5) Y: (5) To X: (5) Y: (15) Type [Dirt]\n Block at X: (4) Y: (8) Type [Grass]\n Block at X: (4) Y: (12) Type [Grass]\n Block at X: (5) Y: (15) Type [Grass]\n Block line X: (6) Y: (15) To X: (9) Y: (18) Type [Grass]\n Block line X: (0) Y: (17) To X: (3) Y: (15) Type [Grass]\n Block at X: (15) Y: (15) Type [Sea]\n Block at X: (16) Y: (17) Type [Sea]\n Block at X: (16) Y: (20) Type [Sea]\n Block at X: (26) Y: (5) Type [Gem]\n Block line X: (13) Y: (12) To X: (13) Y: (23) Type [Dirt]\n Block line X: (8) Y: (12) To X: (13) Y: (12) Type [Grass]\n Block line X: (8) Y: (17) To X: (11) Y: (17) Type [Grass]\n Block line X: (6) Y: (7) To X: (20) Y: (7) Type [Grass]\n Block line X: (9) Y: (8) To X: (9) Y: (10) Type [Lava]\n Block line X: (12) Y: (11) To X: (12) Y: (9) Type [Lava]\n else\n if <(Level) = [5]> then\n Fill space from X Y X Y (0) (0) (0) (23) Till X Y X Y (30) (0) (30) (23) Type [Sea]\n Block line X: (0) Y: (1) To X: (20) Y: (10) Type [Lava]\n Block line X: (20) Y: (10) To X: (30) Y: (0) Type [Lava]\n Fill space from X Y X Y (0) (0) (9) (10) Till X Y X Y (30) (0) (20) (10) Type [Lava]\n Fill space from X Y X Y (0) (13) (0) (23) Till X Y X Y (30) (13) (30) (23) Type [Lava]\n Fill space from X Y X Y (13) (13) (13) (18) Till X Y X Y (15) (13) (15) (18) Type [Sea]\n Fill space from X Y X Y (3) (16) (3) (22) Till X Y X Y (5) (16) (5) (22) Type [Sea]\n Fill space from X Y X Y (3) (16) (3) (18) Till X Y X Y (14) (16) (14) (18) Type [Sea]\n Fill space from X Y X Y (3) (20) (3) (22) Till X Y X Y (16) (20) (16) (22) Type [Sea]\n Fill space from X Y X Y (16) (14) (16) (22) Till X Y X Y (28) (14) (28) (22) Type [Sky1]\n Block line X: (16) Y: (14) To X: (28) Y: (14) Type [Grass]\n Block at X: (25) Y: (18) Type [Gem]\n else\n if <(Level) = [6]> then\n Sky\n Block line X: (0) Y: (4) To X: (2) Y: (4) Type [Grass]\n Fill space from X Y X Y (0) (0) (0) (4) Till X Y X Y (2) (0) (2) (4) Type [Dirt]\n Block at X: (6) Y: (8) Type [Grass]\n Block line X: (2) Y: (0) To X: (30) Y: (0) Type [Lava]\n Block at X: (2) Y: (12) Type [Grass]\n Block line X: (7) Y: (16) To X: (30) Y: (16) Type [Grass]\n Block line X: (13) Y: (17) To X: (19) Y: (17) Type [Lava]\n Block at X: (28) Y: (20) Type [Gem]\n else\n if <(Level) = [7]> then\n Sky\n Block line X: (0) Y: (4) To X: (2) Y: (4) Type [Grass]\n Fill space from X Y X Y (0) (0) (0) (4) Till X Y X Y (2) (0) (2) (4) Type [Dirt]\n Block line X: (2) Y: (0) To X: (30) Y: (0) Type [Lava]\n Block line X: (11) Y: (4) To X: (15) Y: (4) Type [Grass]\n Block line X: (15) Y: (4) To X: (15) Y: (8) Type [Dirt]\n Block at X: (15) Y: (8) Type [Grass]\n Block line X: (17) Y: (4) To X: (17) Y: (8) Type [Dirt]\n Block line X: (17) Y: (8) To X: (19) Y: (8) Type [Grass]\n Block line X: (16) Y: (0) To X: (16) Y: (12) Type [Lava]\n Block at X: (25) Y: (8) Type [Grass]\n Block at X: (28) Y: (12) Type [Grass]\n Block at X: (25) Y: (16) Type [Grass]\n Block at X: (25) Y: (20) Type [Gem]\n else\n if <(Level) = [8]> then\n Sky\n Block line X: (0) Y: (4) To X: (2) Y: (4) Type [Grass]\n Fill space from X Y X Y (0) (0) (0) (4) Till X Y X Y (2) (0) (2) (4) Type [Dirt]\n Block line X: (2) Y: (0) To X: (30) Y: (0) Type [Lava]\n set [r3 v] to [4]\n repeat (5)\n Block line X: ((R3) - (2)) Y: (4) To X: (R3) Y: (4) Type [Jump]\n Block line X: (R3) Y: (4) To X: (R3) Y: (10) Type [Lava]\n change [r3 v] by (3)\n end\n Block line X: ((R3) - (2)) Y: (4) To X: (R3) Y: (4) Type [Jump]\n Block line X: (19) Y: (4) To X: (30) Y: (4) Type [Grass]\n Block at X: (27) Y: (7) Type [Gem]\n else\n if <(Level) = [9]> then\n Sky\n Fill space from X Y X Y (0) (0) (0) (5) Till X Y X Y (30) (0) (30) (5) Type [Dirt]\n Block line X: (0) Y: (0) To X: (30) Y: (0) Type [Lava]\n Block line X: (0) Y: (4) To X: (2) Y: (4) Type [Dirt]\n Block line X: (8) Y: (4) To X: (10) Y: (4) Type [Dirt]\n Block at X: (12) Y: (4) Type [Dirt]\n Block at X: (15) Y: (4) Type [Dirt]\n Block line X: (22) Y: (4) To X: (30) Y: (4) Type [Dirt]\n Block at X: (28) Y: (6) Type [Gem]\n else\n if <(Level) = [10]> then\n Sky\n Fill space from X Y X Y (0) (0) (0) (5) Till X Y X Y (5) (0) (5) (5) Type [Dirt]\n Block line X: (0) Y: (4) To X: (5) Y: (4) Type [Grass]\n Block line X: (5) Y: (0) To X: (5) Y: (18) Type [Dirt]\n Block at X: (5) Y: (18) Type [Grass]\n Block at X: (4) Y: (7) Type [Grass]\n Block line X: (9) Y: (23) To X: (9) Y: (9) Type [Lava]\n Block at X: (4) Y: (11) Type [Grass]\n Block at X: (4) Y: (15) Type [Grass]\n Block at X: (6) Y: (3) Type [Grass]\n Block at X: (6) Y: (7) Type [Grass]\n Block at X: (6) Y: (11) Type [Grass]\n Block at X: (6) Y: (15) Type [Grass]\n Block line X: (6) Y: (0) To X: (30) Y: (0) Type [Lava]\n Block line X: (14) Y: (3) To X: (30) Y: (12) Type [Grass]\n Block line X: (16) Y: (6) To X: (18) Y: (8) Type [Lava]\n Block line X: (19) Y: (9) To X: (21) Y: (11) Type [Lava]\n Block at X: (28) Y: (17) Type [Gem]\n else\n Sky\n Block line X: (0) Y: (0) To X: (30) Y: (0) Type [Jump]\n Block line X: (15) Y: (4) To X: (19) Y: (8) Type [Jump]\n Block line X: (10) Y: (7) To X: (15) Y: (3) Type [Jump]\n Block line X: (10) Y: (8) To X: (13) Y: (11) Type [Jump]\n Block line X: (16) Y: (10) To X: (18) Y: (7) Type [Jump]\n Block at X: (13) Y: (9) Type [Jump]\n Block at X: (14) Y: (8) Type [Jump]\n Block at X: (15) Y: (9) Type [Jump]\n Fill space from X Y X Y (0) (13) (0) (23) Till X Y X Y (30) (13) (30) (23) Type [Sea]\n change [winners v] by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\nset [level v] to [1]\nRender Level\n\nerase all\nSky\n\n@Guy\n\nwhen I receive [start v]\nshow\nset volume to (50) %\nset size to (200) %\ngo to x: (-224) y: (-98)\nwait (0.1) seconds\nset [y-vel v] to [0]\nset [x-vel v] to [0]\nset [gun? v] to [1]\ngo to [front v] layer\nforever\n if <key (left arrow v) pressed?> then\n change [x-vel v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x-vel v] by (1)\n point in direction (90)\n end\n change x by (X-vel)\n set rotation style [don't rotate v]\n switch costume to (right v)\n if <touching (ground v)?> then\n change x by (() - (X-vel))\n end\n switch costume to (left v)\n if <touching (ground v)?> then\n change x by (() - (X-vel))\n end\n switch costume to (down v)\n if <touching (ground v)?> then\n set [y-vel v] to [0]\n To the top\n if <key (up arrow v) pressed?> then\n start sound [Jumpidee v]\n if <<touching color (#434343)?> or <<touching color (#343434)?> or <touching color (#252525)?>>> then\n set [y-vel v] to [16]\n change y by (Y-vel)\n else\n set [y-vel v] to [11]\n change y by (Y-vel)\n end\n end\n else\n if <<not <touching color (#4bb0ff)?>> and <<not <touching color (#46aae7)?>> and <not <touching color (#419de6)?>>>> then\n Turbo\n end\n end\n switch costume to (up v)\n if <touching (ground v)?> then\n change y by (-1)\n set [y-vel v] to [0]\n end\n set rotation style [left-right v]\n switch costume to (guy v)\n if <<touching color (#f06020)?> or <<touching color (#f37035)?> or <touching color (#db7958)?>>> then\n go to x: (-224) y: (-98)\n set [y-vel v] to [0]\n set [x-vel v] to [0]\n set [gun? v] to [1]\n end\n if <<touching color (#7db14b)?> or <<touching color (#7db14b)?> or <touching color (#7db14b)?>>> then\n broadcast (Next level v)\n wait (0.1) seconds\n go to x: (-224) y: (-98)\n set [y-vel v] to [0]\n set [x-vel v] to [0]\n set [gun? v] to [1]\n end\n if <<touching color (#4bb0ff)?> or <<touching color (#46aae7)?> or <touching color (#419de6)?>>> then\n if <key (up arrow v) pressed?> then\n change [y-vel v] by (1)\n end\n if <key (down arrow v) pressed?> then\n change [y-vel v] by (-1)\n end\n set [y-vel v] to ((Y-vel) * (0.86))\n change y by (Y-vel)\n end\n set [x-vel v] to ((X-vel) * (0.85))\n if on edge, bounce\nend\n\ndefine Turbo\nchange [y-vel v] by (-1)\nrepeat (2)\n change y by ((Y-vel) / (2))\n if <touching (ground v)?> then\n To the top\n end\n switch costume to (up v)\n if <touching (ground v)?> then\n change y by (-1)\n set [y-vel v] to [0]\n end\n switch costume to (down v)\nend\n\ndefine To the top\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen flag clicked\nhide\nbroadcast (Start v)\n\nwhen [space v] key pressed\nbroadcast (Next level v)\nwait (0.1) seconds\ngo to x: (-224) y: (-98)\nset [y-vel v] to [0]\nset [x-vel v] to [0]\nset [gun? v] to [1]\n\n@Sprite1\n\nwhen [a v] key pressed\ngo to x: (0) y: (0)\nshow\nrepeat until <not <key (a v) pressed?>>\n say (join (join [X: ] (round (((mouse x) / (16)) + (14.5)))) (join [ Y: ] (round (((mouse y) / (16)) + (11.25)))))\nend\nsay []\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (-70) y: (-18)\n\n
Obsidian: A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (bleagh v)\n\nwhen I receive [message1 v]\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nforever\n if <(level) = [8]> then\n broadcast (CLOSER v)\n end\n if <(level) = [12]> then\n broadcast (DEATH v)\n switch backdrop to (bleagh v)\n end\nend\n\n@Sprite1\n\nwhen I receive [message1 v]\nshow\ngo to x: (-217) y: (150)\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 switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#0ba501)?> then\n change y by (1)\n if <touching color (#0ba501)?> then\n change y by (1)\n if <touching color (#0ba501)?> then\n change y by (1)\n if <touching color (#0ba501)?> then\n change y by (1)\n if <touching color (#0ba501)?> 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 (#0ba501)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#0ba501)?> 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\nhide\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff0000)?> then\n set [yv v] to [19]\n end\n if <touching color (#ffd41b)?> then\n change [deaths v] by (1)\n go to x: (-224) y: (-65)\n set [yv v] to [0]\n end\nend\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\ngo to x: (-224) y: (-65)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo [backward v] (100) layers\nforever\n show\n switch costume to (pick random (1) to (4))\n go to x: (pick random (-215) to (190)) y: (pick random (-2) to (150))\n show\n glide (pick random (2) to (5)) secs to x: (215) y: (pick random (-2) to (150))\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [closer v]\nhide\n\nwhen I start as a clone\ngo [backward v] (100) layers\nforever\n show\n switch costume to (pick random (1) to (4))\n go to x: (pick random (-215) to (190)) y: (pick random (-2) to (150))\n show\n glide (pick random (2) to (5)) secs to x: (215) y: (pick random (-2) to (150))\n hide\n delete this clone\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo [backward v] (100) layers\nforever\n show\n switch costume to (pick random (1) to (4))\n go to x: (pick random (-215) to (190)) y: (pick random (-2) to (150))\n show\n glide (pick random (2) to (5)) secs to x: (215) y: (pick random (-2) to (150))\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\ngo [backward v] (100) layers\nforever\n show\n switch costume to (pick random (1) to (4))\n go to x: (pick random (-215) to (190)) y: (pick random (-2) to (150))\n show\n glide (pick random (2) to (5)) secs to x: (215) y: (pick random (-2) to (150))\n hide\n delete this clone\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (message2 v)\n\nwhen I receive [message3 v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (message1 v)\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (-20) y: (-10)\n\nwhen I receive [message2 v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (message3 v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-7) y: (-43)\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (next level v)\n end\n if <(level) = [6]> then\n go to x: (3) y: (-47)\n end\n if <(level) = [12]> then\n broadcast (DEATH v)\n end\nend\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite7\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [death v]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat (8)\n go to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (1000) y: (0)\n go to x: (-1000) y: (0)\n next costume\n glide (1) secs to x: (0) y: (0)\nend\nrepeat (11)\n go to x: (0) y: (0)\n wait (0.08) seconds\n next costume\nend\n\n@Sprite8\n\nwhen flag clicked\nset size to (75) %\nset [eh v] to [0]\nhide\n\nwhen I receive [message1 v]\ngo to x: (-194) y: (145)\nswitch costume to (costume1 v)\nshow\nstart sound (pick random (1) to (5))\n\nwhen I receive [death v]\nhide\nstop [other scripts in sprite v]\n\nplay sound [ v] until done\n\nwhen this sprite clicked\nchange [eh v] by (1)\nif <<<(eh) = [1]> or <(eh) = [3]>> or <<<(eh) = [5]> or <(eh) = [7]>> or <<(eh) = [9]> or <(eh) = [11]>>>> then\n stop all sounds\n switch costume to (costume2 v)\nend\nif <<<(eh) = [2]> or <(eh) = [4]>> or <<<(eh) = [6]> or <(eh) = [8]>> or <<(eh) = [10]> or <(eh) = [12]>>>> then\n switch costume to (costume1 v)\n forever\n play sound (pick random (1) to (5)) until done\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [egh v]\nshow\nwait (0.1) seconds\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\n
Green flag twice\n\nUp arrow to jump\n\nLeft arrow to move left\n\nRight arrow to move right
Smashy Stone - platformer
@Stage\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (bakgrunn1 v)\nset [brightness v] effect to (0)\nset volume to (100) %\nforever\n play sound [Ancient Music - Stone Age \(1\).mp3 v] until done\n play sound [Ancient Music - Cavemen.mp3 v] until done\nend\n\nwhen I receive [you win finally v]\nstop all sounds\nstop [other scripts in stage v]\nbroadcast (black it v)\n\nwhen I receive [black it v]\nset [brightness v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nset [brightness v] effect to (0)\nset volume to (100) %\n\nwhen flag clicked\nswitch backdrop to (bakgrunn1 v)\nset [brightness v] effect to (0)\nset volume to (100) %\n\n@logo\n\nwhen flag clicked\nhide variable [stage v]\nshow\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nset size to (90) %\ngo to x: (-20) y: (0)\nwait (2) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nbroadcast (dissepearLogo v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow variable [stage v]\nbroadcast (start v)\nhide\n\n@deSmashyStone\n\nwhen [up arrow v] key pressed\nif <<<touching color (#009933)?> or <touching color (#7f00ff)?>> or <touching color (#00cc44)?>> then\n if <not <touching color (#006622)?>> then\n if <touching color (#7f00ff)?> then\n set [vel v] to [0]\n set [vel v] to ((vel) + (13))\n else\n set [vel v] to []\n set [vel v] to ((vel) + (5))\n end\n end\nend\n\nwhen [space v] key pressed\nif <<<touching color (#009933)?> or <touching color (#7f00ff)?>> or <touching color (#00cc44)?>> then\n if <not <touching color (#006622)?>> then\n if <touching color (#7f00ff)?> then\n set [vel v] to [0]\n set [vel v] to ((vel) + (13))\n else\n set [vel v] to []\n set [vel v] to ((vel) + (5))\n end\n end\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (drakt2 v)\nset [x movement 2 v] to [0]\npoint in direction (90)\ngo to x: (-165) y: (-72)\nset [vel v] to [0]\nset [x gravity v] to [0]\nset [gravity v] to [-0.6]\nforever\n if <touching color (#009933)?> then\n if <not <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n if <not <(vel) > [1]>> then\n set [vel v] to [0]\n end\n else\n wait until <not <touching color (#009933)?>>\n end\n else\n set [vel v] to ((vel) + (gravity))\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\nswitch costume to (drakt2 v)\ngo to x: (-165) y: (-72)\n\nwhen I receive [you win finally v]\nstop [other scripts in sprite v]\nwait (5) seconds\nbroadcast (triumphsound v)\nglide (1) secs to x: (0) y: (-26)\nrepeat (150)\n change y by (0.5)\nend\n\nwhen I receive [triumphsound v]\nrepeat (2)\n play sound [triumph v] until done\nend\nwait (1) seconds\nstart sound [glass break :\) v]\npoint in direction (90)\nswitch costume to (drakt1 v)\nrepeat (25)\n change y by (-2)\nend\nthink [Hmm...] for (1) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n if <<touching (_edge_ v)?> or <touching color (#006622)?>> then\n if <[1] < (vel)> then\n set [vel v] to ((vel) * (-1))\n else\n if <(vel) < [-1]> then\n if <<touching color (#009933)?> and <touching color (#00cc44)?>> then\n set [vel v] to ((vel) * (1))\n end\n end\n end\n set [x movement 2 v] to ((x movement) * (-5))\n wait until <not <<touching (_edge_ v)?> and <touching color (#006622)?>>>\n end\nend\n\nwhen [w v] key pressed\nif <<<touching color (#009933)?> or <touching color (#7f00ff)?>> or <touching color (#00cc44)?>> then\n if <not <touching color (#006622)?>> then\n if <touching color (#7f00ff)?> then\n set [vel v] to [0]\n set [vel v] to ((vel) + (13))\n else\n set [vel v] to []\n set [vel v] to ((vel) + (5))\n end\n end\nend\n\nturn right (1.25) degrees\n\nwhen [r v] key pressed\ngo to x: (-165) y: (-72)\n\nwhen I receive [next v]\nset [x movement 2 v] to [0]\nset [x movement v] to [0]\nset [vel v] to [0]\n\nwhen I receive [start v]\nforever\n if <touching color (#009933)?> then\n if <not <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n if <not <(vel) > [1]>> then\n set [vel v] to [0]\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [x gravity v] to [-0.6]\nset [stage v] to [1]\nforever\n set y to ((y position) + (vel))\n change x by (x movement 2)\n change x by (x movement)\n if <touching (bugfixer v)?> then\n go to x: (-165) y: (-72)\n set [x movement 2 v] to [0]\n set [x movement v] to [0]\n set [vel v] to [0]\n end\n if <touching (end v)?> then\n change [stage v] by (1)\n go to x: (-165) y: (-72)\n broadcast (NEXT v)\n end\n if <not <touching (_edge_ v)?>> then\n set [x movement 2 v] to ((x movement 2) * (0.8))\n end\n if <touching color (#cccc00)?> then\n go to x: (-186) y: (-72)\n broadcast (deleteyellow v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <touching color (#00cc44)?> then\n if <not <touching color (#006622)?>> then\n change y by (2)\n end\n end\n set [x movement v] to [1.5]\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <touching color (#00cc44)?> then\n if <not <touching color (#006622)?>> then\n change y by (2)\n end\n end\n set [x movement v] to [-1.5]\n else\n set [x movement v] to ((x movement) * (0.85))\n end\n end\n if <touching color (#ff9400)?> then\n set [vel v] to [0]\n set [x movement 2 v] to [-15]\n else\n if <touching color (#cc7700)?> then\n set [vel v] to [0]\n set [x movement 2 v] to [15]\n end\n end\n if <touching color (#00cc44)?> then\n set [vel v] to [0]\n end\n if <<touching (trophy v)?> and <touching color (#ffff00)?>> then\n broadcast (YOU WIN FINALLY v)\n end\n if <<<touching color (#00cc44)?> and <touching color (#006622)?>> and <not <touching color (#009933)?>>> then\n change y by (-10)\n end\n if <<<touching color (#009933)?> and <touching color (#006622)?>> and <not <touching color (#00cc44)?>>> then\n change y by (-10)\n end\n if <<<touching color (#00cc44)?> and <touching color (#006622)?>> and <touching color (#009933)?>> then\n change y by (10)\n end\n turn right (x movement) degrees\n turn right (x movement 2) degrees\nend\n\nset size to (300) %\n\n@Folk (not in use)\n\nwhen flag clicked\nswitch costume to (drakt1 v)\ngo to x: (200) y: (0)\npoint in direction (90)\nwait (3) seconds\nset [x movement 2 v] to [0]\nset [vel v] to [0]\nset [x gravity v] to [0]\nset [gravity v] to [-0.6]\nforever\n if <touching color (#009933)?> then\n set [vel v] to ((vel) * (-0.5))\n wait until <not <touching color (#009933)?>>\n repeat until <touching color (#009933)?>\n set [vel v] to ((vel) + (gravity))\n end\n wait until <touching color (#009933)?>\n else\n set [vel v] to ((vel) + (gravity))\n end\nend\n\nif <touching (_edge_ v)?> then\n set [x movement v] to [-10]\nend\nif <touching (_edge_ v)?> then\n set [x movement v] to [10]\nend\n\nwhen flag clicked\nset [x gravity v] to [-0.6]\nwait (3) seconds\nforever\n if <(Dir) = [1]> then\n if <touching color (#00cc44)?> then\n change y by (1)\n end\n set [x movement v] to [1]\n else\n if <(Dir) = [-1]> then\n if <touching color (#00cc44)?> then\n change y by (1)\n end\n set [x movement v] to [-1]\n else\n set [x movement v] to ((x movement) * (0.8))\n end\n end\nend\n\nwhen flag clicked\nforever\n set y to ((y position) + (vel))\n change x by (x movement 2)\n change x by (x movement)\n if <touching (_edge_ v)?> then\n set [x movement 2 v] to ((x movement) * (-5))\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (_edge_ v)?>> then\n set [x movement 2 v] to ((x movement 2) * (0.8))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (desmashystone v)?> then\n if <touching color (#009933)?> then\n stop [other scripts in sprite v]\n switch costume to (drakt3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#009933)?> then\n if <not <key (space v) pressed?>> then\n set [vel v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (pick random (0) to (5)) seconds\n set [dir v] to (pick random (1) to (-1))\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n wait (pick random (1) to (4)) seconds\n if <touching color (#009933)?> then\n set [vel v] to []\n set [vel v] to ((vel) + (5))\n end\nend\n\n@End\n\n@Coke/key\n\nwhen I start as a clone\nif <(Stage) = [1]> then\n go to x: (80) y: (-78)\nend\nif <(Stage) = [2]> then\n go to x: (0) y: (-126)\nend\nif <(Stage) = [3]> then\n go to x: (98) y: (68)\nend\nif <(Stage) = [4]> then\n go to x: (-230) y: (57)\nend\nif <(Stage) = [5]> then\n go to x: (25) y: (33)\nend\nif <(Stage) = [6]> then\n go to x: (27) y: (6)\nend\nif <(Stage) = [7]> then\n go to x: (-224) y: (44)\nend\nif <(Stage) = [8]> then\n go to x: (-227) y: (44)\nend\nif <(Stage) = [9]> then\n go to x: (-209) y: (50)\nend\nif <(Stage) = [10]> then\n go to x: (-226) y: (60)\nend\nif <(Stage) = [11]> then\n go to x: (200) y: (60)\nend\nif <(Stage) = [12]> then\n go to x: (-4) y: (-75)\nend\nif <(Stage) = [13]> then\n go to x: (-231) y: (57)\nend\nif <(Stage) = [14]> then\n go to x: (220) y: (10)\nend\nif <(Stage) = [15]> then\n hide\n delete this clone\nend\nshow\nswitch costume to (drakt1 v)\nforever\n if <<touching color (#cccccc)?> and <touching (desmashystone v)?>> then\n switch costume to (drakt2 v)\n start sound [The real Coca Cola sounds - Extreme Sound Design \(coke beer opening can sound effects\).mp3 v]\n wait (0.3) seconds\n broadcast (open v)\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (100) %\nshow variable [stage v]\nhide\n\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [start v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nbroadcast (next v)\n\nset size to (500) %\n\n@Barrier\n\nwhen I start as a clone\nshow\ngo to x: (208) y: (1)\n\nwhen I receive [open v]\ndelete this clone\n\nwhen I receive [next v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\n\n@Spike\n\nwhen I start as a clone\nshow\nif <(Stage) = [5]> then\n go to x: (pick random (100) to (-100)) y: (190)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change y by (-1)\n end\n delete this clone\nend\nif <(Stage) = [6]> then\n go to x: (pick random (240) to (-200)) y: (190)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change y by (-1)\n end\n delete this clone\nend\nif <(Stage) = [7]> then\n go to x: (pick random (-240) to (-180)) y: (190)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change y by (-1)\n end\n delete this clone\nend\nif <(Stage) = [8]> then\n go to x: (pick random (-240) to (-15)) y: (190)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change y by (-1)\n end\n delete this clone\nend\nif <(Stage) = [9]> then\n point in direction (180)\n go to x: (240) y: (pick random (170) to (-140))\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change x by (-0.3)\n end\n delete this clone\nend\nif <(Stage) = [11]> then\n point in direction (90)\n go to x: (pick random (240) to (-240)) y: (190)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change y by (-0.5)\n end\n delete this clone\nend\nif <(Stage) = [12]> then\n point in direction (90)\n go to x: (pick random (240) to (-200)) y: (190)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change y by (-2)\n end\n delete this clone\nend\nif <(Stage) = [13]> then\n point in direction (180)\n go to x: (250) y: (-40)\n repeat until <<touching color (#009933)?> or <touching color (#cccc00)?>>\n change x by (-6)\n end\n delete this clone\nend\n\nwhen I receive [next v]\nif <(Stage) = [5]> then\n repeat until <(Stage) = [6]>\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [6]> then\n repeat until <(Stage) = [7]>\n wait (pick random (1.5) to (3.5)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [7]> then\n repeat until <(Stage) = [8]>\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [8]> then\n repeat until <(Stage) = [9]>\n wait (pick random (3) to (6)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [9]> then\n repeat until <(Stage) = [10]>\n wait (pick random (20) to (35)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [11]> then\n repeat until <(Stage) = [12]>\n wait (pick random (15) to (22)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [12]> then\n repeat until <(Stage) = [13]>\n wait (pick random (0.25) to (0.9)) seconds\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [13]> then\n repeat until <(Stage) = [14]>\n wait (pick random (0.5) to (3.5)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [deleteyellow v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nwait until <not <touching (_edge_ v)?>>\nrepeat until <touching (_edge_ v)?>\nend\ndelete this clone\n\nwhen flag clicked\nhide\nwait (1) seconds\n\n@Platform1\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <(Stage) = [8]> then\n create clone of (_myself_ v)\nend\nif <(Stage) = [9]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [11]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [12]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [13]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nif <(Stage) = [8]> then\n switch costume to (costume1 v)\n go to x: (18) y: (-128)\n repeat until <(Stage) = [9]>\n glide (5) secs to x: (200) y: (-128)\n glide (2.55) secs to x: (18) y: (-128)\n end\nend\nif <(Stage) = [9]> then\n switch costume to (costume2 v)\n go to x: (18) y: (-128)\n repeat until <(Stage) = [10]>\n glide (7) secs to x: (150) y: (-128)\n glide (7) secs to x: (-50) y: (-128)\n end\nend\nif <(Stage) = [11]> then\n switch costume to (costume2 v)\n go to x: (-155) y: (26)\n repeat until <(Stage) = [12]>\n glide (12) secs to x: (94) y: (26)\n glide (12) secs to x: (-155) y: (26)\n end\nend\nif <(Stage) = [12]> then\n switch costume to (costume1 v)\n go to x: (-156) y: (167)\n repeat until <(Stage) = [13]>\n glide (15) secs to x: (156) y: (167)\n glide (15) secs to x: (-156) y: (167)\n end\nend\nif <(Stage) = [13]> then\n switch costume to (costume1 v)\n go to x: (-154) y: (35)\n repeat until <(Stage) = [14]>\n glide (11) secs to x: (154) y: (35)\n glide (11) secs to x: (-154) y: (35)\n end\nend\n\ngo to x: (-156) y: (167)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (300) %\n\n@Platform2\n\nwhen I start as a clone\nshow\nif <(Stage) = [9]> then\n switch costume to (costume1 v)\n go to x: (130) y: (30)\n repeat until <(Stage) = [10]>\n glide (9) secs to x: (-130) y: (30)\n glide (9) secs to x: (130) y: (30)\n end\nend\nif <(Stage) = [11]> then\n switch costume to (costume3 v)\n go to x: (0) y: (-126)\n glide (0) secs to x: (191) y: (-126)\n repeat until <(Stage) = [12]>\n glide (9) secs to x: (-1) y: (-126)\n glide (9) secs to x: (191) y: (-126)\n end\nend\nif <(Stage) = [12]> then\n switch costume to (costume1 v)\n go to x: (156) y: (100)\n repeat until <(Stage) = [13]>\n glide (15) secs to x: (-156) y: (100)\n glide (15) secs to x: (156) y: (100)\n end\nend\nif <(Stage) = [13]> then\n switch costume to (costume1 v)\n go to x: (154) y: (35)\n repeat until <(Stage) = [14]>\n glide (11) secs to x: (-154) y: (35)\n glide (11) secs to x: (154) y: (35)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (300) %\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <(Stage) = [9]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [11]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [12]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\nif <(Stage) = [13]> then\n repeat (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@Bugfixer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nshow\n\n@Invisible\n\nwhen flag clicked\nhide\ngo to x: (-351) y: (31)\n\nwhen I start as a clone\nshow\ngo to x: (-351) y: (31)\nrepeat until <(Stage) = [11]>\n glide (7) secs to x: (150) y: (31)\n glide (7) secs to x: (-351) y: (31)\nend\ndelete this clone\n\nwhen I receive [next v]\nif <(Stage) = [10]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@Barry\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(Stage) = [14]> then\n go to x: (143) y: (-8)\n repeat until <(Stage) = [15]>\n glide (0.4) secs to x: (143) y: (-131)\n glide (0.4) secs to x: (143) y: (119)\n end\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\nwait (0.1) seconds\nif <(Stage) = [14]> then\n create clone of (_myself_ v)\nend\n\nset [stage v] to [14]\nbroadcast (NEXT v)\n\n@TROPHY\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n if <(Stage) = [15]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nset size to (300) %\n\n@Figur1\n\n
W e l c o m e to my platformer \n¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤_¤\n\nI n s t r u c t i o n s :\nUse wasd or arrow keys, and navigate trough your adventure... \nBut to get past each level, you must smash the coke. There are 15 levels. Other instructions will be in-game. PRESS R TO RESTART
Platformer Engine
@Stage\n\n@Player\n\nwhen flag clicked\nshow\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 (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\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 (#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)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset size to (20) %\ngo to x: (-162) y: (7)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nforever\n if <(y position) = [-202]> then\n go to x: (-162) y: (18)\n end\nend\n\n@Platform\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n if <(username) = [ToaJaller]> then\n broadcast (hide v)\n show\n else\n hide\n end\nend\n\n
Arrow keys or WASD to move. You can use turbo mode by shift clicking the flag, but it goes crazy!\nFeel free to take the script! I don't mind!
Mr. Circle Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nhide variable [☁ high score v]\nhide variable [time v]\nhide variable [level v]\nset [level v] to [0]\nreset timer\nforever\n if <(backdrop [number v]) < [5]> then\n reset timer\n end\nend\n\nwhen I receive [next level v]\nnext backdrop\nset [level v] to ((Level) + (1))\n\nwhen backdrop switches to [main menu2 v]\nhide variable [level v]\nshow variable [time v]\nset [time v] to (timer)\nif <(Time) < (☁ High score)> then\n set [☁ high score v] to (Time)\nend\nshow variable [☁ high score v]\nforever\n reset timer\nend\n\nwhen backdrop switches to [level1 v]\nshow variable [level v]\nset [level v] to [1]\n\n@Mr Cirlce title\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\nforever\n next costume\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Platform title\n\nwhen flag clicked\nshow\nforever\n next costume\nend\n\nwhen backdrop switches to [level1 v]\nhide\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Play button\n\nwhen flag clicked\nshow\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\nhide\nswitch backdrop to (intro1 v)\n\n@Mr Cirlce\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [main menu2 v]\nforever\n hide\nend\n\nwhen flag clicked\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n change y by (Yvel)\nend\n\nwhen backdrop switches to [intro1 v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nshow\nswitch costume to (straight v)\ngo to x: (-149) y: (-20)\nforever\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.5)\n if <<key (space v) pressed?> or <<(y position) < [-141]> or <touching color (#ff0000)?>>> then\n hide\n set [xvel v] to [0]\n set [yvel v] to [0]\n wait (0.5) seconds\n go to x: (-149) y: (-20)\n show\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n switch costume to (straight v)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.7)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.7)\n switch costume to (left v)\n end\n change x by (Xvel)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\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 y by (-5)\n if <<key (up arrow v) pressed?> and <not <color (#003fff) is touching (#000000)?>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [7]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <color (#003fff) is touching (#000000)?> then\n change y by (-7)\n end\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 [7]\n end\n end\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\n if <(x position) > [309]> then\n broadcast (next level v)\n go to x: (-149) y: (-20)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [intro1 v]\nshow\n\n
Use the arrow keys to move. Press space to kill yourself. You need to try to get to the right side of the screen without dying. If you touch red, then it will kill you. By the way, some of the reds and blacks allow you to go right through them! Keep your eyes out for them. And ALL of the levels are possible.
Roadworks [Platformer]
@Stage\n\n@Hulk\n\nwhen flag clicked\ngo to x: (-50) y: (18)\nforever\n repeat (50)\n change x by (2)\n if <<(Level) = [5]> or <(Level) = [11]>> then\n show\n else\n hide\n end\n end\n repeat (50)\n change x by (-2)\n if <<(Level) = [5]> or <(Level) = [11]>> then\n show\n else\n hide\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nerase all\npen up\nshow\ngo to x: (-214) y: (-44)\nset [deaths v] to [0]\nset [jump count v] to [0]\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?>> or <key (space 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 (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n change [jump count v] by (1)\n end\n end\n change y by (1)\n if <<(x position) = [230]> or <(x position) > [230]>> then\n change [level v] by (1)\n go to x: (-213) y: (8)\n broadcast (message1 v)\n end\n if <(y position) < [-150]> then\n go to x: (-213) y: (8)\n change [deaths v] by (1)\n end\n if <touching color (#fbb03b)?> then\n go to x: (-213) y: (8)\n change [deaths v] by (1)\n end\n if <touching color (#cc0000)?> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.7)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-213) y: (8)\n end\nend\n\nif <(Level) = [13]> then\n show\nelse\n hide\nend\n\n@Level\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-50) y: (-40)\nforever\n repeat (50)\n change x by (2)\n if <(Level) = [9]> then\n show\n else\n hide\n end\n end\n repeat (50)\n change x by (-2)\n if <(Level) = [9]> then\n show\n else\n hide\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\n\n
Sushi Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [lion's theme - steven universe ost v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen backdrop switches to [backdrop27 v]\nswitch backdrop to (next backdrop v)\nstop\n\ndefine stop\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 (#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 color (#ff0000)?> then\n go to x: (-209) y: (31)\n end\n if <touching color (#ffff00)?> 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\n
ⓦⓔⓛⓒⓞⓜⓔ~ (◕◡◕✿)\n\nHello everyone! Welcome to Sushi platformer! Use arrow keys to control! You are the sushi! If you are stuck or in a wall, press space to respawn. Have fun! And I promise that every level is 100% possible! :) Enjoy x\n\n\n
Pixl 2.2 | Competitive Multiplayer Platformer
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen I receive [gamestart v]\nset [brightness v] effect to (0)\nif <<(p1score) = [4]> and <(p2score) = [4]>> then\n set [brightness v] effect to (0)\n repeat (10)\n set [brightness v] effect to (-5)\n end\nend\n\n@map2\n\nwhen flag clicked\nhide variable [map v]\ngo to x: (0) y: (0)\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n if <(map) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (map v)\n end\n if <(map) = [2]> then\n switch costume to (thegridfg v)\n set [brightness v] effect to (50)\n set [ghost v] effect to (50)\n end\n if <(map) = [3]> then\n switch costume to (map_cabin v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n if <(map) = [4]> then\n switch costume to (test3 v)\n set [brightness v] effect to (10)\n set [ghost v] effect to (0)\n end\n if <(map) = [5]> then\n switch costume to (sectorfourmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n if <(map) = [6]> then\n switch costume to (docksmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [refreshscore v]\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n if <(map) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (map v)\n end\n if <(map) = [2]> then\n switch costume to (thegridfg v)\n set [brightness v] effect to (50)\n set [ghost v] effect to (35)\n end\n if <(map) = [3]> then\n switch costume to (map_cabin v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n if <(map) = [4]> then\n switch costume to (test3 v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n if <(map) = [5]> then\n switch costume to (sectorfourmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\n if <(map) = [6]> then\n switch costume to (docksmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [gamestartvirustag v]\nset [map v] to (pick random (1) to (6))\nif <(map) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (map v)\nend\nif <(map) = [2]> then\n switch costume to (thegridfg v)\n set [brightness v] effect to (50)\n set [ghost v] effect to (50)\nend\nif <(map) = [3]> then\n switch costume to (map_cabin v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <(map) = [4]> then\n switch costume to (test3 v)\n set [brightness v] effect to (10)\n set [ghost v] effect to (0)\nend\nif <(map) = [5]> then\n switch costume to (sectorfourmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <(map) = [6]> then\n switch costume to (docksmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\n\n@tide\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (0) y: (-45)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (-0.2)\n end\n repeat (10)\n change y by (0.2)\n end\nend\n\nwhen flag clicked\nforever\n if <(map) = [1]> then\n show\n else\n hide\n end\nend\n\nset [brightness v] effect to (-50)\n\nwhen I receive [1 v]\n\nwhen I receive [gamestart v]\nset [brightness v] effect to (0)\nif <<(p1score) = [4]> and <(p1score) = [4]>> then\n repeat (10)\n set [brightness v] effect to (-5)\n end\nend\n\nwhen I receive [gamestartvirustag v]\nset [brightness v] effect to (0)\nif <<(p1score) = [4]> and <(p1score) = [4]>> then\n repeat (10)\n set [brightness v] effect to (-5)\n end\nend\n\n@mapbackground\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n if <(map) = [1]> then\n switch costume to (mapbackground2 v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [2]> then\n switch costume to (thegridbg v)\n show\n set [color v] effect to (116)\n end\n if <(map) = [3]> then\n switch costume to (map_cabin_bg v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [4]> then\n switch costume to (testbg2 v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [5]> then\n switch costume to (sectorfourmapbackground v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [6]> then\n switch costume to (docksbackground v)\n show\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [refreshscore v]\nrepeat until <<(p2score) = [5]> or <(p1score) = [5]>>\n if <(map) = [1]> then\n switch costume to (mapbackground2 v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [2]> then\n switch costume to (thegridbg v)\n show\n set [color v] effect to (50)\n end\n if <(map) = [3]> then\n switch costume to (map_cabin_bg v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [4]> then\n switch costume to (testbg2 v)\n show\n set [color v] effect to (0)\n end\n if <(map) = [5]> then\n switch costume to (sectorfourmapbackground v)\n show\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [gamestart v]\nset [brightness v] effect to (0)\n\ngo [backward v] (50) layers\n\nwhen I receive [gamestartvirustag v]\nset [brightness v] effect to (0)\n\nwhen I receive [gamestartvirustag v]\nwait (0.01) seconds\nif <(map) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (map v)\nend\nif <(map) = [2]> then\n switch costume to (thegridbg v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <(map) = [3]> then\n switch costume to (map_cabin v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <(map) = [4]> then\n switch costume to (testbg v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <(map) = [5]> then\n switch costume to (sectorfourmap v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\nif <(map) = [1]> then\n switch costume to (mapbackground2 v)\n show\n set [color v] effect to (0)\nend\nif <(map) = [2]> then\n switch costume to (thegridbg v)\n show\n set [color v] effect to (50)\nend\nif <(map) = [3]> then\n switch costume to (map_cabin_bg v)\n show\n set [color v] effect to (0)\nend\nif <(map) = [4]> then\n switch costume to (testbg2 v)\n show\n set [color v] effect to (0)\nend\nif <(map) = [5]> then\n switch costume to (sectorfourmapbackground v)\n show\n set [color v] effect to (0)\nend\nif <(map) = [6]> then\n switch costume to (docksbackground v)\n show\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\nend\n\nset [ghost v] effect to (0)\n\n@Sprite9\n\nwhen flag clicked\nset [endofleveltrue? v] to [0]\nhide\n\nwhen I receive [1 v]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <not <touching (maphitbox v)?>> then\n set [inair v] to [1]\n else\n set [inair v] to [0]\n end\nend\n\nwhen I receive [recoil v]\nchange [xv v] by (pick random (-0.1) to (0.1))\n\ncreate clone of (_myself_ v)\n\nwhen I receive [gamestart v]\nwait (0.01) seconds\nshow\nset [map v] to (pick random (1) to (6))\nswitch costume to (costume4 v)\nset [brightness v] effect to (0)\ngo to x: (-190) y: (-97)\ngo to x: (-218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n go to x: (-215) y: (-96)\nend\nif <(map) = [4]> then\n go to x: (-135) y: (-38)\nend\nif <(map) = [6]> then\n go to x: (-223) y: (25)\nend\nwait (6) seconds\nforever\n if <(p1touchingwater) = [0]> then\n set [bleh v] to [0]\n if <key (a v) pressed?> then\n change [xv v] by (-0.6)\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.6)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (w v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <touching (map2 v)?> then\n set [xv v] to [-6]\n set [yv v] to [12]\n else\n change x by (-10)\n set [c n v] to [5]\n if <touching (map2 v)?> then\n set [xv v] to [6]\n set [yv v] to [12]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (bleh)))\n end\n else\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <touching (map2 v)?> 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 (map2 v)?> then\n set [yv v] to (jumpheight)\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <touching (map2 v)?>> then\n change [yv v] by (fallspeed)\n end\n change y by (1)\n end\n end\n if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n set [yv v] to [26]\n end\n if <touching (dockswater v)?> then\n set [p1touchingwater v] to [1]\n if <key (w v) pressed?> then\n change [yv v] by (0.6)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (s v) pressed?> then\n change [yv v] by (-0.5)\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.5)\n end\n set [xv v] to ((xv) * (0.89))\n if <(y position) > [-20]> then\n set [yv v] to ((yv) * (0.97))\n else\n set [yv v] to ((yv) * (0.89))\n end\n change x by (xv)\n change y by (yv)\n end\n if <not <touching (dockswater v)?>> then\n set [p1touchingwater v] to [0]\n end\n if <touching (map2 v)?> then\n set [yv v] to [-3]\n end\nend\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nbroadcast (p2score v)\n\nwhen I receive [gamestart v]\n\ngo to x: (-135) y: (-38)\n\nset [thrust v] to [1]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nset [p1score v] to [0]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\npoint in direction (90)\n\nwhen I receive [gamestartvirustag v]\nwait (0.01) seconds\nshow\nswitch costume to (costume4 v)\ngo to x: (-190) y: (-97)\ngo to x: (-218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n go to x: (-215) y: (-96)\nend\nif <(map) = [4]> then\n go to x: (-135) y: (-38)\nend\nif <(map) = [6]> then\n go to x: (-223) y: (25)\nend\nwait (6) seconds\nforever\n if <(p1touchingwater) = [0]> then\n if <<key (a v) pressed?> and <not <(PLAYERWITHVIRUS) = [1]>>> then\n change [xv v] by (-0.6)\n end\n if <<key (d v) pressed?> and <not <(PLAYERWITHVIRUS) = [1]>>> then\n change [xv v] by (0.6)\n end\n if <<key (a v) pressed?> and <(PLAYERWITHVIRUS) = [1]>> then\n change [xv v] by (-0.7)\n end\n if <<key (d v) pressed?> and <(PLAYERWITHVIRUS) = [1]>> 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 (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (w v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <touching (map2 v)?> then\n set [xv v] to [-6]\n set [yv v] to [12]\n else\n change x by (-10)\n set [c n v] to [5]\n if <touching (map2 v)?> then\n set [xv v] to [6]\n set [yv v] to [12]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (bleh)))\n end\n else\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <touching (map2 v)?> 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 (map2 v)?> then\n set [yv v] to (jumpheight)\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <touching (map2 v)?>> then\n change [yv v] by (fallspeed)\n end\n change y by (1)\n end\n end\n if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n set [yv v] to [26]\n end\n if <touching (poisongas v)?> then\n set [p1ingas v] to [1]\n else\n set [p1ingas v] to [0]\n end\n if <touching (dockswater v)?> then\n set [p1touchingwater v] to [1]\n if <key (w v) pressed?> then\n change [yv v] by (0.6)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (s v) pressed?> then\n change [yv v] by (-0.5)\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.5)\n end\n set [xv v] to ((xv) * (0.89))\n if <(y position) > [-20]> then\n set [yv v] to ((yv) * (0.97))\n else\n set [yv v] to ((yv) * (0.89))\n end\n change x by (xv)\n change y by (yv)\n end\n if <not <touching (dockswater v)?>> then\n set [p1touchingwater v] to [0]\n end\n if <touching (map2 v)?> then\n set [yv v] to [-3]\n end\nend\n\nwhen I receive [gamestart v]\nrepeat until <(someonewonround) = [1]>\n if <<touching (sprite3 v)?> and <(p2shoot) = [1]>> then\n change [p2score v] by (1)\n set [someonewonround v] to [1]\n if <<(deuce) = [1]> and <(p1score) = [1]>> then\n set [p1score v] to [0]\n set [p2score v] to [0]\n end\n end\nend\nbroadcast (p2score v)\n\nrepeat until <(someonewonround) = [1]>\nend\nbroadcast (p1score v)\n\nwhen I receive [selectrandomvirus v]\nforever\n if <<touching (sprite3 v)?> and <(p2shoot) = [1]>> then\n set [playerwithvirus v] to [1]\n broadcast (PLAYER1HASVIRUS v)\n end\nend\n\nif <(y position) > [-20]> then\nend\n\nif <(y position) > [-20]> then\n set [yv v] to ((yv) * (0.95))\nelse\n set [yv v] to ((yv) * (0.89))\nend\n\nrepeat (10)\nend\n\nwait (1) seconds\n\nwhen I receive [gamestart v]\nwait (6) seconds\nset [burstable1 v] to [1]\nforever\n if <<key (space v) pressed?> and <(burstable1) = [1]>> then\n set [burstable1 v] to [0]\n start sound [Burst v]\n if <key (w v) pressed?> then\n set [yv v] to [10]\n end\n if <key (a v) pressed?> then\n set [xv v] to [-7.5]\n end\n if <key (s v) pressed?> then\n set [yv v] to [-12]\n end\n if <key (d v) pressed?> then\n set [xv v] to [7.5]\n end\n set [brightness v] effect to (-80)\n repeat (50)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (6)\n end\n set [burstable1 v] to [1]\n set [brightness v] effect to (0)\n end\nend\n\nset [brightness v] effect to (0)\n\nwhen I receive [gamestartvirustag v]\nwait (6) seconds\nforever\n if <key (space v) pressed?> then\n if <(PLAYERWITHVIRUS) = [1]> then\n start sound [Burst v]\n if <key (w v) pressed?> then\n set [yv v] to [10]\n end\n if <key (a v) pressed?> then\n set [xv v] to [-7.5]\n end\n if <key (s v) pressed?> then\n set [yv v] to [-12]\n end\n if <key (d v) pressed?> then\n set [xv v] to [7.5]\n end\n set [brightness v] effect to (-80)\n repeat (50)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (6)\n end\n end\n end\nend\n\nwhen I receive [p1burstdisabled v]\nset [brightness v] effect to (-80)\nset [burstable1 v] to [0]\nwait (1.26) seconds\nset [burstable1 v] to [0]\nrepeat (4)\n set [burstable1 v] to [0]\n change [brightness v] effect by (20)\nend\nset [burstable1 v] to [1]\nset [brightness v] effect to (0)\n\n@Sprite2\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nset [endofleveltrue? v] to [0]\nhide\n\nwhen I receive [1 v]\n\nwhen flag clicked\nset [part1done v] to [0]\nset [levelno v] to [1]\n\nwhen flag clicked\nforever\n if <not <touching (maphitbox v)?>> then\n set [inair v] to [1]\n else\n set [inair v] to [0]\n end\nend\n\nset [thrust v] to [1]\n\nset [yv v] to [-5]\n\nwhen flag clicked\nset [p1score v] to [0]\nset [p2score v] to [0]\n\nwhen I receive [gamestart v]\nrepeat until <(someonewonround) = [1]>\n if <<touching (sprite1 v)?> and <(p1shoot) = [1]>> then\n change [p1score v] by (1)\n set [someonewonround v] to [1]\n end\n if <<(deuce) = [1]> and <(p2score) = [1]>> then\n set [p2score v] to [0]\n set [p1score v] to [0]\n end\nend\nbroadcast (p1score v)\n\nwhen I receive [p1score v]\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (gamestart v)\n\nwhen flag clicked\nset [p1score v] to [0]\nset [p2score v] to [0]\nset [p1shoot v] to [0]\nset [p2shoot v] to [0]\nset [someonewonround v] to [0]\n\nwhen flag clicked\n\nwhen I receive [p1score v]\nset [p1shoot v] to [0]\nset [p2shoot v] to [0]\nset [someonewonround v] to [0]\n\nwhen I receive [gamestart v]\nwait (0.01) seconds\nshow\nswitch costume to (costume4 v)\nset [brightness v] effect to (0)\ngo to x: (-190) y: (-97)\ngo to x: (218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n go to x: (90) y: (-96)\nend\nif <(map) = [4]> then\n go to x: (215) y: (-38)\nend\nif <(map) = [5]> then\n go to x: (90) y: (-96)\nend\nif <(map) = [6]> then\n go to x: (223) y: (25)\nend\nwait (6) seconds\nforever\n if <(p2touchingwater) = [0]> then\n set [bleh v] to [0]\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.6)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.6)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (up arrow v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <touching (map2 v)?> then\n set [xv v] to [-6]\n set [yv v] to [12]\n start sound [Boost Jump - Sound Effect.mp3 v]\n else\n change x by (-10)\n set [c n v] to [5]\n if <touching (map2 v)?> then\n set [xv v] to [6]\n set [yv v] to [12]\n start sound [Boost Jump - Sound Effect.mp3 v]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (bleh)))\n end\n else\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <touching (map2 v)?> 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 (map2 v)?> then\n set [yv v] to (jumpheight)\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <touching (map2 v)?>> then\n change [yv v] by (fallspeed)\n end\n change y by (1)\n end\n end\n if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n set [yv v] to [26]\n end\n if <touching (dockswater v)?> then\n set [p2touchingwater v] to [1]\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n end\n set [xv v] to ((xv) * (0.89))\n if <(y position) > [-20]> then\n set [yv v] to ((yv) * (0.97))\n else\n set [yv v] to ((yv) * (0.89))\n end\n change x by (xv)\n change y by (yv)\n end\n if <not <touching (dockswater v)?>> then\n set [p2touchingwater v] to [0]\n end\n if <touching (map2 v)?> then\n set [yv v] to [-3]\n end\nend\n\nwhen I receive [capturepointmode v]\nshow\nswitch costume to (costume4 v)\ngo to x: (-190) y: (-97)\ngo to x: (218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nwait (1) seconds\nforever\n if <(pause) = [0]> then\n set [bleh v] to [0]\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.6)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.6)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (up arrow v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <touching (map2 v)?> then\n set [xv v] to [-8]\n set [yv v] to [10]\n start sound [Boost Jump - Sound Effect.mp3 v]\n else\n change x by (-10)\n set [c n v] to [5]\n if <touching (map2 v)?> then\n set [xv v] to [8]\n set [yv v] to [10]\n start sound [Boost Jump - Sound Effect.mp3 v]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (bleh)))\n end\n else\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <touching (map2 v)?> 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 (map2 v)?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <touching (map2 v)?>> then\n change [yv v] by (-0.9)\n end\n change y by (1)\n end\n end\nend\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nwait (0.01) seconds\nshow\nswitch costume to (costume4 v)\ngo to x: (-190) y: (-97)\ngo to x: (218) y: (-77)\nset [xv v] to [0]\nset [yv v] to [0]\nif <(map) = [5]> then\n go to x: (90) y: (-96)\nend\nif <(map) = [4]> then\n go to x: (215) y: (-38)\nend\nif <(map) = [5]> then\n go to x: (90) y: (-96)\nend\nwait (6) seconds\nforever\n if <(p2touchingwater) = [0]> then\n set [bleh v] to [0]\n if <<key (left arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n change [xv v] by (-0.6)\n end\n if <<key (right arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n change [xv v] by (0.6)\n end\n if <<key (left arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n change [xv v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> 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 (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching (map2 v)?> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <key (up arrow v) pressed?> then\n change x by (5)\n set [c n v] to [-5]\n if <touching (map2 v)?> then\n set [xv v] to [-6]\n set [yv v] to [12]\n start sound [Boost Jump - Sound Effect.mp3 v]\n else\n change x by (-10)\n set [c n v] to [5]\n if <touching (map2 v)?> then\n set [xv v] to [6]\n set [yv v] to [12]\n start sound [Boost Jump - Sound Effect.mp3 v]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (bleh)))\n end\n else\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <touching (map2 v)?> 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 (map2 v)?> then\n set [yv v] to (jumpheight)\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <touching (map2 v)?>> then\n change [yv v] by (fallspeed)\n end\n change y by (1)\n end\n end\n if <<touching color (#ae20c5)?> or <touching color (#a91dc1)?>> then\n set [yv v] to [26]\n end\n if <touching (poisongas v)?> then\n set [p2ingas v] to [1]\n else\n set [p2ingas v] to [0]\n end\n if <touching (dockswater v)?> then\n set [p2touchingwater v] to [1]\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n end\n set [xv v] to ((xv) * (0.89))\n if <(y position) > [-20]> then\n set [yv v] to ((yv) * (0.97))\n else\n set [yv v] to ((yv) * (0.89))\n end\n change x by (xv)\n change y by (yv)\n end\n if <not <touching (dockswater v)?>> then\n set [p2touchingwater v] to [0]\n end\n if <touching (map2 v)?> then\n set [yv v] to [-3]\n end\nend\n\nwhen I receive [gamestart v]\nif <(p2score) = [5]> then\n broadcast (p2win v)\n stop [other scripts in sprite v]\nend\nif <(p1score) = [5]> then\n broadcast (p1win v)\n stop [other scripts in sprite v]\nend\nif <<(deuce) = [1]> and <(p2score) = [2]>> then\n broadcast (p2win v)\n stop [other scripts in sprite v]\nend\nif <<(deuce) = [1]> and <(p1score) = [2]>> then\n broadcast (p1win v)\n stop [other scripts in sprite v]\nend\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n go to x: (218) y: (-77)\n if <(map) = [5]> then\n go to x: (215) y: (-95)\n end\n if <(map) = [4]> then\n go to x: (135) y: (-38)\n end\n if <(map) = [5]> then\n go to x: (215) y: (-96)\n end\nend\n\nif <<key (left arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n change [xv v] by (-0.6)\nend\nif <<key (right arrow v) pressed?> and <not <(PLAYERWITHVIRUS) = [2]>>> then\n change [xv v] by (0.6)\nend\nif <<key (left arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n change [xv v] by (-0.7)\nend\nif <<key (right arrow v) pressed?> and <(PLAYERWITHVIRUS) = [2]>> then\n change [xv v] by (0.7)\nend\n\nwhen I receive [selectrandomvirus v]\nforever\n if <<touching (sprite1 v)?> and <(p1shoot) = [1]>> then\n set [playerwithvirus v] to [2]\n broadcast (PLAYER2HASVIRUS v)\n end\nend\n\nbroadcast (p2score v)\n\nwhen I receive [gamestart v]\nrepeat (10)\n go to x: (218) y: (-77)\n if <(map) = [5]> then\n go to x: (215) y: (-95)\n end\n if <(map) = [4]> then\n go to x: (135) y: (-38)\n end\n if <(map) = [5]> then\n go to x: (215) y: (-96)\n end\n if <(map) = [6]> then\n go to x: (223) y: (25)\n end\nend\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n go to x: (218) y: (-77)\n if <(map) = [5]> then\n go to x: (215) y: (-95)\n end\n if <(map) = [4]> then\n go to x: (135) y: (-38)\n end\n if <(map) = [5]> then\n go to x: (215) y: (-96)\n end\n if <(map) = [6]> then\n go to x: (223) y: (25)\n end\nend\n\nwhen I receive [gamestart v]\nwait (6) seconds\nset [burstable2 v] to [1]\nforever\n if <<key (g v) pressed?> and <(burstable2) = [1]>> then\n set [burstable2 v] to [0]\n start sound [Burst v]\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n if <key (left arrow v) pressed?> then\n set [xv v] to [-7.5]\n end\n if <key (down arrow v) pressed?> then\n set [yv v] to [-12]\n end\n if <key (right arrow v) pressed?> then\n set [xv v] to [7.5]\n end\n set [brightness v] effect to (-80)\n repeat (50)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (6)\n end\n set [brightness v] effect to (0)\n set [burstable2 v] to [1]\n end\nend\n\nchange [xv v] by (6)\n\nwhen I receive [gamestartvirustag v]\nwait (6) seconds\nforever\n if <key (g v) pressed?> then\n if <(PLAYERWITHVIRUS) = [2]> then\n start sound [Burst v]\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n if <key (left arrow v) pressed?> then\n set [xv v] to [-7.5]\n end\n if <key (down arrow v) pressed?> then\n set [yv v] to [-12]\n end\n if <key (right arrow v) pressed?> then\n set [xv v] to [7.5]\n end\n set [brightness v] effect to (-80)\n repeat (50)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (6)\n end\n end\n end\nend\n\nwhen I receive [p2burstdisabled v]\nset [burstable2 v] to [0]\nset [brightness v] effect to (-80)\nwait (1.26) seconds\nset [burstable2 v] to [0]\nrepeat (4)\n set [burstable2 v] to [0]\n change [brightness v] effect by (20)\nend\nset [burstable2 v] to [1]\nset [brightness v] effect to (0)\n\nset [burstable2 v] to [0]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [gamestart v]\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume1 v)\nwait (6) seconds\nshow\nforever\n go to (sprite9 v)\n if <key (l v) pressed?> then\n change [1aimvelr v] by (1.5)\n turn right (1aimvelr) degrees\n if <(1aimvelr) > [9]> then\n set [1aimvelr v] to [9]\n end\n else\n set [1aimvelr v] to [0]\n end\n if <key (j v) pressed?> then\n change [1aimvell v] by (-1.5)\n turn right (1aimvell) degrees\n if <[-9] > (1aimvell)> then\n set [1aimvell v] to [-9]\n end\n else\n set [1aimvell v] to [0]\n end\nend\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\npoint towards (sprite2 v)\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nwhen I receive [gamestart v]\nhide\nswitch costume to (costume1 v)\nwait (6) seconds\nshow\nset [ghost v] effect to (0)\nforever\n if <<key (k v) pressed?> and <(burstable1) = [1]>> then\n set [ghost v] effect to (0)\n set [p1shoot v] to [1]\n set [burstable1 v] to [0]\n broadcast (p1burstdisabled v)\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n broadcast (reload v)\n broadcast (p1shoot v)\n start sound [Attack.mp3 v]\n wait (0.08) seconds\n set [ghost v] effect to (50)\n set [p1shoot v] to [0]\n switch costume to (costume1 v)\n wait (1.18) seconds\n set [burstable1 v] to [1]\n broadcast (p1burst v)\n set [ghost v] effect to (0)\n end\nend\n\npoint towards (mouse-pointer v)\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [gamestartvirustag v]\nset [playerwithvirus v] to [3]\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\nswitch costume to (costume1 v)\nshow\nforever\n go to (sprite9 v)\n if <key (l v) pressed?> then\n change [1aimvelr v] by (1.5)\n turn right (1aimvelr) degrees\n if <(1aimvelr) > [9]> then\n set [1aimvelr v] to [9]\n end\n else\n set [1aimvelr v] to [0]\n end\n if <key (j v) pressed?> then\n change [1aimvell v] by (-1.5)\n turn right (1aimvell) degrees\n if <[-9] > (1aimvell)> then\n set [1aimvell v] to [-9]\n end\n else\n set [1aimvell v] to [0]\n end\nend\n\nwhen I receive [gamestartvirustag v]\nhide\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\nforever\n set [ghost v] effect to (0)\n if <<key (k v) pressed?> and <<(PLAYERWITHVIRUS) = [1]> or <(PLAYERWITHVIRUS) = [3]>>> then\n set [ghost v] effect to (0)\n set [p1shoot v] to [1]\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n broadcast (reload v)\n broadcast (p1shoot v)\n start sound [Attack.mp3 v]\n wait (0.08) seconds\n set [ghost v] effect to (50)\n set [p1shoot v] to [0]\n switch costume to (costume1 v)\n wait (1.18) seconds\n set [ghost v] effect to (0)\n end\n if <(PLAYERWITHVIRUS) = [2]> then\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [player2hasvirus v]\nwait (0.01) seconds\nset [p1shoot v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [p1burst v]\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [gamestart v]\nhide\nwait (6) seconds\nshow\nswitch costume to (costume1 v)\nforever\n if <<key (i v) pressed?> and <(burstable2) = [1]>> then\n set [ghost v] effect to (0)\n broadcast (p2burstdisabled v)\n set [p2shoot v] to [1]\n set [burstable2 v] to [0]\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n start sound [Attack.mp3 v]\n broadcast (reload v)\n broadcast (p2shoot v)\n wait (0.08) seconds\n set [p2shoot v] to [0]\n switch costume to (costume1 v)\n set [ghost v] effect to (50)\n wait (1.18) seconds\n set [burstable2 v] to [1]\n broadcast (p2burst v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [gamestart v]\nset [ghost v] effect to (0)\npoint in direction (-90)\nhide\nwait (6) seconds\nshow\nforever\n go to (sprite2 v)\n if <key (o v) pressed?> then\n change [2aimvelr v] by (1.5)\n turn right (2aimvelr) degrees\n if <(2aimvelr) > [9]> then\n set [2aimvelr v] to [9]\n end\n else\n set [2aimvelr v] to [0]\n end\n if <key (u v) pressed?> then\n change [2aimvell v] by (-1.5)\n turn right (2aimvell) degrees\n if <[-9] > (2aimvell)> then\n set [2aimvell v] to [-9]\n end\n else\n set [2aimvell v] to [0]\n end\nend\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nwhen I receive [p1score v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [gamestartvirustag v]\nset [ghost v] effect to (0)\npoint in direction (-90)\nhide\nshow\nforever\n go to (sprite2 v)\n if <key (o v) pressed?> then\n change [2aimvelr v] by (1.5)\n turn right (2aimvelr) degrees\n if <(2aimvelr) > [9]> then\n set [2aimvelr v] to [9]\n end\n else\n set [2aimvelr v] to [0]\n end\n if <key (u v) pressed?> then\n change [2aimvell v] by (-1.5)\n turn right (2aimvell) degrees\n if <[-9] > (2aimvell)> then\n set [2aimvell v] to [-9]\n end\n else\n set [2aimvell v] to [0]\n end\nend\n\nwhen I receive [gamestartvirustag v]\nhide\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (0)\n if <<key (i v) pressed?> and <<(PLAYERWITHVIRUS) = [2]> or <(PLAYERWITHVIRUS) = [3]>>> then\n set [ghost v] effect to (0)\n set [p2shoot v] to [1]\n set [ghost v] effect to (0)\n switch costume to (costume2 v)\n start sound [Attack.mp3 v]\n broadcast (reload v)\n broadcast (p2shoot v)\n wait (0.08) seconds\n set [p2shoot v] to [0]\n switch costume to (costume1 v)\n set [ghost v] effect to (50)\n wait (1.18) seconds\n set [ghost v] effect to (0)\n end\n if <(PLAYERWITHVIRUS) = [1]> then\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [player1hasvirus v]\nwait (0.01) seconds\nset [p2shoot v] to [0]\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [p2burst v]\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [p2burst v]\nset [ghost v] effect to (50)\nwait (1.18) seconds\nset [ghost v] effect to (0)\n\n@vignette\n\nwhen flag clicked\nshow\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen I receive [gamestart v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [refreshscore v]\nshow\n\nwhen I receive [gamestartvirustag v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen I receive [beginmatch v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@1\n\nwhen flag clicked\ngo to x: (0) y: (10)\nhide\n\nwhen I receive [gamestart v]\nwait (1) seconds\nswitch costume to (6 v)\nrepeat (4)\n wait (1) seconds\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (1)\nend\nbroadcast (beginmatch v)\n\nwhen flag clicked\nshow variable [map v]\n\nwhen I receive [gamestart v]\nhide variable [map v]\n\nwhen I receive [capturepointmode v]\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [capturepointmode v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nswitch costume to (5 v)\nrepeat (9)\n wait (1) seconds\n next costume\nend\n\nwhen I receive [gamestart v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nswitch costume to (5 v)\n\nwhen I receive [gamestart v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [gamestartvirustag v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nswitch costume to (5 v)\n\nwhen I receive [gamestartvirustag v]\nwait (1) seconds\nswitch costume to (6 v)\nrepeat (4)\n wait (1) seconds\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (1)\nend\nbroadcast (beginmatch v)\nbroadcast (virustagstart v)\n\nwhen I receive [gamestartvirustag v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [gamestartvirustag v]\nhide variable [map v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (2) y: (-5)\nhide\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [gamestartvirustag v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [p2win v]\n\nwhen I receive [p1win v]\n\nhide\nstop [other scripts in sprite v]\n\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen I receive [p2score v]\nif <not <<(p1score) = [5]> or <(p2score) = [5]>>> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [p1score v]\nif <<not <<(p1score) = [5]> or <(p2score) = [5]>>> or <<<(deuce) = [1]> and <(p1score) = [2]>> or <<(deuce) = [1]> and <(p2score) = [2]>>>> then\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [refreshscore v]\nset [ghost v] effect to (0)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [p2win v]\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nstop [other scripts in sprite v]\n\n@fight\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\n\nwhen I receive [gamestart v]\nshow\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nset size to (90) %\nwait (5.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (1)\nend\nwait (0.5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\nwhen I receive [p1win v]\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [gamestartvirustag v]\nshow\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nset size to (90) %\nwait (5.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (1)\nend\nwait (0.5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\ngo to [front v] layer\n\n@foreground\n\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(map) = [1]> then\n set [brightness v] effect to (0)\n switch costume to (foreground v)\n show\n end\n if <(map) = [2]> then\n hide\n end\n if <(map) = [3]> then\n hide\n end\n if <(map) = [4]> then\n hide\n end\n if <(map) = [5]> then\n hide\n end\n if <(map) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@0\n\nwhen flag clicked\nset [deuce v] to [0]\nset [p1score v] to [0]\nset [p2score v] to [0]\nclear graphic effects\nhide\nswitch costume to (0 v)\ngo to x: (-20) y: (164)\nhide variable [p1score v]\nforever\n if <(p1score) = [1]> then\n switch costume to (1 v)\n end\n if <(p1score) = [2]> then\n switch costume to (2 v)\n end\n if <(p1score) = [3]> then\n switch costume to (3 v)\n end\n if <(p1score) = [4]> then\n switch costume to (4 v)\n end\n if <(p1score) = [5]> then\n switch costume to (5 v)\n end\n if <(p1score) = [0]> then\n switch costume to (0 v)\n end\nend\n\nwhen I receive [gamestart v]\nshow\n\nwhen I receive [deuce v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nset [p1score v] to [0]\nset [p2score v] to [0]\nset [deuce v] to [1]\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@2\n\nwhen I receive [gamestart v]\nshow\nforever\n if <(p2score) = [0]> then\n switch costume to (0 v)\n end\n if <(p2score) = [1]> then\n switch costume to (1 v)\n end\n if <(p2score) = [2]> then\n switch costume to (2 v)\n end\n if <(p2score) = [3]> then\n switch costume to (3 v)\n end\n if <(p2score) = [4]> then\n switch costume to (4 v)\n end\n if <(p2score) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nhide variable [p2score v]\nhide\nswitch costume to (0 v)\ngo to x: (22) y: (164)\n\nwhen I receive [deuce v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nrepeat (10)\n change [ghost v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@scorebg\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\ngo to x: (0) y: (0)\n\n@pixlmenu2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\nwhen I receive [gamestart v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nhide\n\n@mpmenu\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to x: (-175) y: (22)\ngo to x: (-114) y: (22)\ngo to x: (135) y: (-106)\ngo to x: (1) y: (-136)\ngo to x: (-30) y: (24)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (gamestartvirustag v)\nset [gamemode v] to [tag]\n\nwhen I receive [gamestart v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\n@snow\n\ndefine snow\nerase all\nset [counter v] to [0]\nrepeat (length of [v v])\n change [counter v] by (1)\n pen up\n set pen size to ((item (counter) of [v v]) * (-1))\n go to x: (item (counter) of [x v]) y: (item (counter) of [y v])\n pen down\n change y by ((((item (counter) of [v v]) / (2)) * (speed)) * (0.5))\n pen up\n replace item (counter) of [y v] with ((item (counter) of [y v]) + (((item (counter) of [v v]) / (2)) * (speed)))\n if <(item (counter) of [y v]) < [-179]> then\n delete (counter) of [x v]\n delete (counter) of [y v]\n delete (counter) of [v v]\n change [counter v] by (-1)\n end\nend\n\nwhen flag clicked\nhide\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [v v]\nset pen color to (#ffffff)\nset [density v] to [3]\nset [speed v] to [0.8]\nforever\n snow\nend\n\ndefine None\nrepeat (x)\n add (pick random (-240) to (240)) to [x v]\n add [180] to [y v]\n add (pick random (-4) to (-0.2)) to [v v]\nend\n\nwhen flag clicked\nforever\n wait ((pick random (0.1) to (0.5)) / (density)) seconds\n create ((round ((density) / (10))) + (1)) flakes\nend\n\nwhen flag clicked\nforever\n if <not <(map) = [3]>> then\n erase all\n end\nend\n\n@P1ATTACK\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange y by (-1)\n\nwhen I receive [atstart v]\ngo to x: (0) y: (-25)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (1)\nend\n\nwhen flag clicked\nhide\n\n@winbars\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [p1win v]\nset [deuce v] to [0]\nswitch costume to (p1win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [p2win v]\nset [deuce v] to [0]\nswitch costume to (p2win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestartvirustag v]\nhide\n\n@PLAY AGAIN\n\nwhen I receive [p2win v]\nwait (1) seconds\nswitch costume to (p2win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (5)\n change size by (-10)\n change [ghost v] effect by (-20)\nend\ncreate clone of (_myself_ v)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [p1score v] to [0]\nset [p2score v] to [0]\nif <(gamemode) = [standard]> then\n broadcast (gamestart v)\n broadcast (refreshscore v)\nend\nif <(gamemode) = [tag]> then\n broadcast (gamestartvirustag v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [p1win v]\nwait (1) seconds\nswitch costume to (p2win v)\ngo to [front v] layer\nshow\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (5)\n change size by (-10)\n change [ghost v] effect by (-20)\nend\ncreate clone of (_myself_ v)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [p1score v] to [0]\nset [p2score v] to [0]\nif <(gamemode) = [standard]> then\n broadcast (gamestart v)\n broadcast (refreshscore v)\nend\nif <(gamemode) = [tag]> then\n broadcast (gamestartvirustag v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nhide\n\nwhen I receive [gamestartvirustag v]\nhide\n\ngo to x: (0) y: (0)\n\n@MATCHPOINTPLAYER1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [gamestart v]\nset size to (100) %\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nif then\nend\n\nwhen I receive [gamestart v]\nwait (1) seconds\nif <(p1score) = [4]> then\n switch costume to (matchpointplayer1 v)\n show\n if <(p2score) = [4]> then\n switch costume to (deuce v)\n broadcast (deuce v)\n show\n end\nelse\n hide\n if <(p2score) = [4]> then\n switch costume to (matchpointplayer2 v)\n show\n else\n hide\n end\nend\nif <(deuce) = [1]> then\n switch costume to (deuce v)\n show\n if <(p1score) = [1]> then\n switch costume to (advantagep1 v)\n end\n if <(p2score) = [1]> then\n switch costume to (advantagep2 v)\n end\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nif then\n switch costume to (matchpointplayer2 v)\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@MATCHPOINTP1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(p1score) = [4]> then\n switch costume to (matchpointp1 v)\n show\n else\n if <(p2score) = [4]> then\n switch costume to (matchpointp2 v)\n show\n else\n if <<(deuce) = [1]> and <(p1score) = [1]>> then\n switch costume to (matchpointp1 v)\n show\n else\n if <<(deuce) = [1]> and <(p2score) = [1]>> then\n switch costume to (matchpointp2 v)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@pixl1.02\n\nwhen flag clicked\nhide\n\nshow\nforever\n go to [front v] layer\nend\n\n@mpmenu2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to x: (-175) y: (72)\ngo to x: (-30) y: (20)\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (gamestart v)\nset [gamemode v] to [standard]\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (mpvshover v)\n else\n switch costume to (mpvs v)\n end\nend\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [gamestart v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\n@gamemode\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [virustagstart v]\n\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (1)\nend\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\n@randominfected5\n\nwhen I receive [virustagstart v]\nbroadcast (SELECTRANDOMVIRUS v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-150)\n\ngo to x: (0) y: (-2)\n\nwait (1) seconds\nswitch costume to (randominfected5 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (randominfected5 v)\nrepeat (4)\n wait (1) seconds\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@PLAYER1 HAS THE VIRUS\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [player1hasvirus v]\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\nset size to (90) %\nswitch costume to (player1 has the virus v)\nrepeat (10)\n change [ghost v] effect by (-8)\n change size by (1)\nend\nwait (0.2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\nwhen I receive [selectrandomvirus v]\n\nwhen I receive [selectrandomvirus v]\n\nset [playerwithvirus v] to (pick random (1) to (2))\nif <(PLAYERWITHVIRUS) = [1]> then\n switch costume to (player1 has the virus v)\nend\nif <(PLAYERWITHVIRUS) = [2]> then\n switch costume to (player2 has the virus v)\nend\n\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nshow\nset size to (90) %\n\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (1)\nend\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\n@PLAYER1METER\n\nwhen flag clicked\nhide\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (0)\nforever\n if <(PLAYERWITHVIRUS) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@player2meter\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (0)\nforever\n if <(PLAYERWITHVIRUS) = [2]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@marker\n\nwhen flag clicked\nhide\ngo to x: (-227) y: (157)\n\nwhen I receive [selectrandomvirus v]\ngo to x: (-227) y: (157)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(PLAYERWITHVIRUS) = [1]> then\n set [ghost v] effect to (0)\n change x by (0.2)\n else\n set [ghost v] effect to (50)\n set [ghost v] effect to (50)\n if <(x position) > [-227]> then\n wait (0.1) seconds\n change x by (-0.2)\n else\n end\n end\nend\n\nforever\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [selectrandomvirus v]\nwait until <(x position) = [-26]>\nbroadcast (p2win v)\nhide\ngo to x: (-227) y: (157)\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [player2hasvirus v]\nif <(x position) > [-60]> then\n change x by (-4)\n wait (1) seconds\nend\n\nif <(PLAYERWITHVIRUS) = [1]> then\n set [ghost v] effect to (0)\n change x by (0.2)\nelse\n set [ghost v] effect to (50)\n set [ghost v] effect to (50)\n if <(x position) > [-227]> then\n wait (0.1) seconds\n change x by (-0.2)\n else\n end\nend\n\nchange x by (0.2)\n\nif <(x position) > [-60]> then\nend\n\n@marker2\n\nwhen flag clicked\nhide\ngo to x: (227) y: (157)\n\nwhen I receive [selectrandomvirus v]\ngo to x: (227) y: (157)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(PLAYERWITHVIRUS) = [2]> then\n set [ghost v] effect to (0)\n change x by (-0.2)\n else\n set [ghost v] effect to (50)\n if <(x position) < [227]> then\n wait (0.1) seconds\n change x by (0.2)\n else\n end\n end\nend\n\nwhen I receive [selectrandomvirus v]\nwait until <(x position) = [26]>\nbroadcast (p1win v)\nhide\ngo to x: (227) y: (157)\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p1win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [p2win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [player1hasvirus v]\nif <(x position) < [60]> then\n change x by (4)\n wait (1) seconds\nend\n\nchange x by (4)\nwait (1) seconds\n\nwait (1) seconds\n\nif <(x position) < [60]> then\nend\n\n@PLAYER1 HAS THE VIRUS2\n\nwhen I receive [player2hasvirus v]\nshow\nset size to (90) %\nswitch costume to (player2 has the virus v)\nrepeat (10)\n change [ghost v] effect by (-8)\n change size by (1)\nend\nwait (0.2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\n@lowgravityoff\n\nwhen flag clicked\ngo to x: (-30) y: (22)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (mpvshover v)\n else\n switch costume to (mpvs v)\n end\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nswitch costume to (lowgravityoff v)\nset [modifier v] to [normal]\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <(costume [number v]) = [1]> then\n switch costume to (lowgravityon v)\n set [modifier v] to [moon]\n else\n switch costume to (lowgravityoff v)\n set [modifier v] to [normal]\n end\n wait (0.1) seconds\nend\n\nwhen I receive [gamestart v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [gamestartvirustag v]\nrepeat (10)\n change x by (-2)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(modifier) = [normal]> then\n set [fallspeed v] to [-1.1]\n set [jumpheight v] to [12.5]\n end\n if <(modifier) = [moon]> then\n set [fallspeed v] to [-0.6]\n set [jumpheight v] to [16]\n end\nend\n\n@poisongas\n\nwhen I receive [gamestartvirustag v]\n\nwhen I receive [fogsetsin v]\n\nwhen flag clicked\n\nchange [ghost v] effect by (-0.5)\n\nhide\nwait (pick random (20) to (40)) seconds\nbroadcast (fogsetsin v)\n\nshow\nset [ghost v] effect to (100)\nset size to (150) %\nrepeat (100)\n change [ghost v] effect by (-0.5)\n change size by (-0.4)\nend\nrepeat (50)\n change size by (-0.1)\n change [ghost v] effect by (-0.5)\nend\n\nhide\n\n@poisongasspawning\n\nwhen I receive [fogsetsin v]\ngo to x: (0) y: (0)\nshow\nset size to (90) %\nswitch costume to (poisongasspawning v)\nrepeat (10)\n change [ghost v] effect by (-8)\n change size by (1)\nend\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (5)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\n@DOCKSWATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(map) = [1]> then\n hide\n end\n if <(map) = [2]> then\n hide\n end\n if <(map) = [3]> then\n hide\n end\n if <(map) = [4]> then\n hide\n end\n if <(map) = [5]> then\n hide\n end\n if <(map) = [6]> then\n hide\n set [brightness v] effect to (0)\n switch costume to (foreground v)\n show\n end\nend\n\ngo [backward v] (-1) layers\n\nchange y by (1)\nwait (1) seconds\nchange y by (0)\n\n
Two keyboards are required to play, because keyboard ghosting is a major issue.\nPLAYER 1: WASD (Move) JL (Aim) K (Fire) SPACE (Burst)\nPLATER 2: ARROW KEYS (Move) UO (Aim) I (Fire) G (Burst)\n\nSCRATCH FORUMS: https://scratch.mit.edu/discuss/topic/265172/\nDiscord invite: UtUbKDt
Mr. Circle Platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nset [level v] to [0]\nhide variable [level v]\nhide variable [time v]\nhide variable [score v]\nreset timer\nforever\n if <(backdrop [number v]) < [5]> then\n reset timer\n end\nend\n\nwhen I receive [next level v]\nnext backdrop\nchange [level v] by (1)\nset [yvel v] to [0]\nset [xvel v] to [0]\n\nwhen backdrop switches to [main menu2 v]\nshow variable [score v]\nset [score v] to (timer)\nhide variable [level v]\nforever\n reset timer\nend\n\nwhen backdrop switches to [level1 v]\nreset timer\nset [level v] to [1]\nshow variable [level v]\n\n@Mr. Circle title\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (-324) y: (93)\nrepeat (35)\n change x by (10)\nend\nwait (1.5) seconds\nforever\n next costume\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Platformer title\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (405) y: (37)\nrepeat (40)\n change x by (-10)\nend\nwait (1) seconds\nforever\n next costume\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nhide\nwait (2) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (-14) y: (-242)\nrepeat (20)\n change y by (10)\nend\nforever\n next costume\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Play button\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\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\nhide\nswitch backdrop to (intro1 v)\n\n@roof\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [intro1 v]\nshow\n\n@Mr. Circle\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n change y by (Yvel)\nend\n\nwhen backdrop switches to [intro1 v]\nshow\nswitch costume to (straight v)\ngo to x: (-115) y: (-43)\nforever\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.5)\n if <<key (space v) pressed?> or <<(y position) < [-141]> or <touching color (#ff0000)?>>> then\n hide\n set [xvel v] to [0]\n set [yvel v] to [0]\n wait (0.5) seconds\n go to x: (-115) y: (-43)\n show\n end\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n switch costume to (straight v)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.7)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.7)\n switch costume to (left v)\n end\n change x by (Xvel)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\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 y by (-5)\n if <<key (up arrow v) pressed?> and <not <color (#003fff) is touching (#000000)?>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [7]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <color (#003fff) is touching (#000000)?> then\n change y by (-7)\n end\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 [7]\n end\n end\n if <touching color (#7f00ff)?> then\n set [yvel v] to [10]\n end\n if <touching color (#00ff55)?> then\n set [xvel v] to [30]\n set [yvel v] to [2]\n end\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\n if <(x position) > [345]> then\n broadcast (next level v)\n go to x: (-151) y: (-43)\n end\nend\n\nwhen backdrop switches to [main menu2 v]\nhide\n\n
Use the arrow keys to move and press space bar to kill yourself if you get stuck. If you touch red it will kill you. Purple is a bounce pad, so it will shoot you really high, and green zooms you to the right.\n\nALL OF THE LEVELS ARE POSSIBLE!\n\nHave fun! Good luck!
Roadworks 2 [Platformer]
@Stage\n\nwhen flag clicked\nswitch backdrop to (cityscape v)\nforever\n if <(Level) = [18]> then\n switch backdrop to (cityscape2 v) and wait\n end\nend\n\nset [level v] to [18]\n\n@Player\n\nwhen flag clicked\nset size to (100) %\nset [level v] to [1]\npoint in direction (90)\nerase all\npen up\nshow\nset [yv v] to [0]\ngo to x: (-214) y: (-44)\nset [deaths v] to [0]\nset [jump count v] to [0]\nset [grav v] to [1]\nforever\n if <(Level) = [17]> then\n turn right (30) degrees\n else\n point in direction (90)\n end\n if <(Level) = [18]> then\n set size to (100) %\n else\n point in direction (90)\n end\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 (Grav)\n if <touching color (#666666)?> then\n change y by (Grav)\n if <touching color (#666666)?> then\n change y by (Grav)\n if <touching color (#666666)?> then\n change y by (Grav)\n if <touching color (#666666)?> then\n change y by (Grav)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (((0) - (Grav)) * (5))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space 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 ((Grav) * (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) - (Grav))\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * ((0) - (Grav)))\n set [yv v] to [-0]\n else\n end\n change y by ((0) - (Grav))\n if <touching color (#666666)?> then\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n change [jump count v] by (1)\n end\n end\n change y by (Grav)\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-213) y: (8)\n broadcast (message1 v)\n end\n if <(y position) < [-150]> then\n go to x: (-213) y: (8)\n change [deaths v] by (1)\n end\n if <touching color (#fbb03b)?> then\n go to x: (-213) y: (8)\n change [deaths v] by (1)\n end\n if <touching color (#cc0000)?> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.7)\n end\n end\n if <touching color (#00ffff)?> then\n set size to (40) %\n end\n if <key (r v) pressed?> then\n go to x: (-213) y: (8)\n end\nend\n\nif <touching color (#666666)?> then\nend\n\nset [level v] to [17]\n\nset [yv v] to [-1]\n\n@Sprite1\n\nwhen flag clicked\nstart sound [recording1 v]\ngo to x: (0) y: (0)\nset [grav v] to [1]\nset [level v] to [1]\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\nchange [level v] by (1)\nif <(Level) = [17]> then\n repeat until <not <(Level) = [17]>>\n set [grav v] to (pick random (-2) to (0.5))\n end\n set [grav v] to [1]\nelse\n set [grav v] to [1]\nend\n\nset [level v] to [10]\nbroadcast (message1 v)\n\n@Hulk\n\nwhen flag clicked\ngo to x: (-50) y: (18)\nforever\n repeat (50)\n change x by (2)\n if <<(Level) = [6]> or <(Level) = [11]>> then\n show\n else\n hide\n end\n end\n repeat (50)\n change x by (-2)\n if <<(Level) = [6]> or <(Level) = [11]>> then\n show\n else\n hide\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nhide\n\nshow\n\n
Mr. Circle Platformer 3
@Stage\n\nwhen [space v] key pressed\nif <(backdrop [name v]) = [Options]> then\n switch backdrop to (main menu v)\nend\n\nwhen [1 v] key pressed\nchange volume by (-10)\n\nwhen [2 v] key pressed\nchange volume by (10)\n\nwhen I receive [next level v]\nnext backdrop\nset [smalllevel? v] to [0]\nset [jetpacklevel? v] to [0]\nset [yvel v] to [0]\nset [xvel v] to [0]\nchange [level v] by (1)\nset [small? v] to [0]\n\nwhen flag clicked\nhide variable [level v]\nhide variable [☁ global high score v]\nforever\n if <(backdrop [number v]) < [7]> then\n reset timer\n end\nend\n\nwhen flag clicked\nwait (4.3) seconds\nstart sound [Call to Adventure v]\n\nwhen backdrop switches to [level1 v]\nshow variable [level v]\nset [level v] to [1]\n\nwhen backdrop switches to [done! v]\nif <(Time) < (☁ GLOBAL HIGH SCORE)> then\n set [☁ global high score v] to (Time)\nend\nshow variable [☁ global high score v]\n\n@Mr. Circle title\n\nwhen backdrop switches to [options v]\nhide\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nshow\nset [pixelate v] effect to (200)\nrepeat (50)\n change [pixelate v] effect by (-4)\nend\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Platformer title\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nset [pixelate v] effect to (200)\nrepeat (50)\n change [pixelate v] effect by (-4)\nend\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@2 title\n\nwhen flag clicked\nset [intro done? v] to [0]\nhide\nwait (2) seconds\nshow\nset [pixelate v] effect to (200)\nrepeat (50)\n change [pixelate v] effect by (-4)\nend\nset [intro done? v] to [1]\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Play button\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait (3.2) seconds\nshow\nset [pixelate v] effect to (200)\nrepeat (50)\n change [pixelate v] effect by (-4)\nend\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 backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [options v]\nhide\n\nwhen backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen this sprite clicked\nswitch backdrop to (intro1 v)\nhide\n\n@Options button\n\nwhen flag clicked\nhide\nwait (3.2) seconds\nshow\nswitch costume to (costume1 v)\nset [pixelate v] effect to (200)\nrepeat (50)\n change [pixelate v] effect by (-4)\nend\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 backdrop switches to [main menu v]\nif <(Intro done?) = [1]> then\n show\nend\n\nwhen this sprite clicked\nswitch backdrop to (options v)\nhide\n\nwhen backdrop switches to [intro1 v]\nhide\n\nwhen backdrop switches to [intro1 v]\nhide\n\nwhen backdrop switches to [intro1 v]\nhide\n\n@Mr. Circle\n\nwhen I receive [go small v]\nset [small? v] to [1]\nrepeat (10)\n wait (0.05) seconds\n change size by (-5)\nend\nwait (6) seconds\nrepeat (10)\n wait (0.05) seconds\n change size by (5)\nend\nset [small? v] to [0]\n\nwhen flag clicked\nhide\nhide variable [time v]\nset [jetpack? v] to [0]\nhide variable [fuel v]\nset size to (100) %\nforever\n if <(Small?) = [0]> then\n set size to (100) %\n end\n if <touching (fish v)?> then\n hide\n end\n if <(backdrop [name v]) = [In the fish . . .]> then\n hide\n end\nend\n\nwhen backdrop switches to [intro1 v]\nset [ghost v] effect to (0)\nshow\ngo to x: (-218) y: (-110)\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n if <touching (jetpack v)?> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [jetpack? v] to [1]\n switch costume to (jetpack v)\n broadcast (hide jet\[ack v)\n show variable [fuel v]\n set [fuel v] to [230]\n end\n if <(jetpack?) = [0]> then\n change [yvel v] by (-1)\n if <<key (space v) pressed?> or <<(y position) < [-168]> or <touching color (#ff0000)?>>> then\n hide\n set [yvel v] to [0]\n set [xvel v] to [0]\n wait (0.5) seconds\n go to x: (-218) y: (-110)\n show\n set size to (100) %\n if <(SmallLevel?) = [1]> then\n broadcast (show small v)\n end\n if <(JetpackLevel?) = [1]> then\n broadcast (show jetpack v)\n end\n set [small? v] to [0]\n end\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n switch costume to (straight v)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.7)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.7)\n switch costume to (left v)\n end\n change x by (Xvel)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\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 y by (-5)\n if <<key (up arrow v) pressed?> and <not <color (#003fff) is touching (#000000)?>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [14]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <color (#003fff) is touching (#000000)?> then\n change y by (-7)\n end\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 [14]\n end\n end\n if <touching color (#7f00ff)?> then\n set [yvel v] to [20]\n end\n if <touching color (#00ff55)?> then\n set [xvel v] to [30]\n set [yvel v] to [2]\n end\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\n if <(x position) > [231]> then\n broadcast (next level v)\n go to x: (-218) y: (-110)\n end\n end\n if <(jetpack?) = [1]> then\n switch costume to (jetpacks v)\n set [jxvel v] to [0]\n repeat until <(Fuel) = [0]>\n change [fuel v] by (-1)\n if <<key (space v) pressed?> or <<touching color (#ff0000)?> or <(y position) < [-189]>>> then\n set [fuel v] to [0]\n set [jetpack? v] to [0]\n set [yvel v] to [14]\n end\n if <not <<color (#ff9400) is touching (#000000)?> and <not <<color (#ff9400) is touching (#00ff55)?> and <not <color (#ff9400) is touching (#7f00ff)?>>>>>> then\n if <key (up arrow v) pressed?> then\n change y by (10)\n if <(Small?) = [1]> then\n change y by (-5)\n end\n end\n else\n change y by (-10)\n if <(Small?) = [1]> then\n change y by (5)\n end\n end\n if <not <<color (#ff0000) is touching (#000000)?> and <not <<color (#ff0000) is touching (#00ff55)?> and <not <color (#ff0000) is touching (#7f00ff)?>>>>>> then\n if <key (down arrow v) pressed?> then\n change y by (-10)\n end\n else\n change y by (10)\n end\n if <not <<touching color (#000000)?> and <not <<touching color (#7f00ff)?> and <not <touching color (#00ff55)?>>>>>> then\n if <key (right arrow v) pressed?> then\n change [jxvel v] by (0.7)\n switch costume to (jetpackr v)\n end\n if <key (left arrow v) pressed?> then\n change [jxvel v] by (-0.7)\n switch costume to (jetpackl v)\n end\n else\n change x by ((JXvel) * (-1))\n if <<(JXvel) < [0]> and <not <<(JXvel) < [0.5]> and <not <(JXvel) > [-0.5]>>>>> then\n if <<not <key (down arrow v) pressed?>> and <not <key (up arrow v) pressed?>>> then\n change x by (10)\n end\n else\n if <<not <key (down arrow v) pressed?>> and <not <key (up arrow v) pressed?>>> then\n change x by (-10)\n end\n end\n end\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n switch costume to (jetpacks v)\n set [jxvel v] to [0]\n end\n if <(x position) > [229]> then\n set [jetpack? v] to [0]\n set [fuel v] to [0]\n hide variable [fuel v]\n switch costume to (straight v)\n go to x: (-218) y: (-110)\n broadcast (next level v)\n end\n change x by (JXvel)\n set [jxvel v] to ((JXvel) * (0.9))\n end\n set [jetpack? v] to [0]\n hide variable [fuel v]\n end\nend\n\nwhen backdrop switches to [level10 v]\nset [ghost v] effect to (0)\ngo to x: (-223) y: (-144)\n\nwhen I receive [fish v]\nhide\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [done! v]\nhide variable [level v]\nshow variable [time v]\nset [ghost v] effect to (100)\nset [time v] to (timer)\nforever\n reset timer\nend\n\n@Roof\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [intro1 v]\nshow\n\nwhen backdrop switches to [level13 v]\nhide\n\nwhen backdrop switches to [level16 v]\nshow\n\n@Jetpack\n\nwhen flag clicked\nhide\nset [jetpacklevel? v] to [0]\n\nwhen I receive [hide jet\[ack v]\nhide\n\nwhen backdrop switches to [intro3 v]\ngo to x: (-96) y: (-101)\nshow\nset [jetpacklevel? v] to [1]\n\nwhen I receive [show jetpack v]\nshow\n\nwhen backdrop switches to [intro4 v]\ngo to x: (-172) y: (-106)\nshow\nset [jetpacklevel? v] to [1]\n\nwhen backdrop switches to [level4 v]\ngo to x: (-178) y: (-110)\nshow\nset [jetpacklevel? v] to [1]\n\nwhen backdrop switches to [level6 v]\ngo to x: (-178) y: (-110)\nshow\nset [jetpacklevel? v] to [1]\n\nwhen backdrop switches to [level18 v]\ngo to x: (-200) y: (-70)\nshow\nset [jetpacklevel? v] to [1]\n\n@Ferris wheel 1\n\nwhen flag clicked\nhide\nforever\n turn right (2) degrees\nend\n\nwhen backdrop switches to [level4 v]\nshow\ngo to x: (-62) y: (36)\n\nwhen backdrop switches to [dead v]\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\n@Ferris wheel 2\n\nwhen flag clicked\nhide\nforever\n turn left (2) degrees\nend\n\nwhen backdrop switches to [level4 v]\nshow\ngo to x: (24) y: (-72)\n\nwhen backdrop switches to [level5 v]\nhide\n\n@Small Power\n\nwhen flag clicked\nset [smalllevel? v] to [0]\nhide\nforever\n if <touching (mr. circle v)?> then\n hide\n broadcast (go small v)\n end\nend\n\nwhen backdrop switches to [level5 v]\nshow\ngo to x: (-80) y: (-98)\nset [smalllevel? v] to [1]\n\nwhen I receive [show small v]\nshow\n\nwhen backdrop switches to [level6 v]\nshow\ngo to x: (-109) y: (-38)\nset [smalllevel? v] to [1]\n\nwhen backdrop switches to [level7 v]\nshow\ngo to x: (22) y: (172)\nset [smalllevel? v] to [1]\n\nwhen backdrop switches to [level8 v]\nshow\ngo to x: (140) y: (-36)\nset [smalllevel? v] to [1]\n\nwhen backdrop switches to [level18 v]\ngo to x: (-31) y: (-66)\nshow\nset [smalllevel? v] to [1]\n\n@Red Block\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n next costume\nend\n\nwhen I receive [next level v]\nhide\ngo to x: (-4) y: (108)\n\nwhen backdrop switches to [level6 v]\nshow\n\n@Moving Zoomer\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [Level6]> then\n repeat (15)\n wait (0.03) seconds\n change x by (5)\n end\n repeat (15)\n wait (0.03) seconds\n change x by (-5)\n end\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [level6 v]\nshow\ngo to x: (155) y: (92)\n\n@Up/Down Red\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level7 v]\ngo to x: (-14) y: (-15)\nshow\nforever\n repeat (40)\n change y by (3)\n end\n repeat (40)\n change y by (-3)\n end\nend\n\nwhen I receive [next level v]\nhide\n\n@Red Circle\n\nwhen flag clicked\nhide\nforever\n turn right (3) degrees\nend\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [level8 v]\ngo to x: (-71) y: (52)\nshow\n\n@Activation Seagull\n\nwhen flag clicked\nhide\nset [fish activated? v] to [0]\n\nwhen backdrop switches to [level9 v]\nshow\nforever\n if <<(FISH activated?) = [0]> and <<touching (mr. circle v)?> and <(backdrop [name v]) = [Level9]>>> then\n broadcast (FISH v)\n set [fish activated? v] to [1]\n end\nend\n\nwhen backdrop switches to [in the fish . . . v]\nhide\n\n@FISH\n\nwhen flag clicked\nhide\n\nwhen I receive [fish v]\nshow\ngo to x: (368) y: (-207)\nrepeat (70)\n change x by (-10)\n change y by (6.5)\nend\nhide\nswitch backdrop to (in the fish . . . v)\nwait (2) seconds\nswitch backdrop to (level10 v)\nchange [level v] by (1)\n\n@Evil Fish\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level13 v]\nshow\ngo to x: (-51) y: (34)\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [Level13]> then\n repeat (60)\n change x by (-5)\n end\n switch costume to (costume2 v)\n repeat (60)\n change x by (5)\n end\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\nhide\n\n@Red Rain\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level17 v]\nshow\ngo to x: (-23) y: (174)\nforever\n repeat (54)\n change y by (-6)\n end\n go to x: (-23) y: (174)\nend\n\nwhen I receive [next level v]\nhide\n\n@Other Ferris Wheel\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level19 v]\nshow\ngo to x: (-5) y: (-5)\nforever\n turn right (3) degrees\nend\n\nwhen I receive [next level v]\nhide\n\n
Use those arrow keys to move around. Press space to restart the level. Use the arrow keys to maneuver the jetpack.\n\nHave fun!!!
BOX(Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [BGM v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide variable [time v]\nhide variable [◯-◯ v]\nhide\n\nwhen I receive [start v]\nreset timer\nset rotation style [left-right v]\ngo to x: (-200) y: (-10)\nshow\npoint in direction (90)\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-0.6)\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?> then\n start sound [pop v]\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\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?> and <touching color (#000008)?>> then\n start sound [pop v]\n set [y v] to [14]\n end\n change y by (1)\n if <touching color (#003fff)?> then\n start sound [tom drum v]\n set [y v] to [18]\n end\n if <touching color (#ff0000)?> then\n start sound [cymbal v]\n go to x: (-200) y: (-10)\n show\n point in direction (90)\n set [y v] to [0]\n end\n if <touching color (#00ff55)?> then\n start sound [hand clap v]\n change [stage v] by (1)\n go to x: (-200) y: (-10)\n point in direction (90)\n set [y v] to [0]\n end\nend\n\n@Stage\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [stage v] to [1]\nforever\n switch costume to (stage)\n go to x: (0) y: (0)\n set [◯-◯ v] to (join [Stage] (stage))\n if <(costume [number v]) = [9]> then\n show variable [time v]\n else\n set [time v] to (timer)\n end\nend\n\n@Title\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nwait (0.1) seconds\nrepeat until <key (t v) pressed?>\n show variable [time v]\nend\nif <key (t v) pressed?> then\n hide variable [time v]\nend\n\nwhen I receive [1 v]\nwait (1) seconds\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nrepeat until <key (space v) pressed?>\n next costume\nend\nif <key (space v) pressed?> then\n start sound [snap v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (start v)\n hide\nend\n\n@Intro\n\nwhen flag clicked\nset [size count v] to [0]\nreset timer\nreset timer\nshow\ngo to x: (0) y: (0)\npoint in direction (-150)\nswitch costume to (logo4 v)\nset [ghost v] effect to (100)\nset size to (0) %\nrepeat until <(timer) > [1.5]>\n set [size count v] to (((size count) * (0.75)) + (((100) - (size)) * (0.3)))\n change size by (size count)\n turn right (((90) - (direction)) * (0.3)) degrees\n change [ghost v] effect by (-50)\nend\nwait (2) seconds\nset [y v] to [10]\nrepeat until <(y position) < [-175]>\n change [y v] by (-1)\n change y by (y)\n change size by (-3.5)\nend\nhide\nbroadcast (1 v)\n\nrepeat (10)\n change size by (((165) - (size)) / (3))\nend\nrepeat until <(size) < [5]>\n change size by (join [-] (((0) - (size)) / (-2)))\nend\nhide\n\n@Title2\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nshow\ngo to [front v] layer\n\n
Cloud Platformer Collaboration
@Stage\n\nwhen flag clicked\nset [music v] to [1]\nforever\n if <(Music) = [0]> then\n set [current song v] to (Music)\n stop all sounds\n end\n if <(Music) = [1]> then\n set [current song v] to (Music)\n play sound [As it goes; On and On v] until done\n end\n if <(Music) = [2]> then\n set [current song v] to (Music)\n play sound [Burned v] until done\n end\n if <(Music) = [3]> then\n set [current song v] to (Music)\n play sound [Happy Bass v] until done\n end\n if <(Music) = [4]> then\n set [current song v] to (Music)\n play sound [Pressure v] until done\n end\n if <(Music) = [5]> then\n set [current song v] to (Music)\n play sound [Thright Thrash - Skitzoid v] until done\n end\n if <(Music) = [6]> then\n set [current song v] to (Music)\n play sound [The Discovery v] until done\n end\n if <(Music) = [7]> then\n set [current song v] to (Music)\n play sound [Give and Take and Leave a Wake - Skitzoid v] until done\n end\n if <(Music) = [8]> then\n set [current song v] to (Music)\n play sound [Anthematic - Skitzoid v] until done\n end\n if <(Music) = [9]> then\n set [current song v] to (Music)\n play sound [Knight Blade v] until done\n end\n if <(Music) = [10]> then\n set [current song v] to (Music)\n play sound [Ambient Title v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(loading) = [0]> then\n set volume to (100) %\n else\n set volume to (20) %\n end\n if <not <(current song) = (Music)>> then\n stop all sounds\n end\nend\n\n@Tile\n\nwhen [space v] key pressed\nif <<(Editor?) = [1]> and <(waiting) = [0]>> then\n next costume\nend\n\ndefine None\nerase all\nset [loading v] to [1]\nset [waiting v] to [1]\nset [reload # v] to [1]\ngo to x: (-240) y: (162)\nrepeat (20)\n set x to (-240)\n repeat (21)\n switch costume to (error v)\n switch costume to (join (letter (reload #) of (item (level) of [maps v])) (letter ((reload #) + (1)) of (item (level) of [maps v])))\n stamp\n change x by (18)\n change [reload # v] by (2)\n end\n change y by (-18)\nend\nset [waiting v] to [0]\nset [loading v] to [0]\n\nwhen [e v] key pressed\nif <<(username) = [skitzoid]> or <(moderator) = [1]>> then\n if <(Editor?) = [1]> then\n set [editor? v] to [0]\n else\n set [editor? v] to [1]\n end\nend\n\ndefine None\nset [after# v] to (((letter#) * (2)) - (1))\nset [reader# v] to [1]\nset [save v] to (item (map) of [maps v])\nset [aquire v] to []\nrepeat (((after#) - (1)) / (2))\n set [aquire v] to (join (aquire) (join (letter (reader#) of (save)) (letter ((reader#) + (1)) of (save))))\n change [reader# v] by (2)\nend\nset [aquire v] to (join (aquire) (newitem))\nset [reader# v] to ((after#) + (2))\nrepeat ((420) - (letter#))\n set [aquire v] to (join (aquire) (join (letter (reader#) of (save)) (letter ((reader#) + (1)) of (save))))\n change [reader# v] by (2)\nend\nreplace item (map) of [maps v] with (aquire)\n\nwhen I receive [next level v]\nif <(Level) > (Total levels)> then\n if <(moderator) = [0]> then\n broadcast (moderator obtained v)\n stop [this script v]\n end\nend\nLoad level (Level)\nwait until <(waiting) = [0]>\nbroadcast (start v) and wait\n\nwhen I receive [load v]\nLoad level (Level)\n\nwhen flag clicked\nerase all\nset [loading v] to [1]\nset [mylevel v] to []\nset [my tiles v] to []\nset [moderator v] to [0]\nset [on right v] to [0]\nset [level v] to [1]\nset [completed? v] to [0]\nset [submitted? v] to [0]\nset [editor? v] to [0]\nhide variable [music v]\nshow variable [music v]\nbroadcast (download v) and wait\nbroadcast (Load v)\nbroadcast (start v)\n\nset [start v] to []\nrepeat (21)\n set [start v] to (join (start) [01])\nend\nset [start v] to (join (start) [01])\nset [start v] to (join (start) [12])\nrepeat (18)\n set [start v] to (join (start) [05])\nend\nset [start v] to (join (start) [01])\nrepeat (17)\n set [start v] to (join (start) [01])\n repeat (19)\n set [start v] to (join (start) [05])\n end\n set [start v] to (join (start) [01])\nend\nrepeat (21)\n set [start v] to (join (start) [01])\nend\n\nwhen I receive [start v]\nforever\n if <(waiting) = [0]> then\n if <(Editor?) = [1]> then\n set [on right v] to [0]\n show\n go to x: (((round ((mouse x) / (18))) * (18)) + (-6)) y: (((round ((mouse y) / (18))) * (18)) + (0))\n set [tiley v] to ((-1) * ((round ((mouse y) / (18))) - (9)))\n set [tilex v] to ((round ((mouse x) / (18))) + (14))\n set [preadd v] to (((tiley) * (21)) + (tilex))\n if <mouse down?> then\n if <<(x position) < [121]> and <<(x position) > [-241]> and <<(y position) < [163]> and <(y position) > [-181]>>>> then\n set [completed? v] to [0]\n if <(length of (costume [number v])) < [2]> then\n replace map (Level) letter (preAdd) with (join [0] (costume [number v]))\n stamp\n else\n replace map (Level) letter (preAdd) with (costume [number v])\n stamp\n end\n end\n end\n else\n hide\n end\n end\n if <(moderator) = [1]> then\n show variable [completed? v]\n show variable [editor? v]\n else\n hide variable [completed? v]\n hide variable [editor? v]\n end\nend\n\nwhen I receive [moderator obtained v]\nadd (start) to [maps v]\nset [moderator v] to [1]\nchange [total levels v] by (1)\nset [completed? v] to [0]\nset [mylevel v] to (Total levels)\nbroadcast (Next level v)\n\nwhen [left arrow v] key pressed\nif <<(Editor?) = [1]> and <(waiting) = [0]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen [right arrow v] key pressed\nif <<(Editor?) = [1]> and <(waiting) = [0]>> then\n next costume\nend\n\n@Player\n\ndefine ResenseX\nif <(Xv) > [0]> then\n repeat until <touching color (#000000)?>\n change x by (1)\n end\n change x by (-1)\nelse\n if <[0] > (Xv)> then\n repeat until <touching color (#000000)?>\n change x by (-1)\n end\n change x by (1)\n end\nend\n\ndefine ResenseY\nif <(Yv) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\nelse\n if <[0] > (Yv)> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n end\nend\n\ndefine Next level\nif <(on right) = [1]> then\n set [completed? v] to [1]\nend\nhide\nset [yv v] to [0]\nset [xv v] to [0]\nif <(moderator) = [0]> then\n change [level v] by (1)\nend\nif <(moderator) = [1]> then\n findstart\n set [on right v] to [1]\nelse\nend\nbroadcast (Next level v)\n\nwhen I receive [start v]\nshow\nset [vertical offset v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset [savey v] to [0]\nset [savex v] to [0]\nfindstart\nwait until <(loading) = [0]>\nset [spawnx v] to (x position)\nset [spawny v] to (y position)\nchange y by (Vertical offset)\nforever\n change y by ((-1) * (Vertical offset))\n if <<(Editor?) = [0]> and <(loading) = [0]>> then\n set [savey v] to (y position)\n set [savex v] to (x position)\n go to x: (SaveX) y: (SaveY)\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 point in direction (90)\n change [xv v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-0.8)\n end\n end\n change y by (1)\n set [xv v] to ((Xv) * (0.9))\n if <(waiting) = [0]> then\n if <not <touching color (#000000)?>> then\n change x by (Xv)\n end\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 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 ((-1) * (Xv))\n ResenseX\n change y by (-10)\n if <(waiting) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <touching (_edge_ v)?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 end\n end\n end\n end\n end\n end\n if <not <(SavePos) = [0]>> then\n set [waiting v] to [1]\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 ResenseY\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 [10]\n end\n end\n end\n if <touching color (#00ff55)?> then\n Next level\n end\n if <<<key (r v) pressed?> or <touching color (#d54211)?>> or <touching (_edge_ v)?>> then\n respawn\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [15]\n end\n if <touching color (#003fff)?> then\n set [yv v] to [-15]\n end\n if <touching color (#7f00ff)?> then\n set [xv v] to [-15]\n end\n if <touching color (#00ffff)?> then\n set [xv v] to [15]\n end\n end\n change y by (Vertical offset)\nend\n\ndefine findstart\nset [loading v] to [1]\nset [waiting v] to [1]\ngo to x: (-232) y: (171)\nrepeat (20)\n set x to (-232)\n repeat (21)\n show\n if <touching color (#009999)?> then\n set [loading v] to [0]\n set [waiting v] to [0]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n stop [this script v]\n end\n change x by (18)\n hide\n end\n change y by (-18)\nend\nshow\nsay [LOAD ERROR: COULD NOT FIND START]\nstop [other scripts in sprite v]\n\ndefine respawn\nset [yv v] to [0]\nset [xv v] to [0]\nif <(moderator) = [1]> then\n findstart\n set [on right v] to [1]\n go to x: (spawnx) y: (spawny)\nelse\n go to x: (spawnx) y: (spawny)\nend\n\nwhen flag clicked\nreset timer\n\nwhen [n v] key pressed\nif <(username) = [skitzoid]> then\n Next level\nend\n\n@Load screen\n\nwhen flag clicked\ngo to x: (175) y: (30)\nset size to (800) %\nset [ghost v] effect to (20)\nforever\n next costume\n if <(loading) = [1]> then\n show\n else\n hide\n end\nend\n\n@save button\n\nwhen I receive [start v]\nhide\ngo to x: (185) y: (-11)\nif <(username) = [skitzoid]> then\n show\nelse\n hide\nend\nforever\n if <(submitted?) = [0]> then\n if <not <(username) = [skitzoid]>> then\n if <(mouse x) < [137]> then\n if <(completed?) = [1]> then\n if <(submitted?) = [0]> then\n show\n end\n else\n hide\n end\n else\n end\n else\n if <(submitted?) = [0]> then\n show\n else\n hide\n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nhide\nif <<(username) = [skitzoid]> or <(moderator) = [1]>> then\n if <(moderator) = [1]> then\n if <(completed?) = [1]> then\n if <(submitted?) = [0]> then\n hide\n set [my tiles v] to (item (mylevel) of [maps v])\n set [submitted? v] to [1]\n broadcast (update v) and wait\n wait until <(submitted?) = [0]>\n end\n end\n else\n if <(username) = [skitzoid]> then\n set [submitted? v] to [1]\n hide\n broadcast (update v) and wait\n wait until <(submitted?) = [0]>\n end\n end\nelse\n hide\nend\n\nwhen I receive [submitted v]\nset [submitted? v] to [1]\nhide\nstop [other scripts in sprite v]\n\n@load button\n\nwhen I receive [start v]\ngo to x: (185) y: (-50)\nshow\n\nwhen this sprite clicked\nhide\nif <(moderator) = [1]> then\n broadcast (download v) and wait\n if <(submitted?) = [1]> then\n if <not <(mylevel) = (Total levels)>> then\n set [moderator v] to [0]\n end\n end\nelse\n broadcast (download v) and wait\nend\n\nwhen I receive [moderator obtained v]\nsay [Moderator status obtained. you can now edit this level and save it] for (5) seconds\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Infinite Cloud Engine\n\ndefine None\nset [ice.i v] to [0]\ndelete (all) of [infinitelist v]\nrepeat (length of (☁ Encoded))\n change [ice.i v] by (1)\n insert (letter (ICE.i) of (☁ Encoded)) at (last) of [infinitelist v] \nend\nset [ice.i v] to [0]\nrepeat (length of (data))\n change [ice.i v] by (1)\n insert (letter (ICE.i) of (data)) at (last) of [infinitelist v] \nend\nset [☁ encoded v] to (InfiniteList)\n\nwhen I receive [update v]\nshow\nset [submitted? v] to [1]\nset [updated? v] to [0]\nUpdate Cloud\nwait until <(updated?) = [1]>\nrepeat until <((length of (☁ Encoded)) / (840)) = (Total levels)>\n set [updated? v] to [0]\n Update Cloud\n wait until <(updated?) = [1]>\nend\nhide\nif <(username) = [skitzoid]> then\n set [submitted? v] to [0]\nend\n\nwhen I receive [download v]\nshow\nUpdate Local\nset [total levels v] to (length of [maps v])\nhide\n\nwhen I receive [special request v]\nshow\nset [waiting v] to [1]\nUpdate Local\nwait until <(waiting) = [0]>\nset [waiting v] to [1]\nadd (my tiles) to [maps v]\nset [total levels v] to (length of [maps v])\nset [updated? v] to [0]\nUpdate Cloud\nset [waiting v] to [1]\nwait until <(updated?) = [1]>\nset [waiting v] to [1]\nrepeat until <((length of (☁ Encoded)) / (840)) = (Total levels)>\n set [updated? v] to [0]\n Update Cloud\n set [waiting v] to [1]\n wait until <(updated?) = [1]>\n set [waiting v] to [1]\nend\nwait until <(loading) = [0]>\nhide\nbroadcast (submitted v)\n\ndefine Update Cloud\nset [loading v] to [1]\nset [waiting v] to [1]\nDelete All of cloud\nset [## v] to [0]\nset [☁ encoded v] to []\nset [## v] to [0]\nset [## v] to [0]\ndelete (all) of [infinitelist v]\nrepeat (length of [maps v])\n change [## v] by (1)\n set [### v] to [0]\n repeat (840)\n change [### v] by (1)\n add (letter (###) of (item (##) of [maps v])) to [infinitelist v]\n end\nend\nset [test v] to (InfiniteList)\nrepeat until <(InfiniteList) = (☁ Encoded)>\n set [## v] to [0]\n delete (all) of [infinitelist v]\n repeat (length of [maps v])\n change [## v] by (1)\n set [### v] to [0]\n repeat (840)\n change [### v] by (1)\n add (letter (###) of (item (##) of [maps v])) to [infinitelist v]\n end\n end\n set [test v] to (InfiniteList)\n set [☁ encoded v] to (test)\nend\nrepeat until <(mr) = (InfiniteList)>\n set [mr v] to (InfiniteList)\nend\nrepeat until <(☁ Encoded) = (InfiniteList)>\n set [☁ encoded v] to (InfiniteList)\n if <not <(☁ Encoded) = (InfiniteList)>> then\n set [☁ encoded v] to (mr)\n end\nend\nset [loading v] to [0]\nset [waiting v] to [0]\nset [updated? v] to [1]\n\ndefine Condense\nset [## v] to ((counter#) * (840))\nset [to add v] to []\nrepeat (840)\n change [## v] by (1)\n set [to add v] to (join (to add) (letter (##) of (☁ Encoded)))\nend\n\ndefine Cloud encode []\nset [endoced? v] to [0]\nset [ice.i v] to [1]\nrepeat (length of (data))\n add (letter (ICE.i) of (data)) to [infinitelist v]\n change [ice.i v] by (1)\nend\nrepeat until <(☁ Encoded) = (InfiniteList)>\n set [☁ encoded v] to (InfiniteList)\nend\nset [endoced? v] to [1]\n\ndefine Delete All of cloud\nset [☁ encoded v] to []\ndelete (all) of [infinitelist v]\n\ndefine Update Local\nset [waiting v] to [1]\ndelete (all) of [maps v]\nset [counter# v] to [0]\nrepeat ((length of (☁ Encoded)) / (840))\n Condense\n add (to add) to [maps v]\n change [counter# v] by (1)\nend\nset [total levels v] to (length of [maps v])\nset [waiting v] to [0]\n\nrepeat until <(InfiniteList) = (Maps)>\n set [## v] to [0]\n delete (all) of [infinitelist v]\n repeat (length of [maps v])\n change [## v] by (1)\n set [endoced? v] to [0]\n Cloud encode (item (##) of [maps v])\n wait until <(endoced?) = [1]>\n end\nend\n\nset [## v] to [0]\ndelete (all) of [infinitelist v]\nrepeat (length of [maps v])\n change [## v] by (1)\n set [endoced? v] to [0]\n Cloud encode (item (##) of [maps v])\n wait until <(endoced?) = [1]>\nend\n\nset [☁ backup v] to (☁ Encoded)\n\nset [☁ encoded v] to (☁ Backup)\n\nwhen [i v] key pressed\nshow\nsay (join (join [Local=] ((InfiniteList) / (840))) (join (join [Cloud=] ((length of (☁ Encoded)) / (840))) (join [Backup=] ((length of (☁ Backup)) / (840))))) for (6) seconds\nhide\n\n
BB8 - A star wars platformer
@Stage\n\nwhen flag clicked\nforever\n if <(costume) = [1]> then\n set [ghost v] effect to (20)\n switch backdrop to (backdrop1 v)\n play sound [Star Wars - Cantina Song.mp3 v] until done\n end\n if <(costume) = [7]> then\n set [ghost v] effect to (50)\n switch backdrop to (backdrop2 v)\n end\n if <(costume) = [12]> then\n set [ghost v] effect to (0)\n switch backdrop to (backdrop3 v)\n end\nend\n\n@body\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [holicron number v] to [0]\ngo to x: (-217) y: (-1)\npoint in direction (90)\nset size to (20) %\nshow\nset rotation style [all around v]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (floor v)?> or > then\n change y by (1)\n if <<touching (floor v)?> or > then\n change y by (1)\n if <<touching (floor v)?> or > then\n change y by (1)\n if <<touching (floor v)?> or > then\n change y by (1)\n if <<touching (floor v)?> or > then\n change y by (1)\n if <<touching (floor v)?> or > 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?> and <key (left arrow v) pressed?>> then\n set [xv v] to [7]\n set [yv v] to [7]\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [xv v] to [-7]\n set [yv v] to [7]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (floor v)?> or > then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (floor v)?> or > then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n turn right ((Xv) * (4)) degrees\nend\n\nwhen flag clicked\nset volume to (0) %\n\nwhen I receive [next v]\ngo to x: (-217) y: (-1)\n\nwhen I receive [start v]\nforever\n if <[-155] > (y position)> then\n go to x: (-217) y: (-1)\n end\nend\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [Star Wars - Cantina Song.mp3 v] until done\nend\n\nwhen I receive [start v]\nforever\n if <touching (jawa v)?> then\n go to x: (-217) y: (-1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (holocron v)?> then\n if <(costume) = [15]> then\n change [holicron number v] by (1)\n broadcast (finish v)\n end\n broadcast (next v)\n change [holicron number v] by (1)\n end\n if <key (s v) pressed?> then\n if <(costume) = [15]> then\n change [holicron number v] by (1)\n broadcast (finish v)\n stop [this script v]\n end\n broadcast (next v)\n wait (0.2) seconds\n end\n if <key (r v) pressed?> then\n go to x: (-217) y: (-1)\n end\n if <touching (stalegmite/ stalegtite v)?> then\n go to x: (-217) y: (-1)\n end\nend\n\nwhen I receive [finish v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n if <key (s v) pressed?> then\n change [holicron number v] by (1)\n end\nend\n\nturn right (15) degrees\n\n@head\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nshow\ngo to x: (-144) y: (10)\nset size to (20) %\nforever\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> 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?> and <key (left arrow v) pressed?>> then\n set [xv v] to [7]\n set [yv v] to [7]\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [xv v] to [-7]\n set [yv v] to [7]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (floor v)?> or <touching (_edge_ v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nshow\nforever\n go to (body v)\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@floor\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\nforever\n if <(costume) = [15]> then\n stop [this script v]\n end\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n set [costume v] to (costume [number v])\nend\n\n@Thumbnail\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset volume to (60) %\nforever\n play sound [Star Wars - The Clone Wars.mp2 v] until done\nend\n\nwhen I receive [start v]\nset volume to (0) %\nstop all sounds\n\nwhen I receive [start v]\nhide\n\nwhen I receive [story v]\nswitch costume to (costume4 v)\nforever\n repeat until <(costume [number v]) = [4]>\n if <key (a v) pressed?> then\n next costume\n wait (0.5) seconds\n end\n end\n if <key (a v) pressed?> then\n if <(costume [number v]) = [4]> then\n broadcast (start v)\n end\n end\nend\n\nwhen I receive [finish v]\nshow\nswitch costume to (costume1 v)\nwait (5) seconds\nswitch costume to (costume6 v)\n\n@ThumbnIL Bckground\n\nwhen flag clicked\ngo [backward v] (4) layers\nshow\ngo to x: (0) y: (0)\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@holocron\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume2 v)\nset [brightness v] effect to (30)\nforever\n go to [front v] layer\n go to x: (70) y: (35)\n show\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@start\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (128) y: (134)\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\nbroadcast (story v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [story v]\nhide\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@holocron number\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume4 v)\nforever\n show\nend\n\nset [holicron number v] to [0]\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@moving door\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n if <(door) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@button\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [start v]\nset [color v] effect to (0)\nset [door v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n if < or <touching (body v)?>> then\n broadcast (botton on v)\n set [door v] to [1]\n end\nend\n\nwhen I receive [next v]\nset [color v] effect to (0)\nset [door v] to [0]\nnext costume\n\nwhen I receive [botton on v]\nset [color v] effect to (50)\n\ngo [backward v] (4) layers\n\nset [color v] effect to (0)\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@jawa\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n if <(costume) = [7]> then\n step (1) (90) (0) repeat (20)\n step (-1) (90) (0) repeat (20)\n end\n if <(costume) = [8]> then\n step (1) (90) (0) repeat (20)\n step (-1) (90) (0) repeat (20)\n end\n if <(costume) = [11]> then\n step (2) (90) (0) repeat (25)\n step (-2) (90) (0) repeat (25)\n end\nend\n\nwhen I receive [start v]\nshow\n\ndefine None\nrepeat (repeat)\n point in direction (point)\n change x by (steps)\n change y by (yjump)\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nforever\n if <(costume) = [1]> then\n hide\n end\n if <(costume) = [7]> then\n go [backward v] (20) layers\n repeat until <(costume) = [12]>\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (-230) y: (pick random (159) to (-13))\nset [color v] effect to (pick random (0) to (15))\nset [ghost v] effect to (pick random (0) to (20))\nset [brightness v] effect to (pick random (1) to (10))\nset size to (pick random (80) to (120)) %\nforever\n switch costume to (costume1 v)\n repeat until <(costume) = [12]>\n go [backward v] (20) layers\n repeat until <touching (_edge_ v)?>\n change x by (pick random (1) to (3))\n if <(costume) = [12]> then\n delete this clone\n end\n if <(costume) = [1]> then\n delete this clone\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <(costume) = [12]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nforever\n if <(costume) = [1]> then\n hide\n end\n if <(costume) = [12]> then\n go [backward v] (20) layers\n repeat until <(costume) = [1]>\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-228) to (223)) y: (172)\nset [color v] effect to (pick random (0) to (15))\nset [ghost v] effect to (pick random (0) to (20))\nset [brightness v] effect to (pick random (1) to (10))\nset size to (pick random (80) to (120)) %\nforever\n switch costume to (costume1 v)\n repeat until <(costume) = [1]>\n go [backward v] (20) layers\n repeat until <touching (_edge_ v)?>\n change y by (-1)\n if <(costume) = [1]> then\n delete this clone\n end\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <(costume) = [1]> then\n delete this clone\n end\n end\nend\n\nshow\n\nwhen I receive [finish v]\nforever\n hide\nend\n\n@stalegmite/ stalegtite\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\ngo [backward v] (2) layers\n\nwhen I receive [finish v]\nforever\n hide\nend\n\nwhen I receive [finish v]\nforever\n play sound [Star Wars - Return of the Jedi - Victory Celebration - End Title.mp3 v] until done\nend\n\n
[Arrow keys] to move\n[R] To restart level\n[S] To skip a level\n-------------------------------------------------------------------------\n.To open some doors roll over the red button\n.do not fall down\n.do not touch the jawa\n.Do not touch the stalactites/ stalagmites \ngo to the holocron to complete each level\n
Pangolin Love Platformer
@Stage\n\nwhen flag clicked\nwait (1) seconds\nswitch backdrop to (open v)\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nif <(backdrop [name v]) = [water]> then\n set [terrain v] to [water]\nelse\n set [terrain v] to [land]\nend\n\nwhen flag clicked\nhide variable [lives v]\nhide variable [countdown v]\nhide variable [score v]\n\nwhen flag clicked\nforever\n play sound [Pangolin Love Song.mp3 v] until done\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [2]>\n switch backdrop to (weak v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [5]>\n switch backdrop to (middle v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [1]>\n switch backdrop to (weak v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [6]>\n switch backdrop to (middle v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [8]>\n switch backdrop to (middle v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [10]>\n switch backdrop to (full v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [4]>\n switch backdrop to (weak v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [9]>\n switch backdrop to (middle v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [3]>\n switch backdrop to (weak v)\nend\n\nwhen I receive [end v]\nwait (5) seconds\nforever\n wait until <(Score) = [7]>\n switch backdrop to (middle v)\nend\n\nwhen I receive [start v]\nshow variable [score v]\nshow variable [lives v]\nshow variable [countdown v]\n\n@Flower\n\nwhen backdrop switches to [land2 v]\nshow\ngo to x: (-5) y: (-41)\n\nwhen backdrop switches to [land4 v]\nshow\ngo to x: (4) y: (160)\n\nwhen backdrop switches to [water v]\nshow\ngo to x: (-8) y: (-48)\n\nwhen backdrop switches to [water2 v]\ngo to x: (-116) y: (9)\nshow\n\nwhen backdrop switches to [water3 v]\ngo to x: (-118) y: (115)\nshow\n\nwhen backdrop switches to [land5 v]\nshow\ngo to x: (201) y: (41)\n\nwhen backdrop switches to [land6 v]\nshow\ngo to x: (-202) y: (3)\n\nwhen backdrop switches to [land7 v]\nshow\ngo to x: (162) y: (120)\n\nwhen backdrop switches to [land8 v]\nhide\n\nwhen backdrop switches to [land3 v]\nshow\ngo to x: (211) y: (-79)\n\nwhen flag clicked\nforever\n turn right (3) degrees\n wait (0.0001) seconds\nend\n\nwhen flag clicked\nforever\n repeat (10)\n wait (.1) seconds\n change y by (3)\n end\n repeat (10)\n wait (.1) seconds\n change y by (-3)\n end\nend\n\nwhen I receive [start v]\nset [score v] to [0]\nshow\ngo to x: (-30) y: (77)\nforever\n if <touching (pangolin v)?> then\n change [score v] by (1)\n hide\n play sound [pop v] until done\n end\nend\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen backdrop switches to [land2 v]\ngo to x: (-6) y: (-117)\n\nwhen flag clicked\nswitch costume to (ground v)\nshow\ngo to x: (87) y: (-115)\n\nwhen backdrop switches to [land3 v]\nhide\n\nwhen backdrop switches to [water2 v]\nshow\nswitch costume to (water v)\ncreate clone of (_myself_ v)\ngo to x: (-114) y: (62)\n\nwhen backdrop switches to [land4 v]\nhide\n\nwhen I start as a clone\ngo to x: (88) y: (63)\n\nwhen backdrop switches to [land7 v]\nshow\nset [terrain v] to [land]\ngo to x: (206) y: (150)\n\nwhen backdrop switches to [land2 v]\nshow\n\nwhen backdrop switches to [land4 v]\nshow\nswitch costume to (water v)\ngo to x: (140) y: (100)\n\nwhen backdrop switches to [land5 v]\nhide\n\nwhen backdrop switches to [land8 v]\nhide\n\nwhen flag clicked\nhide\n\n@Letter\n\nwhen backdrop switches to [land3 v]\ngo to x: (216) y: (33)\n\nwhen backdrop switches to [land5 v]\ngo to x: (205) y: (154)\n\nwhen backdrop switches to [land6 v]\ngo to x: (4) y: (-148)\n\nwhen backdrop switches to [water v]\ngo to x: (205) y: (141)\n\nwhen backdrop switches to [water3 v]\ngo to x: (124) y: (162)\n\nwhen backdrop switches to [land7 v]\nswitch costume to (costume2 v)\ngo to x: (172) y: (-70)\nwait until <touching (pangolin v)?>\n\nwhen backdrop switches to [land v]\nshow\nswitch costume to (download \(3\) v)\ngo to x: (191) y: (-87)\n\nwhen backdrop switches to [land8 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n repeat (5)\n wait (.1) seconds\n change y by (3)\n end\n repeat (5)\n wait (.1) seconds\n change y by (-3)\n end\nend\n\n@Turtle\n\nwhen flag clicked\nforever\n play sound [Pangolin Love Song.mp3 v] until done\nend\n\nwhen backdrop switches to [land5 v]\nhide\n\nwhen flag clicked\nforever\n wait (pick random (1) to (5)) seconds\n switch costume to (download \(4\)2 v)\n wait (0.2) seconds\n switch costume to (download \(4\) v)\nend\n\nwhen backdrop switches to [land8 v]\nhide\n\nwhen backdrop switches to [land7 v]\nshow\ngo to x: (279) y: (0)\n\nwhen backdrop switches to [land v]\nhide\n\nwhen backdrop switches to [land4 v]\ngo to x: (-16) y: (-59)\nshow\n\nwhen flag clicked\nhide\n\n@pangolin2\n\nwhen backdrop switches to [land8 v]\npoint in direction (90)\ngo to x: (204) y: (-103)\nshow\nglide (2) secs to x: (33) y: (-101)\nthink [❤️❤️❤️] for (2) seconds\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [weak v]\nhide\n\nwhen backdrop switches to [middle v]\nhide\n\nwhen backdrop switches to [full v]\nhide\n\nwhen backdrop switches to [middle v]\nhide\n\nwhen backdrop switches to [weak v]\nhide\n\n@backdrop1\n\nwhen flag clicked\ngo [backward v] (15) layers\nhide\n\nwhen backdrop switches to [water v]\nset [ghost v] effect to (25)\nshow\ngo to x: (55) y: (-11)\n\nwhen backdrop switches to [water2 v]\nshow\ngo to x: (-102) y: (-13)\nforever\n wait (0.2) seconds\n next costume\nend\n\nwhen backdrop switches to [water3 v]\nshow\ngo to x: (16) y: (-11)\nforever\n wait (0.2) seconds\n next costume\nend\n\nwhen backdrop switches to [land7 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Sprite2\n\nwhen backdrop switches to [land2 v]\nhide\n\nwhen I receive [start v]\ngo to x: (-30) y: (-32)\nshow\ngo [backward v] (10) layers\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen backdrop switches to [land5 v]\nhide\n\nwhen backdrop switches to [water v]\nhide\n\nwhen backdrop switches to [land v]\nshow\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100000) layers\nset [ghost v] effect to (25)\ngo to x: (-289) y: (105)\nforever\n glide (10) secs to x: (371) y: (105)\n go to x: (-289) y: (105)\n next costume\nend\n\nwhen backdrop switches to [land7 v]\nshow\n\nwhen backdrop switches to [land8 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen backdrop switches to [water v]\nshow\nswitch costume to (costume3 v)\nrepeat until <(backdrop [name v]) = [land7]>\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\ngo [backward v] (10) layers\ngo to x: (-289) y: (-10)\nforever\n glide (10) secs to x: (371) y: (-20)\n go to x: (-289) y: (-20)\nend\n\nwhen backdrop switches to [land7 v]\nhide\n\nwhen flag clicked\nhide\n\n@Pangolin\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [water v]\nset [terrain v] to [water]\n\nwhen backdrop switches to [land5 v]\ngo to x: (-189) y: (-98)\n\nwhen backdrop switches to [land8 v]\nbroadcast (end v)\npoint in direction (90)\ngo to x: (-180) y: (-101)\nglide (2) secs to x: (4) y: (-101)\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (-0.5)\nend\ndelete this clone\n\nwhen backdrop switches to [middle v]\nhide\n\nwhen backdrop switches to [weak v]\nhide\n\nwhen backdrop switches to [full v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\n\nwhen backdrop switches to [land7 v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(terrain) = [land]> then\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n turn left (10) degrees\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n turn right (10) degrees\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 (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> 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 (#00ff55)?> 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 (#00ff55)?>> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen backdrop switches to [weak v]\nhide\n\nwhen backdrop switches to [middle v]\nhide\n\nwhen backdrop switches to [full v]\nhide\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n repeat until <(backdrop [number v]) = [11]>\n if <(terrain) = [land]> then\n repeat until <(terrain) = [water]>\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n turn left (10) degrees\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n turn right (10) degrees\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 (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> 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 (#00ff55)?> 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 (#00ff55)?>> then\n set [y v] to [15]\n end\n change y by (1)\n end\n end\n if <(terrain) = [water]> then\n repeat until <(backdrop [number v]) = [11]>\n if <key (right arrow v) pressed?> then\n turn right (7) degrees\n change x by (3)\n else\n change y by (-1)\n end\n if <key (up arrow v) pressed?> then\n change y by (5)\n else\n change y by (-1)\n end\n if <key (left arrow v) pressed?> then\n turn left (7) degrees\n change x by (-3)\n else\n change y by (-1)\n end\n if <touching color (#cccc00)?> then\n change y by (1)\n if <touching color (#cccc00)?> then\n change y by (1)\n if <touching color (#cccc00)?> then\n change y by (1)\n if <touching color (#cccc00)?> then\n change y by (1)\n if <touching color (#cccc00)?> then\n change y by (1)\n if <touching color (#cccc00)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (-196) y: (-17)\nshow\n\nwhen I receive [start v]\nforever\n if <touching (turtle v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#ff00bf)?> then\n change [lives v] by (-1)\n go to x: (-211) y: (-92)\n end\nend\n\nwhen I receive [start v]\nset [terrain v] to [land]\nforever\n if <touching (letter v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-211) y: (-92)\n end\nend\n\nwhen I receive [start v]\nswitch costume to (pangolin v)\nforever\n if <(Countdown) = [0]> then\n switch costume to (pangolin2 v)\n say [Oh No, you didn't make it in time!] for (2) seconds\n stop [all v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (saws v)?> then\n change [lives v] by (-1)\n go to x: (-211) y: (-92)\n switch costume to (pangolin2 v)\n wait (1) seconds\n switch costume to (pangolin v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Lives) = [0]> then\n switch costume to (pangolin2 v)\n say [Oh No, you didn't make it!] for (2) seconds\n stop [all v]\n end\nend\n\nwhen I receive [start v]\nset [countdown v] to [100]\nrepeat until <(backdrop [number v]) = [11]>\n wait (1) seconds\n change [countdown v] by (-1)\nend\n\nwhen I receive [start v]\nforever\n show\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide variable [countdown v]\nhide variable [lives v]\nshow variable [score v]\n\nwhen I receive [start v]\nset [lives v] to [3]\ngo to x: (-211) y: (-92)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change [ghost v] effect by (-10)\n wait (.1) seconds\n end\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\n end\n next costume\nend\n\nwhen flag clicked\nhide\n\n@Outro Friends..?\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\nshow\nforever\n change y by (pick random (-2) to (-5))\nend\n\nwhen I start as a clone\nforever\n wait (1) seconds\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nset y to (180)\nwait (6) seconds\nhide\nforever\n create clone of (_myself_ v)\n wait (.1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Pangolin2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (pangolin v)\nwait (1) seconds\nswitch backdrop to (open v)\ngo to x: (-191) y: (-104)\nshow\n\nwhen flag clicked\npoint in direction (90)\nwait (1) seconds\nglide (3.5) secs to x: (59) y: (-104)\n\nwhen flag clicked\nwait (1) seconds\nrepeat (100)\n turn right (15) degrees\nend\npoint in direction (90)\nswitch costume to (pangolin2 v)\nwait (1) seconds\nbroadcast (play v)\n\nwhen I receive [next v]\nglide (3) secs to x: (-287) y: (-102)\n\nwhen I receive [next v]\nrepeat (3)\n switch costume to (pangolin4 v)\n wait (.5) seconds\n switch costume to (pangolin3 v)\n wait (.5) seconds\nend\nhide\nbroadcast (intro v)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\nswitch costume to (unnamed v)\ngo to x: (0) y: (0)\nrepeat (67)\n next costume\n wait (.001) seconds\nend\nhide\nbroadcast (next v)\n\n@Sprite7\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [intro v]\nshow\nwait until <<mouse down?> = [true]>\nhide\nbroadcast (start v)\nswitch backdrop to (land v)\n\n
Double click the flag!!! (I had to put this at the top so you would actually read it!) Other instructions in game.\n-------------------------------------------------------------------------\nNearly every five minutes, 1 pangolin is remove from its habitat by smugglers. Play this game to raise pangolin awareness! Save the Pangolins!!!\n....................................................................................... \n(If you want to save the pangolins with me, then love, favorite, and comment!)
Vector: The platformer
@Stage\n\nwhen I receive [start v]\nrepeat until <(Level) = [18]>\n switch backdrop to (Level)\nend\nswitch backdrop to (backdrop18 v)\nwait until <(Level) = [19]>\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [death v]\nswitch backdrop to (backdrop17 v)\nset [level v] to [17]\nwait until <(Level) = [18]>\nswitch backdrop to (backdrop18 v)\n\nwhen I receive [start v]\nset volume to (100) %\nwait until <(Level) = [8]>\nstop all sounds\nwait until <(Level) = [9]>\nbroadcast (sound1 v)\nwait until <(Level) = [13]>\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nset volume to (100) %\nwait until <(Level) = [14]>\nbroadcast (sound2 v)\nwait until <(Level) = [17]>\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nset volume to (100) %\nwait until <(Level) = [18]>\nbroadcast (sound3 v)\n\nwhen I receive [sound1 v]\nrepeat until <(Level) = [13]>\n play sound [Ocean v] until done\nend\n\nwhen I receive [start v]\nrepeat until <(Level) = [8]>\n play sound [Ground v] until done\nend\n\nwhen I receive [sound2 v]\nrepeat until <(Level) = [17]>\n play sound [Lava v] until done\nend\n\nwhen I receive [boss battle v]\nrepeat until <not <(Level) = [18]>>\n play sound [Boss Battle v] until done\nend\n\nwhen I receive [sound3 v]\nforever\n wait until <not <(Level) = [18]>>\n stop all sounds\n if <(Level) = [19]> then\n stop [this script v]\n end\nend\n\nwhen I receive [end theme v]\nforever\n play sound [Victory v] until done\nend\n\n@Vector\n\nwhen I receive [start v]\nclear graphic effects\ngo to x: (-205) y: (-95)\npoint in direction (90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [jump v] to [0]\nset [angle v] to [0]\nforever\n switch costume to (hitbox v)\n point in direction (90)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-0.5)\n end\n change x by (X vel)\n if <touching (background v)?> then\n change x by ((X vel) * (-1))\n set [x vel v] to ((X vel) * (-1))\n end\n set [x vel v] to ((X vel) * (0.9))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <<(Jump) = [0]> or <<(Level) < [13]> and <(Level) > [8]>>> then\n if <<(Level) < [13]> and <(Level) > [8]>> then\n set [y vel v] to (((Y vel) / (5)) + (2))\n start sound [Swim v]\n else\n set [y vel v] to [10]\n start sound [Jump v]\n end\n set [jump v] to [1]\n end\n end\n change y by (Y vel)\n if <touching (background v)?> then\n change y by ((Y vel) * (-1))\n if <(Y vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n else\n if <<(Level) < [9]> or <(Level) > [12]>> then\n set [y vel v] to ((Y vel) - (1))\n else\n set [y vel v] to ((Y vel) - (0.1))\n end\n end\n change [angle v] by (X vel)\n turn right ((Angle) * (4.8)) degrees\n switch costume to (costume1 v)\nend\n\nwhen I receive [start v]\nforever\n if <<<(y position) < [-179]> and <not <<(Level) = [7]> or <(Level) = [8]>>>> or <<touching color (#cccccc)?> or <touching color (#ff0000)?>>> then\n set [ghost v] effect to (50)\n glide (0.5) secs to x: (-225) y: (-85)\n clear graphic effects\n set [y vel v] to [0]\n change [deaths v] by (1)\n set [x vel v] to [0]\n end\n if <(Level) = [3]> then\n if <touching color (#fff4f6)?> then\n repeat until <(y position) > [175]>\n set [x vel v] to [0]\n set [y vel v] to [0]\n change y by (3)\n set x to (((-174) + (x position)) / (2))\n end\n go to x: (-170) y: (-95)\n set [y vel v] to [0]\n set [x vel v] to [0]\n set [angle v] to [0]\n change [level v] by (1)\n end\n else\n if <(Level) = [7]> then\n wait until <(y position) < [-179]>\n set [level v] to [8]\n set [x vel v] to [0]\n set [angle v] to [0]\n go to x: (0) y: (180)\n wait until <touching color (#3b78ff)?>\n set [x vel v] to [0]\n set [y vel v] to [-5]\n set [angle v] to [0]\n set [level v] to [9]\n go to x: (0) y: (180)\n else\n if <(Level) = [13]> then\n set [x vel v] to [6]\n set [y vel v] to [14]\n set [angle v] to [0]\n go to x: (-208) y: (-149)\n wait until <(x position) > [230]>\n end\n if <(x position) > [230]> then\n go to x: (-235) y: (-95)\n set [angle v] to [0]\n change [level v] by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nwait until <(Level) = [18]>\nwait until <(Button) = [3]>\nwait until <touching color (#f1f1f1)?>\nbroadcast (end animation v)\nwait (3) seconds\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [angle v] to [0]\ngo to x: (-235) y: (-95)\n\nwhen I receive [death v]\ngo to x: (0) y: (-95)\nchange [deaths v] by (1)\nset [angle v] to [0]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n go to [front v] layer\n switch costume to (hitbox v)\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\nbroadcast (skip cutscene v)\nhide\n\nwhen I receive [start v]\nhide\n\nhide\n\n@Cutscenes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [brightness v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nrepeat (6)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n next costume\nend\nhide\nbroadcast (start v)\n\nwhen I receive [end animation v]\nchange [level v] by (1)\nshow\ngo to [front v] layer\nclear graphic effects\nswitch costume to (costume11 v)\nrepeat (4)\n wait (0.01) seconds\n next costume\nend\nwait (1) seconds\nrepeat (7)\n next costume\n change [brightness v] effect by (14.5)\n wait (0.01) seconds\nend\nswitch costume to (costume19 v)\nwait (2) seconds\nbroadcast (end theme v)\nrepeat (7)\n change [brightness v] effect by (-14.5)\n wait (0.01) seconds\nend\nhide\n\nwhen I receive [skip cutscene v]\nstop [other scripts in sprite v]\nhide\nbroadcast (start v)\n\n@Buttons\n\nwhen flag clicked\nset [button v] to [0]\nset [level v] to [1]\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [18]>\ngo to x: (-100) y: (-112)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-112)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-112)\ncreate clone of (_myself_ v)\n\nwhen I receive [end animation v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I start as a clone\nshow\nwait until <<touching (missile v)?> and <touching color (#f6f6f6)?>>\nnext costume\nchange [button v] by (1)\nbroadcast (Button v)\n\nwhen I receive [death v]\nset [level v] to [17]\nset [button v] to [0]\nwait until <(Level) = [18]>\ngo to x: (-100) y: (-112)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-112)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (-112)\ncreate clone of (_myself_ v)\n\n@Missile\n\nwhen I receive [button v]\nif <(Button) = [3]> then\n stop [other scripts in sprite v]\nend\nrepeat (4)\n next costume\nend\ndelete this clone\n\nwhen I receive [boss battle v]\ngo [backward v] (20) layers\nset [missile v] to (pick random (1) to (2))\npoint in direction (180)\nforever\n if <(Missile) = [1]> then\n go to x: (-140) y: (86)\n change [missile v] by (1)\n create clone of (_myself_ v)\n else\n go to x: (141) y: (86)\n change [missile v] by (-1)\n create clone of (_myself_ v)\n end\n repeat (((Button) * (-4)) + (20))\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nrepeat (10)\n change y by (-2)\nend\nrepeat (10)\nend\nrepeat (30)\n move (3) steps\n point towards (vector v)\nend\nforever\n move (3) steps\n if <touching (vector v)?> then\n broadcast (Death v)\n end\n if <<touching color (#f6f6f6)?> or <touching (background v)?>> then\n repeat (4)\n next costume\n end\n delete this clone\n end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Shadow\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (200) %\nclear graphic effects\n\nwhen I receive [death v]\nhide\nclear graphic effects\n\nwhen backdrop switches to [backdrop18 v]\nshow\nswitch costume to (costume1 v)\nrepeat until <([x position v] of [vector v]) > [0]>\n go to [front v] layer\n go to (vector v)\nend\nrepeat (20)\n go to [front v] layer\n go to (vector v)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (costume2 v)\nrepeat (10)\nend\nbroadcast (Boss Battle v)\n\n@background\n\nwhen flag clicked\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [start v]\nreset timer\ngo to x: (0) y: (0)\nrepeat until <(Level) = [18]>\n switch costume to (Level)\nend\nswitch costume to (costume18 v)\nwait until <(Level) = [19]>\nforever\n switch costume to (Level)\nend\n\nwhen I receive [death v]\nswitch costume to (costume17 v)\nset [level v] to [17]\nwait until <(Level) = [18]>\nswitch costume to (costume18 v)\n\nwhen flag clicked\nwait until <(Level) = [20]>\nchange [deaths v] by (-1)\nset [time v] to ([floor v] of ((timer) / (60)) )\nif <((round (((timer) mod (60)) * (100))) / (100)) < [10]> then\n set [time v] to (join (Time) (join [:0] ((round (((timer) mod (60)) * (100))) / (100))))\nelse\n set [time v] to (join (Time) (join [:] ((round (((timer) mod (60)) * (100))) / (100))))\nend\nshow variable [deaths v]\nshow variable [time v]\n\nset [button v] to [0]\n\n@instructions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume4 v)\nwait (1) seconds\nwait until <(Level) = [21]>\nshow\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\n\n@BitMatt\n\nwhen I receive [button v]\nif <(Button) = [3]> then\n next costume\n repeat (6)\n next costume\n repeat (20)\n change y by (-10)\n end\n next costume\nelse\n next costume\n repeat (6)\n next costume\n repeat (6)\n next costume\nend\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nhide\nset [level v] to [17]\nwait until <(Level) = [18]>\nshow\n\nwhen I receive [end animation v]\nhide\n\nwhen I receive [boss battle v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait until <(Level) = [18]>\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Use the arrow buttons<^> or WAD keys with space bar to move Vector.\nMay be laggy for some computers in full-screen.\nMake sure to love and favorite, so I know to make more of these projects.\nGuys, I finally made a complete platformer game!\n\nV1.3: Balanced some levels, added time and death counters.\nV1.2: Fixed a boss battle glitch.\nV1.1: Added the space bar as a substitute for jumping.\nV1.0: Published online.
200+ Platformer ♡
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [ThisisHalloween v] until done\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (full v)\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nrepeat (20)\n change size by (5)\nend\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nglide (0.9) secs to x: (-240) y: (0)\nbroadcast (message1 v)\nhide\n\nwhen I start as a clone\nswitch costume to (1 v)\nglide (0.9) secs to x: (240) y: (0)\nhide\n\n@thumbnail\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Snowi\n\nwhen I receive [message1 v]\npoint in direction (90)\ngo to x: (-201) y: (33)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\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 (#b3ffb3)?> then\n change y by (1)\n if <touching color (#b3ffb3)?> then\n change y by (1)\n if <touching color (#b3ffb3)?> then\n change y by (1)\n if <touching color (#b3ffb3)?> then\n change y by (1)\n if <touching color (#b3ffb3)?> then\n change y by (1)\n change x by ((Xv) * (-1))\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 change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#b3ffb3)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#b3ffb3)?> 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 (#feccf2)?> then\n go to x: (-193) y: (31)\n end\n if <touching color (#fdecff)?> then\n go to x: (-193) y: (31)\n broadcast (nextlevel v)\n end\n if <key (r v) pressed?> then\n go to x: (-193) y: (31)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Logo\n\nwhen I receive [message1 v]\ngo to x: (220) y: (-146)\nset size to (100) %\npoint in direction (90)\nset size to (19) %\nset [size v] to [15]\nshow\nrepeat (20)\n change [size v] by (-1)\n change size by (size)\nend\nset size to (100) %\nset [xf v] to [0]\nforever\n change [xf v] by (5)\n turn right ([cos v] of (xf) ) degrees\nend\n\ngo to x: (120) y: (30)\nset size to (400) %\n\nwhen I receive [something v]\nglide (1) secs to x: (35) y: (10)\nrepeat (100)\n change size by (2)\nend\n\nwhen flag clicked\nhide\n\n
Happy April Fool's Day!\nThank you for 200 followers! To celebrate this, I will make a 200+ Platformer and a Contest + Raffle Project!\nHere are the Platformer instructions! You use the arrow keys to control Snowi, and you can press the R key to respawn. The platformer has 25 levels, if you want me to make another one, then wait until I get 300+ followers! All levels are possible. Please drop off a love to rank it! ^^\nCan you guys help me get to 100+ loves? ♡\n\nWups.. I didn't create a platformer at 300+ followers >//<\nWant to play a short platformer while joining a raffle? Here ya go:\nhttps://scratch.mit.edu/projects/175904036/
A Riddleful Platformer
@Stage\n\nwhen I receive [begin platformer v]\nswitch backdrop to (1 v)\n\n@Player\n\nrepeat until <(backdrop [name v]) = [backdrop8]>\n set rotation style [left-right v]\n if <not <touching color (#000000)?>> then\n change y by (-5)\n else\n if <<key (up arrow v) pressed?> and <touching color (#080808)?>> then\n repeat (12)\n change x by (5)\n end\n end\n end\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\nend\n\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\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 end\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 if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\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 <touching color (#000000)?> then\n if <(water) = [0]> then\n if <(Mute) = [0]> then\n start sound [boing v]\n end\n set [yv v] to [8]\n end\n end\n end\n if <touching color (#ff9400)?> then\n if <(water) = [0]> then\n if <(Mute) = [0]> then\n start sound [boing v]\n end\n set [yv v] to [14]\n end\n end\n if <touching color (#003fff)?> then\n if <(Mute) = [0]> then\n start sound [pop v]\n end\n broadcast (NextLevel v)\n go to x: (-175) y: (-120)\n change [level v] by (1)\n end\n if <touching color (#ff0000)?> then\n if <(Mute) = [0]> then\n start sound [pop v]\n end\n go to x: (-175) y: (-120)\n end\n change y by (1)\nend\n\nwhen backdrop switches to [backdrop8 v]\nrepeat until <(backdrop [name v]) = [backdrop9]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\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) * (-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 [15]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\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)\nend\n\nwhen backdrop switches to [backdrop10 v]\nset rotation style [all around v]\nrepeat until <(backdrop [name v]) = [backdrop11]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\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) * (-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 broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n turn left (15) degrees\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n turn right (15) degrees\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\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) * (-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 broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop9 v]\nrepeat until <(backdrop [name v]) = [backdrop10 ]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\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) * (-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 [4]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\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)\nend\n\nwhen this sprite clicked\nif <(backdrop [name v]) = [1]> then\n go to x: (-68) y: (14)\n broadcast (platformer v)\n stop [other scripts in sprite v]\n set rotation style [don't rotate v]\n point in direction (-75)\n repeat (21)\n move (10) steps\n change size by (-7)\n end\n broadcast (begin platformer v)\n forever\n start sound [Platforming! v]\n wait (87.03) seconds\n end\nend\n\nwhen I receive [begin platformer v]\ngo to x: (-169) y: (-7)\nswitch costume to (costume1 v)\nshow\nrepeat until <(backdrop [name v]) = [backdrop8]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\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) * (-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 broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen [r v] key pressed\ngo to x: (-214) y: (-87)\n\nwhen [space v] key pressed\nchange [color v] effect by (30)\n\nwhen I receive [stop all! v]\nstop [other scripts in sprite v]\nbroadcast (The End v)\nhide\n\nwhen I receive [message1 v]\nshow\ngo to x: (-25) y: (-33)\npoint in direction (90)\nset size to (200) %\nswitch costume to (costume1 v)\nswitch backdrop to (1 v)\n\nwhen I receive [skip v]\ngo to x: (-222) y: (-46)\n\nwhen I receive [begin platformer v]\nforever\n if <<(x position) = [227]> or <(x position) > [227]>> then\n go to x: (-224) y: (-74)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n broadcast (NextLevel v)\n end\nend\n\nwhen I receive [sorry! v]\ngo to x: (-192) y: (-39)\n\nwhen flag clicked\nhide\n\n@Riddles\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [riddle time! v]\nsay [The following riddle is from me...] for (2) seconds\nask [if answered correctly you will succeed, but incorrectly you've been deceived, what am I?] and wait\nif <<(answer) = [A Riddle]> or <(answer) = [Riddle]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [if answered correctly you will succeed, but incorrectly you've been deceived, what am I?] and wait\n if <<(answer) = [A Riddle]> or <(answer) = [Riddle]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [riddle time!2 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [The more you take, the more they are behind you, What am I?] and wait\nif <<(answer) = [A Step]> or <<(answer) = [Steps]> or <(answer) = [Footsteps]>>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [The more you take, the more they are behind you, What am I?] and wait\n if <<(answer) = [A Step]> or <<(answer) = [Steps]> or <(answer) = [Footsteps]>>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen I receive [riddle time!3 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [I sleep by day, I fly by night. I have no feathers to aid my flight, What am I?] and wait\nif <<(answer) = [A Bat]> or <(answer) = [Bat]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [I sleep by day, I fly by night. I have no feathers to aid my flight, What am I?] and wait\n if <<(answer) = [A Bat]> or <(answer) = [Bat]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [3 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!2 v)\ngo to [front v] layer\n\nwhen backdrop switches to [4 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!3 v)\ngo to [front v] layer\n\nwhen I receive [riddle time!6 v]\nsay [The following Riddle is from me...] for (2) seconds\nask [I may be ugly, I may not be smart, but what I make is a true work of art; given to kings, and emperors too, who knows, maybe even you!] and wait\nif <<(answer) = [A Silkworm]> or <(answer) = [Silkworm]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [I may be ugly, I may not be smart, but what I make is a true work of art; given to kings, and emperors too, who knows, maybe even you!] and wait\n if <<(answer) = [A Silkworm]> or <(answer) = [Silkworm]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [5 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!4 v)\ngo to [front v] layer\n\nwhen backdrop switches to [6 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!5 v)\ngo to [front v] layer\n\nwhen I receive [riddle time!5 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [Where will you find roads without cars, forests without trees and cities without houses?] and wait\nif <<(answer) = [A Map]> or <(answer) = [Map]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [Where will you find roads without cars, forests without trees and cities without houses?] and wait\n if <<(answer) = [A Map]> or <(answer) = [Map]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [7 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!6 v)\ngo to [front v] layer\n\nwhen backdrop switches to [8 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!7 v)\ngo to [front v] layer\n\nwhen I receive [riddle time!7 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [I'm tempting, so it's said, I have a shiny coat of red, And my flesh is white beneath. I smell so sweet, Taste good to eat, And help to guard your teeth. What am I?] and wait\nif <<(answer) = [An Apple]> or <(answer) = [Apple]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [I'm tempting, so it's said, I have a shiny coat of red, And my flesh is white beneath. I smell so sweet, Taste good to eat, And help to guard your teeth. What am I?] and wait\n if <<(answer) = [An Apple]> or <(answer) = [Apple]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen I receive [begin platformer v]\nhide\n\nwhen I receive [riddle time!8 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [Derrek's mother had some money, a quarter, a nickel and a penny. She had three kids, quarterless, nicholas, and what was the last one's name?] and wait\nif <<(answer) = [Derrek]> or <(answer) = [Derrek]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [Derrek's mother had some money, a quarter, a nickel and a penny. She had three kids, quarterless, nicholas, and what was the last one's name?] and wait\n if <<(answer) = [Derrek]> or <(answer) = [Derrek]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [9 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!8 v)\ngo to [front v] layer\n\nwhen backdrop switches to [10 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!9 v)\ngo to [front v] layer\n\nwhen I receive [riddle time!9 v]\nsay [The following Riddle is from viciger \(on scratch\)] for (2) seconds\nask [What has no money but does tip? What is sturdy but always slips? What is cold no matter where it is? Unless climate changes it'll turn to mist? What am I?] and wait\nif <<(answer) = [An Iceberg]> or <(answer) = [Iceberg]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [What has no money but does tip? What is sturdy but always slips? What is cold no matter where it is? Unless climate changes it'll turn to mist? What am I?] and wait\n if <<(answer) = [An Iceberg]> or <(answer) = [Iceberg]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [11 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!10 v)\ngo to [front v] layer\n\nwhen I receive [riddle time!4 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [Iron roof, glass walls, burns and burns but never falls, What am I?] and wait\nif <<<(answer) = [A Lantern]> or <(answer) = [Lantern]>> or <<(answer) = [lantern]> or <(answer) = [a lantern]>>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [Iron roof, glass walls, burns and burns but never falls, What am I?] and wait\n if <<<(answer) = [A Lantern]> or <(answer) = [Lantern]>> or <<(answer) = [lantern]> or <(answer) = [a lantern]>>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen I receive [riddle time!10 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [Never resting, never still. Moving silently from hill to hill. It does not walk, run or trot, All is cool where it is not. What is it?] and wait\nif <<<(answer) = [Sunshine]> or <(answer) = [The Sun]>> or <(answer) = [Sun]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [Never resting, never still. Moving silently from hill to hill. It does not walk, run or trot, All is cool where it is not. What is it?] and wait\n if <<<<(answer) = [Sunshine]> or <(answer) = [The Sun]>> or <(answer) = [Sun]>> or <<(answer) = [sunlight]> or <(answer) = [Sunlight]>>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [2 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time! v)\ngo to [front v] layer\n\nwhen I receive [riddle time!11 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [What can climb mountains, cross streams, handle hundreds of feet each day, yet never moves? What is it?] and wait\nif <<(answer) = [A Trail]> or <(answer) = [Trail]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try again!] for (2) seconds\n ask [What can climb mountains, cross streams, handle hundreds of feet each day, yet never moves? What is it?] and wait\n if <<(answer) = [A Trail]> or <(answer) = [Trail]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [12 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!11 v)\ngo to [front v] layer\n\nwhen backdrop switches to [13 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!12 v)\ngo to [front v] layer\n\nwhen I receive [riddle time!12 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [At night they come without being fetched. By day they are lost without being stolen. What are they?] and wait\nif <<(answer) = [Stars]> or <(answer) = [The Stars]>> then\n broadcast (correct! v)\n hide\nelse\n say [Try again!] for (2) seconds\n ask [At night they come without being fetched. By day they are lost without being stolen. What are they?] and wait\n if <<(answer) = [Stars]> or <(answer) = [The Stars]>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen I receive [riddle time!13 v]\nsay [The following Riddle is from riddles.com] for (2) seconds\nask [A blanket of crystals that covers all. Nothing can escape its fall. It will put you to sleep in a harsh way, and you will never again see the day It's on the earth always and forever, part of our lives leaving, never. Floats and falls like little butterflies. Catch them and they will surely die. What am I?] and wait\nif <<<(answer) = [Snow]> or <(answer) = [Snowflake]>> or <<(answer) = [Snowflakes]> or <(answer) = [snow]>>> then\n broadcast (correct! v)\n hide\nelse\n say [Try Again!] for (2) seconds\n ask [A blanket of crystals that covers all. Nothing can escape its fall. It will put you to sleep in a harsh way, and you will never again see the day It's on the earth always and forever, part of our lives leaving, never. Floats and falls like little butterflies. Catch them and they will surely die. What am I?] and wait\n if <<<(answer) = [Snow]> or <(answer) = [Snowflake]>> or <<(answer) = [Snowflakes]> or <(answer) = [snow]>>> then\n broadcast (correct! v)\n hide\n end\nend\n\nwhen backdrop switches to [14 v]\ngo to x: (0) y: (0)\nshow\nbroadcast (riddle time!13 v)\ngo to [front v] layer\n\n@Sprite1\n\nwhen I receive [thumbnail v]\nshow\nwait (1) seconds\ngo to [front v] layer\nwait (2) seconds\nhide\nbroadcast (begin platformer v)\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [6 v]\nshow\ngo to x: (-164) y: (-103)\nrepeat until <(backdrop [name v]) = [7]>\n glide (3) secs to x: (226) y: (-104)\n glide (3) secs to x: (-88) y: (-104)\nend\nhide\n\n@costume3\n\nwhen flag clicked\nshow\ngo to x: (221) y: (-162)\nbroadcast (Thumbnail v)\nset size to (15) %\n\n
Uh oh... more loves!\n\nArrow keys to move, Answers on the very bottom of Notes and Credits, please do not look unless stuck, 2 tries per Riddle, if you do not get the first right, look at the answer, or hit the green flag.\nThis is pretty glitchy, just warning you...\nI will add a new level for every 70 loves! (You guys made me add 5 extra levels!)\nHit R if you are stuck in a platform, or want to Restart.\nSpace to change hues slightly.\nThere are only 14 levels so far. I hope to add more soon.\n
The Official Longest Platformer 2
@Stage\n\nwhen flag clicked\nset [volume v] to [80]\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nforever\n play sound [Supersonic v] until done\n play sound [The Pressure v] until done\n play sound [Bubble Beam v] until done\nend\n\n@world 1\n\nwhen I receive [start game v]\nwait until <(backdrop [name v]) = [world 1]>\nset [lvl data v] to [1]\nshow\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (lvl 1.1-4 v)\ngo to x: (240) y: (-180)\nerase all\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\n\nwhen I receive [next lvl v]\nif <(backdrop [name v]) = [world 1]> then\n if <(lvl data) = [4]> then\n set [lvl data v] to [1]\n next costume\n else\n change [lvl data v] by (1)\n end\n if <(lvl data) = [1]> then\n go to x: (240) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [2]> then\n go to x: (-241) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [3]> then\n go to x: (240) y: (180)\n wait (1) seconds\n end\n if <(lvl data) = [4]> then\n go to x: (-241) y: (180)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [menu v]\nerase all\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [next lvl v]\nwait (0.05) seconds\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\nif <<(costume [number v]) = [1]> and <(backdrop [name v]) = [world 1]>> then\n set size to (100) %\n hide\n erase all\n switch backdrop to (loading v)\n set [respawn v] to [1]\n wait (0.1) seconds\n set [respawn v] to [0]\n broadcast (world 2 v)\n erase all\n wait (5) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nerase all\n\n@player 1\n\nwhen I receive [start game v]\nset [x motion v] to [0]\nset [y motion v] to [0]\nset [respawn v] to [0]\nset [speed v] to [1]\ngo to x: (-220) y: (-140)\nshow\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nrepeat until <<(backdrop [name v]) = [menu]> or <<(backdrop [name v]) = [cutscene ending]> or <(backdrop [name v]) = [time trial results]>>>\n if <key (right arrow v) pressed?> then\n change [x motion v] by ((speed) * (1))\n end\n if <key (left arrow v) pressed?> then\n change [x motion v] by ((speed) * (-1))\n end\n set [x motion v] to ((0.9) * (x motion))\n change x by (x motion)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by (5)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by (-5)\n change x by ((0) - (x motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (y motion)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by ((0) - (y motion))\n set [y motion v] to [0]\n if <key (up arrow v) pressed?> then\n set [y motion v] to [12]\n end\n end\n if <touching color (#003fff)?> then\n switch costume to (costume2 v)\n broadcast (next lvl v)\n set [respawn v] to [1]\n go to x: (-220) y: (-140)\n wait (0.1) seconds\n set [respawn v] to [0]\n switch costume to (costume1 v)\n end\n if <touching color (#cc0000)?> then\n set [respawn v] to [1]\n end\n if <key (r v) pressed?> then\n go to x: (-220) y: (-140)\n set size to (100) %\n wait (0.1) seconds\n end\n if <(respawn) = [1]> then\n go to x: (-220) y: (-140)\n set size to (100) %\n wait (0.1) seconds\n set [respawn v] to [0]\n end\n if <touching color (#ff9400)?> then\n set size to (60) %\n end\n if <touching color (#7f00ff)?> then\n set size to (100) %\n end\n if <(pause game) = [1]> then\n wait until <(pause game) = [0]>\n end\n if <touching color (#006666)?> then\n set [speed v] to [3]\n else\n set [speed v] to [1]\n end\nend\nset [x motion v] to [0]\nset [y motion v] to [0]\nset [respawn v] to [0]\nset [speed v] to [1]\nswitch costume to (costume2 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\n@player 2\n\nwhen I receive [start game 2 v]\nset [x motion v] to [0]\nset [y motion v] to [0]\nset [speed 2 v] to [1]\ngo to x: (-206) y: (-140)\nshow\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nrepeat until <<(backdrop [name v]) = [menu]> or <<(backdrop [name v]) = [cutscene ending]> or <(backdrop [name v]) = [time trial results]>>>\n if <key (d v) pressed?> then\n change [x motion v] by ((speed 2) * (1))\n end\n if <key (a v) pressed?> then\n change [x motion v] by ((speed 2) * (-1))\n end\n set [x motion v] to ((0.9) * (x motion))\n change x by (x motion)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by (5)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by (-5)\n change x by ((0) - (x motion))\n set [x motion v] to [0]\n end\n end\n change [y motion v] by (-1)\n change y by (y motion)\n if <<touching color (#00ff55)?> or <touching color (#7f7f7f)?>> then\n change y by ((0) - (y motion))\n set [y motion v] to [0]\n if <key (w v) pressed?> then\n set [y motion v] to [12]\n end\n end\n if <touching color (#003fff)?> then\n switch costume to (costume2 v)\n broadcast (next lvl v)\n set [respawn v] to [1]\n go to x: (-206) y: (-140)\n wait (0.1) seconds\n set [respawn v] to [0]\n switch costume to (costume1 v)\n end\n if <touching color (#cc0000)?> then\n set [respawn v] to [1]\n end\n if <key (r v) pressed?> then\n go to x: (-206) y: (-140)\n set size to (100) %\n wait (0.1) seconds\n end\n if <(respawn) = [1]> then\n go to x: (-206) y: (-140)\n set size to (100) %\n end\n if <touching color (#ff9400)?> then\n set size to (60) %\n end\n if <touching color (#7f00ff)?> then\n set size to (100) %\n end\n if <(pause game) = [1]> then\n wait until <(pause game) = [0]>\n end\n if <touching color (#006666)?> then\n set [speed 2 v] to [3]\n else\n set [speed 2 v] to [1]\n end\nend\nset [x motion v] to [0]\nset [y motion v] to [0]\nset [speed 2 v] to [1]\nswitch costume to (costume2 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\n@options\n\nwhen backdrop switches to [cutscene v]\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume4 v)\nset size to (190) %\nswitch costume to (story start v)\ngo to x: (237) y: (-176)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.05) seconds\nend\nwait (4) seconds\nglide (0.5) secs to x: (-238) y: (-176)\nwait (5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.05) seconds\nend\ngo to x: (237) y: (176)\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.05) seconds\nend\nwait (1.5) seconds\nglide (0.5) secs to x: (-239) y: (176)\nwait (4) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.05) seconds\nend\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.05) seconds\nend\nwait (4) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.05) seconds\nend\nswitch backdrop to (loading v)\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\nhide\nif <(# of players) = [1]> then\n broadcast (start game v)\nend\nif <(# of players) = [2]> then\n broadcast (start game v)\n broadcast (start game 2 v)\nend\nswitch costume to (loading icon v)\ngo to x: (63) y: (189)\nshow\nglide (0.2) secs to x: (63) y: (-126)\nwait (4.8) seconds\nhide\nswitch costume to (costume4 v)\nswitch backdrop to (world 1 v)\nset [respawn v] to [1]\nwait (0.1) seconds\nset [respawn v] to [0]\n\nwhen flag clicked\nset [volume v] to [80]\nswitch costume to (costume4 v)\nhide variable [volume v]\nset [pause game v] to [0]\ndelete this clone\n\nwhen I receive [start game v]\nhide variable [volume v]\nset [pause game v] to [0]\nrepeat until <<(backdrop [name v]) = [menu]> or <<(backdrop [name v]) = [level editor]> or <<(backdrop [name v]) = [cutscene ending]> or <(backdrop [name v]) = [sandbox]>>>>\n if <<key (p v) pressed?> and <not <(backdrop [name v]) = [loading]>>> then\n show\n set [pause game v] to [1]\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (pause menu v)\n wait (0.1) seconds\n show variable [volume v]\n switch costume to (return to menu v)\n create clone of (_myself_ v)\n switch costume to (pause menu v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n wait until <<key (p v) pressed?> or <(backdrop [name v]) = [menu]>>\n switch costume to (costume4 v)\n hide\n hide variable [volume v]\n set [pause game v] to [0]\n wait (0.5) seconds\n delete this clone\n end\nend\n\nwhen backdrop switches to [cutscene ending v]\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume4 v)\nset size to (190) %\nswitch costume to (story end v)\ngo to x: (237) y: (-176)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.05) seconds\nend\nwait (4) seconds\nglide (0.5) secs to x: (-238) y: (-176)\nwait (5) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.05) seconds\nend\ngo to x: (237) y: (176)\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.05) seconds\nend\nwait (1.5) seconds\nglide (0.5) secs to x: (-239) y: (176)\nwait (4) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.05) seconds\nend\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.05) seconds\nend\nwait (4) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.05) seconds\nend\nswitch backdrop to (menu v)\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [world 3 v]\ngo to x: (145) y: (-99)\nswitch costume to (loading icon v)\nshow\nwait (1) seconds\nglide (0.2) secs to x: (184) y: (-43)\nwait (3.8) seconds\nswitch costume to (costume4 v)\nhide\nswitch backdrop to (world 3 v)\nset [respawn v] to [1]\nwait (0.1) seconds\nset [respawn v] to [0]\n\nwhen I receive [world 2 v]\ngo to x: (63) y: (-126)\nswitch costume to (loading icon v)\nshow\nwait (1) seconds\nglide (0.2) secs to x: (145) y: (-99)\nwait (3.8) seconds\nswitch costume to (costume4 v)\nhide\nswitch backdrop to (world 2 v)\nset [respawn v] to [1]\nwait (0.1) seconds\nset [respawn v] to [0]\n\nwhen I receive [world 4 v]\ngo to x: (184) y: (-43)\nswitch costume to (loading icon v)\nshow\nwait (1) seconds\nglide (0.2) secs to x: (219) y: (37)\nwait (3.8) seconds\nswitch costume to (costume4 v)\nhide\nswitch backdrop to (world 4 v)\nset [respawn v] to [1]\nwait (0.1) seconds\nset [respawn v] to [0]\n\nwhen I receive [world 5 v]\ngo to x: (219) y: (37)\nswitch costume to (loading icon v)\nshow\nwait (1) seconds\nglide (0.2) secs to x: (211) y: (121)\nwait (3.8) seconds\nswitch costume to (costume4 v)\nhide\nswitch backdrop to (world 5 v)\nset [respawn v] to [1]\nwait (0.1) seconds\nset [respawn v] to [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-26)\n if <(graphics) = [2]> then\n switch costume to (high graphics v)\n end\n if <(graphics) = [1]> then\n switch costume to (low graphics v)\n end\n go to [front v] layer\n wait (0.5) seconds\n repeat until <<key (p v) pressed?> or <(backdrop [name v]) = [menu]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(graphics) = [2]> then\n set [graphics v] to [1]\n create clone of (_myself_ v)\n switch costume to (low graphics v)\n wait (0.2) seconds\n else\n if <(graphics) = [1]> then\n set [graphics v] to [2]\n create clone of (_myself_ v)\n switch costume to (high graphics v)\n wait (0.2) seconds\n end\n end\n end\n end\n delete this clone\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n repeat until <key (p v) pressed?>\n go to x: (135) y: (-24)\n switch costume to (notice v)\n if <<<touching color (#b2b2b2)?> and <touching color (#ffffff)?>> or <(backdrop [name v]) = [menu]>> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n wait (0.2) seconds\n go to [front v] layer\n go to x: (0) y: (0)\n wait (0.3) seconds\n wait until <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (p v) pressed?>>\n if <key (p v) pressed?> then\n switch costume to (costume4 v)\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume4 v)\n switch backdrop to (menu v)\n delete this clone\n end\nend\n\n@menu buttons\n\nwhen flag clicked\nswitch costume to (costume1 v)\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n go to x: (-160) y: (-115)\n repeat until <not <(backdrop [name v]) = [mode/player select]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [# of players v] to [1]\n end\n if <(# of players) = [1]> then\n switch costume to (1 player2 v)\n else\n switch costume to (1 player v)\n end\n end\n hide\n switch costume to (costume1 v)\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n show\n go to x: (-28) y: (-115)\n repeat until <not <(backdrop [name v]) = [mode/player select]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [# of players v] to [2]\n end\n if <(# of players) = [2]> then\n switch costume to (2 players2 v)\n else\n switch costume to (2 players v)\n end\n end\n hide\n switch costume to (costume1 v)\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n go to x: (-90) y: (5)\n show\n wait (0.5) seconds\n repeat until <not <(backdrop [name v]) = [graphics selection]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [graphics v] to [2]\n switch costume to (costume1 v)\n switch backdrop to (cutscene v)\n hide\n delete this clone\n end\n end\n switch costume to (costume1 v)\n switch backdrop to (cutscene v)\n hide\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n go to x: (146) y: (5)\n show\n wait (0.5) seconds\n repeat until <not <(backdrop [name v]) = [graphics selection]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [graphics v] to [1]\n switch costume to (costume1 v)\n switch backdrop to (cutscene v)\n hide\n delete this clone\n end\n end\n switch costume to (costume1 v)\n switch backdrop to (cutscene v)\n hide\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (194) y: (-135)\n point in direction (90)\n repeat until <not <(backdrop [name v]) = [mode/player select]>>\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n turn right (15) degrees\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch backdrop to (options/credits v)\n set size to (70) %\n point in direction (90)\n go to x: (205) y: (-145)\n end\n end\n if <(backdrop [name v]) = [options/credits]> then\n wait (0.5) seconds\n show variable [volume v]\n repeat until <not <(backdrop [name v]) = [options/credits]>>\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n turn right (15) degrees\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide variable [volume v]\n switch costume to (costume1 v)\n switch backdrop to (menu v)\n delete this clone\n end\n end\n else\n switch costume to (costume1 v)\n delete this clone\n end\nend\nif <(costume [number v]) = [11]> then\n show\n go to x: (-40) y: (63)\n point in direction (90)\n repeat until <not <(backdrop [name v]) = [mode/player select]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n switch costume to (costume1 v)\n set size to (90) %\n switch backdrop to (level editor v)\n end\n end\n hide\n switch costume to (costume1 v)\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n show\n go to x: (80) y: (123)\n point in direction (90)\n repeat until <not <(backdrop [name v]) = [mode/player select]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n switch costume to (costume1 v)\n set size to (90) %\n switch backdrop to (sandbox v)\n end\n end\n hide\n switch costume to (costume1 v)\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n show\n go to x: (80) y: (80)\n point in direction (90)\n repeat until <not <(backdrop [name v]) = [mode/player select]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n switch costume to (costume1 v)\n set size to (90) %\n switch backdrop to (time trial intro v)\n end\n end\n hide\n switch costume to (costume1 v)\n delete this clone\nend\n\nwhen backdrop switches to [menu v]\nhide variable [# of players v]\nswitch costume to (play v)\ngo to x: (0) y: (0)\nset size to (90) %\nshow\nwait (0.3) seconds\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat until <<(size) = [95]> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n change size by (0.5)\n wait (0.05) seconds\n end\n repeat until <<(size) = [90]> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n change size by (-0.5)\n wait (0.05) seconds\n end\nend\nhide\nset size to (90) %\nswitch backdrop to (mode/player select v)\nswitch costume to (1 player v)\ncreate clone of (_myself_ v)\nswitch costume to (2 players v)\ncreate clone of (_myself_ v)\nswitch costume to (options/credis v)\ncreate clone of (_myself_ v)\nswitch costume to (level editor v)\ncreate clone of (_myself_ v)\nswitch costume to (sandbox v)\ncreate clone of (_myself_ v)\nswitch costume to (time trial v)\ncreate clone of (_myself_ v)\nswitch costume to (story select v)\ngo to x: (-160) y: (63)\nset [# of players v] to [1]\nshow\nwait (0.5) seconds\nrepeat until <not <(backdrop [name v]) = [mode/player select]>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n set size to (90) %\n switch costume to (costume1 v)\n switch backdrop to (graphics selection v)\n switch costume to (high graphics v)\n create clone of (_myself_ v)\n switch costume to (low graphics v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n hide\n end\nend\nswitch costume to (costume1 v)\nhide\n\n@world 2\n\nwhen I receive [next lvl v]\nif <(backdrop [name v]) = [world 2]> then\n if <(lvl data) = [4]> then\n set [lvl data v] to [1]\n next costume\n else\n change [lvl data v] by (1)\n end\n if <(lvl data) = [1]> then\n go to x: (240) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [2]> then\n go to x: (-241) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [3]> then\n go to x: (240) y: (180)\n wait (1) seconds\n end\n if <(lvl data) = [4]> then\n go to x: (-241) y: (180)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nerase all\n\nwhen backdrop switches to [menu v]\nerase all\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [next lvl v]\nwait (0.05) seconds\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\nif <<(costume [number v]) = [1]> and <(backdrop [name v]) = [world 2]>> then\n set size to (100) %\n hide\n erase all\n switch backdrop to (loading v)\n set [respawn v] to [1]\n wait (0.1) seconds\n set [respawn v] to [0]\n broadcast (world 3 v)\n erase all\n wait (5) seconds\nend\n\nwhen I receive [world 2 v]\nwait until <(backdrop [name v]) = [world 2]>\nset [lvl data v] to [1]\nshow\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (lvl 2.1-4 v)\ngo to x: (240) y: (-180)\nerase all\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\n\n@world 3\n\nwhen I receive [next lvl v]\nif <(backdrop [name v]) = [world 3]> then\n if <(lvl data) = [4]> then\n set [lvl data v] to [1]\n next costume\n else\n change [lvl data v] by (1)\n end\n if <(lvl data) = [1]> then\n go to x: (240) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [2]> then\n go to x: (-241) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [3]> then\n go to x: (240) y: (180)\n wait (1) seconds\n end\n if <(lvl data) = [4]> then\n go to x: (-241) y: (180)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [menu v]\nerase all\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [next lvl v]\nwait (0.05) seconds\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\nif <<(costume [number v]) = [1]> and <(backdrop [name v]) = [world 3]>> then\n set size to (100) %\n hide\n erase all\n switch backdrop to (loading v)\n set [respawn v] to [1]\n wait (0.1) seconds\n set [respawn v] to [0]\n broadcast (world 4 v)\n erase all\n wait (5) seconds\nend\n\nwhen I receive [world 3 v]\nwait until <(backdrop [name v]) = [world 3]>\nset [lvl data v] to [1]\nshow\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (lvl 3.1-4 v)\ngo to x: (240) y: (-180)\nerase all\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nerase all\n\n@world 4\n\nwhen I receive [next lvl v]\nif <(backdrop [name v]) = [world 4]> then\n if <(lvl data) = [4]> then\n set [lvl data v] to [1]\n next costume\n else\n change [lvl data v] by (1)\n end\n if <(lvl data) = [1]> then\n go to x: (240) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [2]> then\n go to x: (-241) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [3]> then\n go to x: (240) y: (180)\n wait (1) seconds\n end\n if <(lvl data) = [4]> then\n go to x: (-241) y: (180)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [menu v]\nerase all\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [next lvl v]\nwait (0.05) seconds\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\nif <<(costume [number v]) = [1]> and <(backdrop [name v]) = [world 4]>> then\n set size to (100) %\n hide\n erase all\n switch backdrop to (loading v)\n set [respawn v] to [1]\n wait (0.1) seconds\n set [respawn v] to [0]\n broadcast (world 5 v)\n erase all\n wait (5) seconds\nend\n\nwhen I receive [world 4 v]\nwait until <(backdrop [name v]) = [world 4]>\nset [lvl data v] to [1]\nshow\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (lvl 4.1-4 v)\ngo to x: (240) y: (-180)\nerase all\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nerase all\n\n@level editor\n\nwhen backdrop switches to [level editor v]\npen up\nerase all\nswitch costume to (lvl v)\ncreate clone of (_myself_ v)\nswitch costume to (back to menu v)\ncreate clone of (_myself_ v)\nswitch costume to (help v)\ncreate clone of (_myself_ v)\nswitch costume to (ground v)\nif <(# of players) = [1]> then\n broadcast (start game v)\nend\nif <(# of players) = [2]> then\n broadcast (start game v)\n broadcast (start game 2 v)\nend\nwait (0.5) seconds\nshow\nrepeat until <not <(backdrop [name v]) = [level editor]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n stamp\n end\n if <key (1 v) pressed?> then\n switch costume to (ground v)\n end\n if <key (2 v) pressed?> then\n switch costume to (lava v)\n end\n if <key (3 v) pressed?> then\n switch costume to (shrink block v)\n end\n if <key (4 v) pressed?> then\n switch costume to (grow block v)\n end\n if <key (5 v) pressed?> then\n switch costume to (speed block v)\n end\n if <key (6 v) pressed?> then\n switch costume to (eraser v)\n end\nend\nswitch costume to (costume1 v)\nhide\npen up\nerase all\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n wait (0.2) seconds\n go to [front v] layer\n show\n go to x: (-218) y: (168)\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\n end\n switch backdrop to (menu v)\n switch costume to (costume1 v)\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n show\n repeat until <<key (space v) pressed?> or <not <(backdrop [name v]) = [level editor]>>>\n go to (mouse-pointer v)\n end\n switch costume to (costume1 v)\n hide\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n wait until <not <(backdrop [name v]) = [level editor]>>\n switch costume to (costume1 v)\n hide\n delete this clone\nend\n\nwhen flag clicked\nerase all\npen up\nswitch costume to (costume1 v)\nhide\ndelete this clone\n\n@world 5\n\nwhen I receive [next lvl v]\nif <(backdrop [name v]) = [world 5]> then\n if <(lvl data) = [4]> then\n set [lvl data v] to [1]\n next costume\n else\n change [lvl data v] by (1)\n end\n if <(lvl data) = [1]> then\n go to x: (240) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [2]> then\n go to x: (-241) y: (-180)\n wait (1) seconds\n end\n if <(lvl data) = [3]> then\n go to x: (240) y: (180)\n wait (1) seconds\n end\n if <(lvl data) = [4]> then\n go to x: (-241) y: (180)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [menu v]\nerase all\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [next lvl v]\nwait (0.05) seconds\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\nif <<(costume [number v]) = [1]> and <(backdrop [name v]) = [world 5]>> then\n set size to (100) %\n hide\n erase all\n switch backdrop to (cutscene ending v)\n broadcast (ending v)\n erase all\nend\n\nwhen I receive [world 5 v]\nwait until <(backdrop [name v]) = [world 5]>\nset [lvl data v] to [1]\nshow\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (lvl 5.1-4 v)\ngo to x: (240) y: (-180)\nerase all\nif <(graphics) = [1]> then\n hide\n stamp\nelse\n show\n erase all\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nerase all\n\n@logo/tutorial\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n go to x: (396) y: (0)\n switch costume to (logo half 1 v)\n hide\n wait (0.8) seconds\n show\n glide (0.5) secs to x: (0) y: (0)\n wait (1.4) seconds\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go to x: (-381) y: (0)\n switch costume to (logo half 2 v)\n hide\n wait (0.8) seconds\n show\n glide (0.5) secs to x: (0) y: (0)\n wait (1.4) seconds\n delete this clone\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\nswitch costume to (logo half 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo half 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\ngo to x: (0) y: (0)\nhide\nwait (2.7) seconds\nshow\nwait (1.5) seconds\nswitch costume to (costume1 v)\nwait (1.4) seconds\nswitch backdrop to (menu v)\n\nwhen I receive [start game v]\nwait until <(backdrop [name v]) = [world 1]>\nswitch costume to (tutorial 1 v)\ngo to x: (43) y: (-24)\nshow\nrepeat until <<(backdrop [name v]) = [menu]> or <(costume [number v]) = [5]>>\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <not <touching (options v)?>>>> then\n next costume\n wait (0.2) seconds\n end\nend\nswitch costume to (costume1 v)\nhide\n\n@sandbox\n\nwhen flag clicked\nerase all\nswitch costume to (costume3 v)\nhide\n\nwhen backdrop switches to [sandbox v]\nswitch costume to (sandbox lvl v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nstamp\nhide\nswitch costume to (back to menu v)\nif <(# of players) = [1]> then\n broadcast (start game v)\nend\nif <(# of players) = [2]> then\n broadcast (start game v)\n broadcast (start game 2 v)\nend\nwait (0.5) seconds\nshow\ngo to x: (-217) y: (168)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n set size to (90) %\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n end\nend\nerase all\nswitch costume to (costume3 v)\nswitch backdrop to (menu v)\nhide\n\n@time trial\n\nwhen backdrop switches to [time trial intro v]\nswitch costume to (continue v)\nset size to (100) %\ngo to x: (-35) y: (-144)\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\nend\ngo to x: (0) y: (0)\nswitch costume to (countdown 3 v)\nwait (1) seconds\nswitch backdrop to (time trial v)\nswitch costume to (countdown 2 v)\nwait (1) seconds\nswitch costume to (countdown 1 v)\nwait (1) seconds\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (lvl1 v)\nstamp\nhide\nset [graphics v] to [1]\nif <(# of players) = [1]> then\n broadcast (start game v)\nend\nif <(# of players) = [2]> then\n broadcast (start game v)\n broadcast (start game 2 v)\nend\nrepeat until <<(costume [number v]) = [1]> or <(backdrop [name v]) = [menu]>>\n wait (0.1) seconds\n change [time trial time v] by (0.1)\n if <(pause game) = [1]> then\n wait until <(pause game) = [0]>\n end\nend\nif <<(costume [number v]) = [1]> and <not <(backdrop [name v]) = [menu]>>> then\n switch backdrop to (time trial results v)\n erase all\n show\n go to x: (0) y: (37)\n switch costume to (gold medal v)\n create clone of (_myself_ v)\n switch costume to (continue v)\n go to x: (-22) y: (-144)\n show variable [time trial time v]\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n end\n end\n switch backdrop to (menu v)\nend\nset [time trial time v] to [0]\nhide variable [time trial time v]\nswitch costume to (costume3 v)\nhide\n\nwhen flag clicked\nhide variable [time trial time v]\nset [time trial time v] to [0]\nerase all\nswitch costume to (costume3 v)\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(time trial time) < [50.1]> then\n switch costume to (gold medal v)\nend\nif <<(time trial time) < [60.1]> and <(time trial time) > [50]>> then\n switch costume to (silver medal v)\nend\nif <<(time trial time) < [70.1]> and <(time trial time) > [60]>> then\n switch costume to (bronze medal v)\nend\nif <(time trial time) > [70]> then\n delete this clone\nend\nwait until <not <(backdrop [name v]) = [time trial results]>>\ndelete this clone\n\nwhen I receive [next lvl v]\nif <<(backdrop [name v]) = [time trial]> and <not <(costume [number v]) = [1]>>> then\n next costume\n if <(graphics) = [1]> then\n stamp\n hide\n else\n show\n erase all\n end\nend\n\n
The sequel to original platformer is here. Welcome to the Official Longest Platformer 2; the longest platformer on Scratch!\nContinue the story of the unnamed character as he tries to stop the evil circle's plans of domination. Will you be able to save the day, or will you not make it to the end?\nFeaturing;\n200 Challenging levels, which can be played in single or multiplayer\nImproved and easy-to-use level editor\nEnhanced visuals and upgraded gameplay performance\nNew sandbox mode to play freely with and a new time trial mode\nUnique storytelling and a simplistic art style\nand much more!
8-Bit (Platformer) V.1.9
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nwait (5.5) seconds\nswitch backdrop to (light v)\n\nwhen flag clicked\nforever\n play sound [wav.wav v] until done\nend\n\nwhen [space v] key pressed\nbroadcast (Start v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end 2 v]\nswitch backdrop to (backdrop4 v)\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nhide\ngo to x: (-210) y: (-79)\n\nwhen I receive [start v]\nshow variable [level v]\nforever\n if <touching color (#99b2ff)?> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-210) y: (-79)\n end\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (115) %\nforever\n if <<(backdrop [name v]) = [backdrop1]> or <(backdrop [name v]) = [backdrop2]>> then\n repeat until <<<touching color (#ff0000)?> or <touching color (#575757)?>> or <touching color (#7f7f7f)?>>\n if <key (right arrow v) pressed?> then\n change x by (6)\n end\n if <key (left arrow v) pressed?> then\n change x by (-6)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speedy v] to [10]\n end\n end\n end\n if <<(costume [number v]) = [29]> or <(costume [number v]) = [30]>> then\n if <key (right arrow v) pressed?> then\n switch costume to (costume30 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume30 v)\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to ([costume # v] of [costume chooser v])\n\nwhen I receive [start v]\nforever\n if <touching color (#ff00bf)?> then\n set [speedy v] to [13]\n end\nend\n\nwhen I receive [end v]\nrepeat until <(backdrop [name v]) = [backdrop4]>\n if <touching color (#99b2ff)?> then\n hide\n broadcast (end 2 v)\n hide variable [level v]\n end\nend\n\nwhen I receive [start v]\nforever\n change [speedy v] by (-1)\n change y by (speedY)\n Touch Ground\nend\n\nif <key (up arrow v) pressed?> then\n turn right (15) degrees\nend\n\nforever\n \n go to x: (-210) y: (-79)\n end\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-79)\n end\nend\n\ndefine Touch Ground\nchange [falling? v] by (1)\nrepeat until <not <touching color (#00cc44)?>>\n change y by (1)\n set [falling? v] to [0]\n set [speedy v] to [0]\nend\n\nwhen I receive [start v]\nforever\n if <(falling?) = [0]> then\n point in direction (90)\n turn right (0) degrees\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n turn left (15) degrees\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n turn right (15) degrees\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<touching color (#ff0000)?> or <touching color (#575757)?>> or <touching color (#7f7f7f)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-210) y: (-79)\n set [ghost v] effect to (0)\n end\nend\n\n@Stages\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-13)\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [40]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [end 2 v]\nhide\n\n@Intro\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1.6) seconds\nrepeat (13)\n set x to (((1.5) * (x position)) - (1))\nend\nhide\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nstart sound [pop v]\n\n@Intro2\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1.6) seconds\nrepeat (13)\n set x to (((1.5) * (x position)) + (1))\nend\nhide\n\ngo to [front v] layer\n\n@Intro3\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (2.5) seconds\nset [ghost v] effect to (100)\ngo to x: (100) y: (2)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Costume Chooser\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (200) %\ngo to x: (0) y: (0)\nwait (5.5) seconds\nshow\n\nwhen I receive [next costume v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [previous costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start v]\nhide\n\n@Arrow 1\n\nwhen flag clicked\nhide\ngo to x: (-50) y: (0)\nwait (5.5) seconds\nshow\nrepeat until <(backdrop [name v]) = [backdrop1]>\n if <key (left arrow v) pressed?> then\n broadcast (Previous Costume v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Previous Costume v)\n\n@Arrow 2\n\nwhen flag clicked\nhide\ngo to x: (50) y: (0)\nwait (5.5) seconds\nshow\nrepeat until <(backdrop [name v]) = [backdrop1]>\n if <key (right arrow v) pressed?> then\n broadcast (Next Costume v)\n wait (0.3) seconds\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Costume v)\n\nwhen I receive [start v]\nhide\n\n@Difficulty's\n\nwhen flag clicked\nhide\ngo to x: (2) y: (-34)\nswitch costume to (easy v)\nwait (5.5) seconds\nshow\n\nwhen flag clicked\nforever\n if <<([costume # v] of [costume chooser v]) = [24]> or <<([costume # v] of [costume chooser v]) = [4]> or <<([costume # v] of [costume chooser v]) = [23]> or <<([costume # v] of [costume chooser v]) = [5]> or <<([costume # v] of [costume chooser v]) = [22]> or <<([costume # v] of [costume chooser v]) = [6]> or <<([costume # v] of [costume chooser v]) = [21]> or <<([costume # v] of [costume chooser v]) = [2]> or <<([costume # v] of [costume chooser v]) = [3]> or <<([costume # v] of [costume chooser v]) = [7]> or <<([costume # v] of [costume chooser v]) = [20]> or <<([costume # v] of [costume chooser v]) = [19]> or <<([costume # v] of [costume chooser v]) = [1]> or <<([costume # v] of [costume chooser v]) = [18]> or <<([costume # v] of [costume chooser v]) = [17]> or <([costume # v] of [costume chooser v]) = [9]>>>>>>>>>>>>>>>> then\n switch costume to (easy v)\n end\n if <<([costume # v] of [costume chooser v]) = [25]> or <([costume # v] of [costume chooser v]) = [28]>> then\n switch costume to (hard v)\n end\n if <<([costume # v] of [costume chooser v]) = [26]> or <([costume # v] of [costume chooser v]) = [27]>> then\n switch costume to (medium v)\n end\nend\n\nwhen flag clicked\nforever\n if <<([costume # v] of [costume chooser v]) = [8]> or <<([costume # v] of [costume chooser v]) = [16]> or <<([costume # v] of [costume chooser v]) = [15]> or <<([costume # v] of [costume chooser v]) = [12]> or <<([costume # v] of [costume chooser v]) = [14]> or <<([costume # v] of [costume chooser v]) = [10]> or <<([costume # v] of [costume chooser v]) = [11]> or <([costume # v] of [costume chooser v]) = [13]>>>>>>>> then\n switch costume to (easy v)\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Day or Night\n\nwhen flag clicked\ngo to x: (212) y: (164)\nhide\nswitch costume to (day v)\nwait (5.5) seconds\nshow\n\nwhen this sprite clicked\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start v]\nrepeat until <(backdrop [name v]) = [backdrop4]>\n if <(costume [number v]) = [1]> then\n wait (0.01) seconds\n switch backdrop to (backdrop1 v)\n end\n if <(costume [number v]) = [2]> then\n wait (0.01) seconds\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\n@light\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo [backward v] (10) layers\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n show\n go to (player v)\n else\n hide\n end\nend\n\n@Blue Line\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\n
Click on the day button to switch from day to night.\nClick on the arrows for character selection.\nMost instructions are all in the game.\n\nDifferent skins have different difficulties.\nWARNING:\nIF YOU COMPLETE IT REFRESH THE PAGE BEFORE YOU PLAY IT AGAIN!!! (Just because of bugs)\n\n
☺ Smiley Platformer ☺
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen I receive [message 1 v]\nask [What is my name?] and wait\nif <<(answer) = [King Brutus]> or <(answer) = [Brutus]>> then\n broadcast (message 2 v)\nelse\n broadcast (message 1 v)\nend\n\nwhen I receive [message 2 v]\nask [What is green and looks cauliflower?] and wait\nif <(answer) = [broccoli]> then\n broadcast (message 3 v)\nelse\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nask [In this game, what does purple equal?] and wait\nif <(answer) = [death]> then\n broadcast (message 4 v)\nelse\n broadcast (message 3 v)\nend\n\nwhen I receive [message 4 v]\nask [Why did the chicken cross the road?] and wait\nif <(answer) = [to get to the other side]> then\n broadcast (message 5 v)\nelse\n broadcast (message 4 v)\nend\n\nwhen I receive [message 5 v]\nask [What goes well with peanut butter?] and wait\nif <(answer) = [jelly]> then\n broadcast (message 6 v)\nelse\n broadcast (message 5 v)\nend\n\nwhen I receive [message 6 v]\nask [What's the password? \(look inside and go to the sprite called "Potato"\)] and wait\nif <(answer) = [I like pie]> then\n next backdrop\nelse\n broadcast (message 6 v)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Smiley\n\nwhen backdrop switches to [you win!!!!! v]\nhide variable [level v]\nhide variable [deaths v]\n\nwhen backdrop switches to [level 16 v]\ngo to x: (-217) y: (144)\n\nwhen backdrop switches to [level 17 v]\ngo to x: (94) y: (191)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (214) y: (192)\n\nwhen backdrop switches to [level 30 v]\ngo to x: (-217) y: (-154)\n\nwhen [down arrow v] key pressed\nforever\n\nwhen backdrop switches to [level 20 v]\nhide\n\nwhen backdrop switches to [level 21 v]\ngo to x: (-208) y: (-152)\nshow\n\nwhen backdrop switches to [level 19 v]\ngo to x: (-113) y: (193)\n\nwhen flag clicked\nswitch costume to (smiley v)\nshow variable [level v]\nshow variable [deaths v]\nset [deaths v] to [0]\nset [level v] to [1]\nset [crouch v] to [0]\ngo to x: (-208) y: (-152)\nshow\nScript\n\nwhen [s v] key pressed\nforever\n if <(backdrop [number v]) = [35]> then\n if <key (s v) pressed?> then\n if <(costume [number v]) = [1]> then\n switch costume to (crouch v)\n end\n if <(costume [number v]) = [2]> then\n switch costume to (crouch 2 v)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (crouch 3 v)\n end\n if <(costume [number v]) = [4]> then\n switch costume to (crouch 4 v)\n end\n if <(costume [number v]) = [5]> then\n switch costume to (crouch 5 v)\n end\n else\n if <(costume [number v]) = [6]> then\n switch costume to (smiley v)\n end\n if <(costume [number v]) = [7]> then\n switch costume to (smiley 2 v)\n end\n if <(costume [number v]) = [8]> then\n switch costume to (smiley 3 v)\n end\n if <(costume [number v]) = [9]> then\n switch costume to (smiley 4 v)\n end\n if <(costume [number v]) = [10]> then\n switch costume to (smiley 5 v)\n end\n end\n end\nend\n\ndefine Script\nforever\n go to [front v] layer\n if <(Crouch) = [1]> then\n switch costume to (crouch v)\n else\n switch costume to (smiley v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n change y by (1)\n if <<<<touching (ground v)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n change y by (1)\n if <<<<touching (ground v)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n change y by (1)\n if <<<<touching (ground v)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n change y by (1)\n if <<<<touching (ground v)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n change y by (1)\n if <<<<touching (ground v)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\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 (ground v)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 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)?> or <touching (blocker 1 v)?>> or <<touching (blocker 2 v)?> or <touching (blocker 3 v)?>>> or <<touching (blocker 4 v)?> or <<<touching (blocker 5 v)?> or <touching (blocker 6 v)?>> or <<<touching (blocker 7 v)?> or <touching (blocker 8 v)?>> or <touching (blocker 9 v)?>>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [15]\n end\n end\n change y by (1)\n if <touching (end v)?> then\n go to x: (-208) y: (-152)\n broadcast (next level v)\n wait (0.1) seconds\n Script\n end\n if <<touching color (#8d0549)?> or <<touching color (#cc0000)?> or <<touching color (#310320)?> or <touching color (#460432)?>>>> then\n if <not <<<(backdrop [number v]) = [16]> or <(backdrop [number v]) = [17]>> or <<(backdrop [number v]) = [18]> or <(backdrop [number v]) = [19]>>>> then\n go to x: (-208) y: (-152)\n change [deaths v] by (1)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [16]> then\n go to x: (-217) y: (144)\n change [deaths v] by (1)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [17]> then\n go to x: (94) y: (191)\n change [deaths v] by (1)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [18]> then\n go to x: (214) y: (192)\n change [deaths v] by (1)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [19]> then\n go to x: (-113) y: (193)\n change [deaths v] by (1)\n wait (0.1) seconds\n Script\n end\n end\n if <key (r v) pressed?> then\n if <not <<<(backdrop [number v]) = [16]> or <(backdrop [number v]) = [17]>> or <<(backdrop [number v]) = [18]> or <(backdrop [number v]) = [19]>>>> then\n go to x: (-208) y: (-152)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [16]> then\n go to x: (-217) y: (144)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [17]> then\n go to x: (94) y: (191)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [18]> then\n go to x: (214) y: (192)\n wait (0.1) seconds\n Script\n end\n if <(backdrop [number v]) = [19]> then\n go to x: (-113) y: (193)\n wait (0.1) seconds\n Script\n end\n end\n if <touching color (#81f0bf)?> then\n set [y velocity v] to [22]\n end\n if <<touching color (#8fa5ec)?> or <<touching color (#7991c9)?> or <<touching color (#7d9ccf)?> or <touching color (#a3bbf2)?>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [5]\n else\n set [y velocity v] to [-1]\n end\n end\n if <touching color (#8ee78e)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [5]\n else\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [-5]\n end\n end\n if <(backdrop [name v]) = [Level 31]> then\n if <touching (portal 1 v)?> then\n go to x: (30) y: (71)\n end\n if <touching (portal 2 v)?> then\n go to x: (123) y: (-145)\n end\n end\n if <(backdrop [name v]) = [Level 32]> then\n if <touching (portal 1 v)?> then\n go to x: (73) y: (-27)\n end\n if <touching (portal 2 v)?> then\n go to x: (178) y: (-152)\n end\n if <touching (portal 3 v)?> then\n go to x: (-63) y: (3)\n end\n if <touching (portal 4 v)?> then\n go to x: (190) y: (-28)\n end\n if <touching (portal 5 v)?> then\n go to x: (77) y: (51)\n end\n if <touching (portal 6 v)?> then\n go to x: (-178) y: (4)\n end\n if <touching (portal 7 v)?> then\n go to x: (-64) y: (91)\n end\n if <touching (portal 8 v)?> then\n go to x: (186) y: (51)\n end\n if <touching (portal 9 v)?> then\n go to x: (75) y: (134)\n end\n if <touching (portal 10 v)?> then\n go to x: (-178) y: (91)\n end\n end\n if <touching (key 1 v)?> then\n broadcast (hide blocker v)\n end\n if <touching (key 2 v)?> then\n broadcast (hide blocker 2 v)\n end\n if <touching (key 3 v)?> then\n broadcast (hide blocker 3 v)\n end\n if <touching (key 4 v)?> then\n broadcast (hide blocker 4 v)\n end\n if <touching (key 5 v)?> then\n broadcast (hide blocker 5 v)\n end\n if <touching (key 6 v)?> then\n broadcast (hide blocker 6 v)\n end\n if <touching (key 7 v)?> then\n broadcast (hide blocker 7 v)\n end\n if <touching (key 8 v)?> then\n broadcast (hide blocker 8 v)\n end\n if <touching (key 9 v)?> then\n broadcast (hide blocker 9 v)\n end\nend\n\nforever\n\nwhen [down arrow v] key pressed\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n set [crouch v] to [1]\n else\n set [crouch v] to [0]\n end\nend\n\n@End\n\nwhen flag clicked\nswitch costume to (big end v)\ngo to x: (230) y: (-148)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 4 v]\ngo to x: (219) y: (151)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (-10) y: (100)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (230) y: (-148)\n\nwhen backdrop switches to [level 20 v]\nswitch costume to (big end v)\ngo to x: (230) y: (-148)\nhide\n\nwhen backdrop switches to [level 11 v]\ngo to x: (82) y: (69)\nswitch costume to (tiny end v)\n\nwhen backdrop switches to [level 12 v]\ngo to x: (220) y: (160)\nswitch costume to (big end v)\n\nwhen backdrop switches to [level 13 v]\ngo to x: (230) y: (-148)\n\nwhen backdrop switches to [level 16 v]\ngo to x: (230) y: (-148)\nshow\n\nwhen backdrop switches to [level 14 v]\ngo to x: (230) y: (-148)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (231) y: (68)\n\nwhen backdrop switches to [level 17 v]\nswitch costume to (flat end v)\ngo to x: (215) y: (-180)\n\nwhen backdrop switches to [level 22 v]\ngo to x: (230) y: (-148)\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-177) y: (-180)\n\nwhen backdrop switches to [level 19 v]\ngo to x: (-185) y: (-180)\n\nwhen backdrop switches to [level 15 v]\ngo to x: (227) y: (147)\n\nwhen backdrop switches to [level 21 v]\ngo to x: (0) y: (0)\nshow\n\ngo to x: (215) y: (-156)\n\ngo to x: (-193) y: (-158)\n\ngo to x: (-208) y: (-161)\n\nwhen backdrop switches to [level 30 v]\ngo to x: (222) y: (171)\n\nwhen backdrop switches to [level 31 v]\ngo to x: (230) y: (75)\n\nwhen backdrop switches to [level 32 v]\ngo to x: (229) y: (141)\n\nwhen backdrop switches to [level 33 v]\ngo to x: (230) y: (-148)\n\nwhen backdrop switches to [level 36 v]\ngo to x: (12) y: (124)\n\n@Death wall\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 24 v]\ngo to x: (221) y: (-6)\nset rotation style [left-right v]\nshow\nforever\n move (15) steps\n if on edge, bounce\nend\n\nwhen backdrop switches to [level 25 v]\nhide\n\n@Lava 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22 v]\nshow\ngo to x: (-2) y: (-20)\nforever\n wait (0.3) seconds\n glide (1) secs to x: (-3) y: (104)\n go to x: (-2) y: (-20)\nend\n\nwhen backdrop switches to [level 23 v]\nhide\n\n@Lava 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22 v]\nshow\ngo to x: (-2) y: (-20)\nforever\n wait (0.3) seconds\n glide (1) secs to x: (32) y: (62)\n go to x: (-2) y: (-20)\nend\n\nwhen backdrop switches to [level 23 v]\nhide\n\n@Lava 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22 v]\nshow\ngo to x: (-2) y: (-20)\nforever\n wait (0.3) seconds\n glide (1) secs to x: (-37) y: (69)\n go to x: (-2) y: (-20)\nend\n\nwhen backdrop switches to [level 23 v]\nhide\n\n@Sea King\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 20 v]\nshow\nsay [Hello. \(press space to continue\)]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [My name is King Brutus.]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [I am the sea king.]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [So, you want to get out of this forest, huh?]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [Hold on there bud! You can't escape that easily!]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [No one leaves without passing the quiz.]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [You should have paid attention! Some of the questions require you to remember things from past levels.]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nsay [Well, what are you waiting for?! HURRY UP!!]\nwait until <key (space v) pressed?>\nwait (.5) seconds\nbroadcast (message 1 v)\n\nwhen backdrop switches to [level 21 v]\nhide\n\nwait until <key (space v) pressed?>\n\n@Potato\n\nwhen flag clicked\nswitch costume to (potato 1 v)\nhide\n\n@Portal 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 31 v]\ngo to x: (155) y: (-143)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (238) y: (-147)\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 31 v]\ngo to x: (15) y: (77)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (38) y: (-22)\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (238) y: (-21)\nshow\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (-15) y: (11)\nshow\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (-215) y: (9)\nshow\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (38) y: (57)\nshow\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (238) y: (57)\nshow\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (-15) y: (97)\nshow\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (-214) y: (97)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Portal 10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 32 v]\ngo to x: (39) y: (140)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\nwhen backdrop switches to [level 33 v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nnext costume\n\ngo to [front v] layer\n\nwhen backdrop switches to [level 26 v]\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [level 27 v]\nset [ghost v] effect to (0)\n\n@Volcano Death\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22 v]\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [level 23 v]\nhide\n\n@Key 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 33 v]\nswitch costume to (level 33 v)\nshow\n\nwhen I receive [hide blocker v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Key 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 2 v]\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Key 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 3 v]\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Key 4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 4 v]\nhide\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Key 5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 5 v]\nhide\n\n@Key 6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 6 v]\nhide\n\n@Key 7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 7 v]\nhide\n\n@Key 8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 8 v]\nhide\n\n@Key 9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen I receive [hide blocker 9 v]\nhide\n\n@Blocker 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker v]\nhide\n\nwhen backdrop switches to [level 33 v]\nswitch costume to (level 33 v)\nshow\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Blocker 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 2 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Blocker 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 3 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Blocker 4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 4 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\nwhen backdrop switches to [you win!!!!! v]\nhide\n\n@Blocker 5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 5 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\n@Blocker 6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 6 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\n@Blocker 7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 7 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\n@Blocker 8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 8 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\n@Blocker 9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide blocker 9 v]\nhide\n\nwhen backdrop switches to [level 34 v]\nswitch costume to (level 34 v)\nshow\n\n
Right arrow/ D = Move right\nLeft arrow/ A = Move left\nUp arrow/ W = Jump\nR key = Restart\nFullscreen is okay but not recommended for the best experience. ALL levels are possible.
Shadow platformer v0.5.1
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop v)\nbroadcast (Idle v)\nforever\n play sound [Sonic Unleashed “Spagonia Rooftop Run Day“ Music.mp3 v] until done\nend\n\nwhen I receive [finish v]\n\nwhen flag clicked\nforever\n wait until <key (q v) pressed?>\n set volume to (0) %\n wait (0.5) seconds\n wait until <key (q v) pressed?>\n set volume to (100) %\n wait (0.5) seconds\nend\n\nif <(Character) = [1]> then\n switch backdrop to (finish - shadow v)\nend\nif <(Character) = [2]> then\n switch backdrop to (finish - mighty v)\nend\nif <(Character) = [3]> then\n switch backdrop to (finish - sonic v)\nend\nstop [other scripts in stage v]\nplay sound [Sonic Generations “Super Sonic Racing \[Generations Mix\]“ Music.mp3 v] until done\n\nset [boost energy v] to [10]\n\nwhen flag clicked\nforever\n set [vol v] to [100]\nend\n\n@Ground\n\nwhen [2 v] key pressed\nset [character v] to [2]\n\nwhen [3 v] key pressed\nset [character v] to [3]\n\nwhen I receive [spindash go v]\nif <([direction v] of [shadow v]) = [-90]> then\n change [x v] by (200)\nend\nif <([direction v] of [shadow v]) = [90]> then\n change [x v] by (-200)\nend\nrepeat (12)\n set [idle v] to [0]\nend\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nwhen [1 v] key pressed\nset [character v] to [1]\n\nwhen flag clicked\nbroadcast (re/start v)\n\nwhen [4 v] key pressed\nset [character v] to [4]\n\nwhen I receive [re/start v]\ngo to x: (2350) y: ((1160) + ([y position v] of [hitbox v]))\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to [front v] layer\nset [character v] to [1]\nforever\n change [y v] by (1)\n if <key (right arrow v) pressed?> then\n change [x v] by (-1.5)\n if <(boost) = [1]> then\n change [x v] by (-2.5)\n end\n if <(spnattk) = [1]> then\n change [x v] by (-2)\n end\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (1.5)\n if <(boost) = [1]> then\n change [x v] by (2.5)\n end\n if <(spnattk) = [1]> 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 (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 ((X) * (-1))\n change y by (5)\n end\n end\n end\n end\n end\n change y by (Y)\n if <touching (hitbox v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <<key (c v) pressed?> and <touching (hitbox v)?>> then\n set [y v] to [-15]\n end\n change y by (-1)\n if <(Y) > [50]> then\n broadcast (re/start v)\n stop [this script v]\n end\nend\n\nif <<(X) < [0.00001]> or <(X) > [-0.00001]>> then\n wait (1) seconds\n change [idle v] by (1)\n if <(Idle) > [10]> then\n set [idle v] to [10]\n end\nend\nif <key (any v) pressed?> then\n set [idle v] to [0]\nend\n\nwhen I receive [idle v]\n\nwhen flag clicked\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (map v)\nforever\n set [ground y v] to (Y)\nend\n\n@behind\n\nwhen I receive [re/start v]\ngo to x: (622) y: (1160)\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to (ground v)\nend\n\nwhen [2 v] key pressed\nset [character v] to [2]\n\nwhen [3 v] key pressed\nset [character v] to [3]\n\nwhen I receive [idle v]\nforever\n if <<(X) < [0.00001]> or <(X) > [-0.00001]>> then\n wait (1) seconds\n change [idle v] by (1)\n if <(Idle) > [10]> then\n set [idle v] to [10]\n end\n end\n if <key (any v) pressed?> then\n set [idle v] to [0]\n end\nend\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (size v)\nset size to (100) %\nswitch costume to (map \(1\) v)\n\nwhen [1 v] key pressed\nset [character v] to [1]\n\nwhen flag clicked\nbroadcast (re/start v)\n\nchange [y v] by (1)\nif <key (right arrow v) pressed?> then\n change [x v] by (-1.5)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (1.5)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <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 ((X) * (-1))\n change y by (5)\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching (hitbox v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <<key (c v) pressed?> and <touching (hitbox v)?>> then\n set [y v] to [-15]\nend\nchange y by (-1)\nif <(Y) > [50]> then\n broadcast (re/start v)\n stop [this script v]\nend\n\nset [character v] to [1]\n\nwhen I receive [spindash go v]\nif <([direction v] of [shadow v]) = [-90]> then\n change [x v] by (200)\nend\nif <([direction v] of [shadow v]) = [90]> then\n change [x v] by (-200)\nend\nrepeat (12)\n set [idle v] to [0]\nend\n\n@Hitbox\n\nwhen flag clicked\nset [boost v] to [0]\nset [jump v] to [0]\nshow\ngo to x: (0) y: (-80)\nforever\n set [ghost v] effect to (100)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [finish v]\n\nif <(jump) = [1]> then\n switch costume to (spin v)\nelse\n if <(jump) = [0]> then\n switch costume to (stand v)\n end\nend\n\nswitch costume to (spin v)\n\nhide\n\nchange y by (10)\n\nchange x by < or >\n\nif <(x position) = [0]> then\nend\n\nif then\n set x to (20)\nend\n\nset x to (0)\n\nif then\n set x to (-20)\nend\n\n@Shadow\n\ndefine Spindash\nbroadcast (spindash1 v)\nswitch costume to (dash v)\nrepeat (150)\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (dash v)\n end\n broadcast (spindash2 v)\nend\nbroadcast (spindash go v)\nrepeat (5)\n switch costume to (roll5 v)\nend\nrepeat (5)\n wait (0) seconds\n switch costume to (roll v)\n wait (0) seconds\n switch costume to (roll2 v)\n wait (0) seconds\n switch costume to (roll3 v)\n wait (0) seconds\n switch costume to (roll4 v)\n wait (0) seconds\n switch costume to (roll5 v)\nend\n\ndefine Idle\n\nwhen flag clicked\nshow\nset [idle v] to [0]\npoint in direction (90)\nforever\n if <key (c v) pressed?> then\n switch costume to (roll v)\n set [jump v] to [1]\n repeat until <touching (ground v)?>\n jump/roll\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\n end\n set [jump v] to [0]\n else\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (wait v)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (shadow run v)\n repeat until <<not <key (right arrow v) pressed?>> or <key (c v) pressed?>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (shadow run v)\n end\n wait (0.04) seconds\n end\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (shadow run v)\n repeat until <<not <key (left arrow v) pressed?>> or <key (c v) pressed?>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (shadow run v)\n end\n wait (0.04) 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 (duck v)\n else\n switch costume to (stand v)\n end\n end\n end\n end\n end\n end\n go to [front v] layer\nend\n\nwhen I receive [spindash1 v]\nplay sound [017.Synth_MLT_se_ch_sn_Spindash Charge with Ancient Light Begin v] until done\n\nwhen I receive [spindash2 v]\nplay sound [017.Synth_MLT_se_ch_sn_Spindash Charge with Ancient Light Loop v] until done\nwait (1) seconds\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\ndefine jump/roll\nnext costume\nif <(costume [number v]) = [13]> then\n switch costume to (roll v)\nend\n\ndefine jump/roll\n\nwhen flag clicked\nforever\n go to (hitbox v)\n if <(Character) = [1]> then\n set [ghost v] effect to (0)\n if <key (c v) pressed?> then\n start sound (pick random (5) to (6))\n start sound [002.Synth_MLT_se_ch_sn_Jump - Shadow v]\n repeat until <touching (ground v)?>\n end\n if <(boost) = [1]> then\n start sound (pick random (2) to (5))\n repeat until <(boost) = [0]>\n end\n else\n if <(Character) = [2]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [3]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [4]> then\n set [ghost v] effect to (100)\n end\n end\n end\n end\nend\n\n@background\n\nwhen flag clicked\nshow\ngo [backward v] (1500) layers\ngo to x: (0) y: (0)\nswitch costume to (building-a v)\nset [brightness v] effect to (10)\nforever\n set y to (([y position v] of [ground v]) * (0.1))\n set x to (([x position v] of [ground v]) * (0.1))\nend\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\n@foreground\n\nwhen flag clicked\nshow\ngo [backward v] (150) layers\ngo to x: (0) y: (0)\nset [brightness v] effect to (5)\nswitch costume to (building-a v)\nforever\n set y to (([y position v] of [ground v]) * (0.2))\n set x to (([x position v] of [ground v]) * (0.2))\nend\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nswitch costume to (building-j v)\n\n@boost meter\n\nwhen I receive [finish v]\nhide\n\nwhen flag clicked\ngo to x: (-170) y: (-150)\nforever\n show\n go to [front v] layer\n if <(boost energy) = [0]> then\n switch costume to (0 v)\n else\n if <(boost energy) = [1]> then\n switch costume to (1 v)\n else\n if <(boost energy) = [2]> then\n switch costume to (2 v)\n else\n if <(boost energy) = [3]> then\n switch costume to (3 v)\n else\n if <(boost energy) = [4]> then\n switch costume to (4 v)\n else\n if <(boost energy) = [5]> then\n switch costume to (5 v)\n else\n if <(boost energy) = [6]> then\n switch costume to (6 v)\n else\n if <(boost energy) = [7]> then\n switch costume to (7 v)\n else\n if <(boost energy) = [8]> then\n switch costume to (8 v)\n else\n if <(boost energy) = [9]> then\n switch costume to (9 v)\n else\n if <(boost energy) = [10]> then\n switch costume to (10 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\nif <(boost energy) = [1]> then\n switch costume to (0 v)\nelse\nend\n\nif <(boost energy) = [3]> then\n switch costume to (0 v)\nelse\nend\n\nwhen flag clicked\nforever\n if <(Character) = [1]> then\n else\n if <(Character) = [2]> then\n else\n if <(Character) = [3]> then\n else\n end\n end\n end\nend\n\n@Modern sonic\n\nwhen flag clicked\nshow\nset [idle v] to [0]\npoint in direction (90)\nforever\n if <key (c v) pressed?> then\n switch costume to (roll v)\n repeat until <touching (ground v)?>\n jump/roll\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\n end\n else\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (wait v)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (run v)\n repeat until <<not <key (right arrow v) pressed?>> or <key (c v) pressed?>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\n wait (0.03) seconds\n end\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (run v)\n repeat until <<not <key (left arrow v) pressed?>> or <key (c v) pressed?>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\n wait (0.03) 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\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\n if <(Character) = [2]> then\n set [ghost v] effect to (0)\n if <key (c v) pressed?> then\n start sound (pick random (5) to (7))\n start sound [modern jump v]\n repeat until <touching (ground v)?>\n end\n end\n if <(boost) = [1]> then\n start sound (pick random (1) to (5))\n repeat until <(boost) = [0]>\n end\n end\n else\n if <(Character) = [3]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [1]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [4]> then\n set [ghost v] effect to (100)\n else\n end\n end\n end\n end\nend\n\ndefine jump/roll\nnext costume\nif <(costume [number v]) = [13]> then\n switch costume to (roll v)\nend\n\n@Mighty\n\nwhen flag clicked\nshow\nset [idle v] to [0]\npoint in direction (90)\nforever\n if <key (c v) pressed?> then\n switch costume to (roll v)\n repeat until <touching (ground v)?>\n jump/roll\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\n end\n else\n if <<key (b v) pressed?> and <key (down arrow v) pressed?>> then\n set [spnattk v] to [1]\n spndsh\n switch costume to (roll v)\n repeat until <not <key (down arrow v) pressed?>>\n jump/roll\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\n end\n set [spnattk v] to [0]\n else\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (wait v)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (run v)\n repeat until <<not <key (right arrow v) pressed?>> or <key (c v) pressed?>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\n wait (0.04) seconds\n end\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (run v)\n repeat until <<not <key (left arrow v) pressed?>> or <key (c v) pressed?>>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\n wait (0.04) 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 (duck v)\n else\n switch costume to (stand v)\n end\n end\n end\n end\n end\n end\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\n if <(Character) = [3]> then\n set [ghost v] effect to (0)\n if <key (c v) pressed?> then\n start sound [003.Synth_MLT_se_ch_sn_Jump - Sonic v]\n repeat until <touching (ground v)?>\n end\n end\n else\n if <(Character) = [2]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [1]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [4]> then\n set [ghost v] effect to (100)\n else\n end\n end\n end\n end\nend\n\nrepeat until <(boost) = [0]>\n next costume\n if <(costume [number v]) = [6]> then\n switch costume to (run v)\n end\nend\n\ndefine jump/roll\nnext costume\nif <(costume [number v]) = [13]> then\n switch costume to (roll v)\nend\n\ndefine spndsh\nrepeat until <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <not <key (down arrow v) pressed?>>>>\n switch costume to (spindash v)\n wait (0.05) seconds\n switch costume to (dash v)\n wait (0.05) seconds\nend\n\nswitch costume to (roll v)\nrepeat (5)\n next costume\n if <(costume [number v]) = [13]> then\n switch costume to (roll v)\n end\nend\n\n@Boost\n\nwhen flag clicked\ngo to (hitbox v)\nforever\n go to [front v] layer\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <key (x v) pressed?>> then\n repeat until <<(boost energy) < [1]> or <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <key (x v) pressed?>>>>\n set [boost v] to [1]\n show\n if <(spnattk) = [1]> then\n switch costume to (classic v)\n set [boost v] to [0]\n else\n if <(Character) = [1]> then\n switch costume to (boost2/1 v)\n start sound [SE_Boost v]\n repeat until <<not <key (x v) pressed?>> or <(boost energy) < [0]>>\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (boost2/1 v)\n end\n point in direction ([direction v] of [hitbox v])\n end\n else\n if <(Character) = [2]> then\n switch costume to (boost1/1 v)\n start sound [SE_Boost v]\n repeat until <<not <key (x v) pressed?>> or <(boost energy) < [0]>>\n next costume\n if <(costume [number v]) = [3]> then\n switch costume to (boost1/1 v)\n end\n point in direction ([direction v] of [hitbox v])\n end\n else\n if <(Character) = [3]> then\n switch costume to (boost3/1 v)\n start sound [SE_Boost v]\n repeat until <<not <key (x v) pressed?>> or <(boost energy) < [0]>>\n next costume\n if <(costume [number v]) = [7]> then\n switch costume to (boost3/1 v)\n end\n point in direction ([direction v] of [hitbox v])\n end\n else\n if <(Character) = [4]> then\n start sound [S2HDSFX - Spindash Release v]\n repeat until <<not <key (x v) pressed?>> or <(boost energy) < [0]>>\n switch costume to (classic v)\n end\n else\n set [boost v] to [0]\n end\n end\n end\n end\n set [boost v] to [0]\n end\n end\n hide\n set [boost v] to [0]\n end\nend\n\nstart sound [SE_Boost v]\n\nnext costume\n\nwhen flag clicked\n\nrepeat until \nend\n\npoint towards ( v)\n\nchange [boost energy v] by (1)\n\nif then\nelse\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(boost) = [1]> then\n repeat until <(boost) = [0]>\n wait (0.5) seconds\n change [boost energy v] by (-1)\n end\n end\nend\n\nnext costume\n\nif then\nelse\nend\nset [boost v] to [0]\nhide\n\nif <(boost energy) < [0]> then\n wait until <(boost energy) > [0]>\nend\n\nstart sound [SE_Boost v]\n\nplay sound [S2HDSFX - Spindash Release v] until done\n\nwhen flag clicked\nforever\n wait (2.5) seconds\n change [boost energy v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(boost energy) > [10]> then\n set [boost energy v] to [10]\n set [boost v] to [0]\n end\n if <(boost energy) < [0]> then\n set [boost energy v] to [0]\n set [boost v] to [0]\n end\n if <<not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <key (x v) pressed?>>> and <(boost energy) = [0]>> then\n set [boost energy v] to [0]\n set [boost v] to [0]\n end\nend\n\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (peelout-3 v)\nend\npoint in direction ([direction v] of [hitbox v])\n\n@Classic sonic\n\ndefine jump/roll\nnext costume\nif <(costume [number v]) = [9]> then\n switch costume to (sonic roll v)\nend\n\nrepeat until <(boost) < [1]>\n switch costume to (peelout-3 v)\nend\n\nif then\nend\n\nnext costume\n\nwhen flag clicked\nforever\n go to (hitbox v)\n if <(Character) = [4]> then\n set [ghost v] effect to (0)\n if <key (c v) pressed?> then\n start sound [DSJUMP v]\n repeat until <touching (ground v)?>\n end\n end\n else\n if <(Character) = [2]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [1]> then\n set [ghost v] effect to (100)\n else\n if <(Character) = [3]> then\n set [ghost v] effect to (100)\n else\n end\n end\n end\n end\nend\n\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (peelout-3 v)\nend\n\nwhen flag clicked\nshow\nset [idle v] to [0]\npoint in direction (90)\nset size to (100) %\nset [boost energy v] to [10]\nforever\n if <key (c v) pressed?> then\n switch costume to (sonic roll v)\n repeat until <touching (ground v)?>\n jump/roll\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\n end\n else\n if <<key (x v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (sonic roll v)\n set [spnattk v] to [1]\n repeat until <not <key (down arrow v) pressed?>>\n jump/roll\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\n end\n set [spnattk v] to [0]\n else\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (sonic stand v)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (run1 v)\n repeat until <<not <key (right arrow v) pressed?>> or <key (c v) pressed?>>\n if <(boost) = [1]> then\n switch costume to (peelout-3 v)\n repeat until <<(boost) < [0]> or <<not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <key (x v) pressed?>>> or <key (c v) pressed?>>>\n next costume\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\n if <(costume [number v]) = [1]> then\n switch costume to (peelout-3 v)\n end\n end\n switch costume to (run1 v)\n else\n next costume\n if <(costume [number v]) = [19]> then\n switch costume to (run1 v)\n end\n wait (0.04) seconds\n end\n end\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (run1 v)\n repeat until <<not <key (left arrow v) pressed?>> or <key (c v) pressed?>>\n if <(boost) = [1]> then\n switch costume to (peelout-3 v)\n repeat until <<(boost) < [0]> or <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <key (x v) pressed?>>>>\n next costume\n if <(costume [number v]) = [1]> then\n point in direction (-90)\n switch costume to (peelout-3 v)\n end\n end\n switch costume to (run1 v)\n else\n next costume\n if <(costume [number v]) = [19]> then\n switch costume to (run1 v)\n end\n wait (0.04) seconds\n end\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 (duck v)\n else\n switch costume to (sonic stand v)\n end\n end\n end\n end\n end\n end\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\nend\n\npoint in direction (90)\n\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\n\nif <(costume [number v]) = [19]> then\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nset size to (200) %\ngo to x: (0) y: (0)\nshow\n\n@End\n\nwhen I receive [re/start v]\n\nwhen [2 v] key pressed\nset [character v] to [2]\n\nwhen [3 v] key pressed\nset [character v] to [3]\n\nwhen I receive [idle v]\nforever\n if <<(X) < [0.00001]> or <(X) > [-0.00001]>> then\n wait (1) seconds\n change [idle v] by (1)\n if <(Idle) > [10]> then\n set [idle v] to [10]\n end\n end\n if <key (any v) pressed?> then\n set [idle v] to [0]\n end\nend\n\nwhen I receive [spindash go v]\nif <([direction v] of [shadow v]) = [-90]> then\n change [x v] by (200)\nend\nif <([direction v] of [shadow v]) = [90]> then\n change [x v] by (-200)\nend\nrepeat (12)\n set [idle v] to [0]\nend\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (size v)\nset size to (1000) %\nswitch costume to (map v)\n\nwhen [1 v] key pressed\nset [character v] to [1]\n\nwhen flag clicked\nbroadcast (Re/Start v)\n\nchange [y v] by (1)\nif <key (right arrow v) pressed?> then\n change [x v] by (-1.5)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (1.5)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <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 ((X) * (-1))\n change y by (5)\n end\n end\n end\n end\nend\nchange y by (Y)\nif <touching (hitbox v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <<key (c v) pressed?> and <touching (hitbox v)?>> then\n set [y v] to [-15]\nend\nchange y by (-1)\nif <(Y) > [50]> then\n broadcast (Re/Start v)\n stop [this script v]\nend\n\nset [character v] to [1]\n\ngo to x: (622) y: (1160)\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to (ground v)\n if <touching (hitbox v)?> then\n broadcast (Finish v)\n end\nend\n\n
Look up: up arrow key\nCrouch: down arrow key\nMove: left &right arrow keys\nJump: C\nRight or Left + X to boost\nChange character: 1, 2, 3, 4\nclassic sonic can spin/roll when holding down+x. its not really any different from running really other than it looking kinda cool i guess, you could pretend hes spindashing too
Plat of lies (platformer)
@Stage\n\nwhen flag clicked\nset [music? v] to [off]\nswitch backdrop to (m16_eaglenebula v)\n\nwhen I receive [hole1decent v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [begin intro v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [portal v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [music v]\nforever\n if <(music?) = [off]> then\n stop [this script v]\n else\n if <(music?) = [on]> then\n play sound [Final_Fantasy_12_Final_Fantasy_Forest_Medley_OC_ReMix.mp3 v] until done\n end\n end\nend\n\nwhen I receive [back v]\nset [music? v] to [off]\nbroadcast (music v)\nstop all sounds\n\nset [music? v] to [on]\n\n@player\n\ndefine get touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (plat v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine set costume\nif <(falling?) < [6]> then\n change [frame v] by ((1) / (change costume))\n switch costume to ([floor v] of ((4) + ((frame) mod (6))) )\nelse\n if <(Yvelocity) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen I receive [next v]\nif <(level) = [2]> then\n set [canmove v] to [false]\n go to x: (-187) y: (-86)\n think [hmmm...] for (2) seconds\n say [That's strange.] for (2) seconds\n repeat (8)\n switch costume to (player2 v)\n repeat (6)\n next costume\n wait (0.03) seconds\n change x by (5)\n end\n end\n say [I've never seen this before....] for (2) seconds\n say [Well no time to tarry!] for (2) seconds\n say [I need sugar!!] for (2) seconds\n repeat (1)\n switch costume to (player2 v)\n repeat (6)\n next costume\n wait (0.03) seconds\n change x by (5)\n end\n end\n start sound [magical.mp3 v]\n set rotation style [all around v]\n repeat (75)\n turn right (15) degrees\n change y by (6)\n change x by (1)\n change y by (-6)\n end\n repeat (10)\n change [pixelate v] effect by (30)\n end\n hide\n broadcast (portal v)\n clear graphic effects\n go to x: (-173) y: (23)\n show\n glide (2) secs to x: (0) y: (0)\n wait (1) seconds\n repeat (50)\n change size by (-2)\n end\n hide\n set [level v] to [3]\n broadcast (next for open v)\n switch backdrop to (backdrop3 v)\n go to x: (-187) y: (-86)\n set [ghost v] effect to (100)\n set size to (100) %\n show\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [bubbles? v] to [on]\n broadcast (bubbles v)\n think [That's weird...] for (2) seconds\n think [Where am I?] for (2) seconds\n set rotation style [left-right v]\n set [canmove v] to [true]\nelse\n if <(level) = [5]> then\n set [canmove v] to [false]\n say [This place is strange...] for (2) seconds\n say [I just can't seem to find my way...] for (3) seconds\n broadcast (eyeguy1 v)\n wait (3) seconds\n say [Who said that!?] for (2) seconds\n wait (2.5) seconds\n say [....] for (1) seconds\n say [Uh... well hello there.] for (2) seconds\n wait (10) seconds\n say [Oh yes please, help me!] for (2) seconds\n wait (2) seconds\n say [OK...] for (2) seconds\n set [canmove v] to [true]\n else\n if <(level) = [9]> then\n say [Is it just me or is this place getting stranger...] for (3) seconds\n else\n if <(level) = [10]> then\n say [You know what...] for (3) seconds\n say [YOU have been lying to me this whole time!] for (3) seconds\n else\n if <(level) = [11]> then\n set [cliff v] to [true]\n broadcast (cliff v)\n else\n if <(level) = [13]> then\n wait (3.5) seconds\n say [No!] for (2) seconds\n say [And I don't want to talk to you.] for (3) seconds\n wait (2) seconds\n say [You won't help me, you liar!] for (2) seconds\n wait (5) seconds\n think [He is obviously lying...] for (2) seconds\n think [But I have to pick somewhere...] for (3) seconds\n else\n if <(level) = [14]> then\n say [Well... it does look like the way home...] for (2) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [frame v] to [0]\nset [canmove v] to [true]\nset [falling? v] to [10]\nset [yvelocity v] to [0]\nforever\n if <(canMove) = [true]> then\n switch costume to (player2 v)\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\n set [xvelocity v] to ((Xvelocity) * (0.7))\n touching ground <(Yvelocity) > [0]>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvelocity v] by (-1.5)\n set costume\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvelocity v] by (1.5)\n set costume\n end\n if <(Xvelocity) < [-.5]> then\n walk (-90) (Xvelocity) max step (([ceiling v] of ([abs v] of ((Xvelocity) * (1.3)) ) ) + (1))\n else\n if <(Xvelocity) > [.5]> then\n walk (90) (Xvelocity) max step (([ceiling v] of ([abs v] of ((Xvelocity) * (1.3)) ) ) + (1))\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jumpKey) = [0]> and <(falling?) < [3]>> then\n start sound [Boing Cartoonish.mp3 v]\n set [yvelocity v] to [14]\n set [falling? v] to [6]\n set [jumpkey v] to [1]\n end\n else\n set [jumpkey v] to [0]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platform v] to [2]\n end\n if <touching color (#ffff00)?> then\n start sound [Wont Start Fart-SoundBible.com-1643093672.mp3 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-222) y: (-84)\n set [ghost v] effect to (0)\n end\n if <touching color (#ff0000)?> then\n start sound [Jump-SoundBible.com-1007297584.mp3 v]\n set [yvelocity v] to [17]\n set [falling? v] to [6]\n end\n if <(x position) > [235]> then\n broadcast (next v)\n change [level v] by (1)\n set x to (-222)\n set y to (y position)\n end\n end\nend\n\ndefine touching ground <up>\nget touching \nif <(touch) = [0]> then\n set [in platform v] to [1]\nelse\n if <<up> and <(touch) = [1]>> then\n set [in platform v] to [2]\n end\nend\nrepeat until <(touch) < (in Platform)>\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 [yvelocity v] to [0]\nend\n\nwhen I receive [home v]\nset [canmove v] to [false]\nstart sound [magical.mp3 v]\nset rotation style [all around v]\nrepeat (75)\n turn right (15) degrees\n change x by (1)\nend\nrepeat (10)\n change [pixelate v] effect by (30)\nend\nhide\nbroadcast (next v)\nchange [level v] by (1)\nclear graphic effects\nset rotation style [left-right v]\npoint in direction (90)\nset size to (50) %\ngo to x: (-187) y: (-140)\nshow\nset [canmove v] to [true]\nbroadcast (newcontrols v)\n\ndefine walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nget touching <(in Platform) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n get touching <(in Platform) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (step))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in Platform) = [1]>> then\n set [in platform v] to [2]\n walk (direction) (speed) max step (step)\n if <(Xvelocity) = [0]> then\n set [in platform v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nset [canmove v] to [false]\nset [level v] to [1]\nset size to (100) %\npoint in direction (90)\ngo to [front v] layer\ngo to x: (-187) y: (-86)\nswitch costume to (player2 v)\nset rotation style [left-right v]\n\nwhen I receive [newcontrols v]\nstop [other scripts in sprite v]\nset [frame v] to [0]\nset [canmove v] to [true]\nset [falling? v] to [10]\nset [yvelocity v] to [0]\nforever\n if <(canMove) = [true]> then\n switch costume to (player2 v)\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\n set [xvelocity v] to ((Xvelocity) * (0.5))\n touching ground <(Yvelocity) > [0]>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvelocity v] by (-1.5)\n set costume\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvelocity v] by (1.5)\n set costume\n end\n if <(Xvelocity) < [-.2]> then\n walk (-90) (Xvelocity) max step (([ceiling v] of ([abs v] of ((Xvelocity) * (1.3)) ) ) + (1))\n else\n if <(Xvelocity) > [.2]> then\n walk (90) (Xvelocity) max step (([ceiling v] of ([abs v] of ((Xvelocity) * (1.3)) ) ) + (1))\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jumpKey) = [0]> and <(falling?) < [3]>> then\n start sound [Boing Cartoonish.mp3 v]\n set [yvelocity v] to [10]\n set [falling? v] to [6]\n set [jumpkey v] to [1]\n end\n else\n set [jumpkey v] to [0]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platform v] to [2]\n end\n if <touching color (#ffff00)?> then\n start sound [Wont Start Fart-SoundBible.com-1643093672.mp3 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-222) y: (-84)\n set [ghost v] effect to (0)\n end\n if <touching color (#ff0000)?> then\n start sound [Jump-SoundBible.com-1007297584.mp3 v]\n set [yvelocity v] to [14]\n set [falling? v] to [6]\n end\n end\nend\n\nwhen I receive [hole1decent v]\nset [level v] to [0]\nset [canmove v] to [false]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [falling v]\ngo to x: (0) y: (180)\nset [ghost v] effect to (0)\nswitch costume to (fall v)\nglide (3) secs to x: (x position) y: (-180)\nhide\nwait (1) seconds\ngo to x: (0) y: (180)\nshow\nswitch costume to (fall v)\nglide (3) secs to x: (x position) y: (-86)\nset [canmove v] to [true]\n\nwhen I receive [truth v]\nrepeat (17)\n change size by (-5)\n change y by (5)\nend\ngo to x: (56) y: (-7)\nset [canmove v] to [false]\n\nwhen I receive [portal v]\nrepeat until <(level) = [3]>\n turn right (15) degrees\nend\nset [music? v] to [on]\nbroadcast (music v)\n\nwhen I receive [begin intro v]\nset [answer v] to [0]\nshow\nthink [....] for (2) seconds\nthink [It's a real problem...] for (2) seconds\nswitch costume to (player v)\nsay [!] for (1) seconds\nsay [Oh, hello!] for (2) seconds\nsay [Maybe you can help me!] for (2) seconds\nsay [I need to borrow some sugar from my neighbor!] for (4) seconds\nsay [Can you help me get to his house?] for (3) seconds\nbroadcast (question v) and wait\nwait until <<(answer) = [1]> or <(answer) = [2]>>\nif <(answer) = [1]> then\n say [Jolly good! Let's go!] for (2) seconds\n broadcast (start v)\nelse\n say [Oh... I see... ] for (4) seconds\n say [Then you leave me no choice!] for (3) seconds\n switch costume to (jump v)\n glide (1) secs to x: (-61) y: (180)\n hide\n broadcast (fall v)\n wait (1.5) seconds\n show\n switch costume to (fall v)\n start sound [Bomb Dropping.mp3 v]\n glide (2) secs to x: (2) y: (-180)\n hide\n wait (4) seconds\n broadcast (shake v)\nend\n\nwhen I receive [back v]\nset size to (100) %\nset [canmove v] to [false]\nrepeat (10)\n change [pixelate v] effect by (30)\nend\nhide\ngo to x: (-187) y: (-86)\nclear graphic effects\nshow\nsay [I can't believe I'm back!] for (2) seconds\nsay [I suppose I should keep going to get my sugar...] for (3) seconds\nsay [But this time... I'll avoid any portals...] for (3) seconds\nrepeat (14)\n switch costume to (player2 v)\n repeat (6)\n next costume\n wait (0.03) seconds\n change x by (5)\n end\nend\nbroadcast (nhouse v)\ngo to x: (-187) y: (-86)\nsay [Ahh... Here we are.] for (2) seconds\nrepeat (10)\n switch costume to (player2 v)\n repeat (6)\n next costume\n wait (0.03) seconds\n change x by (5)\n end\nend\nglide (1) secs to x: (169) y: (-114)\nswitch costume to (player v)\nsay [Thank you for all your help!] for (2) seconds\nsay [I would offer you some... but well...] for (2) seconds\nsay [...you know!] for (2) seconds\nswitch costume to (player2 v)\nif <(timer) < [220]> then\n say [I'll just ring the doorbell here.] for (3) seconds\n play sound [gong v] until done\n wait (1) seconds\n broadcast (end 4 v) and wait\n say [Ah yes I am interested in some sugar.] for (3) seconds\n say [Do you have any?] for (2) seconds\n broadcast (end 4 2 v) and wait\n say [What a nice chap.] for (2) seconds\n say [Although he does seem a bit familiar....] for (4) seconds\n broadcast (end 4 3 v) and wait\n say [Hey wait... do I know you?] for (2) seconds\n broadcast (end 4 4 v) and wait\n say [!] for (2) seconds\n say [I know!] for (2) seconds\n say [You were in my 4th grade class!] for (4) seconds\n say [Remember me, Rednelsnam?] for (2) seconds\n broadcast (end 4 5 v) and wait\n say [Oh fine. Just escaped from a crazy portal world.] for (4) seconds\n say [And you?] for (2) seconds\n broadcast (end 4 6 v) and wait\n say [Sure! Just lead the way!] for (2) seconds\n broadcast (end 4 7 v) and wait\n glide (0.5) secs to x: (216) y: (y position)\n hide\n broadcast (end 4 8 v)\nelse\n say [!] for (2) seconds\n say [There's a note on the door...] for (2) seconds\n say [It says...] for (2) seconds\n say ["Gone to the store to buy sugar."] for (2) seconds\n set tempo to (40)\n set instrument to (9 v)\n play note (52) for (0.5) beats\n set instrument to (9 v)\n play note (50) for (0.8) beats\n set instrument to (9 v)\n play note (49) for (1.5) beats\n broadcast (the end 2 v)\n wait (2) seconds\n stop [all v]\nend\n\nwhen I receive [cliff v]\nforever\n if <touching (hole1 v)?> then\n if <(cliff) = [true]> then\n set [canmove v] to [false]\n hide\n broadcast (cliff dive v)\n go to x: (-12) y: (144)\n show\n say [Uh-oh...] for (0.5) seconds\n glide (1) secs to x: (x position) y: (-45)\n start sound [Wont Start Fart-SoundBible.com-1643093672.mp3 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (cliff over v)\n go to x: (-222) y: (-84)\n set [ghost v] effect to (0)\n set [canmove v] to [true]\n end\n end\nend\n\nwhen I receive [skip v]\nbroadcast (next v)\nchange [level v] by (1)\nset x to (-222)\nset y to (y position)\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (ground v)\ngo to x: (-2) y: (-25)\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (100)\n\nwhen I receive [next for open v]\nswitch costume to (ground3 v)\nshow\n\nwhen I receive [hole1decent v]\nswitch costume to (ground16 v)\n\nwhen I receive [back v]\nhide\n\nwhen I receive [next v]\nnext costume\n\n@stage\n\nwhen flag clicked\ngo [backward v] (10) layers\nhide\nswitch costume to (stage v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\nshow\n\nwhen I receive [shake v]\nstart sound [Large Thump Or Bump.mp3 v]\nrepeat (5)\n change y by (-20)\n wait (0.08) seconds\n change y by (20)\n wait (0.08) seconds\nend\nbroadcast (the end v)\nwait (3) seconds\nstop [all v]\n\nwhen I receive [cliff over v]\nswitch costume to (stage11 v)\n\nwhen I receive [next for open v]\nswitch costume to (stage3 v)\nshow\n\nwhen I receive [portal v]\nhide\n\nwhen I receive [fall v]\nswitch costume to (death v)\n\nwhen I receive [begin intro v]\nshow\n\nwhen I receive [cliff dive v]\nswitch costume to (hole1 v)\n\nwhen I receive [hole1decent v]\nhide\n\nwhen I receive [back v]\nswitch costume to (stage2 v)\n\nwhen I receive [nhouse v]\nswitch costume to (house v)\n\n@plat\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [back v]\nswitch costume to (costume13 v)\n\n@portal\n\nwhen flag clicked\ngo to x: (168) y: (-67)\nhide\n\nwhen I receive [next v]\nif <(level) = [2]> then\n show\nelse\n if <(level) = [14]> then\n show\n broadcast (portal2 v)\n else\n hide\n end\nend\n\nif then\nend\n\nwhen I receive [portal v]\nhide\n\ngo to [front v] layer\n\nwhen I receive [home v]\nhide\n\n@portal2\n\nwhen flag clicked\nset size to (100) %\nset [portid v] to [0]\nswitch costume to (costume2 v)\ngo to x: (167) y: (-67)\nhide\nclear graphic effects\n\nwhen I receive [next v]\nif <(level) = [2]> then\n show\n forever\n change [color v] effect by (5)\n end\nelse\n if <(level) = [14]> then\n clear graphic effects\n go to x: (167) y: (-67)\n switch costume to (costume4 v)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [portal2 v]\nforever\n if <touching (player v)?> then\n start sound [magical.mp3 v]\n broadcast (home v)\n wait (2) seconds\n hide\n end\nend\n\nwhen I receive [portal v]\nstart sound [Appear.mp3 v]\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\n\nwhen I receive [next for open v]\nhide\n\nwhen I receive [newcontrols v]\nwait (1) seconds\nset [portid v] to [0]\nrepeat (2)\n change [portid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(portID) = [1]> then\n switch costume to (costume5 v)\n show\n set size to (50) %\n go to x: (-218) y: (-134)\nend\nif <(portID) = [2]> then\n switch costume to (costume6 v)\n show\n set size to (50) %\n go to x: (217) y: (-142)\n forever\n if <touching (player v)?> then\n broadcast (back v)\n hide\n end\n end\nend\n\nwhen I receive [back v]\nset [music? v] to [off]\nbroadcast (music v)\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (-8) y: (-87)\nforever\n if <not <touching (player v)?>> then\n switch costume to (costume2 v)\n else\n if <touching (player v)?> then\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen I receive [next v]\nhide\n\ngo to [front v] layer\n\nwhen I receive [fall v]\nhide\n\nwhen I receive [begin intro v]\nshow\n\n@bubble\n\nwhen flag clicked\nset [bubbles2 v] to [off]\nset [bubbles? v] to [off]\nhide\ngo to x: (pick random (-240) to (240)) y: (-114)\n\nwhen I receive [bubbles v]\nif <(bubbles?) = [on]> then\n forever\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (pick random (1) to (3)) seconds\n end\nelse\n if <(bubbles?) = [off]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(bubbles2) = [on]> then\n set size to (100) %\n clear graphic effects\n set [ghost v] effect to (0)\n set size to (pick random (50) to (75)) %\n show\n go to x: (pick random (-240) to (-1)) y: (-114)\n glide (pick random (3) to (7)) secs to x: (x position) y: (170)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n set size to (100) %\n clear graphic effects\n set [ghost v] effect to (0)\n set size to (pick random (100) to (130)) %\n show\n go to x: (pick random (-240) to (240)) y: (-114)\n glide (pick random (3) to (7)) secs to x: (x position) y: (170)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [newcontrols v]\nset [bubbles2 v] to [on]\nbroadcast (bubbles v)\n\nwhen I receive [back v]\nset [bubbles? v] to [off]\nbroadcast (bubbles v)\n\n@end\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [the end 2 v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [the end v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end 4 8 v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@sugar bowl\n\nwhen flag clicked\nswitch costume to (sugar v)\nhide\ngo to x: (0) y: (-47)\n\nwhen I receive [the end 2 v]\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 [start v]\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\n if <(timer) > [190]> then\n stop [this script v]\n end\nend\n\nwhen I receive [the end v]\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 [end 4 8 v]\nswitch costume to (sugar2 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nswitch costume to (sugar3 v)\nstop [all v]\n\n@eyeguy\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (0) y: (140)\n\nwhen I receive [next v]\nif <(level) = [6]> then\n Render text [Ok Yes, just jump on the yellow to avoid the lava!] (1)\n wait (4) seconds\n Render text [Because the lava is bad ... right?] (1)\n wait (3) seconds\n say [] for (0) seconds\nelse\n if <(level) = [7]> then\n Render text [Ummm.. I wouldn't jump on that floating thing.] (1)\n wait (3) seconds\n Render text [You'll probably die...] (1)\n wait (2) seconds\n Render text [Instead, jump on that good ol' yellow!] (1)\n wait (2) seconds\n say [] for (0) seconds\n else\n if <(level) = [8]> then\n Render text [OK, if you are GOING to jump on those...] (1)\n wait (2) seconds\n Render text [Press down!] (1)\n wait (2) seconds\n say [] for (0) seconds\n else\n if <(level) = [9]> then\n wait (3) seconds\n Render text [Oh it's not just you...] (1)\n wait (2) seconds\n Render text [But anyway, those yellow guys will help you!] (1)\n wait (3) seconds\n say [] for (0) seconds\n else\n if <(level) = [10]> then\n wait (4.5) seconds\n Render text [Oh really...] (1)\n wait (2) seconds\n Render text [Or have I been telling you the truth?] (1)\n wait (3) seconds\n Render text [I'll let you figure it out...] (1)\n wait (2) seconds\n say [] for (0) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(level) = [13]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n Render text [Hello again.] (1)\n wait (1) seconds\n Render text [Have you been enjoying the forest of fun?] (1)\n wait (3) seconds\n say [] for (0) seconds\n Render text [Aww.. Don't be like that.] (1)\n wait (1) seconds\n Render text [I'm here to help!] (1)\n wait (1) seconds\n say [] for (0) seconds\n wait (1) seconds\n Render text [Look, I'll be a sport.] (1)\n wait (1) seconds\n Render text [Just go forward to get out...] (1)\n wait (1) seconds\n Render text [Or go down here to see how deep this rabbit hole goes...] (1)\n wait (4) seconds\n say [] for (0) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(level) = [15]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n Render text [You are in the place between your world and mine.] (1)\n wait (4) seconds\n Render text [But I can't let you leave yet...] (1)\n wait (3) seconds\n say [] for (0) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset [chara number v] to [1]\nset [text v] to []\nrepeat (length of (string))\n set [text v] to (join (Text) (letter (Chara number) of (string)))\n say (Text)\n start sound [bird v]\n change [chara number v] by (1)\nend\n\nwhen I receive [falling v]\nwait (12) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nRender text [So you are finally here...] (1)\nwait (2) seconds\nRender text [Now I'll show you the truth!] (1)\nwait (3) seconds\nsay [] for (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (truth v)\n\nwhen I receive [the end 2 v]\nswitch costume to (costume4 v)\n\nwhen I receive [end 4 v]\nset [ghost v] effect to (100)\ngo to x: (216) y: (-89)\nswitch costume to (costume1 v)\nshow\nRender text [Hang on I'm coming.] (1)\nwait (2) seconds\nsay [] for (0) seconds\nrepeat (3)\n play sound [hard_shoes.mp3 v] until done\nend\nset [ghost v] effect to (0)\nRender text [Yes how can I help you?] (1)\nwait (2) seconds\nsay [] for (0) seconds\n\nwhen I receive [end 4 2 v]\nRender text [Sure, I just happen to have some...] (1)\nwait (1) seconds\nsay [] for (0) seconds\nRender text [Just wait right here...] (1)\nwait (1) seconds\nsay [] for (0) seconds\nhide\n\nwhen I receive [end 4 3 v]\nshow\nRender text [Here you go.] (1)\nwait (1) seconds\nsay [] for (0) seconds\npoint in direction (-90)\n\nwhen I receive [end 4 4 v]\npoint in direction (90)\nRender text [Well I have lived here my whole life.] (1)\nwait (2) seconds\nsay [] for (0) seconds\n\nwhen I receive [end 4 5 v]\nRender text [Oh yes. Good old Red.] (1)\nwait (2) seconds\nsay [] for (0) seconds\nRender text [How've you been?] (1)\nwait (2) seconds\nsay [] for (0) seconds\n\nwhen I receive [end 4 6 v]\nRender text [What a coincidence!] (1)\nwait (2) seconds\nsay [] for (0) seconds\nRender text [I just painted a picture of a portal!] (1)\nwait (2) seconds\nsay [] for (0) seconds\nRender text [Want to see it?] (1)\nwait (2) seconds\nsay [] for (0) seconds\n\nwhen I receive [end 4 7 v]\nhide\n\nwhen I receive [eyeguy1 v]\nswitch costume to (costume3 v)\nshow\nwait (3) seconds\nhide\nwait (2) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nRender text [Hello there.] (1)\nwait (2) seconds\nsay [] for (0) seconds\nwait (3) seconds\nRender text [I am the one they call....] (1)\nwait (2) seconds\nsay [] for (0) seconds\nwait (1) seconds\nRender text [Eye guy!] (1)\nwait (2) seconds\nRender text [I heard your problem, and I can help you!] (1)\nwait (3) seconds\nsay [] for (0) seconds\nRender text [OH, I'll be glad to help.....] (1)\nwait (1) seconds\nRender text [HAHAH HAHAHHAHAH HAH...] (1)\nwait (1) seconds\nRender text [Ah-hem...] (1)\nwait (1) seconds\nRender text [Just keep going forward until you see some lava...] (1)\nwait (3) seconds\nsay [] for (0) seconds\nswitch costume to (costume2 v)\n\n@metroid\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (metroid v)\nhide\ngo to x: (0) y: (180)\nwait (1) seconds\nshow\nglide (3) secs to x: (0) y: (-180)\nswitch costume to (citange2 v)\nglide (2) secs to x: (0) y: (90)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nbroadcast (begin intro v)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nrepeat (6)\n switch costume to (metroid v)\n wait (0.3) seconds\n switch costume to (metroid2 v)\n wait (0.3) seconds\nend\nrepeat (5)\n switch costume to (citange2 v)\n wait (0.3) seconds\n switch costume to (citange3 v)\n wait (0.3) seconds\nend\nswitch costume to (citange2 v)\n\nwait (1) seconds\n\n@hole1\n\nwhen flag clicked\nhide\n\nwhen I receive [cliff v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [falling v]\nhide\n\n@wormy\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (199) y: (45)\nhide\n\nswitch costume to (costume1 v)\ngo to x: (199) y: (45)\n\nwhen I receive [next v]\nif <(level) = [11]> then\n wait (pick random (2) to (5)) seconds\n show\n repeat (4)\n start sound [Squishy 2.mp3 v]\n change x by (-8.5)\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n end\n wait (0.3) seconds\n glide (1) secs to x: (100) y: (6)\n wait (0.2) seconds\n change y by (-2)\n wait (0.3) seconds\n glide (1) secs to x: (29) y: (41)\n switch costume to (costume3 v)\n wait (1) seconds\n repeat (12)\n start sound [Squishy 2.mp3 v]\n change x by (-8.5)\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n end\nelse\n hide\nend\n\nwhen I receive [cliff dive v]\nhide\n\nwhen I receive [cliff over v]\nshow\n\nwhen I receive [falling v]\nhide\n\n@wormy2\n\nwhen flag clicked\nset [wormy v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\nif <(level) = [12]> then\n repeat (6)\n change [wormy v] by (1)\n create clone of (_myself_ v)\n end\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n if <(level) = [13]> then\n delete this clone\n else\n if <(wormy) = [1]> then\n point in direction (90)\n go to x: (-194) y: (-117)\n switch costume to (costume4 v)\n show\n end\n if <(wormy) = [2]> then\n point in direction (180)\n go to x: (-180) y: (-9)\n show\n switch costume to (costume4 v)\n wait (pick random (0.5) to (2)) seconds\n switch costume to (costume1 v)\n wait (pick random (0.5) to (2)) seconds\n end\n if <(wormy) = [3]> then\n point in direction (90)\n set rotation style [left-right v]\n go to x: (-46) y: (148)\n show\n repeat (10)\n start sound [Squishy 2.mp3 v]\n change x by (-8.5)\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.2) seconds\n end\n wait (pick random (0.5) to (3.3)) seconds\n point in direction (-90)\n repeat (10)\n start sound [Squishy 2.mp3 v]\n change x by (8.5)\n switch costume to (costume4 v)\n wait (0.2) seconds\n switch costume to (costume5 v)\n wait (0.2) seconds\n end\n end\n if <(wormy) = [4]> then\n switch costume to (costume1 v)\n go to x: (7) y: (-113)\n show\n end\n if <(wormy) = [5]> then\n switch costume to (costume6 v)\n go to x: (4) y: (-82)\n show\n start sound [Jump-SoundBible.com-1007297584.mp3 v]\n glide (0.2) secs to x: (4) y: (-8)\n wait (0.2) seconds\n glide (0.8) secs to x: (4) y: (-82)\n end\n if <(wormy) = [6]> then\n go to x: (142) y: (-113)\n show\n switch costume to (costume7 v)\n wait (pick random (0.5) to (2)) seconds\n start sound [Baby Sneeze.mp3 v]\n switch costume to (costume8 v)\n set size to (600) %\n wait (1) seconds\n repeat (50)\n change size by (-10)\n end\n switch costume to (costume7 v)\n end\n end\nend\n\n@hole2\n\nwhen flag clicked\nset [hole1 v] to [1]\nswitch costume to (hole1 v)\nset size to (100) %\ngo to x: (71) y: (-128)\nhide\nforever\n if <touching (player v)?> then\n if <(hole1) = [1]> then\n set [hole1 v] to [0]\n broadcast (hole1decent v)\n end\n end\nend\n\nwhen I receive [hole1decent v]\nwait (3) seconds\nrepeat (50)\n change size by (10)\n change x by (-3)\n change y by (3)\nend\nhide\nbroadcast (falling v)\n\nwhen I receive [next v]\nif <(level) = [13]> then\n show\nelse\n hide\nend\n\nwhen I receive [falling v]\nset [cliff v] to [false]\nset [bubbles? v] to [off]\nbroadcast (bubbles v)\nset size to (100) %\ngo to x: (0) y: (4)\nswitch costume to (hole2 v)\nshow\nwait (4) seconds\nswitch costume to (costume1 v)\n\ndefine None\nset [chara number v] to [1]\nset [text v] to []\nrepeat (length of (string))\n set [text v] to (join (Text) (letter (Chara number) of (string)))\n say (Text)\n start sound [bird v]\n change [chara number v] by (1)\nend\n\nwhen I receive [truth v]\nrepeat (3)\n next costume\n wait (0.2) seconds\nend\ngo to x: (93) y: (11)\nset size to (70) %\nswitch costume to (costume2 v)\nRender text [You are me... and I am you....] (1)\nwait (2) seconds\nRender text [In this place, you are in me...] (1)\nwait (2) seconds\nRender text [But otherwise.... Can you guess?] (1)\nwait (2) seconds\nRender text [That's right! I'm in you!] (1)\nwait (2) seconds\nRender text [I am all the lies you tell yourself...] (1)\nwait (2) seconds\nRender text [But here... they are outside!] (1)\nwait (2) seconds\nRender text [And now that I'm out!] (1)\nwait (2) seconds\nRender text [I'm never going back....] (1)\nwait (3) seconds\nsay [] for (0) seconds\nbroadcast (The End 2 v)\nwait (3) seconds\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (178) y: (157)\nswitch costume to (costume1 v)\nhide\nset [skips v] to [0]\nforever\n if <(distance to [mouse-pointer v]) < [50]> then\n show\n else\n hide\n end\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(skips) < [3]>> then\n wait until <not <mouse down?>>\n if <<(level) > [5]> and <(level) < [13]>> then\n change [skips v] by (1)\n start sound [Bowling Strike v]\n switch costume to (costume2 v)\n wait (.3) seconds\n switch costume to (costume1 v)\n wait (.3) seconds\n broadcast (skip v)\n create clone of (_myself_ v)\n end\n end\n if <(skips) = [3]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nstart sound [just_born v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (10)\nend\nhide\ndelete this clone\n\n@yes\n\nwhen flag clicked\nhide\ngo to x: (-60) y: (0)\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nstart sound [hand clap v]\nswitch costume to (costume2 v)\nwait (0.3) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nset [answer v] to [1]\n\nwhen I receive [question v]\nshow\nwait until <(answer) > [0]>\nwait (1) seconds\nhide\n\n@no\n\nwhen flag clicked\nhide\ngo to x: (60) y: (0)\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nstart sound [hand clap v]\nswitch costume to (costume2 v)\nwait (0.3) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nset [answer v] to [2]\n\nwhen I receive [question v]\nshow\nwait until <(answer) > [0]>\nwait (1) seconds\nhide\n\n
*Use: ASWD to move or arrow keys. You can jump and fall through platforms.\n*Level skip button in upper right of the screen.\n*Try to escape and retrieve the coveted sugar!\n*4 endings possible.\n*There is a sequel that will be made...\nMy other story platformer: https://scratch.mit.edu/projects/300287278/\n\nI suppose this game has been up long enough for me to disclose the 4 endings.\n\n1. Jumps off cliff (say no at the start)\n2. Jumps in hole and goes inside Eyeguy. (jump in the hole in the woods)\n3. Makes it to Neighbors house and sees portal picture (make it to the end quickly)\n4. Makes it to Neighbors house and finds note. (make it to the end, but take a long time.)\n\nSuggest here to be featured: https://scratch.mit.edu/studios/4228481/
Epic Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\nreset timer\n\nwhen I receive [nxtbd v]\nnext backdrop\n\nswitch backdrop to (backdrop6 v)\n\n@epic face\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nbroadcast (message1 v)\nset size to (250) %\ngo to x: (-211) y: (-63)\n\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ffff00)?> then\n set size to (500) %\n broadcast (nxtbd v)\n broadcast (win v)\n go to x: (19) y: (-5)\n end\nend\n\nswitch backdrop to (backdrop21 v)\n\nwhen I receive [bonus level v]\ngo to x: (-211) y: (-63)\n\nwhen I receive [bonus level v]\ngo to x: (-154) y: (-111)\n\nwhen flag clicked\npoint in direction (90)\nset size to (500) %\nshow\ngo to x: (-185) y: (-84)\nforever\n glide (0.25) secs to x: (-185) y: (-70)\n glide (0.25) secs to x: (-185) y: (-84)\n glide (0.25) secs to x: (-185) y: (-98)\n glide (0.25) secs to x: (-185) y: (-84)\nend\n\nwhen I receive [message1 v]\nforever\n if <(y position) < [-180]> then\n if <(backdrop [name v]) = [backdrop15]> then\n broadcast (nxtbd v)\n go to x: (-211) y: (-63)\n else\n go to x: (-211) y: (-63)\n broadcast (gameover v)\n end\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff0000)?> then\n wait (0.01) seconds\n go to x: (-211) y: (-63)\n broadcast (gameover v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Platform v] until done\nend\n\nwhen I receive [message1 v]\nforever\n play sound [Platform v] until done\nend\n\nwhen I receive [message1 v]\nset [yv v] to [0]\nrepeat until <<touching color (#663b00)?> and <key (space v) pressed?>>\nglide (1) secs to x: (194) y: (176)\nbroadcast (nxtbd v)\ngo to x: (-211) y: (-63)\nstop [this script v]\n\nwhen I receive [message1 v]\nforever\n if <(x position) > [240]> then\n if <(backdrop [name v]) = [backdrop10]> then\n broadcast (nxtbd v)\n go to x: (-217) y: (137)\n else\n broadcast (nxtbd v)\n go to x: (-211) y: (-63)\n end\n end\nend\n\nwhen I receive [message1 v]\nshow\nforever\n change [yv v] by (-0.5)\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 (#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 <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n end\n end\n change y by (1)\nend\n\nwhen I receive [gameover v]\nif <(backdrop [name v]) = [backdrop11]> then\n go to x: (-217) y: (137)\nend\n\n@Sprite1\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nif <(backdrop [name v]) = [backdrop9]> then\n show\n hide\n show\n go to x: (-156) y: (-133)\n glide (3) secs to x: (-156) y: (-18)\n wait until <<not <(backdrop [name v]) = [backdrop9]>> or <(backdrop [name v]) = [sadfaceboss2]>>\n hide\n stop [this script v]\nend\n\nwhen flag clicked\ngo to x: (-156) y: (-133)\nhide\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n show\n glide (3) secs to x: (-156) y: (-18)\n wait until <<not <(backdrop [name v]) = [backdrop9]>> or <(backdrop [name v]) = [sadfaceboss2]>>\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen I start as a clone\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop10]>>\n go to x: (pick random (-220) to (220)) y: (180)\n set size to (pick random (100) to (150)) %\n change y by (-20)\n repeat until <touching (_edge_ v)?>\n change y by (-7)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nrepeat until <(backdrop [name v]) = [backdrop10]>\n wait (1e-17) seconds\nend\nwait (0.5) seconds\nshow\nbroadcast (useless v)\ncreate clone of (_myself_ v)\nrepeat until <not <(backdrop [name v]) = [backdrop10]>>\n go to x: (pick random (-220) to (220)) y: (180)\n set size to (pick random (100) to (150)) %\n change y by (-20)\n repeat until <touching (_edge_ v)?>\n change y by (-7)\n end\nend\nhide\nstop [this script v]\n\nwhen I receive [message1 v]\n\nwhen I receive [useless v]\nforever\n if <not <(backdrop [name v]) = [backdrop10]>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat until \n hide\nend\n\nwhen I receive [win v]\nshow\nstop [other scripts in sprite v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (bonus level v)\n hide\n switch backdrop to (backdrop23 v)\n end\nend\n\n
Try to get through all the levels. All are possible. How to play will be explained in the game.\n\n
Flat Minded 2 [platformer]
@Stage\n\nwhen flag clicked\nforever\n play sound [bensound-memories.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\nrepeat (32)\n change [ghost v] effect by (-3)\nend\nwait (1) seconds\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\nwait (1) seconds\nbroadcast (Play v)\n\nwhen I receive [end of game v]\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\nrepeat (32)\n change [ghost v] effect by (-3)\nend\n\n@PI\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-100)\nshow\nset size to (100) %\nset [vel v] to [0]\nset [ghost v] effect to (100)\nrepeat (32)\n change [vel v] by (5)\n change y by (([sin v] of (vel) ) * (((0) - (y position)) / (10)))\n change [ghost v] effect by (-3)\nend\nwait (1) seconds\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\nbroadcast (title v)\n\n@Sprite3\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [backward v] (0) layers\nforever\n Physics\n Change Powerup\n Ways to die\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n go to x: (0) y: (0)\nend\n\nwhen I receive [heat v]\nswitch costume to (costume2 v)\n\nwhen I receive [cool down! v]\nswitch costume to (costume3 v)\n\nwhen I receive [normal v]\nswitch costume to (costume1 v)\n\ndefine Change Powerup\nif <touching color (#ff9400)?> then\n broadcast (heat v)\nend\nif <touching color (#99b2ff)?> then\n broadcast (cool down! v)\nend\nif <touching color (#ffff99)?> then\n broadcast (Normal v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [end of video 1 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [video 1 v]\nstop [other scripts in sprite v]\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen I receive [video 2 v]\nstop [other scripts in sprite v]\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\n\ndefine Ways to die\nif <(level) = [9]> then\nelse\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>> then\n if <touching color (#eaffff)?> then\n broadcast (Die v)\n end\n else\n if <(costume [number v]) = [2]> then\n if <touching color (#eaffff)?> then\n end\n end\n end\nend\nif <touching color (#ff9999)?> then\n if <not <(costume [number v]) = [3]>> then\n broadcast (Die v)\n end\nend\nif <<touching color (#cc99ff)?> and <not <(costume [number v]) = [1]>>> then\n broadcast (Die v)\nelse\n if <<touching color (#cc99ff)?> and <(costume [number v]) = [1]>> then\n broadcast (Next Level v)\n end\nend\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 (#7f7f7f)?> or <touching color (#cc0099)?>> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\nend\nchange y by (yv)\nif <touching color (#99ffbb)?> then\n broadcast (Next Level v)\nend\nif <touching color (#ffff00)?> then\n broadcast (video 1 v)\nend\nif <<touching color (#7f7f7f)?> or <touching color (#cc0099)?>> then\n change y by ((yv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(yv) < [0.1]> then\n if <touching color (#ff00bf)?> then\n set [yv v] to [20]\n else\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 (#64c5ff)?> or <touching color (#61ffff)?>> or <touching color (#ffd499)?>> or <touching color (#ff9999)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [3]\n end\nend\nif <<<touching color (#64c5ff)?> or <touching color (#61ffff)?>> or <<touching color (#ff9999)?> and <(costume [number v]) = [3]>>> then\n if <not <key (up arrow v) pressed?>> then\n set [yv v] to [-3]\n end\nend\n\n@Sprite4\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 [play v]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\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]\ngo to x: (0) y: (0)\nforever\n change x by ((Xpos) * (-1))\n change y by ((Ypos) * (-1))\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nhide\nset size to (1500) %\n\nwhen I receive [video 1 v]\nstop [other scripts in sprite v]\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(level) = [10]> then\n broadcast (video 2 v)\nelse\n go to x: (0) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n next costume\nend\n\nwhen I receive [end of video 1 v]\nchange [level v] by (1)\nnext costume\nbroadcast (play v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [video 2 v]\nstop [other scripts in sprite v]\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\n\n@Sprite2\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [heat v]\nswitch costume to (costume2 v)\n\nwhen I receive [cool down! v]\nswitch costume to (costume3 v)\n\nwhen I receive [normal v]\nswitch costume to (costume1 v)\n\nwhen I receive [video 1 v]\nstop [other scripts in sprite v]\nrepeat (32)\n change [ghost v] effect by (3)\nend\nforever\n hide\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n@video 1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [video 1 v]\nwait (2) seconds\nshow\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (1) seconds\nrepeat (25)\n next costume\nend\nwait (1) seconds\nnext costume\nwait (1) seconds\nrepeat (3)\n next costume\nend\nwait (1) seconds\nrepeat (20)\n next costume\nend\nwait (1) seconds\nrepeat (22)\n next costume\nend\nwait (1) seconds\nnext costume\nwait (0.5) seconds\nrepeat (6)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nnext costume\nwait (1) seconds\nrepeat (15)\n next costume\nend\nwait (2) seconds\nrepeat (7)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (2)\n next costume\nend\nwait (1) seconds\nrepeat (2)\n next costume\nend\nwait (1) seconds\nrepeat (2)\n next costume\nend\nwait (1) seconds\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\nwait (1) seconds\nbroadcast (end of video 1 v)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\n@video 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [video 2 v]\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nrepeat (6)\n next costume\nend\nwait (2) seconds\nnext costume\nwait (2) seconds\nrepeat (5)\n next costume\nend\nwait (1) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (1) seconds\nrepeat (4)\n next costume\nend\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (1) seconds\nrepeat (4)\n next costume\nend\nwait (1) seconds\nnext costume\nnext costume\nwait (1) seconds\nrepeat (4)\n next costume\nend\nwait (2) seconds\nrepeat (12)\n next costume\nend\nwait (2) seconds\nnext costume\nwait (1) seconds\nrepeat (3)\n next costume\nend\nwait (1) seconds\nnext costume\nwait (1) seconds\nrepeat (32)\n change [ghost v] effect by (3)\nend\nhide\nwait (1) seconds\nbroadcast (end of game v)\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nhide\n\n
FLAT MINDED 2!!!!!!!!!\nOnce again, we enter into this flat world to help our friend.\nNew Stuff:\n-Can now die from cold areas\n-Power ups that help you survive the cold, heat, and the tension of special portals\n-SHADOWS!\n-Jump blocks!\n-Short videos that reveal memories\n\nTHE LAGS ARE GONE!! (Mostly)\n\nPlease report any bugs or glitches :)
The Ninja 4
@Stage\n\nset volume to (0) %\n\nwhen I receive [refresh level v]\nset [number en ninj setter v] to [0]\nset [number of targets v] to [0]\nset [ninja stars v] to [0]\nset [arrows v] to []\nset [mini spears v] to [0]\nset [spears v] to [5]\nset [delete clones v] to [1]\nwait (0.005) seconds\nset [delete clones v] to [0]\nswitch backdrop to ((Level) + (1))\n\nwhen [9 v] key pressed\nif <key (0 v) pressed?> then\n fasdf\n broadcast (Refresh Level v)\nend\n\nwhen [o v] key pressed\nchange [level v] by (1)\nbroadcast (Refresh Level v) and wait\nwait until <not <key (o v) pressed?>>\n\nwhen [i v] key pressed\nbroadcast (Allow grapple v)\nbroadcast (Got Bow v)\nbroadcast (Got katana v)\nwait (0.02) seconds\nset [weapons unlocked v] to [4]\nset [arrows v] to [4000]\nset [ninja stars v] to [4000]\n\nset [arrows v] to [0]\n\nwhen [r v] key pressed\nbroadcast (Refresh Level v) and wait\nwait until <not <key (r v) pressed?>>\n\nwhen I receive [refresh level v]\nbroadcast (Delete all clones!! v)\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [aup thing v] until done\nend\n\nset [weapons unlocked v] to [4]\n\nwhen I receive [start v]\nset volume to (100) %\nset [level v] to [1]\nhide variable [boss hp v]\nhide variable [hp v]\nbroadcast (Refresh Level v)\nforever\n play sound [the ninja reg v] until done\nend\n\nwhen [p v] key pressed\nchange [level v] by (-1)\nbroadcast (Refresh Level v) and wait\nwait until <not <key (p v) pressed?>>\n\ndefine fasdf\nset [scroll # for stage v] to [0]\nrepeat (500)\n change [scroll # for stage v] by (1)\n if <(item (scroll # for stage) of [air plat level v]) = (Level)> then\n delete (scroll # for stage) of [air plat level v]\n delete (scroll # for stage) of [air plat x v]\n delete (scroll # for stage) of [air plat y v]\n delete (scroll # for stage) of [air plat type v]\n change [scroll # for stage v] by (-1)\n end\n if <(item (scroll # for stage) of [target level v]) = (Level)> then\n delete (scroll # for stage) of [target level v]\n delete (scroll # for stage) of [target x v]\n delete (scroll # for stage) of [target y v]\n delete (scroll # for stage) of [target type v]\n change [scroll # for stage v] by (-1)\n end\n if <(item (scroll # for stage) of [platform level v]) = (Level)> then\n delete (scroll # for stage) of [platform level v]\n delete (scroll # for stage) of [platform x v]\n delete (scroll # for stage) of [platform y v]\n delete (scroll # for stage) of [platform type v]\n change [scroll # for stage v] by (-1)\n end\n if <(item (scroll # for stage) of [enemy ninja level v]) = (Level)> then\n delete (scroll # for stage) of [enemy ninja level v]\n delete (scroll # for stage) of [enemy ninja x v]\n delete (scroll # for stage) of [enemy ninja y v]\n delete (scroll # for stage) of [enemy ninja type v]\n change [scroll # for stage v] by (-1)\n end\n if <(item (scroll # for stage) of [fish level v]) = (Level)> then\n delete (scroll # for stage) of [fish level v]\n delete (scroll # for stage) of [fish x v]\n delete (scroll # for stage) of [fish y v]\n change [scroll # for stage v] by (-1)\n end\n if <(item (scroll # for stage) of [star level v]) = (Level)> then\n delete (scroll # for stage) of [star level v]\n delete (scroll # for stage) of [star x v]\n delete (scroll # for stage) of [star y v]\n change [scroll # for stage v] by (-1)\n end\n if <(item (scroll # for stage) of [arrow level v]) = (Level)> then\n delete (scroll # for stage) of [arrow level v]\n delete (scroll # for stage) of [arrow x v]\n delete (scroll # for stage) of [arrow y v]\n change [scroll # for stage v] by (-1)\n end\nend\n\n@The ninja\n\nwhen [y v] key pressed\nif <key (t v) pressed?> then\n if <(length of [start y v]) > ((Level) - (1))> then\n replace item (Level) of [start x v] with (mouse x)\n replace item (Level) of [start y v] with (mouse y)\n else\n add (mouse x) to [start x v]\n add (mouse y) to [start y v]\n end\n broadcast (refresh level v)\nend\n\nwhen I receive [ninja move down v]\nchange y by (-3)\n\nwhen I receive [ninja move up v]\nchange y by (3)\n\nwhen I receive [move with water platform v]\nchange x by (Water platform touching Xv)\n\nwhen I receive [start v]\nset size to (100) %\nset [able to jump v] to [1]\nset [weapons unlocked v] to [0]\nshow\nwait (0.5) seconds\nforever\n set [nusdna nblkc dfv lkjasdvb lkajdsfvlkjb v] to (direction)\n if <(Weapon selected) = [4]> then\n point in direction (nusdna nblkc dfv lkjasdvb lkajdsfvLKJB)\n switch costume to (the ninja3 v)\n if <<touching color (#000000)?> or <(y position) < [-173]>> then\n switch costume to (the ninja2 v)\n point in direction (90)\n end\n else\n switch costume to (the ninja2 v)\n point in direction (90)\n end\n if <(y position) < [-173]> then\n broadcast (refresh level v) and wait\n end\n if <<(x position) > [235]> or <<(Weapon selected) = [4]> and <(x position) > [230]>>> then\n change [level v] by (1)\n broadcast (refresh level v) and wait\n end\n if <not <(Kama Controlled) = [1]>> then\n change [yv v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <(Kama Controlled) = [1]>> then\n change [xv v] by (0.7)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <(Kama Controlled) = [1]>> then\n change [xv v] by (-0.7)\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 <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Able to Jump) = [1]> then\n set [yv v] to [10]\n end\n end\n end\n if <touching color (#63d571)?> then\n broadcast (refresh level v) and wait\n end\n change y by (1)\n point in direction (nusdna nblkc dfv lkjasdvb lkajdsfvLKJB)\n switch costume to (the ninja v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen I receive [start v]\nforever\n if <color (#ffe9cc) is touching (#82c8ff)?> then\n change [yv v] by (0.4)\n change y by (-1)\n if <touching color (#000000)?> then\n set [yv v] to [0]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching color (#000000)?> then\n set [yv v] to [7]\n else\n change [yv v] by (0.6)\n end\n end\n change y by (1)\n set [yv v] to ((Yv) * (0.9))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-0.1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [yv v] by (0.1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-0.4)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <color (#ffe9cc) is touching (#82c8ff)?>\n wait until <<not <color (#ffe9cc) is touching (#82c8ff)?>> and <not <touching (katana v)?>>>\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [recording1 v]\n set [yv v] to [7]\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\nswitch costume to (the ninja3 v)\n\nwhen I receive [refresh level v]\nhide\nwait (0.05) seconds\ngo to x: (item (Level) of [start x v]) y: (item (Level) of [start y v])\nset [yv v] to [0]\nset [xv v] to [0]\nshow\n\n@Moving platform\n\nwhen flag clicked\nhide\n\nwhen [c v] key pressed\nif <key (0 v) pressed?> then\n broadcast (Delete all clones!! v)\n repeat until <not <key (c v) pressed?>>\n go to (mouse-pointer v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <key (v v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <mouse down?> then\n add (Level) to [air plat level v]\n add (x position) to [air plat x v]\n add (y position) to [air plat y v]\n add (costume [number v]) to [air plat type v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhurry app\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n forever\n repeat (20)\n change y by (-3)\n if <touching color (#000000)?> then\n change y by (3)\n end\n change y by (6)\n if <touching (the ninja v)?> then\n broadcast (Ninja Move down v)\n end\n change y by (-6)\n change y by (-6)\n if <touching (grappling hook v)?> then\n broadcast (Grapple Move Down v)\n end\n change y by (6)\n end\n wait (0.5) seconds\n repeat (20)\n change y by (3)\n if <touching color (#000000)?> then\n change y by (-3)\n end\n change y by (6)\n if <touching (the ninja v)?> then\n broadcast (Ninja move up v)\n end\n change y by (-6)\n change y by (-6)\n if <touching (grappling hook v)?> then\n broadcast (Grapple Move Up v)\n end\n change y by (6)\n end\n wait (0.5) seconds\n end\nend\n\nset [yv v] to [3]\n\ndefine hurry app\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[air plat level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [air plat level v])\n if <(item (Scroll #) of [air plat level v]) = (Level)> then\n switch costume to (item (Scroll #) of [air plat type v])\n go to x: (item (Scroll #) of [air plat x v]) y: (item (Scroll #) of [air plat y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n change x by (4)\n repeat until <touching color (#000000)?>\n change y by (-3)\n if <touching (grappling hook v)?> then\n broadcast (Grapple move right v)\n end\n change y by (3)\n change x by (4)\n change y by (3)\n if <touching (the ninja v)?> then\n set [xv v] to [4.5]\n end\n change y by (-3)\n if <touching (the ninja v)?> then\n end\n end\n wait (0.5) seconds\n change x by (-4)\n repeat until <touching color (#000000)?>\n change y by (-3)\n if <touching (grappling hook v)?> then\n broadcast (Grapple move left v)\n end\n change y by (3)\n change x by (-4)\n change y by (3)\n if <touching (the ninja v)?> then\n set [xv v] to [-4.5]\n end\n change y by (-3)\n if <touching (the ninja v)?> then\n end\n end\n wait (0.5) seconds\n end\nend\n\nset [xv v] to [7]\n\nset [xv v] to [-7]\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nwait until <(delete clones) = [1]>\ndelete this clone\n\n@Shurikens/knives\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set [indiv star bad 4 u?? v] to [0]\n set rotation style [left-right v]\n go to (the ninja v)\n point in direction ([direction v] of [the ninja v])\n move (5) steps\n change y by (-4)\n clear graphic effects\n show\n set rotation style [all around v]\n start sound [ninja katana v]\n set [ninja star xv v] to ((direction) / (9))\n repeat until <<<touching color (#000000)?> or > or <touching (_edge_ v)?>>\n change x by (ninja star Xv)\n turn right (25) degrees\n end\n if <touching (_edge_ v)?> then\n delete this clone\n else\n wait (0.05) seconds\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n change x by ((ninja star Xv) / (-2))\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n change x by ((ninja star Xv) / (-2))\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n change x by ((ninja star Xv) / (-2))\n end\n end\n change x by ((ninja star Xv) / (2))\n wait (0.1) seconds\n set [ninja star yv v] to [0]\n repeat (50)\n if <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>> then\n change [ninja star yv v] by (-0.5)\n change y by (ninja star Yv)\n end\n change [ghost v] effect by (2)\n end\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n if <touching color (#b5c2c9)?> then\n set [ninja star xv v] to ((ninja star Xv) * (-1))\n wait until <not <touching color (#b5c2c9)?>>\n wait (0.1) seconds\n set [indiv star bad 4 u?? v] to [1]\n end\n if <<(indiv star BAD 4 U??) = [1]> and <touching (katana v)?>> then\n set [ninja star xv v] to ((ninja star Xv) * (-1))\n set [indiv star bad 4 u?? v] to [0]\n wait until <not <touching (katana v)?>>\n wait (0.1) seconds\n end\n if <<(indiv star BAD 4 U??) = [1]> and <touching (the ninja v)?>> then\n broadcast (Refresh Level v)\n end\n end\nend\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhurry\n\nwhen I start as a clone\nwait until <(delete clones) = [1]>\ndelete this clone\n\nwhen [6 v] key pressed\nif <key (0 v) pressed?> then\n broadcast (Delete all clones!! v)\n repeat until <not <key (6 v) pressed?>>\n go to (mouse-pointer v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <mouse down?> then\n add (Level) to [star level v]\n add (x position) to [star x v]\n add (y position) to [star y v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\nwhen I receive [delete all clones!! v]\ndelete this clone\n\ndefine hurry\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[star level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [star level v])\n if <(item (Scroll #) of [star level v]) = (Level)> then\n switch costume to (hover v)\n go to x: (item (Scroll #) of [star x v]) y: (item (Scroll #) of [star y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [gotten v] to [1]\n wait until <not <touching (the ninja v)?>>\n set rotation style [all around v]\n point in direction (90)\n clear graphic effects\n show\n forever\n repeat (20)\n turn right (5) degrees\n change y by (0.2)\n if <touching (the ninja v)?> then\n change [ninja stars v] by (1)\n set rotation style [all around v]\n start sound [recording1 v]\n repeat (10)\n change y by (3)\n change [ghost v] effect by (10)\n turn right (20) degrees\n end\n set [gotten v] to [0]\n delete this clone\n end\n end\n repeat (20)\n turn right (5) degrees\n change y by (-0.2)\n if <touching (the ninja v)?> then\n change [ninja stars v] by (1)\n set rotation style [all around v]\n start sound [recording1 v]\n repeat (10)\n change y by (3)\n change [ghost v] effect by (10)\n turn right (20) degrees\n end\n set [gotten v] to [0]\n delete this clone\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <key (space v) pressed?> then\n if <(Weapon selected) = [1]> then\n if <(Ninja stars) > [0]> then\n switch costume to (shoot v)\n create clone of (_myself_ v)\n change [ninja stars v] by (-1)\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\n@Walls\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume1 v)\ngoes away\n\ndefine goes away\nset [ghost v] effect to (100)\nclear graphic effects\nshow\nwait until <(Number of Targets) > [0]>\nwait until <(Number of Targets) < [1]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait until <(delete clones) = [1]>\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume2 v)\ngoes away\n\nwhen I receive [refresh level v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume3 v)\ngoes away\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (costume4 v)\ngoes away\n\nwhen backdrop switches to [backdrop27 v]\nswitch costume to (costume5 v)\ngoes away\n\nwhen backdrop switches to [backdrop30 v]\nswitch costume to (costume6 v)\ngoes away\n\nwhen backdrop switches to [backdrop33 v]\nswitch costume to (costume7 v)\ngets formed\n\ndefine gets formed\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nwait until <(Number of Targets) > [0]>\nwait until <(Number of Targets) < [1]>\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait until <(delete clones) = [1]>\n\nbroadcast (Refresh Level v)\n\nwhen backdrop switches to [backdrop38 v]\nswitch costume to (costume8 v)\ngoes away\n\nwhen backdrop switches to [backdrop40 v]\nswitch costume to (costume9 v)\ngoes away\n\nwhen backdrop switches to [backdrop42 v]\nswitch costume to (costume11 v)\ngoes away\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\n@Targets\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nchange [number of targets v] by (1)\nshow\nwait until <<<touching color (#20270c)?> or <<<touching color (#525945)?> or <<touching color (#373937)?> or <touching color (#2d321a)?>>> or <<touching color (#b1b0a7)?> or <touching color (#b0acb4)?>>>> and <not <touching (katana v)?>>>\nstart sound [recording3 v]\nif <(costume [number v]) = [5]> then\n next costume\nend\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\nhide\nchange [number of targets v] by (-1)\ndelete this clone\n\nwhen I receive [delete all clones!! v]\ndelete this clone\n\nwhen I start as a clone\nwait until <(delete clones) = [1]>\ndelete this clone\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhyrry\n\ndefine hyrry\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[target level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [target level v])\n if <(item (Scroll #) of [target level v]) = (Level)> then\n switch costume to (item (Scroll #) of [target type v])\n go to x: (item (Scroll #) of [target x v]) y: (item (Scroll #) of [target y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen [b v] key pressed\nif <key (0 v) pressed?> then\n broadcast (Delete all clones!! v)\n repeat until <not <key (b v) pressed?>>\n go to (mouse-pointer v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <key (x v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <mouse down?> then\n add (Level) to [target level v]\n add (x position) to [target x v]\n add (y position) to [target y v]\n add (costume [number v]) to [target type v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\nrepeat (50)\n change x by (1)\n if then\n stop [this script v]\n end\nend\n\n@Weapon\n\nwhen flag clicked\nset [weapon selected v] to [1]\nset [weapons unlocked v] to [0]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nset [ninja stars v] to [0]\nswitch costume to ((Ninja stars) + (1))\nshow\nset [weapons unlocked v] to [1]\nforever\n if <(Weapon selected) = [2]> then\n switch costume to (costume10 v)\n end\n if <(Weapon selected) = [1]> then\n switch costume to ((Ninja stars) + (1))\n end\n if <(Weapon selected) = [3]> then\n switch costume to (costume12 v)\n end\n if <(Weapon selected) = [4]> then\n switch costume to ((Arrows) + (13))\n end\nend\n\nwhen I receive [start v]\nforever\n if <<key (z v) pressed?> or <key (m v) pressed?>> then\n change [weapon selected v] by (1)\n if <(Weapon selected) > (Weapons Unlocked)> then\n set [weapon selected v] to [1]\n end\n if <(Weapon selected) = [2]> then\n broadcast (GRGRGRGRGRGLAKSDMNF:LKNSD:LVCN v)\n end\n wait until <not <<key (z v) pressed?> or <key (m v) pressed?>>>\n end\n if <key (1 v) pressed?> then\n if <(Weapons Unlocked) > [0]> then\n set [weapon selected v] to [1]\n end\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n if <(Weapons Unlocked) > [1]> then\n set [weapon selected v] to [2]\n broadcast (GRGRGRGRGRGLAKSDMNF:LKNSD:LVCN v)\n end\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n if <(Weapons Unlocked) > [2]> then\n set [weapon selected v] to [3]\n end\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n if <(Weapons Unlocked) > [3]> then\n set [weapon selected v] to [4]\n end\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n if <(Weapons Unlocked) > [4]> then\n set [weapon selected v] to [5]\n end\n wait until <not <key (5 v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\n@katana\n\nwhen I receive [got katana v]\nset [weapons unlocked v] to [2]\nset [weapon selected v] to [2]\nhide\nset [currently sword swinging v] to [0]\nforever\n if <(Weapon selected) = [2]> then\n if <key (space v) pressed?> then\n go to (the ninja v)\n point in direction ([direction v] of [the ninja v])\n clear graphic effects\n set size to (100) %\n change y by (20)\n show\n start sound [ninja katana v]\n if <(direction) > [10]> then\n point in direction (90)\n switch costume to (swing v)\n set [currently sword swinging v] to [1]\n repeat (10)\n turn right (30) degrees\n go to (the ninja v)\n end\n set [currently sword swinging v] to [0]\n hide\n wait until <not <key (space v) pressed?>>\n else\n point in direction (90)\n switch costume to (swing2 v)\n set [currently sword swinging v] to [1]\n repeat (10)\n turn right (-30) degrees\n go to (the ninja v)\n end\n set [currently sword swinging v] to [0]\n hide\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nset [weapons unlocked v] to [1]\nset [weapon selected v] to [1]\nstop [other scripts in sprite v]\nswitch costume to (hover v)\nshow\ngo to x: (-1) y: (-36)\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nforever\n repeat (20)\n if <touching (the ninja v)?> then\n broadcast (Got katana v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n change y by (0.25)\n end\n repeat (20)\n if <touching (the ninja v)?> then\n broadcast (Got katana v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n change y by (-0.25)\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\nforever\nend\n\nturn left (15) degrees\n\nwhen flag clicked\nhide\n\n@Grappling Hook\n\ndefine detect ground\nset [grapple distance/tiem v] to [0]\nrepeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n change y by (6)\n change [grapple distance/tiem v] by (2)\nend\n\nwhen backdrop switches to [backdrop14 v]\nstop [other scripts in sprite v]\nset [weapons unlocked v] to [2]\nif <(Weapon selected) = [3]> then\n set [weapon selected v] to [1]\nend\n\ndefine bruh just grapple\npen up\ngo to (the ninja v)\npen down\ngo to x: (That grapple X) y: (That Grapple Y)\n\nwhen I receive [allow grapple v]\nhide\nerase all\nforever\n if <key (space v) pressed?> then\n if <(Weapon selected) = [3]> then\n set [grapple got moved v] to [0]\n set [grapple yyy got moved v] to [0]\n set pen size to (2)\n set pen color to (#c88330)\n set pen shade to (25)\n pen up\n erase all\n set size to (60) %\n set [grappled v] to [0]\n show\n go to (the ninja v)\n detect ground\n if <<touching (_edge_ v)?> or <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>>> then\n else\n switch costume to (costume2 v)\n freakin work >:/\n set [that grapple y v] to (y position)\n set [that grapple x v] to (x position)\n pen up\n erase all\n go to (the ninja v)\n pen down\n set [grapple amount got there v] to [0]\n go to (the ninja v)\n switch costume to (costume1 v)\n repeat until <(y position) > ((That Grapple Y) - (30))>\n pen up\n erase all\n go to x: (That grapple X) y: (That Grapple Y)\n point towards (the ninja v)\n turn right (180) degrees\n go to (the ninja v)\n pen down\n change [grapple amount got there v] by (30)\n if <touching color (#82c8ff)?> then\n change [grapple amount got there v] by (-10)\n end\n move (Grapple amount got there) steps\n point in direction (90)\n end\n change y by (30)\n freakin work >:/\n set [that grapple x v] to (x position)\n set [that grapple y v] to (y position)\n switch costume to (costume2 v)\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n set [grappled v] to [1]\n switch costume to (costume2 v)\n wait until <<not <key (space v) pressed?>> or <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>>>\n wait until <<<<key (space v) pressed?> and <(Weapon selected) = [3]>> or <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>>> or <(delete clones) = [1]>>\n set [yv v] to [3]\n else\n end\n end\n set [grappled v] to [0]\n hide\n erase all\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\nset [weapons unlocked v] to [2]\nset [weapon selected v] to [2]\nstop [other scripts in sprite v]\nswitch costume to (hover v)\nshow\ngo to x: (-1) y: (-70)\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nforever\n repeat (20)\n if <touching (the ninja v)?> then\n broadcast (Allow grapple v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n change y by (0.25)\n end\n repeat (20)\n if <touching (the ninja v)?> then\n broadcast (Allow grapple v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\n change y by (-0.25)\n end\nend\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [allow grapple v]\nset [weapons unlocked v] to [3]\nset [weapon selected v] to [3]\nwait (0.6) seconds\nclear graphic effects\nerase all\n\nwhen I receive [grapple move down v]\nchange y by (-3)\nchange [grapple yyy got moved v] by (-3)\nchange [yv v] by (-3)\n\nwhen I receive [grpal arldy v]\nrepeat until <<not <(Grappled) = [1]>> or <(BOSSISGRPLIN'BRUH) = [0]>>\n bruh just grapple\nend\n\nwhen I receive [grapple move right v]\nchange [grapple got moved v] by (4)\n\nwhen I receive [grapple move left v]\nchange [grapple got moved v] by (-4)\n\nwhen I receive [grapple move up v]\nchange [grapple yyy got moved v] by (3)\nchange [yv v] by (3)\nchange y by (3)\n\nswitch costume to (costume1 v)\n\nchange y by (10)\n\nrepeat (3)\nend\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [allow grapple v]\nforever\n if <(Grappled) = [1]> then\n erase all\n set [xv v] to ((Xv) + (((x position) - ([x position v] of [the ninja v])) / (50)))\n if <(Xv) > [15]> then\n set [xv v] to [15]\n end\n if <(Xv) < [-15]> then\n set [xv v] to [-15]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [4]\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-4]\n else\n set [yv v] to [0.5]\n end\n end\n pen up\n go to (the ninja v)\n pen down\n go to x: ((That grapple X) + (Grapple got moved)) y: ((That Grapple Y) + (Grapple YYY got moved))\n if <([y position v] of [the ninja v]) > ((y position) - (10))> then\n change [yv v] by ((((y position) - (10)) - ([y position v] of [the ninja v])) / (3))\n end\n else\n end\nend\n\nwhen I receive [refresh level v]\nset [grapple got moved v] to [0]\nset [grapple yyy got moved v] to [0]\nset [grapple amount got there v] to [0]\nset [grappled v] to [0]\nerase all\npen up\nhide\n\nhide\n\nswitch costume to (for sensing *eyeroll* v)\nif <not <<<<key (space v) pressed?> and <(Weapon selected) = [3]>> or <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>>> or <(delete clones) = [1]>>> then\n switch costume to (costume2 v)\nelse\nend\n\nswitch costume to (for sensing *eyeroll* v)\n\nswitch costume to (for sensing *eyeroll* v)\nif <not <<not <key (space v) pressed?>> or <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>>>> then\nend\n\nchange y by (5)\n\nchange y by (-5)\nrepeat until <<<touching color (#000000)?> or <touching color (#7f7f7f)?>> or <touching (_edge_ v)?>>\n change y by (1)\nend\n\nmove (10) steps\n\nmove (Grapple amount got there) steps\n\ndefine freakin work >:/\nchange y by (-30)\nrepeat until <<<touching color (#000000)?> or <touching color (#7f7f7f)?>> or <touching (_edge_ v)?>>\n change y by (3)\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\n@Floating Logs\n\nwhen I start as a clone\nforever\n change y by (2)\n if <touching (the ninja v)?> then\n if <<(y position) < (([y position v] of [the ninja v]) - (8))> and <<(x position) > (([x position v] of [the ninja v]) - (25))> and <(x position) < (([x position v] of [the ninja v]) + (25))>>> then\n change y by (-2)\n if <([abs v] of (Xv) ) > ([abs v] of (Indiv Xv) )> then\n set [indiv xv v] to ((Xv) + ((([x position v] of [the ninja v]) - (x position)) / (8)))\n end\n set [indiv yv v] to ((Yv) * (0.1))\n set [yv v] to (indiv Yv)\n set [xv v] to ((Indiv Xv) * (0.3))\n repeat until <not <touching (the ninja v)?>>\n set [yv v] to ((indiv Yv) + (0.5))\n change y by (-2)\n if <touching (the ninja v)?> then\n set [yv v] to [1.5]\n end\n change y by (2)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (10)\n set [water platform touching xv v] to (Indiv Xv)\n broadcast (Move with water platform v)\n if <touching (the ninja v)?> then\n change y by (-10)\n end\n end\n else\n change y by (-2)\n set [yv v] to (((Yv) * (-0.5)) - (1))\n set [indiv yv v] to ((Yv) * (-1))\n set [xv v] to ((([x position v] of [the ninja v]) - (x position)) / (10))\n set [indiv xv v] to ((Xv) * (-1))\n end\n else\n change y by (-2)\n end\nend\n\nwhen I start as a clone\nset [indiv yv v] to [0]\nshow\nforever\n change y by (0)\n if <<touching color (#82c8ff)?> or <touching color (#63d571)?>> then\n set [indiv yv v] to ((indiv Yv) * (0.7))\n change y by (5)\n if <<touching color (#82c8ff)?> or <touching color (#63d571)?>> then\n change [indiv yv v] by (1)\n else\n end\n change y by (-5)\n else\n change [indiv yv v] by (-0.5)\n set [indiv xv v] to ((Indiv Xv) * (0.8))\n if <(indiv Yv) < [-9]> then\n set [indiv yv v] to [-9]\n end\n end\n change y by (0)\n change y by (indiv Yv)\n if <touching color (#000000)?> then\n change y by ((indiv Yv) * (-1))\n set [indiv yv v] to [0]\n set [indiv xv v] to ((Indiv Xv) * (0.92))\n end\n change x by (Indiv Xv)\n if <touching color (#000000)?> then\n change x by ((Indiv Xv) * (-1))\n set [indiv xv v] to ((Indiv Xv) * (-0.2))\n end\n set [indiv xv v] to ((Indiv Xv) * (0.99))\n if <(y position) < [-179]> then\n delete this clone\n end\nend\n\nwhen I receive [delete all clones!! v]\ndelete this clone\n\nwhen [j v] key pressed\nif <key (0 v) pressed?> then\n broadcast (Delete all clones!! v)\n repeat until <not <key (j v) pressed?>>\n go to (mouse-pointer v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <key (k v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <mouse down?> then\n add (Level) to [platform level v]\n add (x position) to [platform x v]\n add (y position) to [platform y v]\n add (costume [number v]) to [platform type v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\ndefine hurry\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[platform level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [platform level v])\n if <(item (Scroll #) of [platform level v]) = (Level)> then\n switch costume to (costume1 v)\n go to x: (item (Scroll #) of [platform x v]) y: (item (Scroll #) of [platform y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhurry\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Enemy Ninjas\n\nif <(pick random (1) to (40)) = [1]> then\n turn right (180) degrees\nend\n\nif <(Indiv sword dir.) < [-210]> then\n set [indiv sword dir. v] to [-90]\nend\n\nwait (pick random (0.1) to (0.2)) seconds\n\nif <(distance to [the ninja v]) < [70]> then\n\nwait (0.6) seconds\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n switch costume to (funnel face xd v)\n if <<<touching color (#b0acb4)?> or <touching color (#b1b0a7)?>> or <<(indiv purple able to swing because of player.) = [1]> and <(distance to [the ninja v]) < [70]>>> then\n if <(direction) < [90]> then\n set [indiv sword dir. v] to [89]\n else\n set [indiv sword dir. v] to [90]\n end\n set [indiv xv v] to [0]\n start sound [enmy ninja katana v]\n repeat (10)\n if <(Indiv sword dir.) < [90]> then\n set [indiv sword dir. v] to ((Indiv sword dir.) + (-30))\n switch costume to (p enemy sword2 v)\n create clone of (_myself_ v)\n switch costume to (purple enemy v)\n else\n set [indiv sword dir. v] to ((Indiv sword dir.) + (30))\n switch costume to (p enemy sword v)\n create clone of (_myself_ v)\n switch costume to (purple enemy v)\n end\n if <(Indiv sword dir.) > [390]> then\n set [indiv sword dir. v] to [90]\n end\n end\n set [indiv purple able to swing because of player. v] to [0]\n else\n switch costume to (purple enemy v)\n end\n if <(indiv purple able to swing because of player.) < [1]> then\n change [indiv purple able to swing because of player. v] by (0.05)\n else\n set [indiv purple able to swing because of player. v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n show\n set [indiv yv v] to [0]\n set [indiv xv v] to [0]\n set [indiv purple able to swing because of player. v] to [1]\n forever\n change [indiv yv v] by (-0.5)\n set [indiv xv v] to ((Indiv Xv) * (0.9))\n if <([abs v] of ((x position) - ([x position v] of [the ninja v])) ) < [30]> then\n set [indiv xv v] to ((Indiv Xv) * (0.35))\n end\n change x by (Indiv 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 ((Indiv 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 (Indiv Yv)\n if <touching color (#000000)?> then\n change y by ((Indiv Yv) * (-1))\n set [indiv yv v] to [0]\n end\n if <([x position v] of [the ninja v]) < (x position)> then\n change [indiv xv v] by (-0.2)\n if <not <(distance to [the ninja v]) < [150]>> then\n change [indiv xv v] by (-0.2)\n end\n if <not <(distance to [the ninja v]) < [100]>> then\n change [indiv xv v] by (-0.1)\n end\n end\n if <([x position v] of [the ninja v]) > (x position)> then\n change [indiv xv v] by (0.2)\n if <not <(distance to [the ninja v]) < [150]>> then\n change [indiv xv v] by (0.3)\n end\n if <not <(distance to [the ninja v]) < [100]>> then\n change [indiv xv v] by (0.1)\n end\n end\n if <not <([abs v] of ((x position) - ([x position v] of [the ninja v])) ) < [30]>> then\n point towards (the ninja v)\n if <(direction) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n change x by (Indiv Xv)\n if <<(([y position v] of [the ninja v]) - (50)) > (y position)> or <<touching color (#000000)?> and <([abs v] of (Indiv Xv) ) > [4]>>> then\n change x by ((Indiv Xv) * (-1))\n change y by (-2)\n if <touching color (#000000)?> then\n set [indiv yv v] to [9]\n end\n change y by (2)\n change x by (Indiv Xv)\n end\n change x by ((Indiv Xv) * (-1))\n end\n end\nend\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhurrys\n\nwhen [g v] key pressed\nif <key (0 v) pressed?> then\n broadcast (delete all clones!! v)\n repeat until <not <key (g v) pressed?>>\n go to (mouse-pointer v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <key (h v) pressed?> then\n next costume\n wait (0.1) seconds\n end\n if <mouse down?> then\n add (Level) to [enemy ninja level v]\n add (x position) to [enemy ninja x v]\n add (y position) to [enemy ninja y v]\n add (costume [number v]) to [enemy ninja type v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (pick random (0) to (0.9)) seconds\n forever\n wait (pick random (1.5) to (1.5)) seconds\n if <<(size) = [100]> and <<not <([abs v] of ((x position) - ([x position v] of [the ninja v])) ) < ([abs v] of ((y position) - ([y position v] of [the ninja v])) )>> or <([y position v] of [the ninja v]) > ((y position) + (40))>>> then\n switch costume to (enemy star v)\n create clone of (_myself_ v)\n switch costume to (gray enemy v)\n end\n end\nend\n\n\n\nswitch costume to (gray enemy v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n switch costume to (enemy star v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n set rotation style [all around v]\n point towards (the ninja v)\n set [indiv yv v] to (([cos v] of (direction) ) * (6))\n set [indiv xv v] to (([sin v] of (direction) ) * (6))\n forever\n change x by (Indiv Xv)\n change y by (Indiv Yv)\n turn right (25) degrees\n if <<touching (the ninja v)?> and <(costume [number v]) = [4]>> then\n broadcast (refresh level v) and wait\n end\n if <<touching (_edge_ v)?> or <<touching color (#000000)?> or <<(costume [number v]) = [4]> and <<touching color (#b1b0a7)?> or <touching color (#b0acb4)?>>>>> then\n if <touching (_edge_ v)?> then\n delete this clone\n else\n change x by ((Indiv Xv) * (1))\n change y by ((Indiv Yv) * (1))\n end\n wait (0.05) seconds\n set [indiv yv v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n if <not <touching color (#000000)?>> then\n change [indiv yv v] by (-0.5)\n end\n change y by (Indiv Yv)\n end\n delete this clone\n end\n if <<touching (katana v)?> and <(costume [number v]) = [4]>> then\n set [indiv xv v] to ((Indiv Xv) * (-1))\n set [indiv yv v] to ((Indiv Yv) * (-1))\n switch costume to (enemy star reflected v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set rotation style [left-right v]\n forever\n repeat (pick random (5) to (0))\n point towards (the ninja v)\n if <(distance to [the ninja v]) < [90]> then\n change [indiv xv v] by (([sin v] of ((direction) * (-1)) ) * (3))\n if <(Indiv Xv) > [2.5]> then\n set [indiv xv v] to [2.5]\n end\n if <(Indiv Xv) < [-2.5]> then\n set [indiv xv v] to [-2.5]\n end\n change x by ((Indiv Xv) * (3))\n change y by (-5)\n if <not <touching color (#000000)?>> then\n change x by ((Indiv Xv) * (-3))\n set [indiv xv v] to ((Indiv Xv) * (-0.5))\n else\n change x by ((Indiv Xv) * (-3))\n end\n change y by (5)\n end\n if <(pick random (1) to (50)) = [1]> then\n move (55) steps\n if <touching color (#b1b0a7)?> then\n change y by (-5)\n move (-55) steps\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n set [indiv yv v] to [7]\n end\n move (55) steps\n change y by (5)\n end\n move (-55) steps\n end\n end\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(pick random (0) to (round (((0.1) * (distance to [the ninja v])) + (0)))) = [0]> then\n repeat (pick random (4) to (20))\n change x by (30)\n change y by (-3)\n if <touching color (#000000)?> then\n change y by (6)\n if <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>> then\n change [indiv xv v] by (0.6)\n end\n change y by (-6)\n else\n set [indiv xv v] to [0]\n end\n if <<touching color (#b1b0a7)?> and <(pick random (20) to (1)) = [1]>> then\n set [indiv yv v] to [7]\n end\n change x by (-30)\n change y by (3)\n end\n end\n if <(pick random (0) to (round (((0.1) * (distance to [the ninja v])) + (0)))) = [0]> then\n repeat (pick random (4) to (20))\n change x by (-30)\n change y by (-3)\n if <touching color (#000000)?> then\n change y by (6)\n if <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>> then\n change [indiv xv v] by (-0.6)\n end\n change y by (-6)\n else\n set [indiv xv v] to [0]\n end\n if <<touching color (#b1b0a7)?> and <(pick random (20) to (1)) = [1]>> then\n set [indiv yv v] to [7]\n end\n change x by (30)\n change y by (3)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n set [indiv yv v] to [0]\n set [indiv xv v] to [0]\n forever\n change [indiv yv v] by (-0.5)\n set [indiv xv v] to ((Indiv Xv) * (0.8))\n change x by (Indiv 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 ((Indiv 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 (Indiv Yv)\n if <touching color (#000000)?> then\n change y by ((Indiv Yv) * (-1))\n set [indiv yv v] to [0]\n end\n if <(y position) < [-180]> then\n delete this clone\n end\n end\nend\n\nmove ((direction) / (-3)) steps\nchange y by (-3)\nif <touching color (#000000)?> then\n change y by (6)\n if <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>> then\n change [indiv xv v] by (-0.6)\n end\n change y by (-6)\nelse\n change x by ((Indiv Xv) * (-5))\n set [indiv xv v] to [0]\nend\nif <<touching color (#b1b0a7)?> and <(pick random (20) to (1)) = [1]>> then\n set [indiv yv v] to [7]\nend\nmove ((direction) / (3)) steps\nchange y by (3)\n\nmove ((direction) / (3)) steps\nchange y by (-3)\nif <touching color (#000000)?> then\n change y by (6)\n if <not <<touching color (#000000)?> or <touching color (#7f7f7f)?>>> then\n change [indiv xv v] by (0.6)\n end\n change y by (-6)\nelse\n change x by ((Indiv Xv) * (-5))\n set [indiv xv v] to [0]\nend\nif <<touching color (#b1b0a7)?> and <(pick random (20) to (1)) = [1]>> then\n set [indiv yv v] to [7]\nend\nmove ((direction) / (-3)) steps\nchange y by (3)\n\nchange x by ((Indiv Xv) * (-5))\n\nchange x by ((Indiv Xv) * (-5))\n\ndefine hurrys\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[enemy ninja level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [enemy ninja level v])\n if <(item (Scroll #) of [enemy ninja level v]) = (Level)> then\n switch costume to (item (Scroll #) of [enemy ninja type v])\n go to x: (item (Scroll #) of [enemy ninja x v]) y: (item (Scroll #) of [enemy ninja y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> then\n set rotation style [all around v]\n point in direction (Indiv sword dir.)\n wait (0) seconds\n if <<touching (the ninja v)?> and <not <(Currently Sword Swinging) = [1]>>> then\n broadcast (refresh level v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n forever\n if <<touching (katana v)?> or <<touching color (#525945)?> or <<touching color (#2b2e2b)?> or <<touching color (#2d321a)?> or <touching color (#20270c)?>>>>> then\n start sound [killd v]\n repeat (5)\n change [ghost v] effect by (20)\n change size by (-16)\n end\n delete this clone\n end\n if <(y position) < [-175]> then\n delete this clone\n end\n end\nend\n\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [delete all clones!! v]\ndelete this clone\n\nwait (0) seconds\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\n@Bow\n\nchange y by (Indiv arrow Yv)\n\nset [indiv arrow yv v] to ((Indiv arrow Yv) * (0.7))\n\nset size to (110) %\n\nif <(Yv) = [10]> then\n set [yv v] to [0]\nend\n\nwhen flag clicked\nhide\n\nchange x by ((Xv) * (-1))\nchange y by ((Yv) * (-1))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen I receive [got bow v]\nset [weapons unlocked v] to [4]\nset [weapon selected v] to [4]\nset [arrows v] to [1]\nhide\nforever\n if <(Weapon selected) = [4]> then\n show\n just go... ugh\n if <(Arrows) > [0]> then\n switch costume to (yes arrow no pullback v)\n else\n set rotation style [left-right v]\n switch costume to (no arrow v)\n end\n if <<key (space v) pressed?> and <(Arrows) > [0]>> then\n set [able to jump v] to [0]\n set [bow power v] to [0]\n repeat until <not <key (space v) pressed?>>\n if <(costume [number v]) < [5]> then\n next costume\n else\n end\n if <(Yv) = [10]> then\n set [yv v] to [0]\n end\n just go... ugh\n set [xv v] to ((Xv) * (0.83))\n change [bow power v] by (pick random (2) to (1.9))\n set [bow power v] to ((Bow Power) * (0.9))\n set rotation style [all around v]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n turn right ((direction) / (-5)) degrees\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n turn right ((direction) / (5)) degrees\n end\n end\n change [arrows v] by (-1)\n create clone of (_myself_ v)\n switch costume to (no arrow v)\n repeat until <<not <key (up arrow v) pressed?>> or <key (space v) pressed?>>\n just go... ugh\n end\n if <not <key (space v) pressed?>> then\n set [able to jump v] to [1]\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [8]> then\n clear graphic effects\n set [indiv arrow power v] to ((Bow Power) * (3))\n if <(Indiv arrow power) > [29]> then\n switch costume to (arrow sanic fast v)\n else\n switch costume to (arrow v)\n end\n set [indiv arrow yv v] to [0]\n turn right ((direction) / (-36)) degrees\n move ((Indiv arrow power) / (2)) steps\n repeat until <<<touching color (#000000)?> or <touching color (#7f7f7f)?>> or <touching (_edge_ v)?>>\n move (Indiv arrow power) steps\n if <<(costume [number v]) = [10]> and <(Indiv arrow power) < [30]>> then\n switch costume to (arrow v)\n end\n if <<not <([abs v] of (direction) ) > [170]>> or <([abs v] of (Indiv arrow power) ) < [1]>> then\n turn right (((direction) / (90)) * (Indiv arrow Yv)) degrees\n set [indiv arrow yv v] to ((Indiv arrow Yv) * (0.8))\n else\n change y by ((Indiv arrow Yv) * (-1))\n set [indiv arrow yv v] to ((Indiv arrow Yv) * (0.8))\n end\n change [indiv arrow yv v] by ((1) / ((Indiv arrow power) / (8)))\n if <<touching color (#57d58e)?> or <touching color (#82c8ff)?>> then\n if <not <([abs v] of (Indiv arrow power) ) < [2]>> then\n set [indiv arrow power v] to ((Indiv arrow power) * (0.9))\n end\n set [indiv arrow yv v] to ((Indiv arrow Yv) * (0.2))\n end\n if <<touching color (#1a2443)?> or <<touching color (#4c3a99)?> or <touching color (#211943)?>>> then\n set [indiv arrow power v] to ((Indiv arrow power) * (0.5))\n end\n end\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n move (5) steps\n wait (0.01) seconds\n switch costume to (arrow in ground v)\n position correctly for once\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n repeat ((25) / (([abs v] of (Indiv arrow Yv) ) + ([abs v] of (Indiv arrow power) )))\n move (Indiv arrow power) steps\n change y by ((Indiv arrow Yv) * (-1))\n end\n end\n delete this clone\nend\n\ndefine just go... ugh\nif <<(round ((y position) + (4))) = (round ([y position v] of [the ninja v]))> and <(round (x position)) = (round ([x position v] of [the ninja v]))>> then\n set [you are so stupid what the actual heckles v] to [0]\nelse\n set [you are so stupid what the actual heckles v] to [1]\nend\ngo to (the ninja v)\nif <(YOU ARE SO STUPID WHAT THE ACTUAL HECKLES) = [1]> then\nend\nchange y by (-4)\npoint in direction ([direction v] of [the ninja v])\n\nwhen backdrop switches to [backdrop25 v]\nset [weapons unlocked v] to [3]\nset [weapon selected v] to [3]\nstop [other scripts in sprite v]\nwait (0.01) seconds\nswitch costume to (hover v)\ncreate clone of (_myself_ v)\n\nwhen I receive [delete all clones!! v]\ndelete this clone\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhyrry\n\nwhen [7 v] key pressed\nif <key (0 v) pressed?> then\n broadcast (Delete all clones!! v)\n repeat until <not <key (7 v) pressed?>>\n go to (mouse-pointer v)\n switch costume to (arrowhov v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <mouse down?> then\n add (Level) to [arrow level v]\n add (x position) to [arrow x v]\n add (y position) to [arrow y v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\ndefine hyrry\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[arrow level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [arrow level v])\n if <(item (Scroll #) of [arrow level v]) = (Level)> then\n switch costume to (arrowhov v)\n go to x: (item (Scroll #) of [arrow x v]) y: (item (Scroll #) of [arrow y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n switch costume to (hover v)\n show\n go to x: (0) y: (83)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n forever\n repeat (20)\n if <touching (the ninja v)?> then\n broadcast (Got Bow v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n change y by (0.25)\n end\n repeat (20)\n if <touching (the ninja v)?> then\n broadcast (Got Bow v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n change y by (-0.25)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n wait until <not <touching (the ninja v)?>>\n set rotation style [all around v]\n point in direction (90)\n clear graphic effects\n show\n forever\n repeat (20)\n change y by (0.2)\n if <touching (the ninja v)?> then\n change [arrows v] by (1)\n set rotation style [all around v]\n start sound [pick up v]\n repeat (10)\n change y by (3)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat (20)\n change y by (-0.2)\n if <touching (the ninja v)?> then\n change [arrows v] by (1)\n set rotation style [all around v]\n start sound [pick up v]\n repeat (10)\n change y by (3)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\ndefine position correctly for once\nrepeat (4)\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n move (-7) steps\n end\nend\nmove (15) steps\n\n@Piranha feeeesh\n\ndefine Die little fishie >:)\nstart sound [killd v]\nstop [other scripts in sprite v]\nset rotation style [all around v]\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (36) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [indiv yv v] to [0]\nset [indiv xv v] to [0]\nset ["direction" ;\) ;\) v] to [90]\nset rotation style [left-right v]\nforever\n if <(Indiv Xv) > [4]> then\n set [indiv xv v] to [4]\n end\n if <(Indiv Xv) < [-4]> then\n set [indiv xv v] to [-4]\n end\n if <(Indiv Yv) > [4]> then\n set [indiv yv v] to [4]\n end\n if <(Indiv Yv) < [-4]> then\n set [indiv yv v] to [-4]\n end\n if <("direction" ;\) ;\)) < [-180]> then\n set ["direction" ;\) ;\) v] to [180]\n end\n if <("direction" ;\) ;\)) > [180]> then\n set ["direction" ;\) ;\) v] to [-180]\n end\n if <<(direction) > [0]> and <("direction" ;\) ;\)) < [0]>> then\n point in direction (-90)\n end\n if <<(direction) < [0]> and <("direction" ;\) ;\)) > [0]>> then\n point in direction (90)\n end\n change [indiv yv v] by (-0.5)\n change y by (Indiv Yv)\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n set [indiv yv v] to ((Indiv Yv) * (-1))\n change y by (Indiv Yv)\n end\n if <color (#908880) is touching (#82c8ff)?> then\n set [indiv xv v] to ((Indiv Xv) * (0.9))\n set [indiv yv v] to ((Indiv Yv) * (0.9))\n change [indiv yv v] by (0.5)\n end\n change x by (Indiv Xv)\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n set [indiv xv v] to ((Indiv Xv) * (-1))\n change x by (Indiv Xv)\n set ["direction" ;\) ;\) v] to (("direction" ;\) ;\)) * (-1))\n end\n change x by ((Indiv Xv) * (6))\n change y by ((Indiv Yv) * (6))\n if <<<<touching color (#000000)?> or <touching color (#7f7f7f)?>> or <touching (_edge_ v)?>> or <touching color (#484b49)?>> then\n change x by ((Indiv Xv) * (-6))\n change y by ((Indiv Yv) * (-6))\n set [indiv xv v] to ((Indiv Xv) * (0.7))\n set [indiv yv v] to ((Indiv Yv) * (0.7))\n change ["direction" ;\) ;\) v] by (20)\n else\n change x by ((Indiv Xv) * (-6))\n change y by ((Indiv Yv) * (-6))\n end\n if <(distance to [the ninja v]) < [100]> then\n switch costume to (ahh scary v)\n point towards (the ninja v)\n set ["direction" ;\) ;\) v] to (direction)\n if <touching color (#82c8ff)?> then\n change [indiv xv v] by (([sin v] of (direction) ) * (0.5))\n change [indiv yv v] by (([cos v] of (direction) ) * (0.5))\n end\n else\n switch costume to (normal v)\n end\n if <touching (the ninja v)?> then\n broadcast (Refresh Level v)\n end\n if <<<touching (katana v)?> or <<<touching color (#525945)?> or <<touching color (#2d321a)?> or <touching color (#20270c)?>>> or <touching color (#b1b0a7)?>>> or <touching color (#b5c2c9)?>> then\n Die little fishie >:)\n end\n if <touching color (#484b49)?> then\n get the frick out of the other fish you\n end\nend\n\ndelete (all) of [fish x v]\ndelete (all) of [fish y v]\ndelete (all) of [fish level v]\n\nwhen I receive [delete all clones!! v]\ndelete this clone\n\nwhen I receive [refresh level v]\nwait (0.01) seconds\nhurry\n\nrepeat (3)\n set ["direction" ;\) ;\) v] to [0]\n create clone of (_myself_ v)\nend\n\ndefine hurry\nwait (0) seconds\nset size to (100) %\npoint in direction (90)\nif <[fish level v] contains (Level)?> then\n set [scroll # v] to [1]\n repeat (length of [fish level v])\n if <(item (Scroll #) of [fish level v]) = (Level)> then\n go to x: (item (Scroll #) of [fish x v]) y: (item (Scroll #) of [fish y v])\n create clone of (_myself_ v)\n end\n change [scroll # v] by (1)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (0.1) to (1)) seconds\n repeat (pick random (0) to (25))\n if <(distance to [the ninja v]) > [100]> then\n change ["direction" ;\) ;\) v] by (pick random (5) to (1))\n point in direction ("direction" ;\) ;\))\n if <touching color (#82c8ff)?> then\n change [indiv xv v] by (([sin v] of (direction) ) * (0.5))\n change [indiv yv v] by (([cos v] of (direction) ) * (0.5))\n end\n end\n end\n wait (pick random (0.1) to (1)) seconds\n repeat (pick random (0) to (25))\n if <(distance to [the ninja v]) > [100]> then\n change ["direction" ;\) ;\) v] by (pick random (-5) to (-1))\n point in direction ("direction" ;\) ;\))\n if <touching color (#82c8ff)?> then\n change [indiv xv v] by (([sin v] of (direction) ) * (0.5))\n change [indiv yv v] by (([cos v] of (direction) ) * (0.5))\n end\n end\n end\nend\n\nchange [indiv yv v] by (0.5)\n\ndefine get the frick out of the other fish you\nrepeat until <not <touching color (#484b49)?>>\n move (-5) steps\nend\nrepeat (3)\n move (-5) steps\nend\n\nwhen backdrop switches to [backdrop37 v]\nstop [other scripts in sprite v]\nhide\n\nwhen [f v] key pressed\nif <key (0 v) pressed?> then\n broadcast (Delete all clones!! v)\n repeat until <not <key (f v) pressed?>>\n go to (mouse-pointer v)\n show\n point in direction (90)\n set [ghost v] effect to (50)\n if <mouse down?> then\n add (Level) to [fish level v]\n add (x position) to [fish x v]\n add (y position) to [fish y v]\n wait until <not <mouse down?>>\n end\n end\n clear graphic effects\n hide\nend\n\n@Intro/outro/thumbnail\n\nwhen flag clicked\nerase all\nclear graphic effects\nset [0 intro xv v] to [50]\nset [0 intro yv v] to [15]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (3051823_60x60 v)\ngo to x: (pick random (-200) to (200)) y: (-180)\nset size to (100) %\nrepeat (75)\n go to [front v] layer\n change x by (0 intro Xv)\n change y by (0 intro Yv)\n change [0 intro yv v] by (((50) - (y position)) / (10))\n set [0 intro yv v] to ((0 intro Yv) * (0.8))\n change [0 intro xv v] by (((0) - (x position)) / (10))\n set [0 intro xv v] to ((0 intro Xv) * (0.8))\n change size by ((([abs v] of (0 intro Yv) ) + ([abs v] of (0 intro Xv) )) / (5))\nend\nbroadcast (START v)\ngo to [front v] layer\n\nchange [brightness v] effect by (-5)\n\nwhen I receive [start v]\nwait (0) seconds\nwait (0.5) seconds\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nrepeat (5)\n change [brightness v] effect by (20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) < [3]> then\n switch costume to (costume1 v)\n set size to (105) %\n forever\n go to x: (0) y: (0)\n show\n end\nend\n\nchange [ghost v] effect by (5)\n\nset [level v] to [41]\n\nwhen backdrop switches to [backdrop37 v]\ndelete this clone\n\nturn left (15) degrees\n\nwait (0.3) seconds\n\nwhen backdrop switches to [backdrop37 v]\nwait (0.01) seconds\nhide\nswitch costume to (thumbnail v)\nset size to (100) %\nset x to (0)\nset y to (0)\ngo to [front v] layer\nclear graphic effects\nswitch costume to (thumbnail2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sword v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (grapples to grapples v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nswitch costume to (bow v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\ngo to x: (-113) y: (125)\nswitch costume to (star v)\ncreate clone of (_myself_ v)\ngo to x: (113) y: (125)\nswitch costume to (star v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) > [4]> and <(costume [number v]) < [8]>> then\n set [0 intro xv v] to ((timer) / (3))\n set [0 intro yv v] to [0]\n set [indiv dir v v] to [9.8]\n point in direction (0)\n set rotation style [all around v]\n set [ghost v] effect to (100)\n show\n forever\n set [indiv dir v v] to ((Indiv Dir V) * (0.9))\n change [0 intro yv v] by (8)\n turn right (Indiv Dir V) degrees\n change [ghost v] effect by (-5)\n if <not <(costume [number v]) = [6]>> then\n set y to (([sin v] of ((0 intro Yv) + (0 intro Xv)) ) * (5))\n end\n end\nend\nif <(costume [number v]) = [8]> then\n point in direction (-90)\n set rotation style [all around v]\n set [ghost v] effect to (100)\n show\n forever\n change [ghost v] effect by (-5)\n turn right (10) degrees\n end\nend\n\nshow\nswitch costume to (thumbnail v)\nset size to (100) %\nset x to (0)\nset y to (0)\ngo to [front v] layer\nclear graphic effects\n\n
At long last, here it is! The Ninja 4! :D\n\nI said I'd make this when The Ninja reached 10,000 loves. Well, now it has, so I followed through with my promise! \n\nHopefully you enjoy this one as much as the others! If you haven't played them yet, here are the links!\nThe Ninja: https://scratch.mit.edu/projects/22620682/\nThe Ninja 2: https://scratch.mit.edu/projects/23559041/\nThe Ninja 3: https://scratch.mit.edu/projects/36760896/\nThe Ninja 5: https://scratch.mit.edu/projects/211625762/
Color - A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-165) y: (-130)\nset size to (100) %\n\ndefine Blue\nswitch costume to (costume6 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume6 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume7 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 (#bac6e1)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#bac6e1)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#bac6e1)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#bac6e1)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#bac6e1)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#bac6e1)?> or <touching color (#dedede)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> 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 (#bac6e1)?> or <touching color (#dedede)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#bac6e1)?> or <touching color (#dedede)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-165) y: (-130)\n broadcast (next level v)\n repeat (10)\n go to x: (-165) y: (-130)\n change [ghost v] effect by (-10)\n end\n end\n if <<touching color (#ffc8b0)?> or <touching color (#b6de72)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-165) y: (-130)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nGreen\n\nwhen I receive [color switch! v]\nif <<(Color Switches) = [1]> or <(Color Switches) = [6]>> then\n stop [other scripts in sprite v]\n Red/Pink\nend\nif <<(Color Switches) = [2]> or <(Color Switches) = [4]>> then\n stop [other scripts in sprite v]\n Blue\nend\nif <<<(Color Switches) = [3]> or <(Color Switches) = [5]>> or <(Color Switches) = [7]>> then\n stop [other scripts in sprite v]\n Green\nend\n\nwhen I receive [greendead v]\nstop [other scripts in sprite v]\nGreen\n\nwhen I receive [pinkdead v]\nstop [other scripts in sprite v]\nRed/Pink\n\ndefine Red/Pink\nswitch costume to (costume4 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume4 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume5 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 (#deae99)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#deae99)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#deae99)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#deae99)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#deae99)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#deae99)?> or <touching color (#dedede)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> 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 (#deae99)?> or <touching color (#dedede)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#deae99)?> or <touching color (#dedede)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-165) y: (-130)\n broadcast (next level v)\n repeat (10)\n go to x: (-165) y: (-130)\n change [ghost v] effect by (-10)\n end\n end\n if <<touching color (#bac6e1)?> or <touching color (#b6de72)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-165) y: (-130)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (dead v)\n end\nend\n\nwhen I receive [bluedead v]\nstop [other scripts in sprite v]\nBlue\n\ndefine Green\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume3 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 (#9dba60)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#9dba60)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#9dba60)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#9dba60)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#9dba60)?> or <touching color (#dedede)?>> then\n change y by (1)\n if <<touching color (#9dba60)?> or <touching color (#dedede)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> 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 (#9dba60)?> or <touching color (#dedede)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#9dba60)?> or <touching color (#dedede)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-165) y: (-130)\n broadcast (next level v)\n repeat (10)\n go to x: (-165) y: (-130)\n change [ghost v] effect by (-10)\n end\n end\n if <<touching color (#bac6e1)?> or <touching color (#deae99)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-165) y: (-130)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (dead v)\n end\nend\n\nwhen [up arrow v] key pressed\nplay sound [Pop2 v] until done\n\nwhen [r v] key pressed\nbroadcast (dead v)\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [deaths v] to [0]\nset [time v] to [0]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n set [color switches v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n set [color switches v] to [0]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n set [color switches v] to [1]\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n set [color switches v] to [2]\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n end\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n set [color switches v] to [1]\n end\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n set [color switches v] to [3]\n end\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n set [color switches v] to [3]\n end\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n set [color switches v] to [4]\n end\n if <(costume [number v]) = [11]> then\n set [level v] to [11]\n set [color switches v] to [5]\n end\n if <(costume [number v]) = [12]> then\n set [level v] to [12]\n set [color switches v] to [5]\n end\n if <(costume [number v]) = [13]> then\n set [level v] to [13]\n set [color switches v] to [6]\n end\n if <(costume [number v]) = [14]> then\n set [level v] to [14]\n set [color switches v] to [6]\n end\n if <(costume [number v]) = [15]> then\n set [level v] to [15]\n set [color switches v] to [6]\n end\n if <(costume [number v]) = [16]> then\n set [level v] to [16]\n set [color switches v] to [7]\n end\n if <(costume [number v]) = [17]> then\n set [level v] to [17]\n show variable [deaths v]\n show variable [time v]\n end\nend\n\nwhen I receive [dead v]\nif <<<(costume [number v]) = [3]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>> then\n broadcast (greendead v)\nend\nif <<<(costume [number v]) = [5]> or <(costume [number v]) = [8]>> or <(costume [number v]) = [16]>> then\n broadcast (pinkdead v)\nend\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [11]>> then\n broadcast (bluedead v)\nend\n\nwhen I receive [dead v]\nchange [deaths v] by (1)\n\nwhen flag clicked\nrepeat until <(Level) = [17]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Grass\n\nwhen flag clicked\nhide\ngo to x: (-82) y: (-82)\nforever\n if <(Level) = [12]> then\n switch costume to (costume1 v)\n show\n forever\n glide (2.5) secs to x: (135) y: (-87)\n glide (2.5) secs to x: (-82) y: (-82)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n go to x: (-19) y: (12)\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n show\n forever\n glide (2.5) secs to x: (167) y: (12)\n glide (2.5) secs to x: (-19) y: (11)\n end\n end\nend\n\nwhen I receive [hidegrass v]\nhide\nstop [other scripts in sprite v]\n\n@Font by @-Fontify-\n\n@Color Switch!\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-4) y: (-54)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (13) y: (63)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (-132) y: (52)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (-3) y: (-119)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (color switch! v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (10) y: (162)\n wait (1) seconds\n end\nend\n\nwhen I receive [dead v]\nif <(Level) = [3]> then\n go to x: (-3) y: (-119)\n clear graphic effects\n show\nend\nif <(Level) = [5]> then\n go to x: (-4) y: (-54)\n clear graphic effects\n show\nend\nif <(Level) = [7]> then\n hide\n go to x: (13) y: (63)\n clear graphic effects\n show\nend\nif <(Level) = [8]> then\n go to x: (-132) y: (52)\n clear graphic effects\n show\nend\nif <(Level) = [10]> then\n go to x: (-5) y: (123)\n clear graphic effects\n show\nend\nif <(Level) = [11]> then\n go to x: (-9) y: (39)\n clear graphic effects\n show\nend\nif <(Level) = [13]> then\n go to x: (-106) y: (45)\n clear graphic effects\n show\nend\nif <(Level) = [16]> then\n go to x: (2) y: (-43)\n clear graphic effects\n show\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (-5) y: (123)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n go to x: (-9) y: (39)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n go to x: (-106) y: (45)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n go to x: (2) y: (-43)\n clear graphic effects\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n broadcast (hidegrass v)\n end\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n go to x: (-430) y: (17)\n show\n switch costume to (pick random (1) to (3))\n glide (20) secs to x: (456) y: (-19)\n hide\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Nature Sounds v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
Gum-gum Platformer!!!
@Stage\n\nwhen I receive [lets go v]\nstop all sounds\nwait (1) seconds\nforever\n play sound [a_beautiful_memory_terrasound.mp3 v] until done\nend\n\nwhen I receive [sprache gewählt v]\nswitch backdrop to (kostüm2 v)\nplay sound [little_love_terrasound_de.mp3 v] until done\n\nwhen flag clicked\nset [bosskampf v] to [0]\nswitch backdrop to (bühnenbild1 v)\n\nwhen I receive [6 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm8 v)\nelse\n switch backdrop to (kostüm21 v)\nend\n\nwhen I receive [13 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm15 v)\nelse\n switch backdrop to (kostüm27 v)\nend\n\nwhen I receive [2 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm4 v)\nelse\n switch backdrop to (kostüm17 v)\nend\n\nwhen I receive [4 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm6 v)\nelse\n switch backdrop to (kostüm19 v)\nend\n\nwhen I receive [5 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm7 v)\nelse\n switch backdrop to (kostüm20 v)\nend\n\nwhen I receive [8 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm10 v)\nelse\n switch backdrop to (kostüm23 v)\nend\n\nwhen I receive [schrift 2 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm3 v)\nelse\n switch backdrop to (kostüm16 v)\nend\n\nwhen I receive [12 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm14 v)\nelse\n switch backdrop to (kostüm26 v)\nend\n\nwhen I receive [11 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm13 v)\nelse\n switch backdrop to (kostüm25 v)\nend\n\nwhen I receive [9 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm11 v)\nelse\n switch backdrop to (kostüm24 v)\nend\n\nwhen I receive [10 v]\nswitch costume to (kostüm12 v)\n\nwhen I receive [17c v]\nset [bosskampf v] to [1]\nswitch backdrop to (kostüm29 v)\nstop [other scripts in stage v]\nset volume to (50) %\nforever\n play sound [deep-impact_terrasound_de.mp3 v] until done\nend\n\nwhen I receive [17.2 v]\nif <(bosskampf) = [0]> then\n broadcast (17c v)\nend\n\nwhen I receive [17 v]\nstop [other scripts in stage v]\n\nwhen I receive [7 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm9 v)\nelse\n switch backdrop to (kostüm22 v)\nend\n\nwhen I receive [3 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm5 v)\nelse\n switch backdrop to (kostüm18 v)\nend\n\nwhen I receive [alte musik v]\nstop [other scripts in stage v]\nforever\n play sound [a_beautiful_memory_terrasound.mp3 v] until done\nend\n\nwhen I receive [15 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm37 v)\nelse\n switch backdrop to (kostüm35 v)\nend\n\nwhen I receive [16 v]\nswitch backdrop to (kostüm33 v)\n\nwhen I receive [14 v]\nif <(Sprache) = [Englisch]> then\n switch backdrop to (kostüm36 v)\nelse\n switch backdrop to (kostüm28 v)\nend\n\n@Figur36\n\nwhen flag clicked\nshow\ngo to x: (128) y: (-29)\nwait (0.2) seconds\nrepeat until <not <(backdrop [number v]) = [1]>>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nset [sprache v] to [Deutsch]\nbroadcast (Sprache gewählt v)\n\nwhen I receive [sprache gewählt v]\nhide\n\n@Figur37\n\nwhen flag clicked\nshow\ngo to x: (-128) y: (-29)\nwait (0.2) seconds\nrepeat until <not <(backdrop [number v]) = [1]>>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nset [sprache v] to [Englisch]\nbroadcast (Sprache gewählt v)\n\nwhen I receive [sprache gewählt v]\nhide\n\n@Figur2\n\nwhen I receive [sprache gewählt v]\nif <(Sprache) = [Englisch]> then\n switch costume to (kostüm4 v)\nelse\n switch costume to (kostüm2 v)\nend\nshow\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-102) y: (-130)\nwait (3) seconds\nset [umfallen v] to [0]\nrepeat (42)\n change [umfallen v] by (0.1)\n turn right (umfallen) degrees\nend\nstart sound [drum bass3 v]\nrepeat (4)\n change y by (2)\nend\nrepeat (4)\n change y by (-2)\nend\ngo [backward v] (999) layers\nbroadcast (umgefallen v)\n\nwhen flag clicked\nhide\n\nwhen I receive [schrift 2 v]\nhide\n\n@Figur3\n\nwhen I start as a clone\npoint in direction (pick random (1) to (180))\nrepeat (55)\n turn right (10) degrees\n change x by (10)\nend\ndelete this clone\n\ndefine None\nwait (0.4) seconds\nshow\nset size to (größe) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go [backward v] (999) layers\nend\ngo to x: (-302) y: (size)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [sprache gewählt v]\nset size to (30) %\nBlätter (40)\nBlätter (100)\nBlätter (60)\nBlätter (30)\nBlätter (50)\nBlätter (70)\nBlätter (90)\n\nwhen flag clicked\nhide\n\n@Figur1\n\nwhen flag clicked\nset [wann hüpfen v] to [noch nicht]\nset [klon v] to [nein]\nerase all\nhide\ndelete (all) of [hupf v]\nrepeat (4)\n add [0] to [hupf v]\nend\n\nwhen I start as a clone\nif <(klon) = [-1]> then\n if <(klon2) = [1]> then\n point in direction (-90)\n repeat (54)\n change x by (5)\n turn right (10) degrees\n end\n else\n if <(klon2) = [2]> then\n point in direction (30)\n repeat (42)\n change x by (5)\n turn right (10) degrees\n end\n else\n if <(klon2) = [3]> then\n point in direction (148)\n repeat (30)\n change x by (5)\n turn right (10) degrees\n end\n end\n end\n end\nelse\n if <(klon) = [0]> then\n switch costume to (kostüm4 v)\n point in direction (90)\n go to [front v] layer\n go to x: (-69) y: (-85)\n show\n set size to (30) %\n repeat (7)\n change size by (10)\n change y by (-4)\n end\n repeat (2)\n change y by (2)\n end\n repeat (2)\n change y by (-2)\n end\n wait (0.25) seconds\n repeat (36)\n turn right (10) degrees\n change x by (1.5)\n end\n go [backward v] (3) layers\n set [wann hüpfen v] to [jetzt]\n wait until <(wann hüpfen) = [jetzt]>\n wait (0.25) seconds\n hupf (1)\n broadcast (spot ende v)\n else\n if <(klon) = [1]> then\n switch costume to (kostüm1 v)\n point in direction (90)\n go to [front v] layer\n go to x: (-69) y: (-85)\n show\n set size to (30) %\n repeat (7)\n change size by (10)\n change y by (-4)\n end\n repeat (2)\n change y by (2)\n end\n repeat (2)\n change y by (-2)\n end\n wait (0.25) seconds\n repeat (36)\n turn right (-10) degrees\n change x by (-3)\n end\n wait until <(wann hüpfen) = [jetzt]>\n wait (1) seconds\n hupf (2)\n else\n if <(klon) = [2]> then\n switch costume to (kostüm2 v)\n point in direction (90)\n go to [front v] layer\n go to x: (-69) y: (-85)\n show\n set size to (30) %\n repeat (7)\n change size by (10)\n change y by (-4)\n end\n repeat (2)\n change y by (2)\n end\n repeat (2)\n change y by (-2)\n end\n wait (0.25) seconds\n repeat (36)\n turn right (-10) degrees\n change x by (-1.5)\n end\n wait until <(wann hüpfen) = [jetzt]>\n wait (0.75) seconds\n hupf (3)\n else\n switch costume to (kostüm3 v)\n point in direction (90)\n go to [front v] layer\n go to x: (-69) y: (-85)\n show\n set size to (30) %\n repeat (7)\n change size by (10)\n change y by (-4)\n end\n repeat (2)\n change y by (2)\n end\n repeat (2)\n change y by (-2)\n end\n wait until <(wann hüpfen) = [jetzt]>\n wait (0.5) seconds\n hupf (4)\n end\n end\n end\nend\n\nwhen I receive [umgefallen v]\nset [klon v] to [4]\nrepeat (4)\n wait (0.1) seconds\n change [klon v] by (-1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [schrift v]\ndelete this clone\n\nwhen I receive [endfilm v]\ngo to x: (-262) y: (-134)\nset [klon v] to [-1]\nset [klon2 v] to [0]\nrepeat (3)\n change [klon2 v] by (1)\n hide\n switch costume to ((klon2) + (1))\n show\n create clone of (_myself_ v)\n hide\n wait (1) seconds\nend\n\ndefine None\nrepeat (5)\n replace item (element) of [hupf v] with [15]\n repeat (15)\n change y by (item (element) of [hupf v])\n replace item (element) of [hupf v] with ((item (element) of [hupf v]) - (1))\n end\n replace item (element) of [hupf v] with [0]\n repeat (15)\n replace item (element) of [hupf v] with ((item (element) of [hupf v]) - (1))\n change y by (item (element) of [hupf v])\n end\nend\n\nwhen I receive [rollen v]\nforever\n turn right (10) degrees\nend\n\nwhen I receive [zeitlücke 2 v]\npoint in direction (90)\nstop [other scripts in sprite v]\n\n@Figur4\n\nwhen I receive [spot ende v]\nswitch costume to (kostüm2 v)\nset size to (102) %\nswitch costume to (kostüm1 v)\nwait (1) seconds\ngo to [front v] layer\nshow\ngo to x: (-473) y: (0)\nset [wischen v] to [0]\nrepeat (38)\n change [wischen v] by (1)\n change x by (wischen)\nend\ngo to x: (295) y: (0)\nbroadcast (Schrift v)\n\nwhen flag clicked\nhide\n\nwhen I receive [schrift 2 v]\nwait (3) seconds\nset [wischen v] to [0]\nrepeat (19)\n change [wischen v] by (2)\n change y by (wischen)\nend\nhide\nbroadcast (lets go v)\n\n@Figur5\n\nwhen I receive [schrift v]\ngo to [front v] layer\nswitch costume to (kostüm1 v)\ngo to x: (-86) y: (148)\nset size to (170) %\nshow\nrepeat (16)\n next costume\n wait (0.05) seconds\nend\nbroadcast (gum rollt vorbei v)\n\nwhen flag clicked\nhide\n\nwhen I receive [schrift 2 v]\nif <(Sprache) = [Englisch]> then\n switch costume to (kostüm17 v)\nelse\n switch costume to (kostüm19 v)\nend\nwait (3) seconds\nhide\n\n@Figur7\n\nwhen I receive [gum rollt vorbei v]\ngo to [front v] layer\nshow\ngo to x: (-349) y: (0)\nglide (1) secs to x: (0) y: (0)\nbroadcast (schrift 2 v)\nglide (1) secs to x: (335) y: (0)\nhide\n\nwhen I receive [gum rollt vorbei v]\nrepeat (150)\n turn right (15) degrees\nend\n\nwhen flag clicked\nhide\n\n@Figur10\n\nwhen flag clicked\ngo to x: (6) y: (-23)\nshow\nswitch costume to (kostüm1 v)\nchange [ghost v] effect by (100)\n\nwhen I receive [2 v]\nswitch costume to (kostüm2 v)\n\nwhen I receive [3 v]\nswitch costume to (kostüm3 v)\n\nwhen I receive [4 v]\nswitch costume to (kostüm4 v)\n\nwhen I receive [5 v]\nswitch costume to (kostüm5 v)\n\nwhen I receive [6 v]\nswitch costume to (kostüm6 v)\n\nwhen I receive [7 v]\nswitch costume to (kostüm7 v)\n\nwhen I receive [8 v]\nswitch costume to (kostüm8 v)\n\nwhen I receive [9 v]\nswitch costume to (kostüm9 v)\n\nwhen I receive [10 v]\nswitch costume to (kostüm10 v)\n\nwhen I receive [11 v]\nswitch costume to (kostüm11 v)\n\nwhen I receive [13 v]\nswitch costume to (kostüm12 v)\n\nwhen I receive [17 v]\nswitch costume to (kostüm11 v)\n\nwhen I receive [16 v]\nswitch costume to (kostüm13 v)\n\nwhen I receive [15 v]\nswitch costume to (kostüm14 v)\n\nwhen I receive [14 v]\nswitch costume to (kostüm15 v)\n\n@Figur20\n\nwhen flag clicked\ngo to x: (32) y: (-12)\nhide\n\nwhen I receive [2 v]\nswitch costume to (kostüm1 v)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [3 v]\nswitch costume to (kostüm2 v)\n\nwhen I receive [4 v]\nswitch costume to (kostüm3 v)\n\nwhen I receive [5 v]\nswitch costume to (kostüm4 v)\n\nwhen I receive [8 v]\nswitch costume to (kostüm5 v)\n\nwhen I receive [9 v]\nswitch costume to (kostüm6 v)\n\nwhen I receive [10 v]\nswitch costume to (kostüm7 v)\n\nwhen I receive [16 v]\nswitch costume to (kostüm8 v)\n\nwhen I receive [15 v]\nswitch costume to (kostüm9 v)\n\nwhen I receive [17 v]\nswitch costume to (kostüm10 v)\n\n@Figur17\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ndelete (all) of [grashüpfer v]\nrepeat (2)\n add [] to [grashüpfer v]\nend\n\nwhen I receive [grashüpfer besiegt v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [4 v]\npoint in direction (-90)\ngo to x: (-5) y: (-155)\nshow\nclear graphic effects\nwait (1) seconds\nrepeat until <not <(level) = [4]>>\n repeat (2)\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n end\n turn right (180) degrees\n repeat (2)\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [5 v]\nhide\nstop [other scripts in sprite v]\nshow\npoint in direction (-90)\ngo to x: (180) y: (-156)\nclear graphic effects\nwait (1) seconds\nrepeat until <not <(level) = [5]>>\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n turn right (180) degrees\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (2) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n turn right (180) degrees\nend\nhide\n\nwhen I receive [8 v]\nhide\nstop [other scripts in sprite v]\nshow\npoint in direction (-90)\ngo to x: (115) y: (-95)\nwait (1) seconds\nrepeat until <not <(level) = [8]>>\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (6.7) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (6.7) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n turn right (180) degrees\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (6.7) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (6.7) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n turn right (180) degrees\nend\nhide\n\nwhen I receive [7 v]\nhide\nstop [other scripts in sprite v]\nshow\npoint in direction (-90)\ngo to x: (186) y: (-37)\nclear graphic effects\nwait (1) seconds\nrepeat until <not <(level) = [7]>>\n repeat (2)\n replace item (1) of [grashüpfer v] with [15]\n repeat (15)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (2.8) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (18)\n move (2.8) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n end\n turn right (180) degrees\n repeat (2)\n replace item (1) of [grashüpfer v] with [18]\n repeat (18)\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n move (2.8) steps\n change y by (item (1) of [grashüpfer v])\n end\n repeat (15)\n move (2.8) steps\n change y by (item (1) of [grashüpfer v])\n replace item (1) of [grashüpfer v] with ((item (1) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n end\n turn right (180) degrees\nend\nhide\n\n@Figur21\n\nwhen flag clicked\nhide\n\nwhen I receive [4b v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [4]>>\n go to (figur17 v)\nend\nhide\n\nwhen I receive [grashüpfer besiegt v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [5b v]\nhide\nstop [other scripts in sprite v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [5]>>\n go to (figur17 v)\nend\nhide\n\nwhen I receive [4 v]\nbroadcast (4b v)\n\nwhen I receive [7 v]\nbroadcast (7b v)\n\nwhen I receive [7b v]\nhide\nstop [other scripts in sprite v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [7]>>\n go to (figur17 v)\nend\nhide\n\nwhen I receive [8 v]\nbroadcast (8b v)\n\nwhen I receive [8b v]\nhide\nstop [other scripts in sprite v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [8]>>\n go to (figur17 v)\nend\nhide\n\n@Figur22\n\nwhen I receive [4b v]\nhide\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [4]>>\n go to (figur17 v)\nend\nhide\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [5b v]\nhide\nstop [other scripts in sprite v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [5]>>\n go to (figur17 v)\nend\nhide\n\nwhen I receive [7b v]\nhide\nstop [other scripts in sprite v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [7]>>\n go to (figur17 v)\nend\nhide\n\nwhen I receive [8b v]\nhide\nstop [other scripts in sprite v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [8]>>\n go to (figur17 v)\nend\nhide\n\nwhen I receive [grashüpfer besiegt v]\nstop [other scripts in sprite v]\nhide\n\n@Figur23\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [grashüpfer besiegt 2 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [5 v]\npoint in direction (-90)\ngo to x: (30) y: (-156)\nshow\nclear graphic effects\nwait (1.3) seconds\nrepeat until <not <(level) = [5]>>\n replace item (2) of [grashüpfer v] with [15]\n repeat (15)\n replace item (2) of [grashüpfer v] with ((item (2) of [grashüpfer v]) - (1))\n move (2) steps\n change y by (item (2) of [grashüpfer v])\n end\n repeat (15)\n move (2) steps\n change y by (item (2) of [grashüpfer v])\n replace item (2) of [grashüpfer v] with ((item (2) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n turn right (180) degrees\n replace item (2) of [grashüpfer v] with [15]\n repeat (15)\n replace item (2) of [grashüpfer v] with ((item (2) of [grashüpfer v]) - (1))\n move (2) steps\n change y by (item (2) of [grashüpfer v])\n end\n repeat (15)\n move (2) steps\n change y by (item (2) of [grashüpfer v])\n replace item (2) of [grashüpfer v] with ((item (2) of [grashüpfer v]) - (1))\n end\n wait (1) seconds\n turn right (180) degrees\nend\nhide\n\n@Figur26\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nbroadcast (5b v)\n\nwhen I receive [5b v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [5]>>\n go to (figur23 v)\nend\nhide\n\nwhen I receive [grashüpfer besiegt 2 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur27\n\nwhen I receive [5b v]\npoint in direction (-90)\ngo to (figur17 v)\nshow\nset [ghost v] effect to (100)\nrepeat until <not <(level) = [5]>>\n go to (figur23 v)\nend\nhide\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [grashüpfer besiegt 2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [4 v]\n\n@Figur13\n\nwhen I receive [6 v]\nset size to (30) %\ngo to x: (179) y: (-152)\nshow\npoint in direction (-90)\nrepeat until <not <(level) = [6]>>\n repeat (150)\n move (1) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [8 v]\nrepeat until <not <(level) = [8]>>\n next costume\n wait (0.6) seconds\nend\nhide\n\nwhen I receive [9 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [8 v]\nset size to (40) %\ngo to x: (31) y: (-147)\nshow\npoint in direction (-90)\nrepeat until <not <(level) = [8]>>\n repeat (50)\n move (1) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [7 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nset size to (30) %\n\nwhen I receive [6 v]\nrepeat until <not <(level) = [6]>>\n next costume\n wait (0.6) seconds\nend\nhide\n\n@Figur12\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nset size to (30) %\n\nwhen I receive [16 v]\nshow\npoint in direction (90)\ngo to x: (-189) y: (78)\nrepeat until <not <(level) = [16]>>\n repeat (110)\n move (2) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [16 v]\nrepeat until <not <(level) = [16]>>\n next costume\n wait (0.6) seconds\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [14 v]\nshow\npoint in direction (-90)\ngo to x: (184) y: (-148)\nrepeat until <not <(level) = [14]>>\n repeat (110)\n move (2) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [14 v]\nrepeat until <not <(level) = [14]>>\n next costume\n wait (0.6) seconds\nend\nhide\n\nwhen I receive [15 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur29\n\nwhen I receive [7 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [6 v]\npoint in direction (90)\ngo to (figur17 v)\nshow\nrepeat until <not <(level) = [6]>>\n go to (figur13 v)\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [16 v]\npoint in direction (90)\ngo to (figur17 v)\nshow\nrepeat until <not <(level) = [16]>>\n go to (figur12 v)\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [14 v]\npoint in direction (90)\ngo to (figur17 v)\nshow\nrepeat until <not <(level) = [14]>>\n go to (figur12 v)\nend\nhide\n\nwhen I receive [15 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur15\n\nwhen I receive [10 v]\nrepeat until <not <(level) = [10]>>\n next costume\n wait (0.3) seconds\nend\nhide\n\nwhen I receive [10 v]\nshow\ngo to x: (103) y: (-138)\npoint in direction (-90)\nrepeat until <not <(level) = [10]>>\n repeat (180)\n move (1) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [10 v]\nbroadcast (10b v)\n\nwhen flag clicked\ngo [backward v] (999) layers\nset rotation style [left-right v]\nhide\nset size to (80) %\n\nwhen I receive [15 v]\nbroadcast (15b v)\n\nwhen I receive [15 v]\nset size to (70) %\nshow\ngo to x: (-12) y: (-117)\npoint in direction (-90)\nrepeat until <not <(level) = [15]>>\n repeat (60)\n move (1) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [15 v]\nrepeat until <not <(level) = [15]>>\n next costume\n wait (0.3) seconds\nend\nhide\n\nwhen I receive [16 gelbe schnecke v]\nrepeat until <not <(level) = [16]>>\n next costume\n wait (0.3) seconds\nend\nhide\n\nwhen I receive [16 gelbe schnecke v]\nbroadcast (16b gelbe Schnecke v)\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [16 v]\nhide\nstop [other scripts in sprite v]\nset size to (60) %\nshow\ngo to x: (-45) y: (-135)\npoint in direction (-90)\nbroadcast (16 gelbe Schnecke v)\nrepeat until <not <(level) = [16]>>\n repeat (37)\n move (1) steps\n end\n turn right (180) degrees\nend\nhide\n\n@Figur34\n\nwhen I receive [10b v]\nset size to (100) %\npoint in direction (90)\nshow\nrepeat until <not <(level) = [10]>>\n go to (figur15 v)\n point in direction ([direction v] of [figur15 v])\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nhide\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [16b gelbe schnecke v]\nset size to (80) %\npoint in direction (90)\nshow\nrepeat until <not <(level) = [16]>>\n go to (figur15 v)\n point in direction ([direction v] of [figur15 v])\nend\nhide\n\nwhen I receive [15b v]\nset size to (90) %\npoint in direction (-90)\nshow\nrepeat until <not <(level) = [15]>>\n go to (figur15 v)\n point in direction ([direction v] of [figur15 v])\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur35\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [16b gelbe schnecke v]\nset size to (80) %\npoint in direction (90)\nshow\nrepeat until <not <(level) = [16]>>\n go to (figur15 v)\n point in direction ([direction v] of [figur15 v])\nend\nhide\n\nwhen I receive [10b v]\nset size to (100) %\npoint in direction (90)\nshow\nrepeat until <not <(level) = [10]>>\n go to (figur15 v)\n point in direction ([direction v] of [figur15 v])\nend\nhide\n\nwhen I receive [15b v]\nset size to (90) %\npoint in direction (-90)\nshow\nrepeat until <not <(level) = [15]>>\n go to (figur15 v)\n point in direction ([direction v] of [figur15 v])\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur16\n\nwhen flag clicked\ngo [backward v] (999) layers\nset rotation style [left-right v]\nhide\n\nwhen I receive [16 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (68) y: (-136)\nswitch costume to (kostüm1 v)\npoint in direction (90)\nset size to (60) %\nset rotation style [left-right v]\nshow\nbroadcast (16 rote Schnecke v)\nrepeat until <not <(level) = [16]>>\n repeat (65)\n move (1) steps\n end\n turn right (180) degrees\nend\nhide\n\nwhen I receive [15 v]\ngo to x: (117) y: (-42)\nswitch costume to (kostüm1 v)\npoint in direction (-90)\nset size to (70) %\nset rotation style [left-right v]\nshow\nrepeat until <not <(level) = [15]>>\n wait (3) seconds\n switch costume to (kostüm3 v)\n wait (1) seconds\n switch costume to (kostüm1 v)\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [16 rote schnecke v]\nrepeat until <not <(level) = [16]>>\n repeat (5)\n switch costume to (kostüm1 v)\n wait (0.3) seconds\n switch costume to (kostüm2 v)\n wait (0.3) seconds\n end\n switch costume to (kostüm3 v)\n wait (1) seconds\nend\nhide\n\nwhen I receive [16 rote schnecke v]\nbroadcast (16b rote Schnecke v)\n\n@Figur45\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nhide\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [16b rote schnecke v]\nset size to (80) %\npoint in direction (90)\nshow\nrepeat until <not <(level) = [16]>>\n go to (figur16 v)\n point in direction ([direction v] of [figur16 v])\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur44\n\nwhen I receive [16b rote schnecke v]\nset size to (80) %\npoint in direction (90)\nshow\nrepeat until <not <(level) = [16]>>\n go to (figur16 v)\n point in direction ([direction v] of [figur16 v])\nend\nhide\n\nwhen I receive [11 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur14\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nset size to (85) %\nswitch costume to (kostüm1 v)\ngo to x: (5) y: (-5)\nshow\nrepeat until <not <(level) = [11]>>\n if <<([x position v] of [figur11 v]) < ((x position) + (30))> and <([x position v] of [figur11 v]) > ((x position) - (30))>> then\n delete (all) of [spinne fällt v]\n add [0] to [spinne fällt v]\n switch costume to (kostüm3 v)\n wait (0.4) seconds\n repeat (18)\n change y by (item (1) of [spinne fällt v])\n replace item (1) of [spinne fällt v] with ((item (1) of [spinne fällt v]) - (1))\n end\n hide\n stop [this script v]\n else\n if <<([x position v] of [figur11 v]) < ((x position) + (90))> and <([x position v] of [figur11 v]) > ((x position) - (90))>> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm1 v)\n end\n end\nend\n\nwhen I receive [12 v]\ndelete (all) of [spinne fällt v]\nrepeat (4)\n add [0] to [spinne fällt v]\nend\nset [welche spinne v] to [0]\nshow\nstop [other scripts in sprite v]\nset size to (85) %\nswitch costume to (kostüm1 v)\nchange [welche spinne v] by (1)\ngo to x: (-74) y: (-5)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [welche spinne v] by (1)\ngo to x: (6) y: (-5)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [welche spinne v] by (1)\ngo to x: (90) y: (-5)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [welche spinne v] by (1)\ngo to x: (175) y: (-5)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [spinne? v]\ndelete this clone\n\nwhen I start as a clone\nif <(welche spinne) = [1]> then\n Spinne fällt (1)\nend\nif <(welche spinne) = [2]> then\n Spinne fällt (2)\nend\nif <(welche spinne) = [3]> then\n Spinne fällt (3)\nend\nif <(welche spinne) = [4]> then\n Spinne fällt (4)\nend\n\ndefine None\nrepeat until <not <(level) = [12]>>\n if <<([x position v] of [figur11 v]) < ((x position) + (30))> and <([x position v] of [figur11 v]) > ((x position) - (30))>> then\n switch costume to (kostüm3 v)\n wait (0.4) seconds\n repeat (18)\n change y by (item (welche?) of [spinne fällt v])\n replace item (welche?) of [spinne fällt v] with ((item (welche?) of [spinne fällt v]) - (1))\n end\n hide\n else\n if <<([x position v] of [figur11 v]) < ((x position) + (90))> and <([x position v] of [figur11 v]) > ((x position) - (90))>> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm1 v)\n end\n end\nend\ndelete this clone\n\nwhen I receive [13 v]\ndelete this clone\n\nwhen I receive [13 v]\ndelete (all) of [spinne fällt v]\nset size to (110) %\ngo to x: (98) y: (142)\nshow\nswitch costume to (kostüm1 v)\nrepeat until <not <(level) = [13]>>\n if <<([x position v] of [figur11 v]) < ((x position) + (30))> and <([x position v] of [figur11 v]) > ((x position) - (30))>> then\n delete (all) of [spinne fällt v]\n add [0] to [spinne fällt v]\n switch costume to (kostüm3 v)\n wait (1.4) seconds\n repeat (24)\n change y by (item (1) of [spinne fällt v])\n replace item (1) of [spinne fällt v] with ((item (1) of [spinne fällt v]) - (1))\n end\n hide\n if <([y position v] of [figur30 v]) > [-10]> then\n stop [this script v]\n else\n delete (all) of [spinne fällt v]\n set size to (110) %\n go to x: (98) y: (142)\n switch costume to (kostüm1 v)\n show\n end\n else\n if <<([x position v] of [figur11 v]) < ((x position) + (90))> and <([x position v] of [figur11 v]) > ((x position) - (90))>> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm1 v)\n end\n end\nend\n\n@Figur46\n\nwhen flag clicked\ngo [backward v] (999) layers\nset rotation style [left-right v]\nhide\n\nwhen I receive [16 v]\nshow\nrepeat until <not <(level) = [16]>>\n switch costume to (kostüm2 v)\n wait (1) seconds\n switch costume to (kostüm1 v)\n wait (3) seconds\nend\nhide\n\nwhen I receive [17 v]\nstop [other scripts in sprite v]\nhide\n\n@Figur9\n\nwhen I receive [bosskampf verloren v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\npoint in direction (90)\nset size to (50) %\nhide\n\nwhen I receive [17b v]\nclear graphic effects\nset [boss blinkt v] to [nein]\nset [boss wartet... v] to [5]\nset [boss kommt runter v] to [10]\nset [boss leben v] to [3]\nset rotation style [all around v]\npoint in direction (180)\nswitch costume to (kostüm2 v)\nshow\ngo to x: (198) y: (121)\nhide\nrepeat until <(boss leben) = [0]>\n point in direction (180)\n go to x: ([x position v] of [figur8 v]) y: (252)\n wait (1) seconds\n show\n repeat until <touching (figur10 v)?>\n move ((boss kommt runter) / (3)) steps\n end\n broadcast (verwundbar v)\n wait (boss wartet...) seconds\n stop [other scripts in sprite v]\n show\n broadcast (nicht mehr verwundbar v)\n repeat (11)\n change y by (30)\n end\n hide\nend\nwait (2) seconds\nswitch costume to (kostüm2 v)\npoint in direction (180)\ngo to x: (2) y: (249)\nshow\nrepeat (10)\n change y by (-15)\nend\nwait (1) seconds\nswitch costume to (kostüm4 v)\nwait (0.5) seconds\nswitch costume to (kostüm2 v)\nwait (0.25) seconds\nswitch costume to (kostüm4 v)\nwait (0.125) seconds\nswitch costume to (kostüm2 v)\nwait (0.0625) seconds\nswitch costume to (kostüm4 v)\nstart sound [gong v]\nwait (1) seconds\nglide (1) secs to x: (211) y: (99)\nrepeat (7)\n repeat until <touching (figur10 v)?>\n change y by (-30)\n end\n repeat (6)\n change y by (30)\n end\n repeat (30)\n change x by (-2)\n end\nend\nswitch costume to (kostüm5 v)\npoint in direction (0)\nrepeat (7)\n repeat until <touching (figur10 v)?>\n change y by (-30)\n end\n repeat (6)\n change y by (30)\n end\n repeat (30)\n change x by (2)\n end\nend\nrepeat until <touching (figur10 v)?>\n change y by (-30)\nend\nswitch costume to (kostüm4 v)\npoint in direction (180)\nbroadcast (verwundbar v)\n\nwhen I receive [17.2 v]\nstop [other scripts in sprite v]\nbroadcast (17b v)\n\nwhen I receive [auf boss gesprungen v]\nif <(boss leben) = [-1]> then\n repeat (6)\n turn left (20) degrees\n change y by (-10)\n change x by (-10)\n end\n wait (1) seconds\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n hide\n broadcast (alte musik v)\nelse\n repeat (10)\n hide\n wait (0.3) seconds\n show\n wait (0.3) seconds\n end\nend\n\npoint in direction (0)\n\n@Figur38\n\nwhen I receive [17b v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nset rotation style [all around v]\nforever\n point in direction ([direction v] of [figur9 v])\n go to (figur9 v)\n switch costume to ([costume # v] of [figur9 v])\nend\n\nwhen I receive [bosskampf verloren v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [auf boss gesprungen v]\nhide\n\nwhen I receive [nicht mehr verwundbar v]\nwait (2) seconds\nshow\n\n@Figur40\n\nwhen I receive [verwundbar v]\nset [ghost v] effect to (100)\nshow\ngo to (figur9 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [auf boss gesprungen v]\nhide\n\nwhen I receive [17.2 v]\nhide\n\nwhen I receive [nicht mehr verwundbar v]\nhide\n\n@Figur39\n\nwhen flag clicked\nhide\n\nwhen I receive [bosskampf verloren v]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nbroadcast (17.2 v)\nwait (0.1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [gewonnen v]\nwait (1) seconds\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nbroadcast (endfilm v)\nwait (0.1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [zeitlücke v]\nwait (1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (zeitlücke 2 v)\nwait (0.1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (einleitung 2. teil v)\n\n@Figur19\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [17 v]\nhide\n\n@Kostüm6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [4 v]\nshow\ngo to [front v] layer\n\nwhen I receive [5 v]\nhide\n\n@Figur8\n\nwhen flag clicked\nhide\n\nwhen I receive [lets go v]\nshow\nclear graphic effects\nforever\n if <(gum rechts) = [ja]> then\n turn right ((gum laufen rechts) * (2)) degrees\n end\n if <(gum links) = [ja]> then\n turn right ((gum laufen links) * (2)) degrees\n end\nend\n\nwhen I receive [lets go v]\nbroadcast (lets go 2 v)\n\nwhen I receive [lets go 2 v]\nforever\n go to (figur30 v)\nend\n\nwhen I receive [gewonnen v]\nstop [other scripts in sprite v]\nwait (5) seconds\nbroadcast (rollen v)\n\nwhen I receive [17 v]\nhide\n\nwhen I receive [17.2 v]\nshow\n\nwhen I receive [endfilm v]\ngo to x: (76) y: (-134)\npoint in direction (90)\n\nwhen I receive [rollen v]\nforever\n turn right (10) degrees\nend\n\nwhen I receive [zeitlücke 2 v]\npoint in direction (90)\nstop [other scripts in sprite v]\n\nwhen I receive [einleitung 2. teil v]\nwait (1) seconds\nif <(Sprache) = [Englisch]> then\n say [Wow, you have won!!!] for (2) seconds\n say [You are awesome!] for (2) seconds\n say [That was the best adventure ever!] for (2) seconds\n say [Please give that game a love ♥.]\nelse\n say [Wow, du hast gewonnen!!!] for (2) seconds\n say [Du bist unglaublich!] for (2) seconds\n say [Das war das beste Abenteuer das ich je hatte!] for (2) seconds\n say [Bitte gebe diesem Spiel ein Herz ♥.]\nend\nbroadcast (einleitung 2. teil 2 v)\n\n@Figur30\n\nwhen flag clicked\nshow\nset [gum rechts v] to [nein]\nset [gum links v] to [nein]\nset [gum fallen v] to [0]\nset [level v] to [1]\nset [ghost v] effect to (100)\n\nwhen I receive [lets go v]\ngo to x: (-208) y: (-134)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [gum rechts v] to [ja]\n set [gum laufen rechts v] to [0]\n repeat until <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <(Wand rechts) = [ja]>>\n change x by (gum laufen rechts)\n if <not <(gum laufen rechts) > [4]>> then\n change [gum laufen rechts v] by (0.5)\n end\n end\n repeat until <<(gum laufen rechts) < [1]> or <(Wand rechts) = [ja]>>\n change x by (gum laufen rechts)\n change [gum laufen rechts v] by (-0.5)\n end\n set [gum laufen rechts v] to [0]\n set [gum rechts v] to [nein]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [gum links v] to [ja]\n set [gum laufen links v] to [0]\n repeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n change x by (gum laufen links)\n if <not <(gum laufen links) < [-4]>> then\n change [gum laufen links v] by (-0.5)\n end\n end\n repeat until <(gum laufen links) > [-1]>\n change x by (gum laufen links)\n change [gum laufen links v] by (0.5)\n end\n set [gum laufen links v] to [0]\n set [gum links v] to [nein]\n end\nend\n\nwhen flag clicked\nforever\n if <(Wand rechts) = [ja]> then\n set [gum laufen rechts v] to [0]\n end\n if <(Wand links) = [ja]> then\n set [gum laufen links v] to [0]\n end\nend\n\nwhen I receive [lets go v]\nforever\n if <touching (figur22 v)?> then\n broadcast (grashüpfer besiegt v)\n change y by (4)\n set [gum fallen v] to [10]\n start sound [Plopp v]\n end\n if <touching (figur27 v)?> then\n broadcast (grashüpfer besiegt 2 v)\n change y by (4)\n set [gum fallen v] to [10]\n start sound [Plopp v]\n end\n if <touching (figur19 v)?> then\n change [level v] by (1)\n go to x: (-208) y: (-134)\n broadcast (level)\n end\n if <touching (figur40 v)?> then\n change y by (4)\n set [gum fallen v] to [16]\n start sound [Plopp v]\n change [boss wartet... v] by (-1.5)\n change [boss kommt runter v] by (15)\n change [boss leben v] by (-1)\n broadcast (Auf boss gesprungen v)\n end\n if <touching (key v)?> then\n stop [other scripts in sprite v]\n broadcast (gewonnen v)\n stop [this script v]\n end\n if <(Neu?) = [ja]> then\n broadcast (spinne? v)\n set [gum fallen v] to [0]\n go to x: (-208) y: (-134)\n broadcast (level)\n set [neu? v] to [nein]\n end\nend\n\ndefine fallen\nrepeat until <<<not <touching (figur10 v)?>> and <not <touching (figur34 v)?>>> and <not <touching (figur45 v)?>>>\n change y by (1)\n set [gum fallen v] to [0]\nend\n\nwhen I receive [lets go v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-1)\n if <<<touching (figur10 v)?> or <touching (figur34 v)?>> or <touching (figur45 v)?>> then\n set [gum fallen v] to [15]\n else\n change y by (1)\n end\n end\n change [gum fallen v] by (-1)\n change y by (gum fallen)\n fallen\nend\n\nwhen I receive [17 v]\nwait (1) seconds\ngo to x: (0) y: (-134)\n\nwhen I receive [bosskampf verloren v]\nwait (0.8) seconds\ngo to x: (0) y: (-134)\n\n@Figur11\n\nwhen I receive [lets go 2 v]\nforever\n go to (figur30 v)\nend\n\nwhen I receive [lets go v]\nforever\n if <<<<<<<<<<touching (figur21 v)?> or <touching (figur26 v)?>> or <touching (figur25 v)?>> or <touching (figur29 v)?>> or <touching (figur20 v)?>> or <touching (figur35 v)?>> or <touching (figur14 v)?>> or <touching (figur44 v)?>> or <<touching (figur16 v)?> and <([costume # v] of [figur16 v]) = [3]>>> or <<touching (figur46 v)?> and <([costume # v] of [figur46 v]) = [2]>>> then\n set [neu? v] to [ja]\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [neu? v] to [nein]\n\nwhen I receive [17 v]\nforever\n if <touching (figur38 v)?> then\n broadcast (bosskampf verloren v)\n wait until <not <touching (figur38 v)?>>\n end\nend\n\nwhen I receive [grashüpfer besiegt v]\n\nwhen I receive [grashüpfer besiegt 2 v]\n\nhide\nwait (0.1) seconds\nshow\n\nhide\nwait (0.1) seconds\nshow\n\n@Figur32\n\nwhen I receive [lets go v]\nforever\n if <<touching (figur10 v)?> or <touching (figur34 v)?>> then\n set [wand rechts v] to [ja]\n else\n set [wand rechts v] to [nein]\n end\nend\n\nwhen I receive [lets go 2 v]\nforever\n go to (figur30 v)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Figur33\n\nwhen I receive [lets go 2 v]\nforever\n go to (figur30 v)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [lets go v]\nforever\n if <<touching (figur10 v)?> or <touching (figur34 v)?>> then\n set [wand links v] to [ja]\n else\n set [wand links v] to [nein]\n end\nend\n\n@Figur31\n\nwhen I receive [lets go 2 v]\nforever\n go to (figur30 v)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [lets go 2 v]\nforever\n if <touching (figur10 v)?> then\n set [gum fallen v] to [0]\n wait until <not <touching (figur10 v)?>>\n end\nend\n\n@Figur41\n\nwhen I receive [17 v]\nstart sound [dramatic_mission_trailer_terrasound_de.mp3 v]\nswitch backdrop to (kostüm30 v)\nswitch costume to (kostüm1 v)\npoint in direction (180)\ngo to x: (-337) y: (-34)\nshow\nrepeat (63)\n turn right (10) degrees\n change x by (5)\nend\nrepeat (6)\n wait (0.0015) seconds\n next costume\nend\nwait (1) seconds\ngo to x: (28) y: (-13)\nswitch backdrop to (kostüm31 v)\nswitch costume to (kostüm10 v)\nwait (1) seconds\nswitch costume to (kostüm9 v)\nwait (3) seconds\nswitch backdrop to (kostüm30 v)\nswitch costume to (kostüm8 v)\ngo to x: (-15) y: (-34)\nwait (1) seconds\nswitch costume to (kostüm11 v)\nwait (3) seconds\nhide\nstop all sounds\nbroadcast (17.2 v)\n\nwhen flag clicked\nhide\n\n@Figur43\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [rollen v]\nshow\nrepeat (10)\n change x by (-5)\nend\nbroadcast (Zeitlücke v)\nforever\n change x by (-5)\nend\n\nwhen I receive [endfilm v]\ngo [backward v] (999) layers\ngo to x: (0) y: (0)\nshow\nswitch backdrop to (kostüm32 v)\n\nwhen I receive [zeitlücke 2 v]\nhide\nstop [other scripts in sprite v]\n\n@Key\n\nwhen I receive [alte musik v]\nif <(boss leben) = [-1]> then\n set size to (100) %\n go to x: (0) y: (-120)\n show\n forever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endfilm v]\nhide\n\n@Figur42\n\nwhen I receive [verwundbar v]\nif <(Sprache) = [Englisch]> then\n switch costume to (kostüm1 v)\nelse\n switch costume to (kostüm2 v)\nend\ngo to x: (-11) y: (-22)\nshow\nrepeat (10)\n show\n wait (0.15) seconds\n hide\n wait (0.15) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [nicht mehr verwundbar v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [auf boss gesprungen v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [15 v]\nhide\n\nwhen I receive [einleitung 2. teil 2 v]\nwait (1) seconds\ngo to x: (32) y: (19)\nif <(Sprache) = [Englisch]> then\n show\n switch costume to (kostüm4 v)\nelse\n show\n switch costume to (kostüm3 v)\nend\n\n@Figur24\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Gum-gum Platformer 2 is online! \nhttps://scratch.mit.edu/projects/171673016/\n**************************************************************\nWelcome to Gum-gum Platformer!\nWalk with the arrow keys. Can you beat all levels!?\n**************************************************************\nWillkommen zu Gum-gum Platformer\nLaufe mit den Pfeiltasten. Schaffst du alle Level!?\n**************************************************************\nmusic/Musik:\nLittle Love / von Dag Reinbott / https://www.terrasound.de\nA beautiful Memory / von Dag Reinbott / https://www.terrasound.de\nDramatic Mission Trailer / von Dag Reinbott / https://www.terrasound.de\nDeep Impact / von Dag Reinbott / https://www.terrasound.de
Marshall 4
@Stage\n\nwhen I receive [next v]\nwait (0.05) seconds\nif <([background # v] of [_stage_ v]) = [23]> then\n stop all sounds\nend\n\nwhen flag clicked\nwait until <([background # v] of [_stage_ v]) = [23]>\nrepeat until <([background # v] of [_stage_ v]) = [28]>\n play sound [Stage Three v] until done\nend\n\nwhen flag clicked\nwait until <([background # v] of [_stage_ v]) = [12]>\nrepeat until <([background # v] of [_stage_ v]) > [22]>\n play sound [Stage Two v] until done\nend\n\nwhen I receive [next v]\nwait (0.05) seconds\nif <([background # v] of [_stage_ v]) = [12]> then\n stop all sounds\nend\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (title screen v)\nset volume to (100) %\nplay sound [Title v] until done\n\nwhen I receive [begin v]\nswitch backdrop to (stage1a v)\nstop all sounds\nwait (0.1) seconds\nrepeat until <([background # v] of [_stage_ v]) > [11]>\n play sound [Stage One v] until done\nend\n\nwhen I receive [next v]\nwait (0.05) seconds\nif <([background # v] of [_stage_ v]) = [28]> then\n stop all sounds\nend\n\nwhen flag clicked\nwait until <([background # v] of [_stage_ v]) = [28]>\nstop all sounds\nrepeat until <([background # v] of [_stage_ v]) > [28]>\n play sound [Boss Theme v] until done\nend\n\nwhen I receive [next v]\nwait (0.05) seconds\nif <([background # v] of [_stage_ v]) = [29]> then\n stop all sounds\nend\n\nwhen flag clicked\nwait until <([background # v] of [_stage_ v]) = [29]>\nstop all sounds\nforever\n play sound [Ending Theme v] until done\nend\n\n@Terrain\n\nwhen I receive [begin v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (-3)\nshow\n\n@Title\n\nwhen I receive [begin v]\nforever\n hide\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (title v)\ngo to x: (-472) y: (141)\nshow\nrepeat until <(x position) > [-1]>\n change x by (3)\nend\ngo to x: (0) y: (141)\nbroadcast (Appear v)\n\n@Foa\n\nwhen I receive [begin v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (21)\nhide\n\nwhen I receive [appear v]\nwait (1.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (Appear2 v)\n\n@Button\n\nwhen I receive [appear2 v]\nwait (1) seconds\nrepeat (4)\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\nend\nshow\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 flag clicked\ngo to x: (10) y: (-116)\nhide\n\nwhen this sprite clicked\nstart sound [button v]\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nforever\n hide\nend\n\n@Marshall\n\nwhen I receive [begin v]\nwait (0.2) seconds\nset [egb v] to [1]\nforever\n if <<touching color (#ff0000)?> or <<touching (prince alien v)?> and <([costume # v] of [prince alien v]) = [1]>>> then\n start sound [Hurt v]\n wait (0.5) seconds\n end\nend\n\nwhen I receive [begin v]\nshow\ngo to x: (-214) y: (-107)\n\nwhen I receive [begin v]\nwait (0.01) seconds\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]\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 if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-10)\n if <<<touching color (#633900)?> or <touching color (#00ff52)?>> or <touching color (#e7e7e7)?>> then\n set [yv v] to [8]\n end\n change y by (10)\n end\n if <(yv) < [3]> then\n change y by (-1)\n if <not <<<touching color (#633900)?> or <touching color (#00ff52)?>> or <touching color (#e7e7e7)?>>> then\n change [yv v] by (-1)\n end\n change y by (1)\n end\n set [xv v] to ((xv) * (0.84))\n change x by (xv)\n if <<<touching color (#633900)?> or <touching color (#00ff52)?>> or <touching color (#e7e7e7)?>> then\n change y by ([abs v] of ((([abs v] of (xv) ) / ((xv) + (0.00001))) + (xv)) )\n if <<<touching color (#633900)?> or <touching color (#00ff52)?>> or <touching color (#e7e7e7)?>> then\n change y by (([abs v] of ((([abs v] of (xv) ) / ((xv) + (0.00001))) + (xv)) ) * (-1))\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <<<touching color (#633900)?> or <touching color (#00ff52)?>> or <touching color (#e7e7e7)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <([x position v] of [marshall v]) > [230]> then\n clear graphic effects\n broadcast (next v)\n go to x: (-210) y: (-115)\n end\n if <([y position v] of [marshall v]) < [-175]> then\n start sound [Hurt v]\n go to x: (-210) y: (-115)\n change [lives v] by (-1)\n end\n if <<touching color (#ff0000)?> and <(egb) = [1]>> then\n change [lives v] by (-1)\n set size to (100) %\n repeat (24)\n change size by (-4)\n end\n go to x: (-210) y: (-115)\n repeat (24)\n change size by (4)\n end\n set size to (100) %\n end\n if <touching color (#8400ff)?> then\n start sound [Spring v]\n set [yv v] to [24]\n end\n if <touching color (#9cb5ff)?> then\n change [xv v] by (0.75)\n change [yv v] by (1)\n end\n if <<key (r v) pressed?> and <<<touching color (#633900)?> or <touching color (#00ff52)?>> or <touching color (#e7e7e7)?>>> then\n go to x: (-210) y: (-115)\n end\n if <touching (alien hithead v)?> then\n broadcast (hit v)\n set [yv v] to [16]\n end\n if <<touching (prince alien v)?> and <([costume # v] of [prince alien v]) = [1]>> then\n change [lives v] by (-1)\n set size to (100) %\n repeat (24)\n change size by (-4)\n end\n go to x: (-210) y: (-115)\n repeat (24)\n change size by (4)\n end\n set size to (100) %\n end\n if <<touching (prince alien v)?> and <([costume # v] of [prince alien v]) = [2]>> then\n broadcast (alienkeygot v)\n end\n if <([background # v] of [_stage_ v]) = [29]> then\n go to x: (0) y: (0)\n hide\n end\n if <touching (platform1 v)?> then\n change [yv v] by (5)\n end\nend\n\nwhen flag clicked\nset [egb v] to [0]\npoint in direction (90)\ngo to x: (-220) y: (118)\nset size to (100) %\nswitch costume to (marshall v)\nclear graphic effects\nhide\n\nwhen I receive [begin v]\nwait (0.2) seconds\nset [egb v] to [1]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set size to (100) %\n repeat (12)\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 (40) %\n end\n repeat (12)\n change size by (5)\n if <touching color (#00ff52)?> then\n change y by (3)\n end\n if <<touching color (#633900)?> and <(direction) = [90]>> then\n change x by (-3)\n end\n if <<touching color (#633900)?> and <(direction) = [-90]>> then\n change x by (3)\n end\n end\n set size to (100) %\n end\nend\n\n@Live-0-Meter\n\nwhen I receive [begin v]\nshow\nforever\n go to [front v] layer\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\n if <(Lives) = [0]> then\n set [dead v] to [1]\n hide\n end\nend\n\nwhen flag clicked\nset [dead v] to [0]\nset [lives v] to [5]\ngo to x: (203) y: (153)\nhide\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [29]> then\n go to x: (0) y: (0)\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (100) layers\n\n@Key1\n\nwhen flag clicked\ngo to x: (-106) y: (78)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [3]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key1got v)\n start sound [Key v]\n hide\nend\n\n@Wall1\n\nwhen flag clicked\ngo to x: (172) y: (144)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [3]> then\n show\nend\n\nwhen I receive [key1got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Ball1\n\nwhen I receive [begin v]\nforever\n glide (1.5) secs to x: (-26) y: (-35)\n glide (1.5) secs to x: (-26) y: (46)\nend\n\nwhen flag clicked\ngo to x: (-26) y: (46)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [4]> then\n show\n else\n hide\n end\nend\n\n@Ball2\n\nwhen I receive [begin v]\nforever\n glide (1) secs to x: (-10) y: (79)\n glide (1) secs to x: (-10) y: (167)\nend\n\nwhen flag clicked\ngo to x: (-10) y: (167)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [4]> then\n show\n else\n hide\n end\nend\n\n@Extra1\n\nwhen flag clicked\ngo to x: (82) y: (118)\nset size to (300) %\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\nwhen flag clicked\nhide\nwait until <([background # v] of [_stage_ v]) = [5]>\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <touching (marshall v)?>\nif <(Lives) < [5]> then\n start sound [1up v]\n change [lives v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n start sound [1up v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [5]> then\n hide\n end\nend\n\n@Extra2\n\nwhen flag clicked\ngo to x: (-129) y: (113)\nset size to (300) %\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\nwhen flag clicked\nhide\nwait until <([background # v] of [_stage_ v]) = [9]>\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <touching (marshall v)?>\nif <(Lives) < [5]> then\n start sound [1up v]\n change [lives v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n start sound [1up v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [9]> then\n hide\n end\nend\n\n@Key2\n\nwhen flag clicked\ngo to x: (-151) y: (-106)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [6]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key2got v)\n start sound [Key v]\n hide\nend\n\n@Wall2\n\nwhen flag clicked\ngo to x: (-117) y: (-88)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [6]> then\n show\nend\n\nwhen I receive [key2got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key3\n\nwhen flag clicked\ngo to x: (-17) y: (-106)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [6]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key3got v)\n start sound [Key v]\n hide\nend\n\n@Wall3\n\nwhen flag clicked\ngo to x: (14) y: (-88)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [6]> then\n show\nend\n\nwhen I receive [key3got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key4\n\nwhen flag clicked\ngo to x: (-96) y: (115)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [8]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key4got v)\n start sound [Key v]\n hide\nend\n\n@Wall4\n\nwhen flag clicked\ngo to x: (62) y: (153)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [8]> then\n show\nend\n\nwhen I receive [key4got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Ball3\n\nwhen I receive [begin v]\nforever\n glide (1) secs to x: (-29) y: (24)\n glide (1) secs to x: (-29) y: (-51)\nend\n\nwhen flag clicked\ngo to x: (-29) y: (-51)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [8]> then\n show\n else\n hide\n end\nend\n\n@Wall5\n\nwhen flag clicked\ngo to x: (-107) y: (-36)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [9]> then\n show\nend\n\nwhen I receive [key5got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key5\n\nwhen flag clicked\ngo to x: (-151) y: (-75)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [9]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key5got v)\n start sound [Key v]\n hide\nend\n\n@GameOver\n\nwhen I receive [begin v]\nwait until <(dead) = [1]>\nshow\ngo to [front v] layer\nwait (0.01) seconds\nstop [all v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Key6\n\nwhen flag clicked\ngo to x: (-35) y: (56)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [9]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key6got v)\n start sound [Key v]\n hide\nend\n\n@Wall6\n\nwhen flag clicked\ngo to x: (211) y: (98)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [9]> then\n show\nend\n\nwhen I receive [key6got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Platform1\n\nwhen flag clicked\ngo to x: (-142) y: (84)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [begin v]\nforever\n go [backward v] (1) layers\n glide (6) secs to x: (-142) y: (-111)\n glide (6) secs to x: (-142) y: (84)\nend\n\n@Key7\n\nwhen flag clicked\ngo to x: (126) y: (125)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [13]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key7got v)\n start sound [Key v]\n hide\nend\n\n@Wall7\n\nwhen flag clicked\ngo to x: (-116) y: (117)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [13]> then\n show\nend\n\nwhen I receive [key7got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Extra3\n\nwhen flag clicked\ngo to x: (-187) y: (86)\nset size to (300) %\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\nwhen flag clicked\nhide\nwait until <([background # v] of [_stage_ v]) = [13]>\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <touching (marshall v)?>\nif <(Lives) < [5]> then\n start sound [1up v]\n change [lives v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n start sound [1up v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [13]> then\n hide\n end\nend\n\n@Wall8\n\nwhen flag clicked\ngo to x: (50) y: (21)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [14]> then\n show\nend\n\nwhen I receive [key8got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@Key8\n\nwhen flag clicked\ngo to x: (-147) y: (109)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [14]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key8got v)\n start sound [Key v]\n hide\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [15]> then\n hide\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@Ball4\n\nwhen I receive [begin v]\nforever\n glide (1) secs to x: (17) y: (-19)\n glide (1) secs to x: (17) y: (-113)\nend\n\nwhen flag clicked\ngo to x: (17) y: (-113)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [15]> then\n show\n else\n hide\n end\nend\n\n@Ball5\n\nwhen I receive [begin v]\nforever\n glide (1) secs to x: (123) y: (-19)\n glide (1) secs to x: (123) y: (-113)\nend\n\nwhen flag clicked\ngo to x: (123) y: (-113)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [15]> then\n show\n else\n hide\n end\nend\n\n@Key9\n\nwhen flag clicked\ngo to x: (-203) y: (130)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [16]> then\n show\n wait until <touching (marshall v)?>\n broadcast (key9got v)\n start sound [Key v]\n hide\nend\n\n@Wall9\n\nwhen flag clicked\ngo to x: (180) y: (132)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [16]> then\n show\nend\n\nwhen I receive [key9got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Platform2\n\nwhen flag clicked\ngo to x: (-47) y: (-88)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [16]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [begin v]\nforever\n go [backward v] (1) layers\n glide (3.5) secs to x: (73) y: (-88)\n glide (3.5) secs to x: (-47) y: (-88)\nend\n\n@Key10\n\nwhen flag clicked\ngo to x: (-121) y: (5)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [17]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key10got v)\n start sound [Key v]\n hide\nend\n\n@Wall10\n\nwhen flag clicked\ngo to x: (216) y: (130)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [17]> then\n show\nend\n\nwhen I receive [key10got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Extra4\n\nwhen flag clicked\ngo to x: (167) y: (6)\nset size to (300) %\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\nwhen flag clicked\nhide\nwait until <([background # v] of [_stage_ v]) = [19]>\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <touching (marshall v)?>\nif <(Lives) < [5]> then\n start sound [1up v]\n change [lives v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n start sound [1up v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [19]> then\n hide\n end\nend\n\n@Key11\n\nwhen flag clicked\ngo to x: (-211) y: (52)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [23]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key11got v)\n start sound [Key v]\n hide\nend\n\n@Wall11\n\nwhen flag clicked\ngo to x: (129) y: (113)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [23]> then\n show\nend\n\nwhen I receive [key11got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Wall12\n\nwhen flag clicked\ngo to x: (-23) y: (-3)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [24]> then\n show\nend\n\nwhen I receive [key12got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key12\n\nwhen flag clicked\ngo to x: (8) y: (-16)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [24]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key12got v)\n start sound [Key v]\n hide\nend\n\n@Key13\n\nwhen flag clicked\ngo to x: (-104) y: (-16)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [24]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key13got v)\n start sound [Key v]\n hide\nend\n\n@Wall13\n\nwhen flag clicked\ngo to x: (-140) y: (-3)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [24]> then\n show\nend\n\nwhen I receive [key13got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Extra5\n\nwhen flag clicked\ngo to x: (-118) y: (73)\nset size to (300) %\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\nwhen flag clicked\nhide\nwait until <([background # v] of [_stage_ v]) = [24]>\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <touching (marshall v)?>\nif <(Lives) < [5]> then\n start sound [1up v]\n change [lives v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n start sound [1up v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) > [24]> then\n hide\n end\nend\n\n@Wall14\n\nwhen flag clicked\ngo to x: (107) y: (-19)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [25]> then\n show\nend\n\nwhen I receive [key14got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key14\n\nwhen flag clicked\ngo to x: (210) y: (-31)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [25]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key14got v)\n start sound [Key v]\n hide\nend\n\n@Wall15\n\nwhen flag clicked\ngo to x: (79) y: (57)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [25]> then\n show\nend\n\nwhen I receive [key15got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key15\n\nwhen flag clicked\ngo to x: (-145) y: (139)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [25]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key15got v)\n start sound [Key v]\n hide\nend\n\n@Ball6\n\nwhen I receive [begin v]\nforever\n glide (1) secs to x: (-47) y: (60)\n glide (1) secs to x: (-47) y: (-19)\nend\n\nwhen flag clicked\ngo to x: (-47) y: (-19)\nhide\nforever\n if <([background # v] of [_stage_ v]) = [26]> then\n show\n else\n hide\n end\nend\n\n@Key16\n\nwhen flag clicked\ngo to x: (10) y: (-122)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [27]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key16got v)\n start sound [Key v]\n hide\nend\n\n@Wall16\n\nwhen flag clicked\ngo to x: (47) y: (-108)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [27]> then\n show\nend\n\nwhen I receive [key16got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Key17\n\nwhen flag clicked\ngo to x: (-79) y: (45)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [27]> then\n show\n wait until <touching (marshall v)?>\n broadcast (Key17got v)\n start sound [Key v]\n hide\nend\n\n@Wall17\n\nwhen flag clicked\ngo to x: (137) y: (35)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [27]> then\n show\nend\n\nwhen I receive [key17got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\n@Extra6\n\nwhen flag clicked\ngo to x: (-129) y: (40)\nset size to (300) %\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\nwhen flag clicked\nhide\nwait until <([background # v] of [_stage_ v]) = [27]>\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <touching (marshall v)?>\nif <(Lives) < [5]> then\n start sound [1up v]\n change [lives v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n start sound [1up v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [28]> then\n hide\nend\n\n@Wall18\n\nwhen flag clicked\ngo to x: (228) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [28]> then\n go [backward v] (1) layers\n show\nend\n\nwhen I receive [alienkeygot v]\nstart sound [Key v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [29]> then\n hide\n end\nend\n\n@Prince alien\n\nwhen I receive [alienkeygot v]\nforever\n hide\nend\n\nwhen flag clicked\nset [alien health v] to [6]\ngo to x: (19) y: (100)\npoint in direction (90)\nset [color v] effect to (20)\nset size to (150) %\nswitch costume to (alien v)\nhide\n\nwhen I receive [hit v]\nchange [alien health v] by (-1)\nstart sound [Hit v]\nrepeat (4)\n hide\n wait (0.03) seconds\n show\n wait (0.03) seconds\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(Alien Health) = [0]>\nswitch costume to (key v)\nset size to (80) %\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [29]> then\n hide\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [28]> then\n show\n go to [front v] layer\n say [MARSHALL!!] for (2.5) seconds\n say [I've been expecting you.] for (3) seconds\n say [I was planning to destroy you since my father died...] for (4.5) seconds\n say [..But it looks like you've surrendered!] for (4) seconds\n say [FACE MY WRATH!] for (3) seconds\n glide (2.5) secs to x: (161) y: (-117)\n repeat until <(Alien Health) = [0]>\n point in direction (90)\n glide (3) secs to x: (-181) y: (-117)\n point in direction (-90)\n glide (3) secs to x: (161) y: (-117)\n end\nend\n\n@Alien hithead\n\nwhen flag clicked\ngo to (prince alien v)\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [28]> then\n show\n forever\n go to (prince alien v)\n end\nend\n\nwhen flag clicked\nforever\n if <([background # v] of [_stage_ v]) = [29]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nwait until <(Alien Health) = [0]>\nhide\n\n@Ending Marshall\n\nwhen flag clicked\nset [endingv v] to [0]\ngo to x: (159) y: (-100)\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [29]> then\n show\n forever\n set [endingv v] to [0]\n repeat (20)\n change [endingv v] by (0.6)\n change y by (Endingv)\n end\n set [endingv v] to [0]\n repeat (20)\n change [endingv v] by (-0.6)\n change y by (Endingv)\n end\n end\nend\n\n@Ending\n\nwhen flag clicked\ngo to x: (-48) y: (138)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [29]> then\n show\n go to [front v] layer\n forever\n repeat (4)\n turn right (2) degrees\n end\n repeat (4)\n turn left (2) degrees\n end\n repeat (4)\n turn left (2) degrees\n end\n repeat (4)\n turn right (2) degrees\n end\n end\nend\n\n@Ending2\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-60) y: (3)\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [29]> then\n show\n go to [front v] layer\n forever\n repeat (5)\n change size by (1)\n end\n repeat (5)\n change size by (-1)\n end\n end\nend\n\n@Wall19\n\nwhen flag clicked\ngo to x: (174) y: (21)\nset size to (100) %\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [14]> then\n show\nend\n\nwhen I receive [key18got v]\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n@Key18\n\nwhen flag clicked\ngo to x: (-54) y: (11)\nhide\nforever\n repeat (4)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (4)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [14]> then\n show\n wait until <touching (marshall v)?>\n broadcast (key18got v)\n start sound [Key v]\n hide\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [15]> then\n hide\nend\n\nwhen I receive [next v]\nwait (0.01) seconds\nif <([background # v] of [_stage_ v]) = [15]> then\n hide\nend\n\n
EVERY LEVEL IS POSSIBLE\nInstructions in-game\nLevel 1: Spring Greens\nLevel 2: Volcanic Caverns\nLevel 3: Sky High\nFinal Boss: Prince Alien\n\n
Scrolling Platformer Engine (UPDATED)
@Stage\n\n@Sprite1\n\ndefine physics | controls on? <controls?> | speed: (speed) | friction: (friction) | jump height: (height) | gravity: (gravity)\nchange y by (-5)\nif <<controls?> and <key (right arrow v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\nend\nif <<controls?> and <key (left arrow v) pressed?>> then\n change [x vel v] by (speed)\nend\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 ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<controls?> and <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <not <[0] > (y vel)>>>> then\n set [jumping? v] to [1]\n set [y vel v] to ((-1) * (height))\n else\n set [y vel v] to [0]\n set [jumping? v] to [0]\n end\nelse\n change [y vel v] by (gravity)\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 ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\nchange y by (5)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (500) %\nswitch costume to (costume2 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\ndie\nforever\n physics | controls on? <[true] = [true]> | speed: [2] | friction: [0.8] | jump height: [10] | gravity: [1]\nend\n\nif <<key (up arrow v) pressed?> and <controls?>> then\n set [y vel v] to ((-1) * (height))\n set [jumping? v] to [1]\n set [x vel v] to ((([abs v] of (x vel) ) / (x vel)) * (-20))\nelse\n set [x vel v] to [0]\nend\n\ndefine die\ngo to x: (0) y: (-40)\n\nwhen [r v] key pressed\ndie\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [p v] key pressed\ngo to x: (0) y: (0)\nshow\n\n
Minecraft platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next stage v]\nnext backdrop\nif <(backdrop [number v]) = [9]> then\n stop [this script v]\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset size to (10) %\nswitch backdrop to (backdrop1 v)\nrender level\n\ndefine render level\nset [rendering v] to [0]\ngo to x: (-229) y: (-166)\nerase all\nshow\nrepeat (15)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n if <touching color (#ff0000)?> then\n switch costume to (lava v)\n stamp\n end\n if <touching color (#00ff55)?> then\n switch costume to (costume1 v)\n stamp\n end\n if <touching color (#cc7700)?> then\n switch costume to (dirt v)\n stamp\n end\n if <touching color (#000000)?> then\n switch costume to (stone v)\n stamp\n end\n if <touching color (#003fff)?> then\n switch costume to (portal v)\n stamp\n end\n change x by (25)\n set x to (-228)\n change y by (24)\nend\nhide\nset [rendering v] to [1]\n\nwhen I receive [next stage v]\nrender level\n\nwhen flag clicked\nset tempo to (100)\nforever\n set volume to (200) %\n play sound [MC1 v] until done\nend\n\n@head\n\nwhen flag clicked\nset size to (10) %\nshow\n\nwhen flag clicked\nset rotation style [don't rotate v]\npoint in direction (90)\npoint in direction (90)\ngo to x: (-180) y: (61)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#006521)?> then\n change y by (1)\n end\n if <touching color (#006521)?> then\n change y by (1)\n end\n if <touching color (#006521)?> then\n change y by (1)\n end\n if <touching color (#006521)?> then\n change y by (1)\n end\n if <touching color (#006521)?> 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 [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#006521)?> 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 (#006521)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <touching color (#ff9400)?> then\n go to x: (-212) y: (61)\n end\n wait until <(rendering) = [1]>\nend\n\nwhen flag clicked\nforever\n if <touching color (#004aff)?> then\n broadcast (next stage v)\n go to x: (-180) y: (61)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next stage v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (thing v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(rendering) = [0]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [thing v]\nwait until <(rendering) = [1]>\nshow\n\n@lava\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n
im really trying to keep this project working but with every little update it seems to break. it should be working again though.\n\n
Platformer Template
@Stage\n\nwhen flag clicked\nswitch backdrop to (join [1] [])\n\nwhen I receive [next v]\nnext backdrop\n\n@Scratch Cat\n\nwhen flag clicked\nbroadcast (message1 v)\nforever\n if <(y position) > [175]> then\n set [y v] to [0]\n change y by (-5)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-200) y: (150)\nset rotation style [left-right v]\nshow\nset [y v] to [0]\nset [x v] to [0]\nset [crouch v] to [0]\nset [costume v] to [13]\nforever\n if <key (down arrow v) pressed?> then\n set size to (25) %\n set [crouch v] to [1]\n else\n set size to (50) %\n if <(crouch) = [1]> then\n change y by (12)\n end\n change y by (2)\n if <<touching color (#000000)?> and <(crouch) = [1]>> then\n set size to (25) %\n change y by (-12)\n else\n set [crouch v] to [0]\n end\n change y by (-2)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (0.7)\n if <(costume [number v]) < [16]> then\n next costume\n else\n switch costume to (1 v)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-0.7)\n if <(costume [number v]) < [16]> then\n next costume\n else\n switch costume to (1 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n set [costume v] to (costume [number v])\n switch costume to (hitbox v)\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 ((x) * (-1))\n change x by (-1)\n change y by (-4)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\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 end\n change y by (y)\n if <touching color (#000008)?> then\n set [y2 v] to (y position)\n set [y3 v] to ((y) * (-1))\n change y by (y3)\n set [y v] to [0]\n if <(y3) > [10]> then\n set y to ((y2) + (12))\n end\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to (pick random (8.5) to (10.5))\n end\n end\n if <(x position) > [237]> then\n broadcast (message1 v)\n broadcast (next v)\n end\n if <(y position) < [-170]> then\n broadcast (message1 v)\n start sound [hurt v]\n end\n if <touching color (#ff0000)?> then\n broadcast (message1 v)\n start sound [hurt v]\n end\n if <touching color (#003fff)?> then\n set [y v] to [15]\n stop all sounds\n start sound [jump v]\n end\n switch costume to (costume)\nend\n\nwhen flag clicked\nforever\n if <(y) > [0.5]> then\n repeat until <not <(y) > [0.5]>>\n switch costume to (19 v)\n end\n repeat (10)\n switch costume to (19 v)\n end\n switch costume to (13 v)\n set [costume v] to [13]\n switch costume to (13 v)\n end\n if <(y) < [-1.5]> then\n repeat until <not <(y) < [-0.5]>>\n switch costume to (20 v)\n end\n wait (0.4) seconds\n switch costume to (13 v)\n set [costume v] to [13]\n switch costume to (13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y) > [2]> then\n if <key (up arrow v) pressed?> then\n stop all sounds\n play sound [jump v] until done\n end\n wait until <(y) < [2]>\n end\nend\n\n@Timer\n\nwhen flag clicked\nshow\nset size to (50) %\nforever\n go to x: (-230) y: (167)\n set [i v] to [1]\n set [time v] to (round (timer))\n broadcast (resetTimer v)\n repeat ((length of (time)) - (1))\n switch costume to (letter (i) of (time))\n change [i v] by (1)\n create clone of (_myself_ v)\n change x by (15)\n end\n switch costume to (letter (i) of (time))\n wait until <not <(round (timer)) = (time)>>\nend\n\nwhen I receive [resettimer v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Noob Platformer
@Stage\n\nwhen I receive [end v]\nstop all sounds\nplay sound [Your Door Was Locked!.mp3 v] until done\n\n@Noob\n\nwhen flag clicked\nhide\nwait (3.8) seconds\nshow\ngo to x: (-171) y: (-93)\nforever\n if <key (r v) pressed?> then\n go to x: (-171) y: (-93)\n end\n if <touching color (#ff0000)?> then\n go to x: (-171) y: (-93)\n end\n if <touching color (#0033cc)?> then\n broadcast (NEXT! v)\n go to x: (-171) y: (-93)\n end\n change [y v] by (-0.5)\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 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 (-6)\n if <<key (up arrow v) pressed?> or <key (w 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 change x by ((x) * (-1))\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 (#000008)?> 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 (#000008)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\n@level\n\nwhen I receive [next! v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\nstart sound [flight v]\nhide variable [time to advertise my account v]\nforever\n if <(costume [number v]) = [7]> then\n set [time to advertise my account v] to [7]\n broadcast (end v) and wait\n end\n if <(costume [number v]) = [6]> then\n broadcast (end 2 v)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [6]> then\n next costume\nend\n\n@Time\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine Flicker\nshow variable [time v]\nwait (0.1) seconds\nhide variable [time v]\nwait (0.3) seconds\nshow variable [time v]\nwait (0.4) seconds\nhide variable [time v]\nwait (0.2) seconds\nshow variable [time v]\nwait (0.5) seconds\nhide variable [time v]\nwait (0.1) seconds\nshow variable [time v]\nwait (0.6) seconds\nhide variable [time v]\nwait (0.09) seconds\nshow variable [time v]\n\nwhen I receive [end v]\nFlicker\n\nwhen I receive [end 2 v]\nstop [other scripts in sprite v]\n\n@Favorite\n\nwhen flag clicked\nset [time to advertise my account v] to [0]\nhide\ngo to x: (-168) y: (-121)\nwait until <(Time to advertise my account) = [7]>\nshow\nforever\n turn right (10) degrees\n wait (0.01) seconds\nend\n\n@Love\n\nwhen flag clicked\nset [time to advertise my account v] to [0]\nhide\ngo to x: (-11) y: (-102)\nwait until <(Time to advertise my account) = [7]>\nshow\nforever\n turn right (10) degrees\n wait (0.01) seconds\nend\n\n@Follow\n\nwhen flag clicked\nset [time to advertise my account v] to [0]\nhide\ngo to x: (164) y: (-94)\nwait until <(Time to advertise my account) = [7]>\nshow\nforever\n turn right (10) degrees\n wait (0.01) seconds\nend\n\n@Intro\n\nwhen I receive [play intro v]\n\nwhen flag clicked\nshow\nset [var1 \(intro\) v] to [0]\nset [var3 \(intro\) v] to [0]\nset size to (100) %\ngo to x: (10) y: (0)\nswitch costume to (background v)\nset [brightness v] effect to (100)\nrepeat (2)\n change [brightness v] effect by (-50)\nend\nwait (1) seconds\nhide\nswitch costume to (tv1 v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\nshow\nwait until <(Var1 \(Intro\)) = [1]>\nrepeat (20)\n switch costume to (tv1 v)\n change size by (10)\n switch costume to (background v)\nend\nwait until <(Var3 \(Intro\)) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start Project v)\n\nbroadcast (Play intro v)\n\nwhen I start as a clone\nif <(costume [name v]) = [TV1]> then\n set size to (400) %\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (0)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.2) seconds\n set [var1 \(intro\) v] to [1]\n repeat (20)\n change size by (10)\n end\n set [var2 \(intro\) v] to [-3]\n repeat (50)\n change x by (Var2 \(Intro\))\n end\n wait (0.1) seconds\n repeat (8)\n next costume\n change size by (-30)\n end\n set [var3 \(intro\) v] to [1]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Y U SOTP?!\n\nwhen flag clicked\nset [don't goof around v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n if <not <(Don't Goof Around) = [1]>> then\n hide\n set [stop? v] to ((timer) + (0.1))\n end\n if <key (q v) pressed?> then\n set [don't goof around v] to [1]\n end\n if <(Don't Goof Around) = [1]> then\n hide\n end\nend\n\nwhen [timer v] > (Stop?)\nshow\n\n
*NOTE*\nCURRENTLY THERE ARE A FEW BUGS. IF 3 ICONS APPEAR AT THE START, PRESS THE GREEN FLAG\n AGAIN TO RESET IT.\n\nArrow keys to move. Your a Noob on Roblox. You want to complete this Obby. I have placed some dumb glitches, but they are made to test your wit. Please don't get mad at the comments. They're there so you can try out your stress. click the badge\n\nThe current record holder is @Project_Newb\n\n
Rotate- A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen backdrop switches to [level 17 v]\nbroadcast (done v)\n\nwhen backdrop switches to [level 10 v]\nbroadcast (death spinny things v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@little square blob thing\n\nwhen flag clicked\nshow\ngo to x: (-184) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\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 move (x) steps\n if <touching color (#b2b2b2)?> then\n change y by (1)\n end\n if <touching color (#b2b2b2)?> then\n change y by (1)\n end\n if <touching color (#b2b2b2)?> then\n change y by (1)\n end\n if <touching color (#b2b2b2)?> then\n change y by (1)\n end\n if <touching color (#b2b2b2)?> then\n change y by (-4)\n change x by ((-1) * (x))\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 (#b2b2b2)?> 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?> then\n if <touching color (#b2b2b2)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#0d0500)?> then\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (1)\n forever\n if <touching (finish line thingy v)?> then\n broadcast (next level v)\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-184) y: (0)\n\nwhen I receive [next level v]\nswitch costume to ((costume [number v]) + (pick random (1) to (4)))\n\nwhen flag clicked\nforever\n if <[2] = (backdrop [number v])> then\n switch costume to (normal character being v)\n else\n if <(costume [number v]) = [1]> then\n next costume\n end\n if <(costume [number v]) = [2]> then\n if <touching color (#7f33ff)?> then\n broadcast (Death v)\n end\n if <touching color (#ffda3b)?> then\n broadcast (Death v)\n end\n if <touching color (#4be8ff)?> then\n broadcast (Death v)\n end\n end\n if <(costume [number v]) = [3]> then\n if <touching color (#4be8ff)?> then\n broadcast (Death v)\n end\n if <touching color (#ff2b87)?> then\n broadcast (Death v)\n end\n if <touching color (#7f33ff)?> then\n broadcast (Death v)\n end\n end\n if <(costume [number v]) = [4]> then\n if <touching color (#4be8ff)?> then\n broadcast (Death v)\n end\n if <touching color (#ff2b87)?> then\n broadcast (Death v)\n end\n if <touching color (#ffda3b)?> then\n broadcast (Death v)\n end\n end\n if <(costume [number v]) = [5]> then\n if <touching color (#ffda3b)?> then\n broadcast (Death v)\n end\n if <touching color (#ff2b87)?> then\n broadcast (Death v)\n end\n if <touching color (#7f33ff)?> then\n broadcast (Death v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#060200)?> then\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff4b6d)?> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [death v]\nif <(backdrop [number v]) = [level 16]> then\n go to x: (-221) y: (-105)\nend\n\nwhen I receive [next level v]\nif <(backdrop [number v]) = [level 16]> then\n go to x: (-221) y: (-105)\nelse\n go to x: (-184) y: (0)\nend\n\nwhen I receive [death v]\ngo to x: (-184) y: (0)\n\nwhen I receive [done v]\nhide\n\nwhen flag clicked\n\n@COLOOUUUUUUURRRSSSS\n\n@evil death things\n\nwhen flag clicked\nforever\n repeat until <(backdrop [name v]) = [level 10]>\n forever\n turn right (2) degrees\n end\n end\nend\n\nwhen backdrop switches to [level 9 v]\ngo to x: (-41) y: (-7)\n\nwhen I receive [death spinny things v]\nswitch costume to (really evil black spike thingies v)\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 8 v]\nswitch costume to (evil death wheel v)\ngo to x: (4) y: (-4)\nshow\n\nwhen backdrop switches to [level 10 v]\nswitch costume to (really evil black spike thingies v)\ngo to x: (-38) y: (50)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [level 10]> then\n forever\n turn left (0.0001) degrees\n end\n end\nend\n\nturn right (0.0001) degrees\n\nturn left (2) degrees\n\n@finish line thingy\n\nwhen flag clicked\nswitch costume to (real green bar thingy v)\ngo to x: (213) y: (-85)\nshow\n\nwhen backdrop switches to [level 2 v]\ngo to x: (217) y: (78)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (-204) y: (128)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (214) y: (-60)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (216) y: (55)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (214) y: (103)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (204) y: (143)\n\nwhen backdrop switches to [level 13 v]\nrepeat until <(backdrop [name v]) = [level 14]>\n next costume\n wait (1) seconds\nend\nbroadcast (Green bar done flashing level v)\n\nwhen backdrop switches to [level 13 v]\ngo to x: (216) y: (45)\n\nwhen I receive [green bar done flashing level v]\nswitch costume to (real green bar thingy v)\n\nwhen backdrop switches to [level 16 v]\ngo to x: (216) y: (45)\n\nchange size by (-10)\n\nwhen I receive [done v]\nhide\n\n
Use the arrow keys. Don't touch any colour except that of your avatar. The green is your goal. The music is random, when you click the green flag it plays one song. Comment if there are any glitches. Like and favourite please!\nATTENTION: We know this doesn't have many rotating levels, we did this project for a school showcase and we didn't have all the time we wanted, more levels ARE coming soon, and they will have elements of rotation. That's why we called the game Rotate, and we will keep it as the name. We aren't trying to copy the featured game called Rotate. Neither of us have seen or played the game. We didn't know it existed until today. The thumbnail also shows elements of the game, and though the main sprite is two colours, we will have levels where the sprite changes colours halfway through.
100% Pen Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Polargeist v] until done\nend\n\n@pen\n\ndefine None\nif <(char_add coordinates?) = [1]> then\n add (x1) to [x1 v]\n add (y1) to [y1 v]\n add (x2) to [x2 v]\n add (y2) to [y2 v]\n add (type) to [type v]\nend\nif <<<((x1) - (char_x)) < [240]> and <((x2) - (char_x)) > [-240]>> and <<((y2) - (char_y)) < [180]> and <((y1) - (char_y)) > [-180]>>> then\n if <(type) = [1]> then\n set pen color to ((((0) * (65536)) + ((0) * (256))) + (255))\n else\n if <(type) = [2]> then\n set pen color to ((((255) * (65536)) + ((0) * (256))) + (0))\n else\n if <(type) = [3]> then\n set pen color to ((((255) * (65536)) + ((255) * (256))) + (0))\n else\n if <(type) = [4]> then\n set pen color to ((((255) * (65536)) + ((150) * (256))) + (0))\n else\n if <(type) = [5]> then\n set pen color to ((((150) * (65536)) + ((0) * (256))) + (255))\n end\n end\n end\n end\n end\n set pen size to (10)\n go to x: ((x1) - (char_x)) y: ((y1) - (char_y))\n if <((y1) - (char_y)) < [180]> then\n pen down\n end\n go to x: ((x2) - (char_x)) y: ((y1) - (char_y))\n pen up\n if <((x2) - (char_x)) < [240]> then\n pen down\n end\n go to x: ((x2) - (char_x)) y: ((y2) - (char_y))\n pen up\n if <((y2) - (char_y)) > [-180]> then\n pen down\n end\n go to x: ((x1) - (char_x)) y: ((y2) - (char_y))\n pen up\n if <((x1) - (char_x)) > [-240]> then\n pen down\n end\n go to x: ((x1) - (char_x)) y: ((y1) - (char_y))\n pen up\nend\n\ndefine None\nset [level_endpoint green v] to (((level_endpoint green) + (15)) mod (256))\nif <<<((x) - (char_x)) < [240]> and <((x) - (char_x)) > [-240]>> and <<((y) - (char_y)) < [180]> and <((y) - (char_y)) > [-180]>>> then\n go to x: ((x) - (char_x)) y: ((y) - (char_y))\n set pen color to (((0) * (65536)) + (((level_endpoint green) + (150)) * (256)))\n set pen size to (40)\n pen down\n pen up\n set pen color to (((0) * (65536)) + (((level_endpoint green) + (200)) * (256)))\n set pen size to (35)\n pen down\n pen up\n set pen color to (((0) * (65536)) + ((level_endpoint green) * (256)))\n set pen size to (30)\n pen down\n pen up\n set pen color to (((0) * (65536)) + (((level_endpoint green) + (50)) * (256)))\n set pen size to (25)\n pen down\n pen up\n set pen color to (((0) * (65536)) + (((level_endpoint green) + (100)) * (256)))\n set pen size to (20)\n pen down\n pen up\n set pen color to (((0) * (65536)) + (((level_endpoint green) + (150)) * (256)))\n set pen size to (15)\n pen down\n pen up\n set pen color to (((0) * (65536)) + (((level_endpoint green) + (200)) * (256)))\n set pen size to (10)\n pen down\n pen up\n if <<<((x) - (char_x)) < [30]> and <((x) - (char_x)) > [-30]>> and <<((y) - (char_y)) < [30]> and <((y) - (char_y)) > [-30]>>> then\n new level (x) (y)\n end\nend\n\ndelete (all) of [code v]\nadd [00/26403313] to [code v]\nadd [00/0626353423032332312000] to [code v]\nadd [31/20100105162635] to [code v]\nadd [00/063645413000] to [code v]\nadd [40/000333030646] to [code v]\nadd [00/0323030636] to [code v]\nadd [45/361605011030414323] to [code v]\nadd [00/0603434046] to [code v]\nadd [00/2010162606] to [code v]\nadd [01/1021261636] to [code v]\nadd [00/0603360330] to [code v]\nadd [06/0020] to [code v]\nadd [00/06234640] to [code v]\nadd [00/063036] to [code v]\nadd [10/0105163645413010] to [code v]\nadd [00/062635342303] to [code v]\nadd [10/0105163645413010/40/22] to [code v]\nadd [00/06263534230330] to [code v]\nadd [00/203132231304051636] to [code v]\nadd [20/260646] to [code v]\nadd [06/0110304146] to [code v]\nadd [06/2046] to [code v]\nadd [06/10263046] to [code v]\nadd [00/36/30/06] to [code v]\nadd [20/23062346] to [code v]\nadd [06/360030] to [code v]\nadd [00/20101605] to [code v]\nadd [30/0035261605] to [code v]\nadd [05/16263534233231201001] to [code v]\nadd [30/36330306] to [code v]\nadd [36/0603233231201001] to [code v]\nadd [35/26160501102031322303] to [code v]\nadd [10/3606] to [code v]\nadd [13/020110203132231304051626353423] to [code v]\nadd [30/361605041333] to [code v]\nadd [31/201001051626353105] to [code v]\nadd [00/00] to [code v]\nadd [00/11] to [code v]\nadd [00/00/02/06] to [code v]\nadd [00/00/02/031324251606] to [code v]\nadd [03/23] to [code v]\nadd [00/40] to [code v]\nadd [00/11/13/13] to [code v]\nadd [01/01/04/04] to [code v]\nadd [05/16] to [code v]\nadd [04/34/02/32] to [code v]\nadd [03/23/12/14] to [code v]\nadd [06/24/04/26] to [code v]\nadd [20/11031526] to [code v]\nadd [00/11231506] to [code v]\nadd [00/36] to [code v]\nadd [00/56/05/16251405/40/31425140] to [code v]\nadd [30/10010516364542222444] to [code v]\nadd [10/26/30/46/02/52/04/54] to [code v]\nadd [01/21322313041535/10/26] to [code v]\n\ndelete (all) of [symbols v]\nadd [a] to [symbols v]\nadd [b] to [symbols v]\nadd [c] to [symbols v]\nadd [d] to [symbols v]\nadd [e] to [symbols v]\nadd [f] to [symbols v]\nadd [g] to [symbols v]\nadd [h] to [symbols v]\nadd [i] to [symbols v]\nadd [j] to [symbols v]\nadd [k] to [symbols v]\nadd [l] to [symbols v]\nadd [m] to [symbols v]\nadd [n] to [symbols v]\nadd [o] to [symbols v]\nadd [p] to [symbols v]\nadd [q] to [symbols v]\nadd [r] to [symbols v]\nadd [s] to [symbols v]\nadd [t] to [symbols v]\nadd [u] to [symbols v]\nadd [v] to [symbols v]\nadd [w] to [symbols v]\nadd [x] to [symbols v]\nadd [y] to [symbols v]\nadd [z] to [symbols v]\nadd [1] to [symbols v]\nadd [2] to [symbols v]\nadd [3] to [symbols v]\nadd [4] to [symbols v]\nadd [5] to [symbols v]\nadd [6] to [symbols v]\nadd [7] to [symbols v]\nadd [8] to [symbols v]\nadd [9] to [symbols v]\nadd [0] to [symbols v]\nadd [.] to [symbols v]\nadd [,] to [symbols v]\nadd [!] to [symbols v]\nadd [?] to [symbols v]\nadd [-] to [symbols v]\nadd [_] to [symbols v]\nadd [;] to [symbols v]\nadd [:] to [symbols v]\nadd ['] to [symbols v]\nadd [=] to [symbols v]\nadd [+] to [symbols v]\nadd [*] to [symbols v]\nadd [\(] to [symbols v]\nadd [\)] to [symbols v]\nadd [/] to [symbols v]\nadd [%] to [symbols v]\nadd [@] to [symbols v]\nadd [#] to [symbols v]\nadd [$] to [symbols v]\n\ndefine walk\nsense ground\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [char_speedx v] by (-3)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [char_speedx v] by (3)\n end\nend\nchange [char_x v] by ((0) - (char_speedx))\nif <<(char_ground detection type) = [east]> or <(char_ground detection type) = [west]>> then\n repeat until <<<not <(char_ground detection type) = [east]>> and <not <(char_ground detection type) = [west]>>> or <(char_touch ground) = [0]>>\n if <(char_ground detection type) = [east]> then\n change [char_x v] by (1)\n set [char_speedx v] to [-1]\n else\n change [char_x v] by (-1)\n set [char_speedx v] to [1]\n end\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(level_block type) = [1]>> then\n if <(char_ground detection type) = [east]> then\n set [char_speedx v] to [-30]\n else\n if <(char_ground detection type) = [west]> then\n set [char_speedx v] to [30]\n end\n end\n set [char_speedy v] to [10]\n change [char_x v] by ((0) - (char_speedx))\n end\n sense ground\n end\nend\n\ndefine sense ground\nset [sense_i v] to [0]\nset [char_touch ground v] to [0]\nrepeat (length of (x1))\n change [sense_i v] by (1)\n if <<<((char_x) + (20)) > (item (sense_i) of [x1 v])> and <((char_x) - (20)) < (item (sense_i) of [x2 v])>> and <<((char_y) - (20)) < (item (sense_i) of [y1 v])> and <((char_y) + (20)) > (item (sense_i) of [y2 v])>>> then\n if <(item (sense_i) of [type v]) = [1]> then\n set [char_touch ground v] to [1]\n set [level_block type v] to [1]\n Collide Where?\n else\n if <(item (sense_i) of [type v]) = [2]> then\n restart\n else\n if <(item (sense_i) of [type v]) = [3]> then\n set [char_speedy v] to [23]\n else\n if <(item (sense_i) of [type v]) = [4]> then\n set [char_touch ground v] to [1]\n set [level_block type v] to [2]\n Collide Where?\n else\n end\n end\n end\n end\n end\nend\nif <(char_touch ground) = [0]> then\n set [char_ground detection type v] to [0]\nend\n\ndefine intro\nset [level_opacity v] to [0]\nrepeat (51)\n change [level_opacity v] by (5)\n erase all\n Type [Simonsez04] at ( (-210) , (50) ) size: (10) thickness (10) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\n Type [Simonsez04] at ( (-210) , (50) ) size: (10) thickness (4) color (rgbo): (0) (255) (255) (level_opacity) spacing: (1) far X: (1)\n Type [Presents] at ( (-140) , (-50) ) size: (8) thickness (5) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\nend\nwait (1) seconds\nrepeat (50)\n change [level_opacity v] by (-5)\n erase all\n Type [Simonsez04] at ( (-210) , (50) ) size: (10) thickness (10) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\n Type [Simonsez04] at ( (-210) , (50) ) size: (10) thickness (4) color (rgbo): (0) (255) (255) (level_opacity) spacing: (1) far X: (1)\n Type [Presents] at ( (-140) , (-50) ) size: (8) thickness (5) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\nend\nerase all\nset [level_opacity v] to [255]\nerase all\nType [A 100% Pen] at ( (-180) , (30) ) size: (9) thickness (10) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\nType [Platformer] at ( (-192) , (-50) ) size: (9) thickness (10) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\nType [A 100% Pen] at ( (-180) , (30) ) size: (9) thickness (4) color (rgbo): (0) (255) (255) (level_opacity) spacing: (1) far X: (1)\nType [Platformer] at ( (-192) , (-50) ) size: (9) thickness (4) color (rgbo): (0) (255) (255) (level_opacity) spacing: (1) far X: (1)\nwait (3) seconds\nerase all\nwait (1.5) seconds\n\ndefine Collide Where?\nif <not <(char_ground detection type) = [south]>> then\n if <(char_y) > (item (sense_i) of [y1 v])> then\n set [char_ground detection type v] to [north]\n else\n if <(char_y) < (item (sense_i) of [y2 v])> then\n if <(char_speedy) > [0]> then\n set [char_ground detection type v] to [south]\n else\n if <(char_x) > (item (sense_i) of [x2 v])> then\n set [char_ground detection type v] to [east]\n else\n set [char_ground detection type v] to [west]\n end\n end\n else\n if <(char_x) > (item (sense_i) of [x2 v])> then\n set [char_ground detection type v] to [east]\n else\n if <(char_x) < (item (sense_i) of [x1 v])> then\n set [char_ground detection type v] to [west]\n else\n set [char_ground detection type v] to [north]\n end\n end\n end\n end\nend\n\ndefine touch ground\nsense ground\nset [char_can jump v] to [0]\nif <<(char_ground detection type) = [north]> or <(char_ground detection type) = [south]>> then\n repeat until <not <<(char_ground detection type) = [north]> or <(char_ground detection type) = [south]>>>\n if <(char_ground detection type) = [south]> then\n change [char_y v] by (-5)\n else\n change [char_y v] by (1)\n if <(level_block type) = [1]> then\n set [char_can jump v] to [1]\n end\n end\n set [char_speedy v] to [0]\n sense ground\n end\nend\n\nwhen I receive [fps v]\nset [frames v] to [0]\nforever\n wait (1) seconds\n set [fps v] to (frames)\n set [frames v] to [0]\nend\n\ndefine None\nset [char_speedx v] to [0]\nset [char_speedy v] to [0]\nchange [char_x v] by (((x) - (char_x)) / (5))\nchange [char_y v] by (((y) - (char_y)) / (5))\n\ndefine None\nset [level_ending v] to [1]\nend animation (x) (y)\nchange [end_i v] by (1)\nif <(end_i) = [20]> then\n change [level_level# v] by (1)\n delete (all) of [x1 v]\n delete (all) of [y1 v]\n delete (all) of [x2 v]\n delete (all) of [y2 v]\n delete (all) of [type v]\n set [char_add coordinates? v] to [1]\n set [level_drawcount v] to [0]\n set [char_speedx v] to [0]\n set [char_speedy v] to [0]\n set [end_i v] to [0]\n set [level_ending v] to [0]\nend\n\nif <<mouse down?> and <<<((mouse x) + (char_x)) < [-40]> and <((mouse x) + (char_x)) > [-120]>> and <<((mouse y) + (char_y)) > [-255]> and <((mouse y) + (char_y)) < [-220]>>>> then\n hide list [leaderboard v]\n wait until <not <mouse down?>>\n wait until <mouse down?>\n wait until <not <mouse down?>>\nend\nshow list [leaderboard v]\n\ndefine draw level\nif <(level_level#) = [1]> then\n level 1\nelse\n if <(level_level#) = [2]> then\n level 2\n else\n if <(level_level#) = [3]> then\n level 3\n else\n if <(level_level#) = [4]> then\n level 4\n else\n if <(level_level#) = [5]> then\n level 5\n else\n if <(level_level#) = [6]> then\n level 6\n else\n if <(level_level#) = [7]> then\n level 7\n else\n if <(level_level#) = [8]> then\n level 8\n else\n if <(level_level#) = [9]> then\n level 9\n else\n if <(level_level#) = [10]> then\n level 10\n else\n if <(level_level#) = [11]> then\n set [char_stop timer v] to [1]\n level 11\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [level_drawcount v] by (1)\nif <<(level_drawcount) = [1]> or <(level_drawcount) = [2]>> then\n go to x: (char_startx) y: (char_starty)\nend\nif <(level_drawcount) > [1]> then\n set [char_add coordinates? v] to [0]\nend\nif <(low lag mode) = [0]> then\n if <<(level_drawcount) < [100]> and <not <(level_level#) = [11]>>> then\n Type (join [Level ] (level_level#)) at ( (-100) , (100) ) size: (7) thickness (5) color (rgbo): (0) (255) (255) (255) spacing: (2) far X: (1)\n end\nend\nType (join [fps: ] (fps)) at ( (140) , (158) ) size: (3) thickness (5) color (rgbo): (0) (255) (255) (255) spacing: (1.5) far X: (1)\nType (join [time: ] (score frames)) at ( (-230) , (158) ) size: (3) thickness (5) color (rgbo): (0) (255) (255) (255) spacing: (1.5) far X: (1)\n\nType [\(platformer\)] at ( (-220) , (50) ) size: (9) thickness (10) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\nType [\(platformer\)] at ( (-220) , (50) ) size: (9) thickness (4) color (rgbo): (0) (255) (255) (level_opacity) spacing: (1) far X: (1)\nType [A 100% Pen] at ( (-160) , (-40) ) size: (8) thickness (4) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\nType [Platformer] at ( (-170) , (-100) ) size: (8) thickness (4) color (rgbo): (0) (0) (255) (level_opacity) spacing: (1) far X: (1)\n\ndefine level 1\nset [char_startx v] to [0]\nset [char_starty v] to [2]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (-200) (-20) (400) (-45) type (1)\n draw block (500) (40) (600) (15) type (1)\n draw block (700) (100) (1350) (75) type (1)\n draw block (900) (160) (950) (110) type (2)\n draw block (1100) (160) (1150) (110) type (2)\n draw block (1360) (320) (1550) (295) type (1)\n draw vertical line (1650) (600) (295) type (1)\n draw horizontal line (1650) (600) (1850) type (1)\n draw horizontal line (1300) (110) (1350) type (3)\n draw block (-635) (-20) (-450) (-45) type (1)\n if <(low lag mode) = [0]> then\n Type [use arrow keys or wad] at ( ((-200) - (char_x)) , ((-80) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [to move \(or space to jump\)] at ( ((-200) - (char_x)) , ((-115) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [easter egg!] at ( ((-635) - (char_x)) , ((-80) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [\(don't tell\)] at ( ((-635) - (char_x)) , ((-115) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [jump!] at ( ((510) - (char_x)) , ((-20) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [Don't touch red!] at ( ((750) - (char_x)) , ((40) - (char_y)) ) size: (4) thickness (4) color (rgbo): (255) (0) (0) (255) spacing: (1) far X: (1)\n Type [Yellow is bouncy] at ( ((1065) - (char_x)) , ((40) - (char_y)) ) size: (4) thickness (4) color (rgbo): (255) (255) (0) (255) spacing: (1) far X: (1)\n Type [You can wall jump!] at ( ((1375) - (char_x)) , ((260) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [Touch the ] at ( ((1665) - (char_x)) , ((565) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (0) (255) spacing: (1) far X: (1)\n Type [green circle!] at ( ((1665) - (char_x)) , ((535) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (0) (255) spacing: (1) far X: (1)\n end\n draw endpoint (1750) (700)\nend\n\ndefine level 2\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (-100) (-150) (100) (-175) type (1)\n draw horizontal line (-100) (-50) (-50) type (1)\n draw horizontal line (50) (50) (100) type (1)\n draw horizontal line (-100) (150) (-50) type (1)\n draw horizontal line (50) (250) (300) type (4)\n draw horizontal line (325) (225) (375) type (3)\n draw vertical line (300) (400) (300) type (2)\n if <(low lag mode) = [0]> then\n Type [Can't jump on orange!] at ( ((50) - (char_x)) , ((190) - (char_y)) ) size: (4) thickness (4) color (rgbo): (255) (150) (0) (255) spacing: (1) far X: (1)\n Type [Climb!] at ( ((-35) - (char_x)) , ((-210) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (150) (400)\nend\n\ndefine level 3\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (-75) (-150) (75) (-175) type (1)\n draw block (-1000) (-150) (-85) (-175) type (2)\n draw block (85) (-150) (1000) (-175) type (2)\n draw horizontal line (175) (-40) (225) type (1)\n draw horizontal line (350) (75) (400) type (1)\n draw horizontal line (175) (190) (225) type (1)\n draw horizontal line (-25) (305) (25) type (1)\n draw horizontal line (-225) (420) (-175) type (1)\n draw horizontal line (-400) (535) (-350) type (3)\n draw horizontal line (-300) (775) (-250) type (3)\n draw horizontal line (-200) (1015) (-150) type (3)\n draw horizontal line (100) (1015) (150) type (3)\n if <(low lag mode) = [0]> then\n Type [Lots of Jumps!] at ( ((-110) - (char_x)) , ((-210) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [Now with yellow!] at ( ((-400) - (char_x)) , ((380) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [Go for it!] at ( ((-200) - (char_x)) , ((970) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [Good Job!] at ( ((100) - (char_x)) , ((970) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (350) (1200)\nend\n\ndefine level 4\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (-50) (-150) (50) (-175) type (1)\n draw horizontal line (-25) (-70) (25) type (3)\n draw block (-100) (140) (25) (125) type (2)\n draw block (-100) (160) (25) (150) type (1)\n if <(low lag mode) = [0]> then\n Type [what to do...] at ( ((-85) - (char_x)) , ((-215) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (-275) (275)\nend\n\ndefine level 8\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw horizontal line (-50) (-150) (50) type (3)\n draw block (-70) (-145) (-60) (-155) type (2)\n draw block (60) (-145) (70) (-155) type (2)\n draw horizontal line (-100) (100) (0) type (3)\n draw block (-120) (105) (-110) (95) type (2)\n draw block (10) (105) (20) (95) type (2)\n draw horizontal line (-50) (350) (50) type (3)\n draw block (-70) (355) (-60) (345) type (2)\n draw block (60) (355) (70) (345) type (2)\n draw horizontal line (-100) (600) (0) type (3)\n draw block (-120) (605) (-110) (595) type (2)\n draw block (10) (605) (20) (595) type (2)\n draw block (20) (760) (105) (715) type (2)\n if <(low lag mode) = [0]> then\n Type [Goodbye!] at ( ((-70) - (char_x)) , ((-200) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [Nice!] at ( ((30) - (char_x)) , ((725) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (175) (750)\nend\n\ndefine level 9\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (-100) (-150) (100) (-175) type (1)\n draw vertical line (-100) (100) (-150) type (1)\n draw vertical line (100) (100) (-150) type (1)\n draw vertical line (-70) (300) (100) type (1)\n draw vertical line (70) (300) (100) type (1)\n draw vertical line (-40) (490) (300) type (1)\n draw vertical line (40) (490) (300) type (1)\n draw horizontal line (-40) (500) (40) type (3)\n draw horizontal line (-300) (500) (-50) type (2)\n draw horizontal line (50) (500) (300) type (2)\n if <(low lag mode) = [0]> then\n Type [wall jumps!] at ( ((-80) - (char_x)) , ((-215) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [whoa!] at ( ((60) - (char_x)) , ((400) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (200) (700)\nend\n\ndefine level 10\nset [char_startx v] to [0]\nset [char_starty v] to [-155]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw vertical line (-100) (200) (-175) type (2)\n draw vertical line (100) (-95) (-175) type (2)\n draw block (-100) (-175) (100) (-200) type (1)\n draw vertical line (100) (200) (-100) type (1)\n draw horizontal line (-150) (100) (-100) type (2)\n if <(low lag mode) = [0]> then\n Type [More bouncing] at ( ((-110) - (char_x)) , ((-235) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [off the walls.] at ( ((-105) - (char_x)) , ((-270) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [just wing it!] at ( ((125) - (char_x)) , ((250) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [not what I meant :\)] at ( ((330) - (char_x)) , ((-100) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [oops!] at ( ((-200) - (char_x)) , ((-420) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (-150) (-150)\nend\n\ndefine level 11\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (275) (-65) (350) (-140) type (2)\n draw block (-200) (-150) (350) (-175) type (1)\n draw horizontal line (200) (-140) (250) type (3)\n draw block (360) (-150) (600) (-175) type (2)\n draw horizontal line (425) (-75) (500) type (3)\n draw vertical line (650) (300) (0) type (1)\n draw horizontal line (650) (300) (750) type (1)\n draw horizontal line (700) (0) (750) type (3)\n draw horizontal line (850) (150) (900) type (3)\n draw block (760) (100) (840) (50) type (2)\n draw horizontal line (640) (-150) (690) type (3)\n if <(low lag mode) = [0]> then\n if <(level_finish game?) = [1]> then\n Type [You completed the game!] at ( ((-230) - (char_x)) , ((0) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n Type [here is a playground you] at ( ((-230) - (char_x)) , ((-35) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [can mess around on.] at ( ((-230) - (char_x)) , ((-70) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\nend\n\ndraw block (-115) (-225) (-45) (-250) type (4)\ndraw block (-110) (-235) (-50) (-240) type (4)\nType [click here to open] at ( ((-200) - (char_x)) , ((-250) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\nType [the leaderboard] at ( ((-200) - (char_x)) , ((-285) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n\ndefine None\ndraw block (x1) (y1) (x2) (y1) type (type)\n\ndefine draw border\nset pen color to ((((0) * (65536)) + ((0) * (256))) + (0))\nset pen size to (6)\ngo to x: (-240) y: (180)\npen down\ngo to x: (240) y: (180)\ngo to x: (240) y: (-180)\ngo to x: (-240) y: (-180)\ngo to x: (-240) y: (180)\npen up\n\ndefine restart\nif <(restart_i) = [0]> then\n start sound [explode_11.mp3 v]\nend\nset [char_exploding v] to [1]\nset [char_speedy v] to [0]\nset [char_speedx v] to [0]\nchange [restart_i v] by (1)\nif <(restart_i) = [20]> then\n go to x: (char_startx) y: (char_starty)\n set [restart_i v] to [0]\n set [char_exploding v] to [0]\nend\n\ndefine Go\nbroadcast (fps v)\nforever\n erase all\n render\n change [frames v] by (1)\n if <(char_stop timer) = [0]> then\n change [score frames v] by (1)\n end\nend\n\ndefine draw letter\nset [tex_iii v] to [0]\nset [tex_pen down? v] to [-1]\nset [tex_highx v] to [0]\nrepeat until <(tex_iii) = (length of (item (tex_ii) of [code v]))>\n change [tex_iii v] by (1)\n if <(letter (tex_iii) of (item (tex_ii) of [code v])) = [/]> then\n set [tex_pen down? v] to ((tex_pen down?) * (-1))\n change [tex_iii v] by (1)\n end\n if <(tex_pen down?) = [1]> then\n pen down\n else\n pen up\n end\n set [tex_xx v] to (letter (tex_iii) of (item (tex_ii) of [code v]))\n if <(tex_xx) > (tex_highX)> then\n set [tex_highx v] to (tex_xx)\n end\n change [tex_iii v] by (1)\n set [tex_yy v] to (letter (tex_iii) of (item (tex_ii) of [code v]))\n go to x: (((tex_x) + (tex_position)) + ((tex_xx) * (tex_size))) y: ((tex_y) + ((tex_yy) * (tex_size)))\nend\npen up\nchange [tex_position v] by (((tex_highX) + (tex_spacing)) * (tex_size))\nset x to ((tex_x) + (tex_position))\n\ndefine None\nif <<<(y) < [180]> and <((y) + ((6) * (size))) > [-200]>> and <<((x) + ((length of (string)) * (((size) * (spacing)) * (5)))) > [-240]> and <(x) < [240]>>> then\n set pen color to (((((r) * (65536)) + ((g) * (256))) + (b)) + ((o) * (16777216)))\n set pen size to (((thickness) * (size)) / (5))\n go to x: (x) y: (y)\n set [tex_x v] to (x)\n set [tex_y v] to (y)\n set [tex_size v] to (size)\n set [tex_spacing v] to (spacing)\n set [tex_i v] to [0]\n set [tex_position v] to [0]\n repeat (length of (string))\n change [tex_i v] by (1)\n if <(letter (tex_i) of (string)) = [ ]> then\n change [tex_position v] by (((2) + (tex_spacing)) * (tex_size))\n set x to ((tex_x) + (tex_position))\n else\n if <(farx) = [1]> then\n else\n if <(x position) > (farx)> then\n set [tex_x v] to (x)\n set [tex_y v] to ((tex_y) - ((size) * (8)))\n set [tex_position v] to [0]\n end\n end\n if <[symbols v] contains (letter (tex_i) of (string))?> then\n set [tex_ii v] to [0]\n repeat until <(item (tex_ii) of [symbols v]) = (letter (tex_i) of (string))>\n change [tex_ii v] by (1)\n end\n draw letter\n end\n end\n end\nend\n\ndefine character physics\nif <<(level_ending) = [0]> and <(char_exploding) = [0]>> then\n change [char_speedy v] by (-1)\n change [char_y v] by (char_speedy)\n touch ground\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(char_can jump) = [1]>> then\n set [char_speedy v] to [16]\n end\n walk\n set [char_speedx v] to ((char_speedx) * (0.6))\nend\nif <key (l v) pressed?> then\n if <(L pressed?) = [0]> then\n if <(low lag mode) = [1]> then\n set [low lag mode v] to [0]\n else\n set [low lag mode v] to [1]\n end\n set [l pressed? v] to [1]\n end\nelse\n set [l pressed? v] to [0]\nend\nif <<(char_y) < (level_lowesty)> or <(restart_i) > [0]>> then\n restart\nend\nif <<(char_stop timer) = [1]> and <(leaderboard_add score?) = [1]>> then\n set [leaderboard_add score? v] to [0]\nend\nif <key (o v) pressed?> then\n set [leaderboard_add score? v] to [0]\n delete (all) of [x1 v]\n delete (all) of [x2 v]\n delete (all) of [y1 v]\n delete (all) of [y2 v]\n delete (all) of [type v]\n set [char_add coordinates? v] to [1]\n set [level_level# v] to [11]\n set [level_finish game? v] to [0]\nend\ntouch ground\n\nType [click anywhere to toggle] at ( ((-200) - (char_x)) , ((-250) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\nType [the leaderboard] at ( ((-200) - (char_x)) , ((-285) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n\ndefine decode\ndelete (all) of [scores v]\ndelete (all) of [usernames v]\nif <(length of (☁ code)) > [0]> then\n if <not <<(letter (length of (☁ code)) of (☁ code)) = [0]> and <(letter ((length of (☁ code)) - (1)) of (☁ code)) = [0]>>> then\n set [☁ code v] to (join (☁ code) [00])\n end\n set [leaderboard_iiii v] to [-1]\n repeat until <((leaderboard_iiii) + (1)) = (length of (☁ code))>\n set [leaderboard_item v] to []\n repeat until <(join (letter ((leaderboard_iiii) + (2)) of (☁ code)) (letter ((leaderboard_iiii) + (3)) of (☁ code))) = [00]>\n change [leaderboard_iiii v] by (2)\n if <(letter (leaderboard_iiii) of (☁ code)) = [0]> then\n set [leaderboard_item v] to (join (leaderboard_item) (item (letter ((leaderboard_iiii) + (1)) of (☁ code)) of [symbol codes v]))\n else\n set [leaderboard_item v] to (join (leaderboard_item) (item (join (letter (leaderboard_iiii) of (☁ code)) (letter ((leaderboard_iiii) + (1)) of (☁ code))) of [symbol codes v]))\n end\n end\n add (leaderboard_item) to [usernames v]\n change [leaderboard_iiii v] by (2)\n set [leaderboard_item v] to []\n repeat until <(join (letter ((leaderboard_iiii) + (2)) of (☁ code)) (letter ((leaderboard_iiii) + (3)) of (☁ code))) = [00]>\n change [leaderboard_iiii v] by (2)\n if <(letter (leaderboard_iiii) of (☁ code)) = [0]> then\n set [leaderboard_item v] to (join (leaderboard_item) (item (letter ((leaderboard_iiii) + (1)) of (☁ code)) of [symbol codes v]))\n else\n set [leaderboard_item v] to (join (leaderboard_item) (item (join (letter (leaderboard_iiii) of (☁ code)) (letter ((leaderboard_iiii) + (1)) of (☁ code))) of [symbol codes v]))\n end\n end\n add (leaderboard_item) to [scores v]\n change [leaderboard_iiii v] by (2)\n end\nend\n\ndefine encode\nset [leaderboard_i v] to [0]\nset [☁ code v] to []\nrepeat (length of [scores v])\n change [leaderboard_i v] by (1)\n set [leaderboard_ii v] to [0]\n repeat (length of (item (leaderboard_i) of [usernames v]))\n change [leaderboard_ii v] by (1)\n set [leaderboard_iii v] to [0]\n repeat until <(letter (leaderboard_ii) of (item (leaderboard_i) of [usernames v])) = (item (leaderboard_iii) of [symbol codes v])>\n change [leaderboard_iii v] by (1)\n end\n if <(leaderboard_iii) < [10]> then\n set [☁ code v] to (join (☁ code) (join [0] (leaderboard_iii)))\n else\n set [☁ code v] to (join (☁ code) (leaderboard_iii))\n end\n end\n set [☁ code v] to (join (☁ code) [00])\n set [leaderboard_ii v] to [0]\n repeat (length of (item (leaderboard_i) of [scores v]))\n change [leaderboard_ii v] by (1)\n set [leaderboard_iii v] to [0]\n repeat until <(letter (leaderboard_ii) of (item (leaderboard_i) of [scores v])) = (item (leaderboard_iii) of [symbol codes v])>\n change [leaderboard_iii v] by (1)\n end\n if <(leaderboard_iii) < [10]> then\n set [☁ code v] to (join (☁ code) (join [0] (leaderboard_iii)))\n else\n set [☁ code v] to (join (☁ code) (leaderboard_iii))\n end\n end\n set [☁ code v] to (join (☁ code) [00])\nend\n\ndelete (all) of [symbol codes v]\nadd [a] to [symbol codes v]\nadd [b] to [symbol codes v]\nadd [c] to [symbol codes v]\nadd [d] to [symbol codes v]\nadd [e] to [symbol codes v]\nadd [f] to [symbol codes v]\nadd [g] to [symbol codes v]\nadd [h] to [symbol codes v]\nadd [i] to [symbol codes v]\nadd [j] to [symbol codes v]\nadd [k] to [symbol codes v]\nadd [l] to [symbol codes v]\nadd [m] to [symbol codes v]\nadd [n] to [symbol codes v]\nadd [o] to [symbol codes v]\nadd [p] to [symbol codes v]\nadd [q] to [symbol codes v]\nadd [r] to [symbol codes v]\nadd [s] to [symbol codes v]\nadd [t] to [symbol codes v]\nadd [u] to [symbol codes v]\nadd [v] to [symbol codes v]\nadd [w] to [symbol codes v]\nadd [x] to [symbol codes v]\nadd [y] to [symbol codes v]\nadd [z] to [symbol codes v]\nadd [1] to [symbol codes v]\nadd [2] to [symbol codes v]\nadd [3] to [symbol codes v]\nadd [4] to [symbol codes v]\nadd [5] to [symbol codes v]\nadd [6] to [symbol codes v]\nadd [7] to [symbol codes v]\nadd [8] to [symbol codes v]\nadd [9] to [symbol codes v]\nadd [0] to [symbol codes v]\nadd [-] to [symbol codes v]\nadd [_] to [symbol codes v]\nadd [ ] to [symbol codes v]\n\ndelete (all) of [usernames v]\ndelete (all) of [scores v]\ndelete (all) of [leaderboard v]\nset [☁ code v] to []\n\ndefine None\nset [char_x v] to (x)\nset [char_y v] to (y)\n\ndefine leaderboard\n\ndefine None\ndraw block (x1) (y1) (x1) (y2) type (type)\n\ndefine level 5\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-1000]\nif <not <(level_drawcount) = [0]>> then\n draw block (-100) (-150) (100) (-175) type (1)\n draw horizontal line (-450) (-400) (-400) type (3)\n draw vertical line (-700) (0) (-250) type (1)\n draw horizontal line (-800) (0) (-700) type (4)\n if <(low lag mode) = [0]> then\n Type [To jump or not to jump,] at ( ((-190) - (char_x)) , ((-210) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [that is the question.] at ( ((-175) - (char_x)) , ((-245) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [wrong way! :\)] at ( ((415) - (char_x)) , ((-460) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [First try!... or second? :\)] at ( ((-900) - (char_x)) , ((100) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (-750) (-125)\nend\n\ndefine level 6\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-600]\nif <not <(level_drawcount) = [0]>> then\n draw block (-100) (-150) (650) (-175) type (1)\n draw block (150) (-90) (200) (-140) type (2)\n draw block (300) (-90) (350) (-140) type (2)\n draw block (450) (-90) (500) (-140) type (2)\n draw block (600) (-90) (650) (-140) type (2)\n draw horizontal line (650) (-350) (700) type (3)\n draw horizontal line (0) (-250) (600) type (3)\n if <(low lag mode) = [0]> then\n Type [So close yet so far...] at ( ((-100) - (char_x)) , ((-50) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [ow ow ow ow ow ow ow] at ( ((50) - (char_x)) , ((-350) - (char_y)) ) size: (4.25) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (25) (-215)\nend\n\ndefine level 7\nset [char_startx v] to [0]\nset [char_starty v] to [-130]\nset [level_lowesty v] to [-500]\nif <not <(level_drawcount) = [0]>> then\n draw block (-100) (-150) (900) (-175) type (1)\n draw horizontal line (790) (100) (860) type (3)\n draw horizontal line (200) (-140) (290) type (3)\n draw horizontal line (400) (-140) (490) type (3)\n draw horizontal line (600) (-140) (690) type (3)\n draw horizontal line (800) (-140) (890) type (3)\n draw block (0) (125) (790) (100) type (2)\n draw block (860) (125) (1000) (100) type (2)\n if <(low lag mode) = [0]> then\n Type [Yellow isn't always your friend...] at ( ((-100) - (char_x)) , ((-215) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [...but it usually is.] at ( ((500) - (char_x)) , ((-215) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n Type [-Simonsez04] at ( ((700) - (char_x)) , ((-275) - (char_y)) ) size: (4) thickness (4) color (rgbo): (0) (255) (255) (255) spacing: (1) far X: (1)\n end\n draw endpoint (600) (300)\nend\n\ndelete (all) of [x1 v]\ndelete (all) of [x2 v]\ndelete (all) of [y1 v]\ndelete (all) of [y2 v]\ndelete (all) of [type v]\nset [char_add coordinates? v] to [1]\nset [level_level# v] to [5]\n\ndefine add score to leaderboard\ndecode\nif <(length of (username)) > [0]> then\n if <(length of [scores v]) = [0]> then\n add (score frames) to [scores v]\n add (username) to [usernames v]\n else\n if <[usernames v] contains (username)?> then\n set [leaderboard_iiiii v] to [0]\n repeat until <(username) = (item (leaderboard_iiiii) of [usernames v])>\n change [leaderboard_iiiii v] by (1)\n end\n if <(score frames) < (item (leaderboard_iiiii) of [scores v])> then\n delete (leaderboard_iiiii) of [scores v]\n delete (leaderboard_iiiii) of [usernames v]\n set [leaderboard_continue? v] to [1]\n else\n set [leaderboard_continue? v] to [0]\n end\n else\n set [leaderboard_continue? v] to [1]\n end\n if <(leaderboard_continue?) = [1]> then\n set [leaderboard_iiiiii v] to [0]\n set [leaderboard_done? v] to [0]\n repeat until <<(score frames) < (item (leaderboard_iiiiii) of [scores v])> or <(leaderboard_done?) = [1]>>\n change [leaderboard_iiiiii v] by (1)\n if <(leaderboard_iiiiii) > (length of [scores v])> then\n add (score frames) to [scores v]\n add (username) to [usernames v]\n set [leaderboard_done? v] to [1]\n end\n end\n if <(leaderboard_done?) = [0]> then\n insert (score frames) at (leaderboard_iiiiii) of [scores v] \n insert (username) at (leaderboard_iiiiii) of [usernames v] \n end\n end\n end\n encode\nend\ndelete (all) of [leaderboard v]\nset [leaderboard_iiiiiii v] to [0]\nrepeat (length of [scores v])\n change [leaderboard_iiiiiii v] by (1)\n add (join (item (leaderboard_iiiiiii) of [scores v]) (join [ - @] (item (leaderboard_iiiiiii) of [usernames v]))) to [leaderboard v]\nend\n\nwhen flag clicked\nerase all\nset [level_finish game? v] to [1]\nset [leaderboard_add score? v] to [1]\nset [level_level# v] to [0]\nset [end_i v] to [19]\nset [char_exploding v] to [0]\nset [restart_i v] to [0]\nshow list [leaderboard v]\nset [leaderboard_shown? v] to [0]\nset [low lag mode v] to [0]\nset [score frames v] to [0]\nset [char_stop timer v] to [0]\nintro\nnew level (0) (2)\nGo\n\nif <(level_level#) = [11]> then\n if <mouse down?> then\n if <(mouse down?) = [0]> then\n if <(leaderboard_shown?) = [1]> then\n show list [leaderboard v]\n set [leaderboard_shown? v] to [0]\n else\n hide list [leaderboard v]\n set [leaderboard_shown? v] to [1]\n end\n set [mouse down? v] to [1]\n end\n else\n set [mouse down? v] to [0]\n end\nend\n\nadd score to leaderboard\n\ndefine draw character\nset pen shade to (50)\ngo to x: (0) y: (0)\nif <(char_exploding) = [1]> then\n change [char_opacity v] by (-15)\nelse\n set [char_opacity v] to [255]\nend\nset pen color to (((((150) * (65536)) + ((0) * (256))) + (255)) + ((char_opacity) * (16777216)))\nset pen size to (30)\npen down\npen up\nif <<(char_speedx) < [16]> and <(char_speedx) > [-16]>> then\n set [char_facex v] to ((char_speedx) / (2))\nelse\n if <(char_speedy) < [0]> then\n set [char_facex v] to [-8]\n else\n set [char_facex v] to [8]\n end\nend\nif <<(char_speedy) < [16]> and <(char_speedy) > [-16]>> then\n set [char_facey v] to ((char_speedy) / (4))\nelse\n if <(char_speedy) < [0]> then\n set [char_facey v] to [-4]\n else\n set [char_facey v] to [4]\n end\nend\nset pen color to (((((0) * (65536)) + ((255) * (256))) + (255)) + ((char_opacity) * (16777216)))\nset pen size to (5)\ngo to x: ((7) - ((char_facex) / (2))) y: ((5) + (char_facey))\npen down\npen up\ngo to x: ((-7) - ((char_facex) / (2))) y: ((5) + (char_facey))\npen down\npen up\ngo to x: ((-5) - ((char_facex) / (2))) y: ((-5) + (char_facey))\npen down\nchange x by (10)\npen up\n\ndefine render\ncharacter physics\ndraw level\ndraw border\ndraw character\nleaderboard\n\n
The Platformer
@Stage\n\nwhen I receive [before start v]\nforever\n play sound [xStep v] until done\nend\n\n@main character\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\ngo to x: (-214) y: (-80)\nshow\nset [y v] to [0]\nset [x v] to [0]\npoint in direction (90)\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 [17]\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: (-214) y: (-80)\n end\n if <(x position) > [222]> then\n broadcast (da next stage v)\n go to x: (-214) y: (-80)\n end\n if <<not <key (down arrow v) pressed?>> and <touching color (#003fff)?>> then\n set [y v] to [20]\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [da next stage v]\nnext costume\n\nwhen I receive [before start v]\nshow\nforever\n go to x: (0) y: (0)\nend\n\n@Bad guy\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [obstacles v]) = [7]> then\n show\n go to x: (0) y: (139)\n point in direction (pick random (1) to (360))\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [obstacles v]) = [7]> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <not <([costume # v] of [obstacles v]) = [7]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [obstacles v]) = [7]>> then\n hide\n end\nend\n\n@trick\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [obstacles v]) = [14]> then\n switch costume to (costume1 v)\n go to x: (-66) y: (-139)\n show\n else\n hide\n end\n if <([costume # v] of [obstacles v]) = [16]> then\n go to x: (1) y: (90)\n switch costume to (costume2 v)\n show\n end\n if <<touching (main character v)?> or <(distance to [main character v]) = [30]>> then\n hide\n end\nend\n\n@cheater\n\nwhen flag clicked\ngo to x: (252) y: (-182)\nhide\nforever\n if <([costume # v] of [obstacles v]) = [16]> then\n go to [front v] layer\n show\n else\n hide\n end\n if <([costume # v] of [obstacles v]) = [16]> then\n if <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n go to (mouse-pointer v)\n end\n end\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(size) = [70]> then\n show\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n switch costume to (corpcooga v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nstop all sounds\nstart sound [Teleport v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Intro music v]\nshow\ngo to [front v] layer\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (op v)\nset [ghost v] effect to (100)\nset [vel v] to [30]\nset size to (30) %\nrepeat until <(x position) = [0]>\n change x by (vel)\n turn right (vel) degrees\n change [ghost v] effect by ((vel) * (-0.5))\n change size by ((vel) / (6))\n change [vel v] by (-2)\nend\nset size to (71) %\ncreate clone of (_myself_ v)\nset size to (70) %\ncreate clone of (_myself_ v)\nrepeat (15)\n set [bounce v] to (((bounce) * (0.7)) + ((80.5) - (size)))\n change size by (bounce)\nend\nset size to (80) %\nwait (0.2) seconds\npoint in direction (90)\nset [sine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((sine) * (8)) ) * (10)))\nend\npoint in direction (90)\nset [size vel v] to [18]\nrepeat until <(size vel) < [2]>\n change [size vel v] by (-2)\n change size by (size vel)\n turn left ((size vel) * (4)) degrees\nend\nset [sine v] to [0]\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat until <(size vel) < [-17]>\n change [size vel v] by (-2)\n change size by ((size vel) / (1.25))\n turn left ((size vel) * (4)) degrees\nend\npoint in direction (90)\nset x to (0)\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (before start v)\n\nwhen I start as a clone\nif <(size) = [80]> then\n set [sizevel v] to [30]\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n set size to (30) %\n show\n go to [front v] layer\n repeat (30)\n switch costume to (hax v)\n change size by (sizevel)\n change [sizevel v] by (-1)\n switch costume to (costume1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [71]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-0 v)\n repeat (13)\n wait (0.005) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [sine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
[Arrow Keys] - Move\n\nDo not use this script if you are looking for a platformer script (this script sucks), instead follow my tutorial: https://scratch.mit.edu/projects/396779140/
Platformer pokemon.
@Stage\n\n@Sprite1\n\nwhen backdrop switches to [tło8 v]\nhide\n\nwhen backdrop switches to [tło9 v]\ngo to x: (-192) y: (-91)\nforever\n if <key (space v) pressed?> then\n switch costume to (pobrane4 v)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-10)\n if <touching color (#000000)?> then\n change y by (-1000)\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (3)\n end\nend\n\nwhen backdrop switches to [tło8 v]\nstop [all v]\n\nwhen flag clicked\nswitch backdrop to (tło2 v)\nswitch costume to (pobrane2 v)\nshow\ngo to x: (-181) y: (-7)\nset [punkty v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change y by (yv)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\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 (#000000)?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <key (left arrow v) pressed?> then\n switch costume to (pobrane3 v)\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (pobrane2 v)\n change [xv v] by (1)\n point in direction (90)\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 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 (-8)\n change x by ((xv) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n if <<touching (duszek5 v)?> or <touching (duszek6 v)?>> then\n go to x: (-182) y: (-12)\n broadcast (coin v)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-181) y: (-10)\n end\n if <touching color (#ffff00)?> then\n go to x: (-156) y: (124)\n end\n if <touching color (#061d16)?> then\n say [Pika pika] for (3) seconds\n stop [all v]\n end\n if <touching color (#006666)?> then\n go to x: (-181) y: (-10)\n end\nend\n\n@Pokeball\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło5 v]\nshow\n\nwhen backdrop switches to [tło6 v]\nhide\n\n@Duszek1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło13 v]\nshow\n\nwhen backdrop switches to [tło14 v]\nhide\n\nwhen backdrop switches to [tło8 v]\nhide\n\n@Duszek4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło16 v]\nshow\nforever\n move (7) steps\n turn right (1) degrees\n if on edge, bounce\nend\n\nwhen backdrop switches to [tło17 v]\nhide\n\n@Duszek2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło16 v]\nshow\nforever\n move (7) steps\n turn right (1) degrees\n if on edge, bounce\nend\n\nwhen backdrop switches to [tło17 v]\nhide\n\n@Duszek3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło16 v]\nshow\nforever\n move (7) steps\n turn right (1) degrees\n if on edge, bounce\nend\n\nwhen backdrop switches to [tło17 v]\nhide\n\n@Duszek5\n\n@Duszek6\n\n@Duszek7\n\nwhen backdrop switches to [tło17 v]\nshow\n\nwhen flag clicked\nhide\nforever\n wait (0.8) seconds\n next costume\n wait (0.8) seconds\n next costume\nend\n\nwhen backdrop switches to [tło13 v]\nhide\n\n@Duszek8\n\nwhen flag clicked\nshow\nset [coinsy v] to [0]\nforever\n if <touching (sprite1 v)?> then\n change [coinsy v] by (1)\n hide\n end\nend\n\nwhen I receive [coin v]\nshow\n\nwhen backdrop switches to [tło10 v]\ngo to x: (145) y: (-83)\n\nwhen backdrop switches to [tło8 v]\nhide\n\n
Steruj strzałkami.\nSkacz strzałką w górę.\nUżywaj spacji żeby użyć super mocy. \nJeżeli zdobędziesz 11 monet to masz wszystkie.
NEON-PLATFORMER
@Stage\n\nwhen I receive [gameover v]\nstop all sounds\nswitch backdrop to (bühnenbild1 v) and wait\nplay sound [Super Mario - Dead v] until done\n\nwhen flag clicked\nif <[0] = (pick random (0) to (1))> then\n play sound [Ahrix - Nova.mp3 v] until done\nelse\n play sound [The_Chainsmokers_-_Dont_Let_Me_Down_\(Audio\)_ft._Daya.mp3 v] until done\nend\n\nwhen I receive [win v]\nstop all sounds\nswitch backdrop to (download \(1\) v) and wait\nplay sound [Virtual Riot - Energy Drink.mp3 v] until done\n\nwhen flag clicked\nswitch backdrop to (download \(1\) v)\nwait (3.8) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (background v)\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\n@@pUSERNAME\n\nwhen I receive [antidoublejump v]\nset [debug v] to [0]\n\nwhen I receive [debug v]\nset [debug v] to [1]\n\nwhen flag clicked\nset [debug v] to [1]\n\nset size to (7.5) %\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nbroadcast (sppace=end v)\nstop [other scripts in sprite v]\n\ndefine Gehe (number1) nach rechts\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (number1)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (-191) y: (-20)\nwait until <touching (portal v)?>\nchange [level v] by (1)\ngo to x: (-183) y: (-32)\nwait until <touching (portal v)?>\nchange [level v] by (1)\ngo to x: (-192) y: (86)\nwait until <touching (portal v)?>\nbroadcast (win v)\nset [soundoff v] to [1]\n\nwhen flag clicked\nset [soundoff v] to [0]\nset [level v] to [1]\n\ndefine Gravity\n\nwait until <(Level) = [2]>\nforever\n if <not <touching (level2 v)?>> then\n change y by (Graviity)\n end\nend\n\ndefine Gravity (\@1)\n\nwhen flag clicked\nwait until <<<<touching (go1 v)?> or <touching (abby v)?>> or <touching (abby2 v)?>> or <<touching (abby3 v)?> or <touching (abby4 v)?>>>\nbroadcast (gameover v)\nset [soundoff v] to [1]\n\nwhen flag clicked\nwait until <touching (portal v)?>\nbroadcast (next level v)\nstop [this script v]\n\nwhen flag clicked\nset [reset earth acceleration v] to [1]\nwait (4.1) seconds\nrepeat until <(Level) = [2]>\n if <not <touching (level1 v)?>> then\n set [reset earth acceleration v] to [0]\n change y by (Graviity)\n else\n set [reset earth acceleration v] to [1]\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [2]>\nforever\n if <not <touching (level2 v)?>> then\n set [reset earth acceleration v] to [0]\n change y by (Graviity)\n else\n set [reset earth acceleration v] to [1]\n end\nend\n\nGravity\n\nwhen flag clicked\nwait (4) seconds\nforever\n Gehe (4) nach rechts\nend\n\ndefine Springe Höhe (höhe) mit der Geschwindigkeit (speed)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(DeBug) = [1]>> then\n broadcast (antidoublejump v)\n repeat (höhe)\n change y by (speed)\n end\nend\nwait until <<touching (level1 v)?> or <touching (level2 v)?>>\nbroadcast (debug v)\n\nwhen flag clicked\nwait (4) seconds\nforever\n Gehe (-4) nach links\nend\n\ndefine Gehe (number1) nach links\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (number1)\nend\n\nwhen flag clicked\nhide\nwait (4.25) seconds\ngo to x: (-190) y: (-41)\nshow\nforever\n Springe Höhe (8.25) mit der Geschwindigkeit (10)\nend\n\nwhen flag clicked\nset [graviity v] to [0]\nwait (4.2) seconds\nforever\n repeat until <(reset earth acceleration) = [1]>\n change [graviity v] by (-0.981)\n wait (0.01) seconds\n end\n set [graviity v] to [0]\nend\n\ndefine Gravity (\@1)\n\nwait (4.1) seconds\nrepeat until <(Level) = [2]>\n if <not <touching (level1 v)?>> then\n change y by (Graviity)\n end\nend\n\ndefine Gravity\n\n@BACKGROUND\n\nwhen I receive [background v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nshow\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\ngo [backward v] (10) layers\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo [backward v] (10) layers\n\n@Level1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [background v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nshow\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [next level v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@GO1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\n@Abby\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait until <(Level) = [3]>\nshow\ngo to x: (-127) y: (-39)\nwait until <(Level) = [4]>\ngo to x: (-115) y: (49)\n\n@Abby2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (4) %\ngo to x: (96) y: (33)\nwait until <(Level) = [3]>\nshow\nwait until <(Level) = [4]>\ngo to x: (105) y: (12)\n\n@Abby3\n\nwhen flag clicked\nhide\n\n@Abby4\n\nwhen flag clicked\nhide\n\n@PORTAL\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (386) y: (27)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [sppace=end v]\nwait until <key (space v) pressed?>\nstop [other scripts in sprite v]\n\n@Level2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nswitch costume to (kostüm1 v)\nwait until <(Level) = [2]>\ngo to x: (10) y: (-24)\nshow\nwait until <(Level) = [3]>\nswitch costume to (kostüm2 v)\nwait until <(Level) = [4]>\nswitch costume to (kostüm3 v)\n\n@Figur1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [win v]\nset size to (1) %\nwait (0.3) seconds\nshow\nrepeat (33)\n change size by (3)\nend\n\n@Ball\n\nwhen I receive [win v]\nset [tok v] to [1]\nif <(Your time) < (☁ record)> then\n set [☁ record v] to (Your time)\nend\n\nwhen flag clicked\nset [your time v] to [0]\nwait (4) seconds\nset [tok v] to [0]\nrepeat until <(tok) = [1]>\n wait (1) seconds\n change [your time v] by (1)\nend\n\n
\n-----------------\n-Ziel ist es auf die andere Seite der Map zu kommen\n-Steuere mit "WASD" oder mit den Pfeilen\n-----------------\n
M&M Platformer (100 ғᴏʟʟᴏᴡᴇʀs!)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nwait (5) seconds\nbroadcast (Game START v)\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nforever\n play sound [Candy Song v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (101) y: (66)\nshow\nswitch costume to (costume1 v)\nwait (0.5) seconds\nrepeat (9)\n next costume\n wait (0.1) seconds\nend\nwait (0.5) seconds\nrepeat (5)\n next costume\n wait (0.1) seconds\nend\nwait (0.3) seconds\nrepeat (12)\n next costume\n wait (0.1) seconds\nend\nbroadcast (Smile v)\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nstart sound [ding by greenconsole v]\nbroadcast (hjREHJ v)\nwait (1) seconds\nhide\nbroadcast (Start v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (23) y: (6)\nshow\nwait (0.5) seconds\nrepeat (8)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [hjrehj v]\nwait (1) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\n@player\n\nwhen flag clicked\nhide\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\ndefine None\nchange y by (y vel)\nif <touching color (#009933)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#009933)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> 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 (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching color (#009933)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#009933)?> then\n change y by (1)\n end\n end\n if <touching color (#009933)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#009933)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen I receive [level 2 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 3 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 4 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 5 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 6 v]\ngo to x: (-177) y: (-92)\n\nwhen flag clicked\nforever\n if <touching color (#f3cc9d)?> then\n go to x: (-177) y: (-92)\n end\nend\n\nwhen I receive [level 7 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 8 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 9 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 10 v]\ngo to x: (-183) y: (-92)\n\nwhen I receive [level 12 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 11 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 13 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [level 14 v]\ngo to x: (-177) y: (-92)\n\nwhen I receive [game end v]\nswitch backdrop to (backdrop18 v)\ngo to x: (-177) y: (-92)\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (-177) y: (-92)\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to x: (186) y: (-88)\nwait until <touching (player v)?>\nbroadcast (Level 2 v)\n\nwhen I receive [level 2 v]\nswitch backdrop to (backdrop4 v)\ngo to x: (192) y: (-94)\nwait until <touching (player v)?>\nbroadcast (Level 3 v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (backdrop5 v)\ngo to x: (189) y: (143)\nwait until <touching (player v)?>\nbroadcast (Level 4 v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (backdrop6 v)\ngo to x: (186) y: (-88)\nwait until <touching (player v)?>\nbroadcast (Level 5 v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (backdrop7 v)\ngo to x: (182) y: (108)\nwait until <touching (player v)?>\nbroadcast (Level 6 v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (backdrop8 v)\ngo to x: (201) y: (-95)\nwait until <touching (player v)?>\nbroadcast (Level 7 v)\n\nwhen I receive [level 7 v]\nswitch backdrop to (backdrop9 v)\ngo to x: (83) y: (-100)\nwait until <touching (player v)?>\nbroadcast (Level 8 v)\n\nwhen I receive [level 8 v]\nswitch backdrop to (backdrop10 v)\ngo to x: (196) y: (143)\nwait until <touching (player v)?>\nbroadcast (Level 9 v)\n\nwhen I receive [level 9 v]\nswitch backdrop to (backdrop11 v)\ngo to x: (196) y: (143)\nwait until <touching (player v)?>\nbroadcast (Level 10 v)\n\nwhen I receive [level 10 v]\nswitch backdrop to (backdrop12 v)\ngo to x: (189) y: (0)\nwait until <touching (player v)?>\nbroadcast (Level 11 v)\n\nwhen I receive [level 11 v]\nswitch backdrop to (backdrop13 v)\ngo to x: (205) y: (0)\nwait until <touching (player v)?>\nbroadcast (Level 12 v)\n\nwhen I receive [level 12 v]\nswitch backdrop to (backdrop14 v)\ngo to x: (192) y: (-76)\nwait until <touching (player v)?>\nbroadcast (Level 13 v)\n\nwhen I receive [level 13 v]\nswitch backdrop to (backdrop15 v)\ngo to x: (189) y: (128)\nwait until <touching (player v)?>\nbroadcast (Level 14 v)\n\nwhen I receive [level 14 v]\ngo to x: (203) y: (5)\nswitch backdrop to (backdrop17 v)\nwait until <touching (player v)?>\nbroadcast (GAME END v)\nhide\n\n
back here in may 2021 and it's hilarious seeing people fight over a game I made when I was 9 (I was 8 oops)\n\nɴᴏᴡ ᴡʜᴀᴛ ᴛʜᴇ ᴄᴏᴍᴍᴜɴɪᴛʏ ɪs ʀᴇᴍɪxɪɴɢ! ᴛʏsᴍ!!!!!!!\n\nᴛᴏᴘ ʟᴏᴠᴇᴅ ɴᴏᴡ!?!? ᴏᴍɢ ᴛʏsᴍ ɢᴜʏs!!!!!!!\n\nᴏᴍɢ. ɪ ᴊᴜsᴛ ɢᴏᴛ ʙᴀᴄᴋ ғʀᴏᴍ sᴜᴍᴍᴇʀ ᴄᴀᴍᴘ ᴀɴᴅ ɪ ʜᴀᴅ 171 ᴍᴇssᴀɢᴇs! ᴛʏsᴍ! :ᴅᴅᴅᴅᴅᴅᴅᴅᴅᴅᴅᴅ \n\n2000+ ᴠɪᴇᴡs ᴏᴠᴇʀɴɪɢʜᴛ!! ᴛʏsᴍ!!!\n\nᴄᴜʀᴀᴛᴇᴅ ʙʏ @-ɢᴀʟᴀxʏᴅᴜsᴛ-! ᴛʏsᴍ!!!ᴍᴜsᴛ ʀᴇᴀᴅ!! \n\nᴡʜᴇɴ ɪᴛ's ᴏɴ ʟᴇᴠᴇʟ 1, ᴄʟɪᴄᴋ ᴛʜᴇ sᴄʀᴇᴇɴ ᴏᴛʜᴇʀᴡɪsᴇ ʏᴏᴜ ᴄᴀɴ'ᴛ ᴍᴏᴠᴇ. ᴛʜᴀᴛ's sᴏᴍᴇ sᴏʀᴛ ᴏғ ɢʟɪᴛᴄʜ ᴛʜᴀᴛ ɪ ᴄᴀɴ'ᴛ ғɪɢᴜʀᴇ ᴏᴜᴛ ʜᴏᴡ ᴛᴏ ғɪx sᴏ ᴅᴇᴀʟ ᴡɪᴛʜ ɪᴛ! xᴅ ɪ ᴀʟsᴏ ᴅᴏɴ'ᴛ ʀᴇᴄᴏᴍᴍᴇɴᴅ ғᴜʟʟ sᴄʀᴇᴇɴ. ɪᴛ ʟᴀɢs... \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --> (ʀɪɢʜᴛ) ᴜᴘ ᴀʀʀᴏᴡ ᴛᴏ ᴊᴜᴍᴘ <-- (ʟᴇғᴛ)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nʜᴇʏ ɢᴜʏs! ᴛʜᴀɴᴋs sᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏ ᴍᴜᴄʜ ғᴏʀ ᴏɴᴇ. ʜᴜɴᴅᴇʀᴇᴅ. ғᴏʟʟᴏᴡᴇʀs. ɪ ᴄᴀɴ'ᴛ ᴛʜᴀɴᴋ ʏᴏᴜ ɢᴜʏs ᴇɴᴏᴜɢʜ!!!!! ᴛʜɪs ᴀʟsᴏ ᴛᴏᴏᴋ ғᴏʀᴇᴠᴇʀ sᴏ ɪ ʜᴏᴘᴇ ʏᴏᴜ ᴇɴᴊᴏʏ! (ɪ'ᴍ ᴛʀʏɪɴɢ ᴛᴏ ɢᴇᴛ ғᴇᴀᴛᴜʀᴇᴅ ᴏʀ ᴄᴜʀᴀᴛᴇᴅ ᴛᴏᴏ! ᴘʟᴇᴀsᴇ ʜᴇʟᴘ ᴍᴇ ᴡɪᴛʜ ᴛʜᴀᴛ :3) ɪ ᴀᴍ sᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏᴏ ᴘʀᴏᴜᴅ ᴏғ ᴛʜɪs! :ᴅᴅᴅᴅᴅᴅᴅ. ᴘʟᴇᴀsᴇ ᴋᴇᴇᴘ sᴜᴘᴘᴏʀᴛɪɴɢ ᴍᴇ ᴛʜʀᴏᴜɢʜ ᴍʏ sᴄʀᴀᴛᴄʜ ᴇxᴘᴇʀɪᴇɴᴄᴇ! \n~ᴇᴍᴍᴀ\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gravity (Pen Platformer)
@Stage\n\n@pen\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [level v] to [1]\nReset\nforever\n erase all\n if <(Level) = [1]> then\n Render level 1\n else\n if <(Level) = [2]> then\n Render level 2\n else\n if <(Level) = [3]> then\n Render level 3\n else\n if <(Level) = [4]> then\n Render level 4\n else\n if <(Level) = [5]> then\n Render level 5\n else\n if <(Level) = [6]> then\n Render level 6\n else\n if <(Level) = [7]> then\n Render level 7\n else\n if <(Level) = [8]> then\n Render level 8\n else\n if <(Level) = [9]> then\n Render level 9\n else\n if <(Level) = [10]> then\n Render level 10\n else\n if <(Level) = [11]> then\n You win\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(Level) > [10]>> then\n go to x: (px) y: (py)\n Player xy\n if <(Dead?) = [no]> then\n Render player\n else\n Reset\n end\n end\nend\n\ndefine Pen colour (a) (r) (g) (b)\nset pen color to (((((round (a)) * (16777216)) + ((round (r)) * (65536))) + ((round (g)) * (256))) + (round (b)))\n\ndefine Render player\ngo to x: (px) y: (py)\nPen colour (255) (200) (30) (30)\nset pen size to (25)\npen down\npen up\n\ndefine Player xy\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [pxv v] by (0.8)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [pxv v] by (-0.8)\nend\nset [pxv v] to ((pxv) * (0.9))\nchange x by (pxv)\nif <(gravity) = [up]> then\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 (5)\n change x by ((pxv) * (-1))\n if <(gravity) = [down]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(pxv) > [0]> then\n set [pxv v] to [-6]\n else\n set [pxv v] to [6]\n end\n set [pyv v] to [8]\n else\n set [pxv v] to [0]\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(pxv) > [0]> then\n set [pxv v] to [-6]\n else\n set [pxv v] to [6]\n end\n set [pyv v] to [-8]\n else\n set [pxv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nelse\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 (-5)\n change x by ((pxv) * (-1))\n if <(gravity) = [down]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(pxv) > [0]> then\n set [pxv v] to [-6]\n else\n set [pxv v] to [6]\n end\n set [pyv v] to [8]\n else\n set [pxv v] to [0]\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(pxv) > [0]> then\n set [pxv v] to [-6]\n else\n set [pxv v] to [6]\n end\n set [pyv v] to [-8]\n else\n set [pxv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(gravity) = [down]> then\n change [pyv v] by (-0.7)\nelse\n change [pyv v] by (0.7)\nend\nchange y by (pyv)\nif <touching color (#000000)?> then\n change y by ((pyv) * (-1))\n set [pyv v] to [0]\nend\nif <(gravity) = [down]> then\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 [pyv v] to [10]\n end\n change y by (1)\n end\nelse\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (1)\n if <touching color (#000000)?> then\n set [pyv v] to [-10]\n end\n change y by (-1)\n end\nend\nif <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n set [dead? v] to [yes]\nend\nif <([abs v] of (x position) ) > [235]> then\n if <(x position) > [0]> then\n set [dead? v] to [yes]\n change [level v] by (1)\n end\nend\nif <(Level) = [5]> then\n if <touching color (#00ff00)?> then\n set [level 5 key v] to [yes]\n end\nend\nif <(Level) = [7]> then\n if <touching color (#00ff00)?> then\n if <(py) > [0]> then\n set [level 7 key2 v] to [yes]\n else\n set [level 7 key1 v] to [yes]\n end\n end\nend\nset [px v] to (x position)\nset [py v] to (y position)\ninsert (x position) at (1) of [trail x v] \ninsert (y position) at (1) of [trail y v] \nif <(length of [trail x v]) > [10]> then\n delete (last) of [trail x v]\nend\nif <(length of [trail y v]) > [10]> then\n delete (last) of [trail y v]\nend\n\ndefine Reset\nset [pxv v] to [0]\nset [pyv v] to [0]\nset [px v] to [-220]\nset [py v] to [-120]\nset [gravity v] to [down]\nset [dead? v] to [no]\nset [level 5 key v] to [no]\nset [level 7 key1 v] to [no]\nset [level 7 key2 v] to [no]\ndelete (all) of [rain x v]\ndelete (all) of [rain y v]\n\ndefine Render level 1\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (-240) (-160) (240) (-160)\nLine (-100) (-240) (-100) (-30)\nLine (-240) (160) (240) (160)\nPen colour (255) (255) (0) (0)\nLine (-100) (-160) (240) (-160)\nset pen size to (10)\nLine (70) (180) (70) (85)\nLine (140) (180) (140) (85)\n\nwhen flag clicked\nreset timer\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n if <(gravity) = [down]> then\n set [gravity v] to [up]\n else\n set [gravity v] to [down]\n end\n wait until <not <key (space v) pressed?>>\nend\n\ndefine Line (x1) (y1) (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine thumbnail\nerase all\nset pen size to (100)\nPen colour (255) (0) (0) (0)\nLine (-240) (170) (240) (170)\nset pen size to (50)\nLine (100) (180) (100) (-30)\nPen colour (100) (200) (30) (30)\nset pen size to (20)\ngo to x: (30) y: (30)\npen down\npen up\nPen colour (255) (200) (30) (30)\nset pen size to (20)\ngo to x: (35) y: (25)\npen down\npen up\nset pen size to (10)\nPen colour (255) (0) (0) (0)\ngo to x: (-150) y: (-70)\npen down\ngo to x: (-160) y: (-60)\ngo to x: (-170) y: (-60)\ngo to x: (-180) y: (-70)\ngo to x: (-180) y: (-100)\ngo to x: (-170) y: (-125)\ngo to x: (-150) y: (-125)\ngo to x: (-150) y: (-90)\ngo to x: (-155) y: (-90)\ngo to x: (-145) y: (-90)\npen up\ngo to x: (-120) y: (-125)\npen down\ngo to x: (-120) y: (-95)\ngo to x: (-120) y: (-105)\ngo to x: (-110) y: (-95)\ngo to x: (-100) y: (-95)\npen up\ngo to x: (-50) y: (-125)\npen down\ngo to x: (-50) y: (-95)\ngo to x: (-50) y: (-105)\ngo to x: (-60) y: (-95)\ngo to x: (-70) y: (-95)\ngo to x: (-80) y: (-105)\ngo to x: (-80) y: (-115)\ngo to x: (-70) y: (-125)\ngo to x: (-60) y: (-125)\ngo to x: (-50) y: (-115)\npen up\ngo to x: (-25) y: (-95)\npen down\ngo to x: (-15) y: (-125)\ngo to x: (-5) y: (-95)\npen up\ngo to x: (20) y: (-125)\npen down\ngo to x: (20) y: (-95)\npen up\ngo to x: (20) y: (-80)\npen down\npen up\ngo to x: (50) y: (-55)\npen down\ngo to x: (50) y: (-125)\ngo to x: (50) y: (-80)\ngo to x: (60) y: (-80)\ngo to x: (40) y: (-80)\npen up\ngo to x: (80) y: (-95)\npen down\ngo to x: (90) y: (-125)\ngo to x: (100) y: (-95)\ngo to x: (80) y: (-154)\npen up\n\nwhen [timer v] > (0.15)\n\nhide\nthumbnail\n\ndefine Render level 2\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (-240) (-160) (240) (-160)\nPen colour (255) (255) (0) (0)\nLine (-160) (-160) (240) (-160)\nLine (-240) (160) (240) (160)\n\ndefine You win\nPen colour (255) (0) (0) (0)\ngo to x: (-150) y: (40)\nset pen size to (10)\npen down\ngo to x: (-150) y: (100)\ngo to x: (-170) y: (120)\ngo to x: (-150) y: (100)\ngo to x: (-130) y: (120)\npen up\ngo to x: (-130) y: (40)\npen down\ngo to x: (-130) y: (80)\ngo to x: (-90) y: (80)\ngo to x: (-90) y: (40)\ngo to x: (-130) y: (40)\npen up\ngo to x: (-70) y: (80)\npen down\ngo to x: (-70) y: (40)\ngo to x: (-30) y: (40)\ngo to x: (-30) y: (80)\npen up\ngo to x: (30) y: (120)\npen down\ngo to x: (40) y: (40)\ngo to x: (50) y: (60)\ngo to x: (60) y: (40)\ngo to x: (70) y: (120)\npen up\ngo to x: (80) y: (40)\npen down\ngo to x: (80) y: (80)\npen up\ngo to x: (100) y: (40)\npen down\ngo to x: (100) y: (80)\ngo to x: (140) y: (80)\ngo to x: (140) y: (40)\npen up\ngo to x: (-80) y: (-80)\npoint in direction (135)\npen down\nrepeat (45)\n turn left (2) degrees\n move (4) steps\nend\npen up\ngo to x: (-25) y: (-20)\npen down\ngo to x: (-25) y: (-45)\npen up\ngo to x: (25) y: (-20)\npen down\ngo to x: (25) y: (-45)\npen up\n\ndefine Render level 10\nPen colour (255) (255) (0) (0)\nrepeat (40)\n add (pick random (-200) to (150)) to [rain x v]\nend\nrepeat (40)\n add (pick random (180) to (-180)) to [rain y v]\nend\nset [count v] to [0]\nrepeat (40)\n change [count v] by (1)\n go to x: (item (count) of [rain x v]) y: (item (count) of [rain y v])\n set pen size to (5)\n pen down\n pen up\n if <(item (count) of [rain y v]) < [-175]> then\n replace item (count) of [rain x v] with (pick random (-200) to (150))\n replace item (count) of [rain y v] with [180]\n else\n replace item (count) of [rain y v] with ((item (count) of [rain y v]) - (3))\n end\nend\nset pen size to (50)\nLine (-240) (160) (240) (160)\nLine (240) (-180) (240) (-50)\nPen colour (255) (0) (0) (0)\nLine (-240) (-160) (240) (-160)\n\nwhen flag clicked\nforever\n play sound [Warptech - Eternity \(feat. Ohmahi\) \[DJSaus Remix\] v] until done\nend\n\ndefine Render level 7\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (-240) (-160) (240) (-160)\nLine (-240) (160) (240) (160)\nPen colour (255) (255) (0) (0)\nset pen size to (50)\nif <(Level 7 key2) = [no]> then\n Line (240) (-180) (240) (180)\n Pen colour (255) (0) (255) (0)\n set pen size to (10)\n Line (0) (50) (0) (50)\nend\nset pen size to (10)\nPen colour (255) (255) (0) (0)\nLine (-150) (-180) (-150) (-100)\nLine (-100) (-180) (-100) (-100)\nLine (-50) (-180) (-50) (-100)\nLine (0) (-180) (0) (-100)\nLine (50) (-180) (50) (-100)\nLine (100) (-180) (100) (-100)\nPen colour (255) (0) (0) (0)\nset pen size to (100)\nif <(Level 7 key1) = [no]> then\n Line (0) (50) (0) (50)\n Pen colour (255) (255) (0) (0)\n set pen size to (50)\n Line (-240) (160) (240) (160)\n Pen colour (255) (0) (255) (0)\n set pen size to (10)\n Line (140) (-120) (140) (-120)\nend\n\ndefine Draw rotating shape (x) (y) (size) (speed) (sides) (angle)\nset [i v] to (angle)\nrepeat ((sides) + (1))\n change [i v] by ((360) / (sides))\n go to x: ((([sin v] of (i) ) * (size)) + (x)) y: ((([cos v] of (i) ) * (size)) + (y))\n pen down\nend\npen up\nchange [angle v] by (speed)\n\ndefine Render level 4\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (-240) (-160) (240) (-160)\nPen colour (255) (255) (0) (0)\nLine (-90) (-160) (240) (-160)\nset pen size to (30)\nPen colour (255) (0) (0) (0)\nLine (-160) (-180) (-160) (-20)\nset pen size to (50)\nLine (-240) (160) (240) (160)\nset pen size to (30)\nPen colour (255) (255) (0) (0)\nLine (-100) (180) (-100) (100)\nLine (-100) (-180) (-100) (25)\nLine (240) (180) (240) (50)\n\ndefine Render level 3\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (-240) (-160) (240) (-160)\nset pen size to (30)\nLine (-200) (180) (-200) (100)\nLine (-100) (180) (-100) (50)\nLine (0) (180) (0) (0)\nLine (200) (180) (200) (100)\nLine (100) (180) (100) (50)\nset pen size to (50)\nPen colour (255) (255) (0) (0)\nLine (-160) (-160) (240) (-160)\nLine (-240) (160) (240) (160)\nLine (240) (-180) (240) (0)\n\ndefine Render level 5\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (240) (-160) (-240) (-160)\nLine (240) (160) (-240) (160)\nset pen size to (30)\nLine (-50) (0) (50) (0)\nLine (-50) (0) (-50) (50)\nLine (50) (0) (50) (50)\nif <(Level 5 key) = [no]> then\n Pen colour (255) (255) (0) (0)\n Line (240) (180) (240) (-180)\n set pen size to (10)\n Pen colour (255) (0) (255) (0)\n Line (0) (35) (0) (35)\nend\n\ndefine Render level 9\nPen colour (255) (0) (0) (0)\nset pen size to (50)\nLine (-240) (160) (240) (160)\nLine (-240) (-160) (240) (-160)\nset pen size to (10)\nPen colour (255) (255) (0) (0)\nLine (-150) (-180) (-150) (50)\nLine (-100) (180) (-100) (-50)\nLine (-50) (-180) (-50) (50)\nLine (0) (180) (0) (-50)\nLine (50) (-180) (50) (50)\nLine (100) (180) (100) (-50)\nLine (150) (-180) (150) (50)\nLine (200) (180) (200) (-50)\n\ndefine Trail\nif <not <(Level) > [10]>> then\n set [counting v] to [10]\n Pen colour (255) (255) (0) (0)\n set pen shade to (100)\n set pen size to (23)\n repeat (10)\n pen up\n go to x: (item (counting) of [trail x v]) y: (item (counting) of [trail y v])\n change [counting v] by (-1)\n change pen shade by (5)\n pen down\n end\n set pen shade to (50)\n pen up\n pen down\n pen up\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <(Dead?) = [yes]> then\n erase all\n delete all of [trail x v]\n delete all of [trail y v]\n end\nend\n\nwhen flag clicked\nwait until <(Dead?) = [no]>\nset [dead? v] to [yes]\n\nwhen flag clicked\ndelete (all) of [trail x v]\ndelete (all) of [trail y v]\n\nwhen flag clicked\nshow\nforever\n if <(Dead?) = [no]> then\nend\n\nTrail\n\ndefine Render level 8\nPen colour (255) (255) (0) (0)\nset pen size to (50)\nLine (-150) (-180) (-150) (0)\nPen colour (255) (0) (0) (0)\nLine (-240) (-160) (240) (-160)\nset pen size to (43)\nPen colour (255) (255) (0) (0)\nDraw rotating shape (60) (0) (120) (1) (1) (angle)\nDraw rotating shape (60) (0) (100) (1) (1) (angle)\nDraw rotating shape (60) (0) (-100) (2) (1) (angle)\nDraw rotating shape (60) (0) (-120) (2) (1) (angle)\nset pen size to (50)\nLine (-240) (160) (240) (160)\n\ndefine Render level 6\nset pen size to (50)\nPen colour (255) (0) (0) (0)\nLine (-240) (-160) (240) (-160)\nset pen size to (30)\nLine (75) (-120) (75) (-120)\nLine (-100) (120) (-100) (120)\nLine (200) (120) (200) (120)\nPen colour (255) (255) (0) (0)\nset pen size to (50)\nLine (-150) (-160) (240) (-160)\nLine (-240) (160) (240) (160)\nLine (240) (-50) (240) (-180)\n\n
scratch 3 broke\n\nno more lag but no more trail\n\narrow keys / wasd \nspace change grav
The Adventures of Scratch Cat -- Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n repeat (3)\n repeat (5)\n play sound [medieval1 v] until done\n end\n wait (3) seconds\n repeat (5)\n play sound [medieval2 v] until done\n end\n wait (3) seconds\n end\n wait (3) seconds\n repeat (2)\n repeat (5)\n play sound [guitar chords1 v] until done\n end\n wait (1) seconds\n repeat (5)\n play sound [guitar chords2 v] until done\n end\n wait (1) seconds\n end\n wait (3) seconds\nend\n\nwhen I receive [right v]\nrepeat (pick random (1) to (1))\n next backdrop\nend\n\nwhen flag clicked\nforever\n if <(Sound) = [1]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@Ground\n\nwhen I receive [right v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Platforms\n\nwhen I receive [right v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) > [8]> then\n change y by (1)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n end\nend\n\n@Player\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 start sound [pop v]\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\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\nend\nif <touching color (#ff9999)?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [pop v]\n set [speed y v] to [20]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\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 <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\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_Lose\nchange [deaths v] by (1)\nchange [☁ all deaths v] by (1)\nstart sound [meow2 v]\ngo to [front v] layer\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-175) y: (200)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Get Touching <>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Check For Next Level\nif <(x position) > [220]> then\n broadcast (Right v)\n Reset Level_Win\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) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> 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 steep (max steep)\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 start sound [boing v]\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\ndefine Reset Level_Win\ngo to [front v] layer\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-175) y: (200)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\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\nwhen flag clicked\nset [deaths v] to [0]\nReset Level_Win\nforever\n switch costume to (hitbox v)\n Check For Next Level\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <key (e v) pressed?> then\n if <(Var) = [0]> then\n show variable [stars: v]\n show variable [deaths v]\n set [var v] to [1]\n else\n hide variable [stars: v]\n hide variable [deaths v]\n set [var v] to [0]\n end\n end\n if <(y position) < [-189]> then\n Reset Level_Lose\n end\n if <touching (death v)?> then\n set [speed y v] to [14]\n Reset Level_Lose\n end\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 steep (([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 steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <touching color (#ff9999)?>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-1)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\nwhen flag clicked\nforever\n if <(Sound) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Signs\n\nwhen I receive [right v]\nnext costume\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n next costume\n wait until <not <touching (player v)?>>\n switch costume to ((costume [number v]) - (1))\n end\nend\n\n@Death\n\nwhen I receive [right v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Stars\n\ndefine None\nrepeat (number of clones)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [stars: v] to [0]\ndelete (all) of [x v]\ndelete (all) of [y v]\nSet Star Locations\nset size to (75) %\ngo to x: (0) y: (0)\n\ndefine Set Star Locations\nadd [0] to [x v]\nadd [0] to [y v]\nadd [0] to [x v]\nadd [-90] to [y v]\nadd [-75] to [x v]\nadd [100] to [y v]\nadd [110] to [x v]\nadd [-145] to [y v]\nadd [50] to [x v]\nadd [170] to [y v]\nadd [-235] to [x v]\nadd [80] to [y v]\nadd [40] to [x v]\nadd [-60] to [y v]\nadd [80] to [x v]\nadd [-50] to [y v]\nadd [30] to [x v]\nadd [125] to [y v]\nadd [-20] to [x v]\nadd [130] to [y v]\nadd [160] to [x v]\nadd [150] to [y v]\nadd [200] to [x v]\nadd [-25] to [y v]\nadd [0] to [x v]\nadd [25] to [y v]\n\ndefine Collect\nchange [stars: v] by (1)\nchange [☁ all stars v] by (1)\nstart sound [fairydust v]\nset size to (100) %\nrepeat (5)\n change size by (10)\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-20)\nend\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (item ([costume # v] of [ground v]) of [x v]) y: (item ([costume # v] of [ground v]) of [y v])\nwait until <<touching (player v)?> or <([x position v] of [player v]) > [220]>>\nif <touching (player v)?> then\n Collect\n delete this clone\nelse\n delete this clone\nend\n\nwhen I receive [right v]\nCreate (1) Clones\n\nwhen flag clicked\nforever\n if <(Sound) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@Sun\n\nwhen flag clicked\nset [rotate v] to [0]\nset rotation style [all around v]\npoint in direction (90)\ngo to x: (0) y: (-180)\ngo [backward v] (999) layers\nset [ghost v] effect to (0)\nset size to (200) %\nforever\n if <(Lag) = [1]> then\n show\n turn right (0.1) degrees\n wait (0.25) seconds\n else\n hide\n end\nend\n\n@Sun_icon\n\nwhen flag clicked\ngo to x: (220) y: (160)\nset [brightness v] effect to (0)\nset [lag v] to [1]\n\nwhen this sprite clicked\nif <(Lag) = [1]> then\n set [lag v] to [0]\n set [brightness v] effect to (-50)\nelse\n set [lag v] to [1]\n set [brightness v] effect to (0)\nend\n\n@Sound_icon\n\nwhen flag clicked\nset size to (50) %\ngo to x: (170) y: (155)\n\nwhen this sprite clicked\nif <(Sound) = [1]> then\n set [sound v] to [0]\n next costume\nelse\n set [sound v] to [1]\n next costume\nend\n\n
A or left arrow key: Move left\nD or right arrow key: Move right\nW or up arrow key: Jump (Hold to jump slightly higher)\nS or down arrow key: Fall through platforms\nTo wall jump: Start away from the wall and hit the wall while still ascending. Keep holding the direction of the wall until you are done wall jumping. Do not switch keys in the middle of a wall jump.\nE to show how many stars and deaths you have.\nBe sure to report any glitch or suggestion in the comments!\nPress the sun icon to turn off the sun if it is causing the program to lag.\nPress the sound icon to turn on or off the sound.
Cowboy - A Pixel Platformer (Beta 1.0.1)
@Stage\n\nwhen I receive [greenflag v]\nforever\n play sound [djgl.mp3 v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [df.mp3 v] until done\nend\n\n@Player\n\nset [falling? v] to [12]\n\nset [falling? v] to [0]\n\nset [falling? v] to [0]\n\nset [falling? v] to [12]\n\nwhen I receive [go v]\nInitialPos\nbroadcast (reset v) and wait\nMainLoop\n\ndefine if touching\nif <<<<key (r v) pressed?> or <<touching (enemies v)?> or <touching (obstacles v)?>>> or <(ScrollY) < [-480]>> and <not <(PlayerGhost?) = [1]>>> then\n set [restart? v] to [1]\nend\n\ndefine None\nif <not <(direction) = (dir)>> then\n point in direction (dir)\nend\n\ndefine None\nset [slope v] to [1]\nrepeat until <<not <touching (ground v)?>> or <(Slope) > (max)>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) > (max)> then\n change y by (() - (max))\n change x by (() - (Xv))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Move\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (newspeed)\n set [dir v] to [90]\n change [frame v] by (0.4)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (() - (newspeed))\n set [dir v] to [-90]\n change [frame v] by (0.4)\n else\n set [frame v] to [0]\n end\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nswitch costume to (hitbox v)\nPoint (90)\nif touching\nSlope (5)\nchange [yv v] by (ngravatiy)\nchange y by (Yv)\nif touching\nif <touching (ground v)?> then\n change y by (() - (Yv))\n if <<(Yv) < [0]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to (newjumphight)\n set [falling? v] to [12]\n else\n set [yv v] to [0]\n set [falling? v] to [0]\n end\nend\nchange [scrollx v] by (x position)\nchange [scrolly v] by (y position)\ngo to x: (0) y: (0)\nswitch costume to (pixilart-local\(3\) v)\nPoint (dir)\nSet Costume\n\ndefine MainLoop\nforever\n if <(Restart?) = [1]> then\n InitialPos\n set [health v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\n set [restart? v] to [0]\n end\n Move\n broadcast (position v) and wait\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(Yv) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [reset v]\nset size to (200) %\nshow\nswitch costume to (pixilart-local\(3\) v)\nset [playerghost? v] to [0]\nset [health v] to [1]\nset [touching range v] to [5]\nset [newspeed v] to [0.8]\nset [newjumphight v] to [15]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (0) y: (0)\nset [ngravatiy v] to [-1]\nset [restart? v] to [0]\n\nInitialPos\n\ndefine if touching\n\ndefine InitialPos\nset [scrollx v] to [-609]\nset [scrolly v] to [257]\n\nwait until <not <touching (enemies v)?>>\n\nswitch costume to (stand v)\n\nwait (1) seconds\n\nif then\nend\n\nwait until <not >\n\nwait (0.1) seconds\nwait (0.1) seconds\n\nbroadcast (reset v)\n\nif <not <(PlayerGhost?) = [1]>> then\nend\n\nbroadcast (go v)\n\nwhen I receive [start v]\nbroadcast (go v)\n\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <touching (sign v)?> then\n set [touchingsign? v] to [1]\n else\n set [touchingsign? v] to [0]\n end\n if <touching (sprite5 v)?> then\n set [touchinghorse? v] to [1]\n else\n set [touchinghorse? v] to [0]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nswitch costume to (costume2 v)\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\nset size to (300) %\nswitch costume to (costume1 v)\nshow\n\nset size to (300) %\n\nwhen I receive [position v]\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\n\n@Arms\n\ndefine Move\n\nwhen flag clicked\nforever\nend\n\nset size to (400) %\n\nforever\n set [what? v] to []\nend\n\nset [falling? v] to [12]\n\nset [falling? v] to [0]\n\nset [falling? v] to [0]\n\nset [falling? v] to [12]\n\nchange [frame v] by (0.3)\nchange [xv v] by (newspeed)\n\nchange [frame v] by (0.3)\n\nchange [xv v] by (() - (newspeed))\n\ndefine None\npoint in direction (dir)\n\nif <not <(direction) = (dir)>> then\nend\n\nif then\nelse\nend\n\nwhen I receive [start v]\nshow\nforever\n set rotation style [left-right v]\n go to x: (0) y: (0)\n Point ([direction v] of [player v])\n if <not <key (space v) pressed?>> then\n switch costume to ([costume name v] of [player v])\n else\n switch costume to (shoot v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level complete v]\nhide\n\n@Sprite2\n\ndefine None\nset rotation style [left-right v]\npoint in direction (direction)\n\nwhen I receive [go v]\nforever\n go to x: (0) y: (0)\n set size to (200) %\n if <key (space v) pressed?> then\n show\n Aim ([direction v] of [player v])\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nhide\n\n@Enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete (all) of [enemyhealth v]\nset rotation style [left-right v]\nset size to (200) %\nset [clone? v] to [1]\nEnemy (165) (153) (3) (165) (5) (3) (1)\nEnemy (333) (489) (3) (333) (222) (3) (2)\nEnemy (-160) (-328) (3) (-27) (-160) (3) (3)\nEnemy (-162) (9) (3) (-162) (-313) (3) (4)\nEnemy (-313) (9) (3) (-162) (-313) (3) (5)\nset [clone? v] to [0]\n\ndefine None\nset [sx v] to (speed)\nset [myx v] to (x)\nset [myy v] to (y)\nset [maxx v] to (maxx)\nset [minx v] to (minx)\nset [enemy# v] to (enemy#)\ninsert (health) at (enemy#) of [enemyhealth v] \ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [greenflag v]\ndelete this clone\n\nwhen I receive [position v]\nif <(Clone?) = [1]> then\n Position\nend\n\ndefine None\nif <not <(direction) = (dir)>> then\n point in direction (dir)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost? v] to [0]\n if <<touching (sprite12 v)?> and <not <(Ghost?) = [1]>>> then\n wait until <not <touching (sprite12 v)?>>\n set [ghost? v] to [1]\n replace item (Enemy#) of [enemyhealth v] with ((item (Enemy#) of [enemyhealth v]) - (1))\n repeat (2)\n change [ghost v] effect by (50)\n wait (0.1) seconds\n change [ghost v] effect by (-50)\n wait (0.1) seconds\n end\n end\n if <(item (Enemy#) of [enemyhealth v]) = [0]> then\n hide\n end\nend\n\ndefine Position\nif <(sX) > [0]> then\n Point (90)\nelse\n Point (-90)\nend\nchange [myx v] by (sX)\nif <<(myX) > (MaxX)> or <(myX) < (MinX)>> then\n set [sx v] to (() - (sX))\nend\ngo to x: ((myX) - (ScrollX)) y: ((myY) - (ScrollY))\n\n@Outline\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Tileset\n\n@Parallax Background\n\nchange y by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset size to (200) %\nswitch costume to (pixel v)\nforever\n go to x: ((ScrollX) / (-5)) y: (90)\nend\n\n@Sprite7\n\nwhen I receive [position v]\n\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nswitch costume to (costume2 v)\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\nset size to (300) %\nswitch costume to (costume1 v)\nshow\n\nset size to (300) %\n\nwhen I receive [position v]\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\n\n@Sprite10\n\nwhen flag clicked\n\nforever\n go to x: (152) y: (138)\n switch costume to (Health)\nend\n\n@Sprite11\n\n@Sprite12\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [startscrolly v] to (ScrollY)\nrepeat until <touching (_edge_ v)?>\n move (10) steps\n set y to ((startScrollY) - (ScrollY))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n point in direction ([direction v] of [player v])\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Sprite14\n\nwhen I receive [greenflag v]\nset size to (210) %\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (240)\nrepeat (10)\n change y by (((20) - (y position)) * (0.1))\nend\nset [sine v] to [0]\nforever\n go to x: (0) y: ((([sin v] of (X) ) * (5)) + (80))\n change [x v] by (2)\nend\n\nbroadcast (Greenflag v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [start v]\nrepeat (5)\n change y by (((240) - (y position)) * (0.1))\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [greenflag v]\n\ngo to [front v] layer\n\nturn left (15) degrees\n\nmove (10) steps\n\n@Play Button\n\nwhen I receive [greenflag v]\ngo to [front v] layer\nset size to (210) %\nshow\npoint in direction (90)\ngo to x: (-30) y: (240)\nrepeat (10)\n change y by (((-130) - (y position)) * (0.1))\nend\nset [sine v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (((20) - (y position)) * (0.2))\n end\n change x by (((-60) - (y position)) * (0.1))\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (((-20) - (y position)) * (0.2))\n end\n end\n set size to (210) %\n go to x: (-30) y: (-21)\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwait (0.1) seconds\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nrepeat (10)\n change y by (((240) - (y position)) * (0.1))\nend\nhide\n\n@Intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Through The Fire and Flames 8 Bit Cover Tribute to Dragonforce - 8 Bit Universe.mp3 v]\nshow\nswitch costume to (round red large v)\ngo to x: (-150) y: (0)\nstart sound [Whoosh sound effects.mp3 v]\nrepeat until <(round (x position)) = [-100]>\n change x by (((-100) - (x position)) / (5))\nend\ngo to x: (-100) y: (0)\ncreate clone of (_myself_ v)\nwait (2) seconds\ngo to x: (-100) y: (0)\nrepeat (1)\n repeat (6)\n change y by (1)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (3)\n end\n repeat (2)\n change y by (-3)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\nend\nrepeat until <(round (x position)) = [-129]>\n change x by (((-129) - (x position)) / (5))\n change [ghost v] effect by (10)\nend\ngo to x: (-129) y: (0)\nhide\nrepeat (15)\n change volume by (-7)\n wait (0.2) seconds\nend\nbroadcast (Greenflag v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (-138) y: (0)\nstart sound [Whoosh sound effects.mp3 v]\nrepeat until <(round (x position)) = [70]>\n change x by (((70) - (x position)) / (5))\nend\ngo to x: (70) y: (0)\nstart sound [smb3_coin v]\nwait (3) seconds\nstart sound [Whoosh sound effects.mp3 v]\nrepeat until <(round (x position)) = [-25]>\n change x by (((-25) - (x position)) / (5))\nend\nrepeat (1)\n repeat (6)\n change y by (1)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (3)\n end\n repeat (2)\n change y by (-3)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\nend\nrepeat until <(round (x position)) = [-300]>\n change x by (((-300) - (x position)) / (5))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nrepeat (3)\n change y by (-1)\nend\n\ngo to x: (-300) y: (0)\nset volume to (100) %\ndelete this clone\n\nstop all sounds\n\nrepeat (3)\n change y by (2)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (3)\n change y by (2)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite15\n\nwhen I receive [greenflag v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Sign\n\nwhen I receive [greenflag v]\ndelete this clone\n\ndefine None\n\nEnemy (165) (153) (3) (165) (5) (3) (1)\nEnemy (333) (489) (3) (333) (222) (3) (2)\nEnemy (-160) (-328) (3) (-27) (-160) (3) (3)\nEnemy (-162) (9) (3) (-162) (-313) (3) (4)\nEnemy (-313) (9) (3) (-162) (-313) (3) (5)\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine None\nset [sx v] to (speed)\nset [myx v] to (x)\nset [myy v] to (y)\nset [maxx v] to (max x)\nset [minx v] to (min x)\nset [enemy# v] to (message #)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nif <(Clone?) = [1]> then\n Position\nend\n\nwhen I receive [reset v]\ndelete (all) of [enemyhealth v]\nset rotation style [left-right v]\nset size to (200) %\nset [clone? v] to [1]\nSign (-565) (163) (0) (-565) (-565) (1)\nSign (-110) (163) (0) (-110) (-110) (2)\nSign (157) (163) (0) (157) (157) (3)\nSign (542) (499) (0) (542) (542) (4)\nset [clone? v] to [0]\n\nwhen I start as a clone\ngo [backward v] (3) layers\nshow\nforever\n if <touching (player v)?> then\n wait until <key (x v) pressed?>\n broadcast (Text v)\n set [text# v] to (Enemy#)\n wait until <not <touching (player v)?>>\n broadcast (HideTest v)\n end\nend\n\ndefine Position\nif <(sX) > [0]> then\n Point (90)\nelse\n Point (-90)\nend\nchange [myx v] by (sX)\nif <<(myX) > (MaxX)> or <(myX) < (MinX)>> then\n set [sx v] to (() - (sX))\nend\ngo to x: ((myX) - (ScrollX)) y: ((myY) - (ScrollY))\n\ndefine None\nif <not <(direction) = (dir)>> then\n point in direction (dir)\nend\n\n@Sprite1\n\ngo to x: (286) y: (118)\n\nwhen flag clicked\nforever\n repeat until <key (x v) pressed?>\n if <<(TouchingSign?) = [1]> or <(TouchingHorse?) = [1]>> then\n show\n else\n hide\n end\n next costume\n wait (0.2) seconds\n end\n hide\n wait until <not <<(TouchingSign?) = [1]> or <(TouchingHorse?) = [1]>>>\nend\n\nwait until \n\nwait (0.1) seconds\n\nshow\n\nwait (0.1) seconds\n\nrepeat until <key (x v) pressed?>\nend\n\nhide\n\n@Sprite3\n\nwhen I receive [text v]\nhide\ngo to x: (60) y: (-116)\nset size to (100) %\nshow\nrepeat (10)\n change size by (((500) - (size)) * (0.2))\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [hidetest v]\nrepeat (10)\n change size by (((100) - (size)) * (0.2))\nend\nhide\n\n@Sprite4\n\nwhen I receive [text v]\nswitch costume to (Text#)\nhide\ngo to x: (-120) y: (-93)\nset size to (1) %\nshow\nrepeat (10)\n change size by (((95) - (size)) * (0.2))\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nhide\n\nrepeat (10)\n change size by (((1) - (size)) * (0.2))\nend\nhide\n\nwhen I receive [hidetest v]\ngo to x: (30) y: (-96)\nrepeat (10)\n change size by (((1) - (size)) * (0.2))\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\ndefine None\nif <not <(direction) = (dir)>> then\n point in direction (dir)\nend\n\ndefine Position\nif <(sX) > [0]> then\n Point (90)\nelse\n Point (-90)\nend\nchange [myx v] by (sX)\nif <<(myX) > (MaxX)> or <(myX) < (MinX)>> then\n set [sx v] to (() - (sX))\nend\ngo to x: ((myX) - (ScrollX)) y: ((myY) - (ScrollY))\n\nwhen I start as a clone\ngo [backward v] (3) layers\nshow\nforever\n if <touching (player v)?> then\n wait until <key (x v) pressed?>\n broadcast (Level Complete v)\n end\nend\n\nwhen I receive [position v]\nif <(Clone?) = [1]> then\n Position\nend\n\nwhen I receive [reset v]\ndelete (all) of [enemyhealth v]\nset rotation style [left-right v]\nset size to (200) %\nset [clone? v] to [1]\nEnd (-612) (-338) (0) (-612) (-612) (1)\nset [clone? v] to [0]\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine None\n\ndefine None\nset [sx v] to (speed)\nset [myx v] to (x)\nset [myy v] to (y)\nset [maxx v] to (max x)\nset [minx v] to (min x)\nset [enemy# v] to (message #)\ncreate clone of (_myself_ v)\n\n@Parallax Background2\n\nchange y by (10)\n\nwhen flag clicked\nhide\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [level complete v]\ngo to x: (0) y: (240)\nshow\ngo to [front v] layer\nrepeat (30)\n change y by (((-10) - (y position)) * (0.1))\nend\n\n@Ground2\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\n\nset size to (300) %\n\nwhen I receive [position v]\n\nswitch costume to (costume2 v)\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\nset size to (300) %\nswitch costume to (costume1 v)\nshow\n\ngo to x: (() - (ScrollX)) y: (() - (ScrollY))\n\n
Woo! Top-Loved! If you really enjoyed, follow me! :D\n\nTo-Do List:\n\n[ ] Add more levels\n[ ] Add coins\n[ ] Add crates and barrels\n[ ] Add more enemies\n[ ] Add a health system\n[ ] Add saloons and buildings\n[ ] 100% more potatoes **Very Important**\n[ ] Add a mini-map (suggested by @Bw24)\n[ ] Add checkpoints (suggested by many)
Rubiks Cube Platformer
@Stage\n\nwhen I receive [hi v]\n\n@button\n\nwhen flag clicked\nswitch backdrop to (title v)\nshow\nset size to (70) %\npoint in direction (90)\ngo to x: (0) y: (-85)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n switch backdrop to (backdrop1 v)\n end\n if <key (space v) pressed?> then\n switch backdrop to (backdrop2 v)\n broadcast (hi v)\n stop [this script v]\n end\nend\n\n@the cube\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 (#666666)?> or <touching color (#00cc44)?>>>>\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 [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\nwhen I receive [hi v]\nswitch costume to (costume1 v)\nshow\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <key (left arrow v) pressed?> then\n Walk (-90) (-8)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (8)\n switch costume to (costume1 v)\n end\n if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n set [speed y v] to [12]\n end\n if <touching color (#ff9400)?> then\n go to x: (-205) y: (-113)\n switch costume to (costume1 v)\n end\n if <(x position) > [239]> then\n broadcast (banana v)\n end\n if <key (r v) pressed?> then\n go to x: (-205) y: (-113)\n switch costume to (costume1 v)\n end\n if <(slope) = [8 ]> then\n set [falling v] to [0]\n end\nend\n\nwhen flag clicked\ngo to x: (-205) y: (-113)\nset size to (13) %\nhide\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <<touching color (#666666)?> or <touching color (#00cc44)?>>>\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 backdrop switches to [win v]\ngo to x: (0) y: (48)\nbroadcast (Link v)\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-205) y: (-113)\n switch costume to (costume1 v)\n switch backdrop to (next backdrop v)\n change [backdrop v] by (1)\n end\n if <(Backdrop) = [12]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [backdrop v] to [0]\nforever\n if <<(Backdrop) = [12]> and <key (space v) pressed?>> then\n switch backdrop to (backdrop9 v)\n end\nend\n\n@GOAL\n\nwhen I receive [banana v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (142) y: (0)\nhide\n\nwhen I receive [link v]\nstop [other scripts in sprite v]\n\n
Instructions are in game. \n\nEvery level is possible.\n\n
Duet - A Hard Platformer
@Stage\n\n@Sprite1\n\nwhen I receive [message1 v]\ngo to x: (-240) y: (-163)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-240) y: (-163)\nset [level v] to [1]\npoint in direction (0)\nset size to (100) %\nforever\n if <(I made this for fun) = [0]> then\n change [y v] by (-0.5)\n if <touching color (#f0ff8a)?> then\n broadcast (JUMP v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#ff3b3b)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ff3b3b)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ff3b3b)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ff3b3b)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ff3b3b)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#ff3b3b)?> or <touching color (#000000)?>> then\n change x by ((x) * (-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 (y)\n if <<touching color (#ff3b3b)?> or <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 (#ff3b3b)?> or <touching color (#000000)?>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <<[-170] > (y position)> or <<key (r v) pressed?> or <<touching color (#019f01)?> or <touching color (#23c8ff)?>>>> then\n go to x: (-240) y: (-163)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (message1 v)\n set size to (100) %\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [3]\n else\n set [y v] to [-0.7]\n end\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n if <(backdrop [name v]) = [backdrop5]> then\n broadcast (WINNER v)\n end\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n end\n if <(y position) > [170]> then\n wait until <not <key (s v) pressed?>>\n if <([y position v] of [sprite2 v]) > [170]> then\n if <(backdrop [name v]) = [backdrop5]> then\n broadcast (WINNER v)\n end\n go to x: (-240) y: (-163)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (message1 v)\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n set size to (100) %\n end\n end\n if <touching color (#ffb061)?> then\n set [y v] to [12.5]\n end\n if <touching color (#fff88f)?> then\n set [x v] to ((x) * (0.7))\n set [y v] to [0]\n end\n if <touching color (#45cf79)?> then\n set [x v] to [20]\n end\n if <touching color (#c649ff)?> then\n set [y v] to [0]\n if <not <touching color (#23c8ff)?>> then\n if <(x position) < [17]> then\n go to x: ((x position) + (410)) y: (y position)\n else\n if <[19] < (x position)> then\n go to x: ((x position) - (480)) y: (y position)\n end\n end\n end\n end\n end\nend\n\nset [x v] to [0]\nif <(x) > [0]> then\n set [x v] to [-0.3]\nelse\n set [x v] to [0.3]\nend\n\nwhen I receive [start v]\ngo to x: (-240) y: (-163)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [jump v]\nset [y v] to [13]\n\nwhen I receive [start v]\nforever\n play sound [Waterflame - Blue Pasture - Oh My Goat! OST.mp3 v] until done\nend\n\n@Sprite2\n\nif <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [10]\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (50) y: (-163)\nset [level v] to [1]\npoint in direction (0)\nset size to (100) %\nforever\n if <(I made this for fun) = [0]> then\n if <touching color (#f0ff8a)?> then\n broadcast (JUMP v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#23c8ff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#23c8ff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#23c8ff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#23c8ff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#23c8ff)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#23c8ff)?> or <touching color (#000000)?>> then\n change x by ((x) * (-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 (y)\n if <<touching color (#23c8ff)?> or <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 (#23c8ff)?> or <touching color (#000000)?>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\n end\n change y by (1)\n if <<[-178] > (y position)> or <<key (r v) pressed?> or <<touching color (#019f01)?> or <touching color (#ff3b3b)?>>>> then\n go to x: (50) y: (-163)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (message1 v)\n set size to (100) %\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [3]\n else\n set [y v] to [-0.7]\n end\n end\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n go to x: (-240) y: (-163)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (message1 v)\n set size to (100) %\n change [level v] by (1)\n end\n if <(y position) > [170]> then\n wait until <not <key (s v) pressed?>>\n if <([y position v] of [sprite1 v]) > [170]> then\n change [level v] by (1)\n go to x: (-240) y: (-163)\n set [x v] to [0]\n set [y v] to [0]\n set size to (100) %\n switch backdrop to (next backdrop v)\n broadcast (message1 v)\n end\n end\n if <touching color (#ffb061)?> then\n set [y v] to [12.5]\n end\n if <touching color (#fff88f)?> then\n set [x v] to ((x) * (0.7))\n set [y v] to [0]\n end\n if <touching color (#45cf79)?> then\n set [x v] to [20]\n end\n if <touching color (#c649ff)?> then\n set [y v] to [0]\n if <not <touching color (#ff3a3a)?>> then\n if <(x position) < [17]> then\n go to x: ((x position) + (410)) y: (y position)\n else\n if <[19] < (x position)> then\n go to x: ((x position) - (480)) y: (y position)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [jump v]\nset [y v] to [13]\n\nwhen I receive [start v]\ngo to x: (50) y: (-163)\nset [x v] to [0]\nset [level v] to [1]\nset [y v] to [0]\nset size to (100) %\n\nwhen I receive [message1 v]\ngo to x: (50) y: (-163)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\n\n@Sprite3\n\nwhen I receive [lock2 v]\nwait until <touching (sprite6 v)?>\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen I receive [message1 v]\nif <(backdrop [name v]) = [backdrop5]> then\n show\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (35) y: (-163)\nhide\nforever\n if <not <(backdrop [name v]) = [backdrop5]>> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(I made this for fun) = [0]> then\n repeat (8)\n change y by (-1)\n end\n repeat (5)\n turn left (1) degrees\n end\n repeat (8)\n change y by (1)\n end\n repeat (5)\n turn left (-1) degrees\n end\n else\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nset [i made this for fun v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (228) y: (61)\nhide\nforever\n if <not <(backdrop [name v]) = [backdrop3]>> then\n hide\n end\n if <<touching (sprite1 v)?> or <touching (sprite2 v)?>> then\n go to [front v] layer\n broadcast (lock v)\n change [i made this for fun v] by (1)\n glide (3) secs to x: (-55) y: (-21)\n repeat (8)\n wait (0.4) seconds\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait (1) seconds\n set [i made this for fun v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(I made this for fun) = [0]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (-5)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [message1 v]\nif <(backdrop [name v]) = [backdrop3]> then\n set [i made this for fun v] to [0]\n show\n go to x: (228) y: (61)\nend\n\n@Sprite5\n\nwhen I receive [lock v]\nwait until <touching (sprite4 v)?>\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen I receive [message1 v]\nif <(backdrop [name v]) = [backdrop3]> then\n show\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-78) y: (-40)\nhide\nforever\n if <not <(backdrop [name v]) = [backdrop3]>> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset [i made this for fun v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (220) y: (157)\nhide\nforever\n if <not <(backdrop [name v]) = [backdrop5]>> then\n hide\n end\n if <<touching (sprite1 v)?> or <touching (sprite2 v)?>> then\n go to [front v] layer\n broadcast (lock2 v)\n change [i made this for fun v] by (1)\n glide (3) secs to x: (56) y: (-143)\n repeat (8)\n wait (0.4) seconds\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n wait (1) seconds\n set [i made this for fun v] to [0]\n end\nend\n\nwhen I receive [message1 v]\nif <(backdrop [name v]) = [backdrop5]> then\n set [i made this for fun v] to [0]\n show\n go to x: (220) y: (157)\nend\n\nwhen flag clicked\nforever\n if <(I made this for fun) = [0]> then\n repeat (10)\n change [ghost v] effect by (5)\n end\n repeat (10)\n change [ghost v] effect by (-5)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(I made this for fun) = [0]> then\n repeat (8)\n change y by (-1)\n end\n repeat (5)\n turn left (1) degrees\n end\n repeat (8)\n change y by (1)\n end\n repeat (5)\n turn left (-1) degrees\n end\n else\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (220) y: (157)\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nshow\nrepeat (2)\n go to [front v] layer\nend\nset [ghost v] effect to (80)\nforever\n go to x: ((mouse x) * (0.2)) y: ((mouse y) * (0.2))\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nshow\nrepeat (2)\n go to [front v] layer\nend\nset [ghost v] effect to (95)\nforever\n go to x: ((mouse x) * (0.07)) y: ((mouse y) * (0.07))\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (-45) y: (-32)\npoint in direction (90)\nshow\nset size to (100) %\nrepeat (3)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (10) y: (-4)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nrepeat (10)\n go to [front v] layer\nend\nwait (2) seconds\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nnext costume\n\n@Sprite13\n\nwhen I receive [winner v]\nshow\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\n\n
-------ϟ DUET ϟ-------------------------------------------------------------------------------Be sure to check out my new platformer: https://scratch.mit.edu/projects/159719053/\n\nPLEASE CHECK THE INSTRUCTIONS IN THE GAME! IT IS VERY IMPORTANT!\nSo far, there are 7 challenging levels. ALL LEVELS ARE POSSIBLE BUT THEY MAY BE HARD.\n---------------------------------------------------------------------------------------------------
Boing - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [We are Scratchers! v] until done\nend\n\nwhen [space v] key pressed\nif <(backdrop [number v]) = [13]> then\n next backdrop\nend\n\nwhen [k v] key pressed\nif <(username) = [elfowl]> then\n switch backdrop to (backdrop25 v)\nend\n\n@Ball\n\nwhen flag clicked\nshow\nbroadcast (start v)\nset [deaths v] to [0]\n\nwhen I receive [start v]\nforever\n set [nusdna nblkc dfv lkjasdvb lkajdsfvlkjb v] to (direction)\n switch costume to (the ninja2 v)\n point in direction (90)\n if <(y position) < [-180]> then\n broadcast (refresh level v) and wait\n end\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (refresh level v) and wait\n end\n change [yv v] by (-0.5)\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 (#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 <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n start sound [boing v]\n set [yv v] to [10]\n end\n end\n if <touching color (#003fff)?> then\n start sound [zoop v]\n start sound [boing v]\n set [yv v] to [15]\n end\n if <touching color (#0140ff)?> then\n start sound [zoop v]\n start sound [boing v]\n set [yv v] to [15]\n end\n change y by (1)\n point in direction (nusdna nblkc dfv lkjasdvb lkajdsfvLKJB)\n switch costume to (the ninja v)\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\n\nwhen I receive [start v]\nforever\n add (x position) to [where x v]\n add (y position) to [where y v]\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [230]> then\n switch backdrop to (next backdrop v)\n go to x: (-205) y: (-86)\n delete (all) of [where y v]\n delete (all) of [where x v]\n end\n if <[-175] > (y position)> then\n stop [other scripts in sprite v]\n play sound [laser1 v] until done\n go to x: (item (1) of [where x v]) y: (item (1) of [where y v])\n delete (last) of [where y v]\n delete (last) of [where x v]\n set [yv v] to [0]\n set [xv v] to [0]\n change [deaths v] by (1)\n broadcast (start v)\n end\nend\n\nwhen I receive [start v]\ndelete (all) of [where y v]\ndelete (all) of [where x v]\ngo to x: (-205) y: (-86)\nforever\n if <touching color (#ff0000)?> then\n stop [other scripts in sprite v]\n play sound [laser1 v] until done\n go to x: (item (1) of [where x v]) y: (item (1) of [where y v])\n delete (last) of [where y v]\n delete (last) of [where x v]\n set [yv v] to [0]\n set [xv v] to [0]\n change [deaths v] by (1)\n broadcast (start v)\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-205) y: (-86)\n\nwhen I receive [start v]\nforever\n if <<touching color (#ff9400)?> and <(backdrop [number v]) = [21]>> then\n switch backdrop to (next backdrop v)\n go to x: (-205) y: (-86)\n delete (all) of [where y v]\n delete (all) of [where x v]\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nsay (join [You only had ] (join (deaths) [ deaths!]))\n\nwhen [r v] key pressed\ngo to x: (-205) y: (-86)\n\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(backdrop [name v]) = [backdrop10]> then\n show\n else\n hide\n end\n change [color v] effect by (2)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nforever\n go to [front v] layer\nend\n\nshow\n\nclear graphic effects\n\n@Ball2\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n hide\n wait (0.05) seconds\n clear graphic effects\nend\n\nwhen I start as a clone\nswitch costume to (ball-a v)\ngo to (ball v)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Ball3\n\nwhen I receive [start v]\nforever\n if <not <touching (ball v)?>> then\n set [nusdna nblkc dfv lkjasdvb lkajdsfvlkjb v] to (direction)\n switch costume to (the ninja2 v)\n point in direction (90)\n if <(y position) < [-180]> then\n broadcast (Refresh Level v) and wait\n end\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (Refresh Level v) and wait\n end\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (right 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 (#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 <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n start sound [boing v]\n set [yv v] to [10]\n end\n end\n if <touching color (#003fff)?> then\n start sound [zoop v]\n start sound [boing v]\n set [yv v] to [15]\n end\n if <touching color (#0140ff)?> then\n start sound [zoop v]\n start sound [boing v]\n set [yv v] to [15]\n end\n change y by (1)\n point in direction (nusdna nblkc dfv lkjasdvb lkajdsfvLKJB)\n switch costume to (the ninja 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\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (205) y: (-86)\n\nwhen [r v] key pressed\ngo to x: (205) y: (-86)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop25]> then\n show\n else\n hide\n end\nend\n\n
All instructions are in the game!\n\nExcept that you press 'R' to restart the level.\n\nDo NOT play in fullscreen!
Bendy and the Ink Machine Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [BENDY AND THE INK MACHINE SONG \(Build Our Machine\) LYRIC VIDEO - DAGames.mp3 v] until done\nend\n\nwhen I receive [new level v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [jump v] to [0]\nset [costume v] to [1]\ngo to x: (-164) y: (-81)\nforever\n switch costume to (bendy2 v)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1.5)\n end\n change x by (x vel)\n if <touching color (#000000)?> then\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\n end\n set [x vel v] to ((x vel) * (0.8))\n if <<key (up arrow v) pressed?> and <<(Jump) = [1]> and <(y vel) = [0]>>> then\n set [y vel v] to [10]\n set [jump v] to [0]\n end\n change [y vel v] by (-1)\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 set [jump v] to [1]\n if <(x position) > [225]> then\n set x to (-235)\n broadcast (New Level v)\n end\n end\n switch costume to (Costume)\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [ink]>\nwait until <(y position) < [-180]>\nset y to (240)\nbroadcast (New Level v)\nrepeat until <(backdrop [name v]) = [backdrop9]>\n if <(y position) < [-180]> then\n set y to (180)\n switch backdrop to (backdrop7 v)\n end\nend\nwait until <(backdrop [name v]) = [end]>\nset [costume v] to [2]\n\n
A platformer based on the game Bendy And The Ink Machine.\n\nDon't forget to love and fave!\n\nNovember 2017 --- I added a bunch of levels\n\n
Fidget Spinner Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nrepeat (23)\n next backdrop\nend\nwait (0.5) seconds\nrepeat (6)\n next backdrop\nend\nwait (0.5) seconds\nrepeat (35)\n next backdrop\nend\nwait (0.5) seconds\nwait (1) seconds\nnext backdrop\n\nwhen I receive [next stage v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop66 v]\nshow\npoint in direction (90)\npoint in direction (90)\ngo to x: (-217) y: (69)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff55)?> or <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 [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#00ff55)?> or <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 (#00ff55)?> or <touching color (#000000)?>>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching color (#ff9999)?> then\n go to x: (-227) y: (69)\n end\n if <(x position) > [239]> then\n go to x: (-227) y: (69)\n broadcast (Next Stage v)\n end\n if <touching color (#003fff)?> then\n set [y v] to [23]\n end\nend\n\nwhen flag clicked\nset [turn spd v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n turn left (15) degrees\n end\n if <key (right arrow v) pressed?> then\n turn right (15) degrees\n end\nend\n\nwhen backdrop switches to [backdrop66 v]\nforever\n play sound [\[Drumstep\] - Pegboard Nerds - Try This \[Monstercat Release\].mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\n
@snow-cannon told me it fun to make a fidget spinner platformer\nSo pretty much use the arrow keys to get to right side of the screen\nsrsly go follow @snow-cannon!
The Cube - a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nset [level v] to [15]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Lava and invisible\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> or <(Level) = [9]>> then\n go to [front v] layer\n else\n go to [back v] layer\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\nshow\nforever\n switch costume to (Level)\nend\n\n@The Cube\n\nwhen flag clicked\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\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 steep (([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 steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\n switch costume to (walk8 v)\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (a v) pressed?> then\n change [speed x v] by (-2)\n point in direction (90)\nend\nif <key (d v) pressed?> then\n change [speed x v] by (2)\n point in direction (90)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\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) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> 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 steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (w 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\ndefine Controls - Jump, Crouch\nif <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\nelse\n set [jump key v] to [0]\nend\nif <key (s v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <key (w 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\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \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 <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 flag clicked\nforever\n if <touching (trampoline3 v)?> then\n broadcast (Bounce3 v)\n set [speed y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (knife v)?> and <(Level) = [10]>> then\n broadcast (show v)\n Reset Level\n end\nend\n\nwhen I receive [ouch v]\nReset Level\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to (portal2 v)\n end\nend\n\ndefine Reset Level\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [6]> then\n go to x: (-222) y: (-39)\nelse\n if <(Level) = [7]> then\n go to x: (-145) y: (-118)\n else\n if <<(Level) = [9]> or <(Level) = [10]>> then\n go to x: (-210) y: (-10)\n else\n if <(Level) = [13]> then\n go to x: (-208) y: (88)\n else\n if <(Level) = [15]> then\n go to x: (-208) y: (88)\n else\n if <(Level) = [17]> then\n go to x: (-150) y: (-20)\n else\n go to x: (-222) y: (-118)\n end\n end\n end\n end\n end\nend\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nset [killed\(16\) v] to [0]\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Set Costume\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching color (#ff0000)?> then\n Reset Level\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n change [level v] by (1)\n broadcast (Next Level v)\n Reset Level\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n broadcast (Bounce v)\n set [speed y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline2 v)?> then\n broadcast (Bounce2 v)\n set [speed y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (duszek1 v)?> then\n set [level v] to [1]\n broadcast (Next Level v)\n Reset Level\n end\nend\n\n@Next level\n\nwhen flag clicked\nhide variable [speed y v]\nset [speed y v] to [0]\nset size to (60) %\nshow\ngo to x: (209) y: (-92)\nforever\n set [speed y v] to [5]\n repeat (11)\n change y by (Speed y)\n change [speed y v] by (-1)\n end\nend\n\nwhen I start as a clone\nset size to (30) %\npoint in direction (pick random (-180) to (180))\nrepeat (10)\n move (1) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nshow\nif <<(Level) = [1]> or <<(Level) = [2]> or <(Level) = [3]>>> then\n set [speed y v] to [5]\n go to x: (209) y: (-92)\nelse\n if <(Level) = [4]> then\n set [speed y v] to [5]\n go to x: (202) y: (100)\n else\n if <(Level) = [5]> then\n set [speed y v] to [5]\n go to x: (209) y: (-92)\n else\n if <(Level) = [6]> then\n set [speed y v] to [5]\n go to x: (209) y: (10)\n else\n if <(Level) = [7]> then\n set [speed y v] to [5]\n go to x: (209) y: (-92)\n else\n if <(Level) = [8]> then\n set [speed y v] to [5]\n go to x: (-211) y: (110)\n else\n if <(Level) = [9]> then\n set [speed y v] to [5]\n go to x: (100) y: (140)\n else\n if <(Level) = [10]> then\n hide\n else\n if <(Level) = [11]> then\n hide\n else\n if <(Level) = [12]> then\n hide\n set [speed y v] to [5]\n go to x: (209) y: (-92)\n else\n if <(Level) = [13]> then\n show\n set [speed y v] to [5]\n go to x: (-200) y: (-100)\n else\n if <(Level) = [14]> then\n show\n set [speed y v] to [5]\n go to x: (209) y: (115)\n else\n if <(Level) = [15]> then\n show\n set [speed y v] to [5]\n go to x: (209) y: (115)\n else\n if <(Level) = [16]> then\n hide\n else\n if <(Level) = [17]> then\n show\n set [speed y v] to [5]\n go to x: (209) y: (115)\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 end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n create clone of (cubes v)\n wait (pick random (1) to (2)) seconds\n end\nend\n\nwhen I receive [show v]\ngo to (the cube v)\nshow\n\nwhen I receive [died v]\nif <<(Level) = [11]> or <(Level) = [12]>> then\n set [speed y v] to [5]\n go to x: (209) y: (-92)\n show\nelse\n if <<(Level) = [16]> and <(Killed\(16\)) = [3]>> then\n set [speed y v] to [5]\n go to x: (209) y: (-92)\n show\n else\n if <(Level) = [16]> then\n change [killed\(16\) v] by (1)\n end\n end\nend\n\nwhen flag clicked\nset [killed\(16\) v] to [0]\nhide variable [killed\(16\) v]\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\n\nwhen I receive [bounce v]\nrepeat (5)\n next costume\nend\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (kostium1 v)\n\nwhen I receive [next level v]\nif <<(Level) = [1]> or <<(Level) = [2]> or <(Level) = [3]>>> then\n hide\nelse\n if <(Level) = [4]> then\n show\n go to x: (69) y: (-109)\n else\n if <(Level) = [5]> then\n show\n go to x: (-120) y: (-109)\n else\n if <(Level) = [8]> then\n show\n go to x: (140) y: (-109)\n else\n if <(Level) = [12]> then\n show\n go to x: (-70) y: (-116)\n else\n if <(Level) = [17]> then\n show\n go to x: (-150) y: (-110)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Trampoline2\n\nshow\ngo to x: (69) y: (-109)\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\n\nwhen I receive [bounce2 v]\nrepeat (5)\n next costume\nend\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (kostium1 v)\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n show\n go to x: (120) y: (-109)\nelse\n hide\nend\n\n@Cubes\n\nwhen I start as a clone\nforever\n change [color v] effect by (1)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (1) to (100))\nshow\ngo to x: (247) y: (80)\nset [spawn repeat v] to (pick random (100) to (200))\nrepeat (Spawn repeat)\n move ((480) / (Spawn repeat)) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [5]>> then\n delete this clone\n end\nend\n\ndefine Reset Level\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Set Costume\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching color (#ff0000)?> then\n Reset Level\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n Reset Level\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n broadcast (Bounce v)\n set [speed y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline2 v)?> then\n broadcast (Bounce2 v)\n set [speed y v] to [20]\n end\nend\n\nwhen flag clicked\nset [spawn repeat v] to [0]\nhide variable [spawn repeat v]\nhide\n\n@Trampoline3\n\nwhen [r v] key pressed\nif <(Level) = [6]> then\n show\nend\n\nwhen flag clicked\ngo to x: (25) y: (-145)\nswitch costume to (kostium1 v)\nforever\n if <not <(Level) = [6]>> then\n hide\n end\nend\n\nwhen I receive [bounce3 v]\nrepeat (5)\n next costume\nend\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (kostium1 v)\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\nshow\nforever\n switch costume to (Level)\nend\n\n@Knife\n\nwhen flag clicked\nset [x from cube v] to [0]\nhide variable [x from cube v]\npoint in direction (90)\nset size to (15) %\nset [spd y v] to [0]\nhide variable [spd y v]\nhide\ngo to x: (182) y: (15)\nforever\n if <(Level) = [10]> then\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n show\nelse\n hide\nend\n\n@Zombie\n\ndefine Reset Level\nbroadcast (Next Level v)\nset [direction v] to [1]\nset [ghost v] effect to (0)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [11]> then\n show\n go to x: (200) y: (-114)\nelse\n if <(Level) = [12]> then\n show\n go to x: (0) y: (114)\n else\n if <(Level) = [16]> then\n show\n go to x: (0) y: (114)\n else\n hide\n end\n end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n go to x: (200) y: (-114)\n show\n set [ghost v] effect to (0)\n forever\n repeat until <(x position) > [210]>\n change x by (5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n stop [this script v]\n end\n end\n repeat until <[-210] > (x position)>\n change x by (-5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n stop [this script v]\n end\n end\n end\nelse\n if <(Level) = [12]> then\n go to x: (0) y: (114)\n show\n set [ghost v] effect to (0)\n forever\n repeat until <(x position) > [210]>\n change x by (5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n stop [this script v]\n end\n end\n repeat until <[1] > (x position)>\n change x by (-5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n stop [this script v]\n end\n end\n end\n else\n if <(Level) = [16]> then\n go to x: (200) y: (-114)\n show\n set [ghost v] effect to (0)\n forever\n repeat until <(x position) > [210]>\n change x by (5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n stop [this script v]\n end\n end\n repeat until <[-210] > (x position)>\n change x by (-5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n stop [this script v]\n end\n end\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [direction v] to [0]\nhide variable [direction v]\nhide\n\n@Knife-attack\n\nwhen [space v] key pressed\nset [x from cube v] to [10]\nif <(Level) > [10]> then\n if <([direction v] of [the cube v]) = [90]> then\n repeat (5)\n point in direction (90)\n show\n go to (the cube v)\n change x by (X from cube)\n change y by (20)\n change [x from cube v] by (5)\n end\n repeat (5)\n point in direction (90)\n show\n go to (the cube v)\n change x by (X from cube)\n change y by (20)\n change [x from cube v] by (-5)\n end\n else\n repeat (5)\n point in direction (-90)\n show\n go to (the cube v)\n change x by (join [-] (X from cube))\n change y by (20)\n change [x from cube v] by (5)\n end\n repeat (5)\n point in direction (-90)\n show\n go to (the cube v)\n change x by (join [-] (X from cube))\n change y by (20)\n change [x from cube v] by (-5)\n end\n end\nend\nhide\nwait (0.3) seconds\n\nwhen flag clicked\nhide\n\n@Portal\n\nwhen flag clicked\nset [spd y v] to [0]\nhide variable [spd y v]\nset size to (50) %\nhide\nforever\n set [spd y v] to [0.25]\n repeat (51)\n change y by (SPD Y)\n change [spd y v] by (-0.01)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n set [spd y v] to [0.25]\n show\n go to x: (206) y: (-70)\nelse\n if <(Level) = [15]> then\n set [spd y v] to [0.25]\n show\n go to x: (40) y: (-130)\n else\n if <(Level) = [17]> then\n set [spd y v] to [0.25]\n show\n go to x: (-150) y: (70)\n else\n hide\n end\n end\nend\n\n@Portal2\n\nwhen flag clicked\nhide variable [spd y v]\nset [spd y v] to [0]\nset [spd y v] to [0]\nhide variable [spd y v]\nset size to (50) %\nhide\nforever\n set [spd y v] to [0.25]\n repeat (51)\n change y by (SpD y)\n change [spd y v] by (-0.01)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n set [spd y v] to [0.25]\n show\n go to x: (-206) y: (120)\nelse\n if <(Level) = [15]> then\n set [spd y v] to [0.25]\n show\n go to x: (50) y: (130)\n else\n if <(Level) = [17]> then\n set [spd y v] to [0.25]\n show\n go to x: (90) y: (-60)\n else\n hide\n end\n end\nend\n\nset [level v] to [15]\n\n@Zombie2\n\ndefine Reset Level\nbroadcast (Next Level v)\nset [direction v] to [1]\nset [ghost v] effect to (0)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [16]> then\n show\n go to x: (200) y: (-114)\nelse\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [next level v]\nhide\nwait (0.9) seconds\nif <(Level) = [16]> then\n go to x: (200) y: (-114)\n show\n set [ghost v] effect to (0)\n forever\n repeat until <(x position) > [210]>\n change x by (5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n stop [this script v]\n end\n end\n repeat until <[-210] > (x position)>\n change x by (-5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n stop [this script v]\n end\n end\n end\nelse\nend\n\nwhen flag clicked\nset [direction v] to [0]\nhide variable [direction v]\nhide\n\n@Zombie3\n\ndefine Reset Level\nbroadcast (Next Level v)\nset [direction v] to [1]\nset [ghost v] effect to (0)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [16]> then\n show\n go to x: (200) y: (-114)\nelse\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [next level v]\nhide\nwait (1.8) seconds\nif <(Level) = [16]> then\n go to x: (200) y: (-114)\n show\n set [ghost v] effect to (0)\n forever\n repeat until <(x position) > [210]>\n change x by (5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n stop [this script v]\n end\n end\n repeat until <[-210] > (x position)>\n change x by (-5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n stop [this script v]\n end\n end\n end\nelse\nend\n\nwhen flag clicked\nset [direction v] to [0]\nhide variable [direction v]\nhide\n\n@Zombie4\n\ndefine Reset Level\nbroadcast (Next Level v)\nset [direction v] to [1]\nset [ghost v] effect to (0)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [16]> then\n show\n go to x: (200) y: (-114)\nelse\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [next level v]\nhide\nwait (2.7) seconds\nif <(Level) = [16]> then\n go to x: (200) y: (-114)\n show\n set [ghost v] effect to (0)\n forever\n repeat until <(x position) > [210]>\n change x by (5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (20)\n change [ghost v] effect by (5)\n hide\n end\n stop [this script v]\n end\n end\n repeat until <[-210] > (x position)>\n change x by (-5)\n if <touching (the cube v)?> then\n broadcast (Ouch v)\n Reset Level\n end\n if <touching (knife-attack v)?> then\n broadcast (Died v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n stop [this script v]\n end\n end\n end\nelse\nend\n\nwhen flag clicked\nset [direction v] to [0]\nhide variable [direction v]\nhide\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <(Level) = [18]> then\n show\n else\n hide\n end\nend\n\n@Duszek2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n
-Platformer- Global Warming
@Stage\n\ndefine None\nrepeat ([abs v] of ((100) / (speed)) )\n change [ghost v] effect by (speed)\nend\n\nwhen I receive [instructions v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [home screen v]\nFade (10)\nswitch backdrop to (home screen v)\nFade (-10)\n\nwhen I receive [nextlvl v]\nnext backdrop\n\nwhen backdrop switches to [level7 v]\nset [delete clones v] to [1]\n\nwhen I receive [winner v]\nwait (4) seconds\nFade (10)\nswitch backdrop to (backdrop8 v)\nFade (-5)\n\nwhen backdrop switches to [level14 v]\nset [stopsaw2&3 v] to [1]\n\nwhen I receive [prevlvl v]\nswitch backdrop to ((backdrop [number v]) - (1))\n\nwhen I receive [self-destruct v]\nset [self-destruct v] to [1]\n\nwhen backdrop switches to [level11 v]\nset [stopsaw v] to [1]\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n broadcast (Blow Up v)\n wait (2) seconds\n switch backdrop to (level15 v)\n wait (5) seconds\n Fade (4)\n switch backdrop to (darkness v)\n Fade (-5)\n Fade (8)\n switch backdrop to (note v)\n Fade (-8)\n wait (5) seconds\n Fade (6)\n switch backdrop to (darkness v)\n Fade (-6)\n broadcast (Outro! v)\nend\n\nwhen I receive [begin v]\nstop all sounds\nset [self-destruct v] to [0]\nset [level v] to [0]\nset [delete clones v] to [0]\nset [stopsaw v] to [0]\nset [stopsaw2&3 v] to [0]\nset [lag v] to [0]\nswitch backdrop to (home screen v)\nplay sound [TheFatRat - The Calling \(feat. Laura Brehm\).mp3 v] until done\n\nwhen backdrop switches to [level13 v]\nset [stopsaw v] to [1]\nset [stopsaw2&3 v] to [0]\n\nwhen backdrop switches to [level12 v]\nset [stopsaw v] to [0]\nset [stopsaw2&3 v] to [1]\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\nwait (1) seconds\nstart sound [TheFatRat - Time Lapse.mp3 v]\nwait (12) seconds\nset [ghost v] effect to (100)\nswitch backdrop to (darkness v)\nFade (-4)\nstart sound [OMG - Ice Cream.mp3 v]\nwait (1) seconds\nFade (2)\nswitch backdrop to (backdrop1 v)\nbroadcast (showIntroPaul v)\nFade (-2)\nwait (2) seconds\nFade (8)\nswitch backdrop to (backdrop2 v)\nFade (-8)\nwait (2) seconds\nbroadcast (hideIntroPaul v)\nFade (3)\nswitch backdrop to (darkness v)\nFade (-3)\nwait (0.5) seconds\nFade (6)\nswitch backdrop to (backdrop3 v)\nFade (-6)\nbroadcast (showIntroPaul2 v)\nwait (5) seconds\nbroadcast (hideIntroPaul2 v)\nFade (6)\nswitch backdrop to (darkness v)\nFade (-6)\nFade (6)\nswitch backdrop to (backdrop4 v)\nFade (-6)\nwait (5) seconds\nswitch backdrop to (backdrop9 v)\nwait (5) seconds\nFade (2)\nswitch backdrop to (darkness v)\nFade (-4)\nFade (6)\nswitch backdrop to (backdrop6 v)\nFade (-6)\nwait (4) seconds\nbroadcast (Home Screen v)\n\n@Paul\n\nwhen flag clicked\nforever\n if <touching (feesh v)?> then\n broadcast (Fish Caught v)\n start sound [pop v]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume5 v)\n wait (0.01) seconds\n switch costume to (costume6 v)\n wait (0.01) seconds\n switch costume to (costume7 v)\n wait (0.01) seconds\n switch costume to (costume6 v)\n wait (0.01) seconds\n switch costume to (costume5 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n wait (0.01) seconds\n switch costume to (left2 v)\n wait (0.01) seconds\n switch costume to (left3 v)\n wait (0.01) seconds\n switch costume to (left4 v)\n wait (0.01) seconds\n switch costume to (left3 v)\n wait (0.01) seconds\n switch costume to (left2 v)\n wait (0.01) seconds\n switch costume to (left v)\n wait (0.01) seconds\n switch costume to (left5 v)\n wait (0.01) seconds\n switch costume to (left6 v)\n wait (0.01) seconds\n switch costume to (left7 v)\n wait (0.01) seconds\n switch costume to (left6 v)\n wait (0.01) seconds\n switch costume to (left5 v)\n wait (0.01) seconds\n switch costume to (left v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [begin v]\nwait (2) seconds\ngo to x: (-210) y: (-30)\nshow\n\nwhen flag clicked\nforever\n if <<touching (levelfinish v)?> or <touching color (#594326)?>> then\n broadcast (NextLvl v)\n go to x: (-210) y: (-30)\n go to [front v] layer\n end\nend\n\nwhen I receive [begin v]\nwait (2) seconds\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Motion\nend\n\nwhen flag clicked\nforever\n if <<<<touching color (#003fff)?> or <touching color (#6f706f)?>> or <key (r v) pressed?>> and <(Self-Destruct) = [0]>> then\n go to x: (-210) y: (-30)\n end\n if <<<<touching color (#003fff)?> or <touching color (#6f706f)?>> or <key (r v) pressed?>> and <<(Self-Destruct) = [1]> and <<(Level) = [12]> or <(Level) = [13]>>>> then\n go to x: (210) y: (83)\n end\n if <<<<touching color (#003fff)?> or <touching color (#6f706f)?>> or <key (r v) pressed?>> and <<(Self-Destruct) = [1]> and <(Level) = [11]>>> then\n go to x: (173) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (feesh4 v)?> then\n broadcast (Fish4 Caught v)\n start sound [pop v]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (prevlvl v)?> and <<(Level) = [14]> or <(Level) = [13]>>> then\n broadcast (Back To 31 v)\n broadcast (PrevLvl v)\n go to x: (210) y: (83)\n go to [front v] layer\n end\n if <<touching (prevlvl v)?> and <(Level) = [12]>> then\n broadcast (Back To 11 v)\n broadcast (PrevLvl v)\n go to x: (173) y: (150)\n go to [front v] layer\n end\n if <<touching (prevlvl v)?> and <(Level) = [11]>> then\n broadcast (Back To 10 v)\n broadcast (PrevLvl v)\n go to x: (-216) y: (-104)\n go to [front v] layer\n switch costume to (costume1 v)\n stop [other scripts in sprite v]\n wait (7) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (feesh2 v)?> then\n broadcast (Fish2 Caught v)\n start sound [pop v]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (feesh3 v)?> then\n broadcast (Fish3 Caught v)\n start sound [pop v]\n wait (1) seconds\n end\nend\n\ndefine Motion\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\nif <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n change y by (1)\n if <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> 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\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<touching color (#000000)?> or <touching color (#c2c7ef)?>> or <<<touching color (#009933)?> or <touching color (#4c4c4c)?>> or <touching color (#ff3202)?>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\nend\nchange y by (1)\nchange x by (Xv)\n\n@Feesh\n\nwhen flag clicked\nset [fishmove v] to [0]\nhide\n\nwhen backdrop switches to [level8 v]\nif <(Self-Destruct) = [0]> then\n set [fish move v] to [0]\n show\n go to x: (10) y: (-114)\n Move, Fish!\nend\n\nwhen backdrop switches to [level4 v]\nif <(Self-Destruct) = [0]> then\n set [fish move v] to [0]\n show\n go to x: (-97) y: (-104)\n Move, Fish!\nend\n\nwhen backdrop switches to [level6 v]\nif <(Self-Destruct) = [0]> then\n set [fish move v] to [0]\n show\n go to x: (108) y: (-120)\n Move, Fish!\nend\n\nwhen I receive [fish caught v]\nrepeat (25)\n change y by (((166) - (y position)) * (0.3))\nend\nhide\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen flag clicked\nforever\n set [tilt v] to ((tilt) mod (360))\n change [tilt v] by (3)\nend\n\nwhen I receive [fish caught v]\nset [fish move v] to [1]\nrepeat (25)\n change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\nwhen backdrop switches to [level1 v]\nif <(Self-Destruct) = [0]> then\n set [fish move v] to [0]\n show\n go to x: (120) y: (-116)\n Move, Fish!\nend\n\nwhen backdrop switches to [level2 v]\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\nwhen backdrop switches to [level7 v]\nhide\n\nwhen backdrop switches to [level9 v]\nhide\n\nwhen backdrop switches to [level11 v]\nif <(Self-Destruct) = [0]> then\n set [fish move v] to [0]\n show\n go to x: (-44) y: (-61)\n Move, Fish!\nend\n\nwhen backdrop switches to [level13 v]\nif <(Self-Destruct) = [0]> then\n set [fish move v] to [0]\n show\n go to x: (-209) y: (101)\n Move, Fish!\nend\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level12 v]\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\n@Cloudz\n\nwhen flag clicked\nset [noclouds v] to [0]\nhide\n\nwhen I start as a clone\ngo to x: (-263) y: (pick random (40) to (140))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (110)) %\nset [ghost v] effect to (pick random (10) to (20))\ngo [backward v] (25) layers\nshow\nglide ((costume [number v]) * (13)) secs to x: (263) y: (y position)\ndelete this clone\n\nwhen I receive [begin v]\nif <(Lag) = [0]> then\n forever\n wait (pick random (5) to (10)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nwait until <(noClouds) = [1]>\ndelete this clone\n\nwhen I receive [begin v]\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [winner v]\nwait (4) seconds\nset [noclouds v] to [1]\n\nwhen backdrop switches to [level11 v]\nset [noclouds v] to [1]\n\nwhen flag clicked\nforever\n if <(Lag) = [1]> then\n set [noclouds v] to [1]\n end\nend\n\n@IntroPaul\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (0) y: (-93)\n\nwhen I receive [showintropaul v]\nshow\n\nwhen I receive [hideintropaul v]\nwait (1) seconds\nhide\n\nwhen I receive [showintropaul2 v]\nswitch costume to (costume1 v)\ngo to x: (-159) y: (-115)\nset size to (40) %\nshow\nsay [?] for (5) seconds\n\nwhen I receive [hideintropaul2 v]\nwait (0.5) seconds\nhide\nwait (1.5) seconds\ngo to x: (-175) y: (-90)\nshow\nwait (10) seconds\nhide\n\nwhen I receive [winner v]\nwait (4) seconds\ngo to x: (-13) y: (-40)\nset size to (60) %\nshow\n\nwhen I receive [begin v]\nhide\n\n@Smoke\n\nwhen flag clicked\nset [smokeon v] to [0]\nhide\nset [ghost v] effect to (100)\nforever\n if <(smokeOn) = [1]> then\n show\n set [ghost v] effect to (0)\n repeat until <(smokeOn) = [0]>\n go [backward v] (10) layers\n wait (0.15) seconds\n switch costume to (costume1 v)\n wait (0.15) seconds\n switch costume to (costume2 v)\n wait (0.15) seconds\n switch costume to (costume3 v)\n wait (0.15) seconds\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [hideintropaul v]\nwait (3.5) seconds\nshow\nrepeat ([abs v] of ((100) / (6)) )\n change [ghost v] effect by (-6)\nend\n\nwhen I receive [hideintropaul2 v]\nwait (0.4) seconds\nhide\n\nwhen I receive [showintropaul2 v]\nset [smokeon v] to [1]\n\nwhen I receive [hideintropaul2 v]\nset [smokeon v] to [0]\n\nwhen flag clicked\nforever\n if <(smokeOn) = [0]> then\n hide\n end\nend\n\nwhen backdrop switches to [level11 v]\nset [smokeon v] to [0]\n\nwhen backdrop switches to [level10 v]\nset [smokeon v] to [1]\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Smoke2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n if <(smokeOn) = [1]> then\n show\n set [ghost v] effect to (0)\n repeat until <(smokeOn) = [0]>\n go [backward v] (10) layers\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [hideintropaul2 v]\nwait (0.4) seconds\nhide\n\nwhen flag clicked\nforever\n if <(smokeOn) = [0]> then\n hide\n end\nend\n\nwhen I receive [hideintropaul v]\nwait (3.5) seconds\nshow\nrepeat ([abs v] of ((100) / (6)) )\n change [ghost v] effect by (-6)\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@BeginDrop\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.3) seconds\nforever\n if <(Play?) = [1]> then\n repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go to x: (pick random (-60) to (60)) y: (-25)\n glide (1) secs to x: (x position) y: (-45)\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\ncreate clone of (_myself_ v)\nwait (0.2) seconds\ngo to x: (pick random (-60) to (60)) y: (-25)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nglide (1) secs to x: (x position) y: (-45)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nwait (0.3) seconds\ngo to x: (pick random (-60) to (60)) y: (-25)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nglide (1) secs to x: (x position) y: (-45)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nwait (0.3) seconds\n\n@BeginDrop2\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nforever\n if <(Play?) = [1]> then\n repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go to x: (pick random (-60) to (60)) y: (-25)\n glide (1) secs to x: (x position) y: (-45)\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@BeginDrop3\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.8) seconds\nforever\n if <(Play?) = [1]> then\n repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go to x: (pick random (-60) to (60)) y: (-25)\n glide (1) secs to x: (x position) y: (-45)\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nbroadcast (Home Screen v)\n\n@Begin\n\nwhen flag clicked\nset [play? v] to [0]\nhide\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nset [play? v] to [1]\ngo to x: (10) y: (-40)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change y by (((-10) - (y position)) * (0.1))\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen this sprite clicked\nbroadcast (Begin v)\nset [play? v] to [2]\nset size to (100) %\nrepeat (25)\n change y by (((-60) - (y position)) * (0.1))\nend\n\nwhen this sprite clicked\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (0.5) seconds\ngo to x: (5) y: (-120)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change y by (((-90) - (y position)) * (0.1))\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [begin v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [begin v]\nrepeat (25)\n change y by (((-150) - (y position)) * (0.1))\nend\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Instructions v)\nset [play? v] to [0]\n\n@InstDrop\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.3) seconds\nforever\n if <(Play?) = [1]> then\n repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go to x: (pick random (-60) to (60)) y: (-115)\n glide (1) secs to x: (x position) y: (-135)\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@InstDrop2\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nwait (0.7) seconds\nforever\n if <(Play?) = [1]> then\n repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go to x: (pick random (-60) to (60)) y: (-115)\n glide (1) secs to x: (x position) y: (-135)\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@InstDrop3\n\nwhen flag clicked\nhide\n\nwhen I receive [home screen v]\nwait (1) seconds\nforever\n if <(Play?) = [1]> then\n repeat until <<(Play?) = [0]> or <(Play?) = [2]>>\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go to x: (pick random (-60) to (60)) y: (-115)\n glide (1) secs to x: (x position) y: (-135)\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Title\n\nwhen I receive [home screen v]\nwait (0.5) seconds\ngo to x: (0) y: (140)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change y by (((110) - (y position)) * (0.1))\nend\n\nwhen I receive [home screen v]\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nrepeat (25)\n change y by (((160) - (y position)) * (0.1))\nend\n\nwhen I receive [begin v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\ngo to x: (-147) y: (-139)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Home Screen v)\nhide\nset [play? v] to [1]\n\n@LevelFinish\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [level v] to [0]\n\nwhen I receive [nextlvl v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n set [smokeon v] to [1]\n end\nend\n\nwhen I receive [begin v]\ngo to x: (250) y: (0)\nshow\n\nwhen I receive [self-destruct v]\nhide\n\ngo to x: (200) y: (0)\nshow\n\n@boat\n\nwhen flag clicked\nhide\ngo to x: (135) y: (-100)\n\nwhen backdrop switches to [level6 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <(delete clones) = [1]>\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n glide (3) secs to x: (-50) y: (-100)\n glide (3) secs to x: (135) y: (-100)\nend\n\n@Off\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nbroadcast (Self-Destruct v)\n\nwhen backdrop switches to [level14 v]\nshow\ngo to x: (14) y: (-93)\n\nwhen backdrop switches to [level13 v]\nhide\n\n@Fish Counter\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (2) seconds\ngo to x: (10) y: (166)\nshow\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (7) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Feesh2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level4 v]\nif <(Self-Destruct) = [0]> then\n set [fish2 move v] to [0]\n show\n go to x: (14) y: (-103)\n Move, Fish!\nend\n\nwhen backdrop switches to [level7 v]\nif <(Self-Destruct) = [0]> then\n set [fish2 move v] to [0]\n show\n go to x: (21) y: (-108)\n Move, Fish!\nend\n\nwhen backdrop switches to [level9 v]\nif <(Self-Destruct) = [0]> then\n set [fish2 move v] to [0]\n show\n go to x: (-38) y: (-113)\n Move, Fish!\nend\n\nwhen I receive [fish2 caught v]\nrepeat (25)\n change y by (((166) - (y position)) * (0.3))\nend\nhide\n\nwhen I receive [fish2 caught v]\nset [fish2 move v] to [1]\nrepeat (25)\n change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen backdrop switches to [level3 v]\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\nwhen backdrop switches to [level8 v]\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\nwhen backdrop switches to [level11 v]\nif <(Self-Destruct) = [0]> then\n set [fish2 move v] to [0]\n show\n go to x: (64) y: (46)\n Move, Fish!\nend\n\nwhen backdrop switches to [level13 v]\nif <(Self-Destruct) = [0]> then\n set [fish2 move v] to [0]\n show\n go to x: (191) y: (-81)\n Move, Fish!\nend\n\nwhen backdrop switches to [level2 v]\nif <(Self-Destruct) = [0]> then\n set [fish2 move v] to [0]\n show\n go to x: (73) y: (-113)\n Move, Fish!\nend\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level12 v]\nhide\n\n@Feesh3\n\nwhen backdrop switches to [level3 v]\nif <(Self-Destruct) = [0]> then\n set [fish3 move v] to [0]\n show\n go to x: (-26) y: (-11)\n Move, Fish!\nend\n\nwhen backdrop switches to [level5 v]\nif <(Self-Destruct) = [0]> then\n set [fish3 move v] to [0]\n show\n go to x: (80) y: (-110)\n Move, Fish!\nend\n\nwhen backdrop switches to [level7 v]\nif <(Self-Destruct) = [0]> then\n set [fish3 move v] to [0]\n show\n go to x: (111) y: (-109)\n Move, Fish!\nend\n\nwhen backdrop switches to [level9 v]\nif <(Self-Destruct) = [0]> then\n set [fish3 move v] to [0]\n show\n go to x: (87) y: (-116)\n Move, Fish!\nend\n\nwhen I receive [fish3 caught v]\nrepeat (25)\n change y by (((166) - (y position)) * (0.3))\nend\nhide\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen I receive [fish3 caught v]\nset [fish3 move v] to [1]\nrepeat (25)\n change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\nwhen backdrop switches to [level4 v]\nhide\n\nwhen backdrop switches to [level6 v]\nhide\n\nwhen backdrop switches to [level8 v]\nhide\n\nwhen backdrop switches to [level10 v]\nhide\n\nwhen backdrop switches to [level11 v]\nif <(Self-Destruct) = [0]> then\n set [fish3 move v] to [0]\n show\n go to x: (171) y: (106)\n Move, Fish!\nend\n\nwhen backdrop switches to [level12 v]\nhide\n\nwhen flag clicked\nhide\n\n@Feesh4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level4 v]\nif <(Self-Destruct) = [0]> then\n set [fish4 move v] to [0]\n show\n go to x: (-40) y: (-104)\n Move, Fish!\nend\n\nwhen backdrop switches to [level7 v]\nif <(Self-Destruct) = [0]> then\n set [fish4 move v] to [0]\n go to x: (-61) y: (-105)\n show\n Move, Fish!\nend\n\ndefine Move, Fish!\nrepeat until <(Fish Move) = [1]>\n point in direction ((([sin v] of (tilt) ) * (10)) - (-90))\nend\npoint in direction (90)\n\nwhen I receive [fish4 caught v]\nrepeat (25)\n change y by (((166) - (y position)) * (0.3))\nend\nhide\n\nwhen backdrop switches to [level5 v]\nhide\n\nwhen backdrop switches to [level8 v]\nhide\n\nwhen backdrop switches to [level12 v]\nif <(Self-Destruct) = [0]> then\n set [fish4 move v] to [0]\n go to x: (21) y: (-150)\n show\n Move, Fish!\nend\n\nwhen backdrop switches to [level13 v]\nhide\n\nwhen backdrop switches to [level11 v]\nhide\n\nwhen I receive [fish4 caught v]\nset [fish4 move v] to [1]\nrepeat (25)\n change x by (((10) - (x position)) * (0.2))\nend\nhide\nbroadcast (Counter v)\n\n@Fish number\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\ngo to x: (-82) y: (165)\n\nwhen I receive [begin v]\nwait (2) seconds\nshow\n\nwhen I receive [fish caught v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [fish2 caught v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [fish3 caught v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [fish4 caught v]\nwait (0.5) seconds\nnext costume\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (7) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Other counter\n\nwhen flag clicked\nhide\ngo to x: (-40) y: (165)\n\nwhen I receive [begin v]\nwait (2) seconds\nshow\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (7) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Lightbulb\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen backdrop switches to [level11 v]\ngo to x: (-104) y: (150)\nset [brightness v] effect to (-20)\nshow\nif <(Lag) = [0]> then\n repeat until <(Level) = [10]>\n wait (2) seconds\n repeat (30)\n change [brightness v] effect by (1)\n end\n wait (4) seconds\n repeat (30)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen backdrop switches to [level12 v]\ngo to x: (60) y: (150)\n\nwhen backdrop switches to [level10 v]\nhide\n\n@Saw\n\nwhen flag clicked\nhide\ngo to x: (-94) y: (-170)\n\nwhen backdrop switches to [level12 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n glide (3) secs to x: (45) y: (-170)\n glide (3) secs to x: (-94) y: (-170)\nend\n\nwhen I start as a clone\nwait until <(stopSaw) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n go [backward v] (5) layers\nend\n\n@Floor thing\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level12 v]\ngo to x: (0) y: (-175)\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [level11 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level10 v]\ngo to x: (-24) y: (2)\nswitch costume to (costume1 v)\nset [brightness v] effect to (-10)\nshow\nif <(Lag) = [0]> then\n forever\n set [brightness v] effect to (30)\n wait (1) seconds\n set [brightness v] effect to (-10)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [level14 v]\nhide\n\nwhen backdrop switches to [level13 v]\ngo to x: (142) y: (164)\nswitch costume to (costume2 v)\nset [brightness v] effect to (-10)\nshow\nif <(Lag) = [0]> then\n forever\n set [brightness v] effect to (30)\n wait (1) seconds\n set [brightness v] effect to (-10)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [level11 v]\nhide\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n hide\nend\n\nwhen backdrop switches to [level12 v]\nhide\n\n@Saw2\n\nwhen flag clicked\nhide\ngo to x: (194) y: (-180)\n\nwhen I start as a clone\nshow\nforever\n glide (4) secs to x: (-130) y: (-180)\n glide (4) secs to x: (194) y: (-180)\nend\n\nwhen I start as a clone\nwait until <(stopSaw2&3) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n go [backward v] (5) layers\nend\n\nwhen backdrop switches to [level13 v]\ncreate clone of (_myself_ v)\n\n@Saw3\n\nwhen flag clicked\nhide\ngo to x: (-130) y: (-180)\n\nwhen I start as a clone\nshow\nforever\n glide (4) secs to x: (194) y: (-180)\n glide (4) secs to x: (-130) y: (-180)\nend\n\nwhen I start as a clone\nwait until <(stopSaw2&3) = [1]>\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n go [backward v] (5) layers\nend\n\nwhen backdrop switches to [level13 v]\ncreate clone of (_myself_ v)\n\n@PrevLvl\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [self-destruct v]\nshow\n\nwhen I receive [prevlvl v]\nchange [level v] by (-1)\n\nwhen backdrop switches to [level10 v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n change y by (((125) - (y position)) * (0.05))\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (13)\n change x by (((-240) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (89) y: (12)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (5) degrees\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (142) y: (-11)\npoint in direction (90)\nhide\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change y by (((180) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (15) degrees\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change x by (((200) - (y position)) * (0.05))\n end\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (81) y: (-27)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change y by (((0) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (10) degrees\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change x by (((-240) - (y position)) * (0.05))\n end\n hide\nend\n\n@Sprite5\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change x by (((-150) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change y by (((-180) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (20) degrees\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (76) y: (-66)\npoint in direction (90)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (145) y: (-82)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (5) degrees\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change y by (((230) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change x by (((-220) - (y position)) * (0.05))\n end\n hide\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (124) y: (-127)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change x by (((240) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (15) degrees\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change y by (((20) - (y position)) * (0.05))\n end\n hide\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (62) y: (-95)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (10) degrees\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change y by (((-180) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (15)\n change x by (((-230) - (y position)) * (0.05))\n end\n hide\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (168) y: (-93)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change x by (((210) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change y by (((-220) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (15) degrees\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\ngo to x: (-27) y: (-7)\npoint in direction (90)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change x by (((-120) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n show\n repeat (10)\n change y by (((300) - (y position)) * (0.05))\n end\n hide\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n wait (2) seconds\n repeat (15)\n turn right (15) degrees\n end\nend\n\n@Fire\n\nwhen flag clicked\nhide\ngo to x: (114) y: (-98)\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n switch backdrop to (level16 v)\n wait (2) seconds\n show\n repeat (30)\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n end\nend\n\nwhen backdrop switches to [level10 v]\nif <(Self-Destruct) = [1]> then\n stop all sounds\n wait (2) seconds\n start sound [EXPLOSIONS - big explosion sounds SOUND EFFECT.mp3 v]\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Logo\n\nwhen I receive [outro! v]\nwait (0.5) seconds\nset [spin v] to [2]\nforever\n set [spin v] to ((Spin) * (1.01))\nend\n\nwhen I receive [outro! v]\nwait (10) seconds\nset [otherspin v] to [2]\nforever\n set [otherspin v] to ((OtherSpin) * (1.01))\nend\n\nwhen I receive [outro! v]\nwait (0.5) seconds\nforever\n set [logoturn v] to ((LogoTurn) mod (360))\n change [logoturn v] by (3)\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nwait (1) seconds\npoint in direction (90)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to x: (0) y: (13)\nrepeat (500)\n point in direction ((([sin v] of (IntroTurn) ) * (15)) - (-90))\nend\n\nwhen I receive [outro! v]\nshow\nset size to (100) %\nwait (20) seconds\nrepeat (50)\n change size by (-2)\nend\nhide\n\nwhen I receive [outro! v]\nwait (0.5) seconds\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (13)\npoint in direction (90)\nrepeat (500)\n point in direction ((([sin v] of (LogoTurn) ) * (Spin)) - (-90))\nend\nrepeat (150)\n turn right (OtherSpin) degrees\nend\n\nwhen flag clicked\nset [introturn v] to [0]\nwait (2.5) seconds\nforever\n set [introturn v] to ((IntroTurn) mod (360))\n change [introturn v] by (3)\nend\n\nwhen I receive [outro! v]\nstart sound [OMG - Hello.mp3 v]\n\nwhen flag clicked\nhide\nwait (3.4) seconds\nrepeat (7)\n change size by (20)\n repeat (4)\n change size by (-5)\n end\n wait (0.74) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Presents...\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nwait (11) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nset size to (103) %\n\nshow\ngo to [front v] layer\n\n
Instructions are in-game. Press r to restart the level if you get stuck.\nFinally this is done! Sorry it took so long!\nThe sequel: https://scratch.mit.edu/projects/166495298/\nTell me about any glitches! I won't be mad (not at you, anyways)!\nSorry about any lag issues, this is one of my older games\nAlthough it looks nice, fullscreen will almost surely lag.\nView history: \n6/19/17 - 100+ views!\n6/21/17 - 50+ loves! \n6/25/17 - 200+ views!\n6/30/17 - 300+ views!\n7/6/17 - 100+ loves!\n7/10/17 - 400+ views!\n7/13/17 - 500+ views! Loved by @kevin_eleven_1234!\n7/18/17 - 100+ faves!\n8/11/17 - 200+ loves!\n8/12/17 - 1000+ views!
Cool Platformer
@Stage\n\n@Sprite1\n\nwhen [r v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen I receive [message1 v]\nforever\n play sound [Nekozilla - Different Heaven v] until done\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\nhide\nwait (0) 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?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n turn left (11) degrees\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n turn right (11) degrees\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: (-196) y: (-17)\n end\n if <touching color (#00cccc)?> then\n set [y v] to [20]\n end\n if <touching color (#00cc44)?> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-119)\n end\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (intro v)\n\nwhen backdrop switches to [frame2 v]\nchange volume by (-50)\nset voice to (tenor v)::tts\nspeak (join (username) [has won])::tts\nset volume to (150) %\n\nwhen flag clicked\nforever\n if <(y position) < [-179]> then\n go to x: (-196) y: (-17)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (-94) y: (-53)\nrepeat until <(backdrop [name v]) = [backdrop11]>\n repeat (50)\n change x by (4.2)\n end\n repeat (50)\n change x by (-4.2)\n end\nend\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite3\n\nwhen I receive [message1 v]\nshow\nforever\n Level\nend\n\nwhen flag clicked\ngo to x: (126) y: (-29)\nhide\n\ndefine Level\nif <(backdrop [name v]) = [backdrop1]> then\n switch costume to (1 v)\nend\nif <(backdrop [name v]) = [backdrop2]> then\n switch costume to (2 v)\nend\nif <(backdrop [name v]) = [backdrop3]> then\n switch costume to (3 v)\nend\nif <(backdrop [name v]) = [backdrop4]> then\n switch costume to (4 v)\nend\nif <(backdrop [name v]) = [backdrop5]> then\n switch costume to (5 v)\nend\nif <(backdrop [name v]) = [backdrop6]> then\n switch costume to (6 v)\nend\nif <(backdrop [name v]) = [backdrop7]> then\n switch costume to (7 v)\nend\nif <(backdrop [name v]) = [backdrop8]> then\n switch costume to (8 v)\nend\nif <(backdrop [name v]) = [backdrop9]> then\n switch costume to (9 v)\nend\nif <(backdrop [name v]) = [backdrop10]> then\n switch costume to (10 v)\nend\nif <(backdrop [name v]) = [backdrop11]> then\n switch costume to (11 v)\nend\nif <(backdrop [name v]) = [backdrop12]> then\n switch costume to (12 v)\nend\nif <(backdrop [name v]) = [Frame2]> then\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (150)\nshow\ngo to x: (0) y: (150)\npoint in direction (-90)\nMove\nhide\n\ndefine Move\nrepeat (16)\n move (Move) steps\n turn left (9) degrees\nend\nglide (0.2) secs to x: (0) y: (0)\nbroadcast (Grow v)\n\nwhen flag clicked\ngo to x: (0) y: (150)\nset [move v] to [0]\nforever\n change [move v] by (0.3)\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\n@Sprite5\n\ndefine Move\nrepeat (16)\n move (Move) steps\n turn left (9) degrees\nend\nglide (0.2) secs to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (-150) y: (0)\nshow\ngo to x: (-150) y: (0)\npoint in direction (180)\nMove\nhide\n\nwhen flag clicked\ngo to x: (-150) y: (0)\nset [move v] to [0]\nforever\n change [move v] by (0.3)\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\n@Sprite6\n\ndefine Move\nrepeat (16)\n move (Move) steps\n turn left (9) degrees\nend\nglide (0.2) secs to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nshow\ngo to x: (0) y: (-150)\npoint in direction (90)\nMove\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nset [move v] to [0]\nforever\n change [move v] by (0.3)\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\n@Sprite7\n\ndefine Move\nrepeat (16)\n move (Move) steps\n turn left (9) degrees\nend\nglide (0.2) secs to x: (0) y: (0)\n\nwhen flag clicked\ngo to x: (150) y: (0)\nshow\ngo to x: (150) y: (0)\npoint in direction (0)\nMove\nhide\n\nwhen flag clicked\ngo to x: (150) y: (0)\nset [move v] to [0]\nforever\n change [move v] by (0.3)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (100) %\nhide\n\nwhen I receive [1 v]\nshow\nrepeat (3)\n show\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (100) %\n hide\n wait (1.3) seconds\nend\n\n@Sprite10\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset volume to (100) %\nstart sound [JPB - High \[NCS Release\] v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (70) %\ngo to [back v] layer\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (20) %\n\nwhen I receive [grow v]\nwait (0.3) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (0.58) seconds\nbroadcast (1 v)\nrepeat (8)\n change size by (12.5)\nend\nrepeat (20)\n change size by (-5)\nend\nwait (0.67) seconds\nrepeat (8)\n change size by (12.5)\nend\nrepeat (20)\n change size by (-5)\nend\nwait (0.67) seconds\nrepeat (8)\n change size by (12.5)\nend\nrepeat (20)\n change size by (-5)\nend\nspin out\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nwait (0.5) seconds\nbroadcast (message1 v)\n\nshow\n\ndefine spin out\nrepeat (10)\n turn right ((100) - ((direction) * (0.2))) degrees\n change size by ((0.1) - ((size) / (5)))\n change [ghost v] effect by (10)\nend\nhide\npoint in direction (90)\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (25) %\n\nwhen flag clicked\nhide\n\nwhen I receive [grow v]\nshow\nset [ghost v] effect to (0)\nrepeat (15)\n change size by (35)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
Use the arrow keys or WASD to move\nAvoid the red spikes\nR key to restart\nI'm still working on this\nAND...\nSMASH THAT LOVE AND FAVORITE BUTTON!!!\n\n(Some graphics may be bad because this was created in Scratch 2.0 and in bitmap)
The Runner - 3D Platformer (100% Pen)
@Stage\n\nwhen I receive [intro v]\nset volume to (100) %\nbroadcast (Music v)\n\nwhen I receive [music v]\nforever\n play sound [Freedom Fighters - TSFH v] until done\nend\n\nwhen I receive [ending v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in stage v]\nstop all sounds\nset volume to (100) %\nstart sound [Freedom Fighters \(REMIX\) - TSFH v]\n\n@Pen\n\ndefine None\ndelete (all) of [list storage v]\nset [face visible? v] to [0]\nset [count 2 v] to [-2]\nrepeat (4)\n change [count 2 v] by (3)\n set [storage v] to []\n if <(letter (Count 2) of (item (face) of [cube face data v])) = [+]> then\n set [storage v] to (join (Storage) [0])\n else\n set [storage v] to (join (Storage) [-])\n end\n if <(letter ((Count 2) + (1)) of (item (face) of [cube face data v])) = [+]> then\n set [storage v] to (join (Storage) [0])\n else\n set [storage v] to (join (Storage) [-])\n end\n if <(letter ((Count 2) + (2)) of (item (face) of [cube face data v])) = [+]> then\n set [storage v] to (join (Storage) [0])\n else\n set [storage v] to (join (Storage) [-])\n end\n Go to X: ((join (letter (1) of (Storage)) [1]) * (Cube Size)) Y: ((join (letter (2) of (Storage)) [1]) * (Cube Size)) Z: ((join (letter (3) of (Storage)) [1]) * (Cube Size))\n add ((PointZ) * (sign)) to [list storage v]\n if <((PointZ) * (sign)) > [0]> then\n change [face visible? v] by (1)\n end\nend\nset [count 2 v] to [0]\nset [storage v] to [1]\nrepeat (4)\n change [count 2 v] by (1)\n if <(item (Count 2) of [list storage v]) < (item (Storage) of [list storage v])> then\n set [storage v] to (Count 2)\n end\nend\ndelete (Storage) of [list storage v]\nset [count 2 v] to [0]\nset [storage v] to [1]\nrepeat (3)\n change [count 2 v] by (1)\n if <(item (Count 2) of [list storage v]) < (item (Storage) of [list storage v])> then\n set [storage v] to (Count 2)\n end\nend\ndelete (Storage) of [list storage v]\nif <(item (1) of [list storage v]) < (item (2) of [list storage v])> then\n delete (1) of [list storage v]\nelse\n delete (2) of [list storage v]\nend\nadd (item (1) of [list storage v]) to [cube face average layer v]\n\ndefine Draw Triangles\nset [count v] to [1]\nrepeat ((length of [triangles v]) / (9))\n if <(Level) = (item ((Count) + (7)) of [triangles v])> then\n if <(item (item ((Count) + (6)) of [triangles v]) of [visible faces v]) = [1]> then\n if <(item ((Count) + (8)) of [triangles v]) = [3]> then\n set pen color to ((200) * (65536))\n else\n if <(item ((Count) + (8)) of [triangles v]) = [2]> then\n set pen color to ((200) * (256))\n else\n set pen color to ((0) + (0))\n end\n end\n ADJUST fill (item (Count) of [triangles v]) (item ((Count) + (1)) of [triangles v]) (item ((Count) + (2)) of [triangles v]) (item ((Count) + (3)) of [triangles v]) (item ((Count) + (4)) of [triangles v]) (item ((Count) + (5)) of [triangles v]) resolution: (3) Face: (item ((Count) + (6)) of [triangles v])\n end\n end\n change [count v] by (9)\nend\nset pen color to ((0) + (0))\n\ndefine None\nset pen color to (Cube Color)\nset pen size to (3)\nset [count 2 v] to [-2]\nrepeat (5)\n change [count 2 v] by (3)\n set [storage v] to []\n if <(letter (Count 2) of (item (face) of [cube face data v])) = [+]> then\n set [storage v] to (join (Storage) [0])\n else\n set [storage v] to (join (Storage) [-])\n end\n if <(letter ((Count 2) + (1)) of (item (face) of [cube face data v])) = [+]> then\n set [storage v] to (join (Storage) [0])\n else\n set [storage v] to (join (Storage) [-])\n end\n if <(letter ((Count 2) + (2)) of (item (face) of [cube face data v])) = [+]> then\n set [storage v] to (join (Storage) [0])\n else\n set [storage v] to (join (Storage) [-])\n end\n Go to X: ((join (letter (1) of (Storage)) [1]) * (Cube Size)) Y: ((join (letter (2) of (Storage)) [1]) * (Cube Size)) Z: ((join (letter (3) of (Storage)) [1]) * (Cube Size))\n pen down\nend\npen up\n\ndefine None\nif <(res) > [1]> then\n set [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\n set [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\n set [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\n set [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\n set [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\n set [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\n set [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\n set [aox v] to ((incx) - (ax))\n set [aoy v] to ((incy) - (ay))\n set [box v] to ((incx) - (bx))\n set [boy v] to ((incy) - (by))\n set [cox v] to ((incx) - (cx))\n set [coy v] to ((incy) - (cy))\n if <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\n else\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\n end\n set [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\n set [td v] to ((1) + (0))\n go to x: (round (incx)) y: (round (incy))\n set pen size to (ind)\n pen down\n repeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n end\n set pen size to (res)\n go to x: (ax) y: (ay)\n go to x: (bx) y: (by)\n go to x: (cx) y: (cy)\n go to x: (ax) y: (ay)\n pen up\nend\n\ndefine Draw Player\nset pen size to ((Cube Size) / (10))\nif <(Player Face) = [1]> then\n Go to X: (((PlayerX) * (Cube Size)) / (50)) Y: (((PlayerY) * (Cube Size)) / (50)) Z: ((1) * (Cube Size))\n set [player visual x v] to (((PlayerX) * (Cube Size)) / (50))\n set [player visual y v] to (((PlayerY) * (Cube Size)) / (50))\nend\nif <(Player Face) = [2]> then\n Go to X: ((1) * (Cube Size)) Y: (((PlayerY) * (Cube Size)) / (50)) Z: (((PlayerX) * (Cube Size)) / (-50))\n set [player visual x v] to (((PlayerX) * (Cube Size)) / (-50))\n set [player visual y v] to (((PlayerY) * (Cube Size)) / (50))\nend\nif <(Player Face) = [3]> then\n Go to X: (((PlayerX) * (Cube Size)) / (-50)) Y: (((PlayerY) * (Cube Size)) / (50)) Z: ((-1) * (Cube Size))\n set [player visual x v] to (((PlayerX) * (Cube Size)) / (-50))\n set [player visual y v] to (((PlayerY) * (Cube Size)) / (50))\nend\nif <(Player Face) = [4]> then\n Go to X: ((-1) * (Cube Size)) Y: (((PlayerY) * (Cube Size)) / (50)) Z: (((PlayerX) * (Cube Size)) / (50))\n set [player visual x v] to (((PlayerX) * (Cube Size)) / (50))\n set [player visual y v] to (((PlayerY) * (Cube Size)) / (50))\nend\nif <(Player Face) = [5]> then\n Go to X: (((PlayerX) * (Cube Size)) / (50)) Y: ((1) * (Cube Size)) Z: (((PlayerY) * (Cube Size)) / (-50))\n set [player visual x v] to (((PlayerX) * (Cube Size)) / (50))\n set [player visual y v] to (((PlayerY) * (Cube Size)) / (50))\nend\nif <(Player Face) = [6]> then\n Go to X: (((PlayerX) * (Cube Size)) / (50)) Y: ((-1) * (Cube Size)) Z: (((PlayerY) * (Cube Size)) / (50))\n set [player visual x v] to (((PlayerX) * (Cube Size)) / (50))\n set [player visual y v] to (((PlayerY) * (Cube Size)) / (50))\nend\npen down\npen up\n\ndefine None\ndelete (all) of [tristorage v]\nif <(face) = [1]> then\n Go to X: (((ax) / (50)) * (Cube Size)) Y: (((ay) / (50)) * (Cube Size)) Z: ((1) * (Cube Size))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((bx) / (50)) * (Cube Size)) Y: (((by) / (50)) * (Cube Size)) Z: ((1) * (Cube Size))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((cx) / (50)) * (Cube Size)) Y: (((cy) / (50)) * (Cube Size)) Z: ((1) * (Cube Size))\nend\nif <(face) = [2]> then\n Go to X: ((1) * (Cube Size)) Y: (((ay) * (Cube Size)) / (50)) Z: (((ax) * (Cube Size)) / (-50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: ((1) * (Cube Size)) Y: (((by) * (Cube Size)) / (50)) Z: (((bx) * (Cube Size)) / (-50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: ((1) * (Cube Size)) Y: (((cy) * (Cube Size)) / (50)) Z: (((cx) * (Cube Size)) / (-50))\nend\nif <(face) = [3]> then\n Go to X: (((ax) * (Cube Size)) / (-50)) Y: (((ay) * (Cube Size)) / (50)) Z: ((-1) * (Cube Size))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((bx) * (Cube Size)) / (-50)) Y: (((by) * (Cube Size)) / (50)) Z: ((-1) * (Cube Size))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((cx) * (Cube Size)) / (-50)) Y: (((cy) * (Cube Size)) / (50)) Z: ((-1) * (Cube Size))\nend\nif <(face) = [4]> then\n Go to X: ((-1) * (Cube Size)) Y: (((ay) * (Cube Size)) / (50)) Z: (((ax) * (Cube Size)) / (50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: ((-1) * (Cube Size)) Y: (((by) * (Cube Size)) / (50)) Z: (((bx) * (Cube Size)) / (50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: ((-1) * (Cube Size)) Y: (((cy) * (Cube Size)) / (50)) Z: (((cx) * (Cube Size)) / (50))\nend\nif <(face) = [5]> then\n Go to X: (((ax) * (Cube Size)) / (50)) Y: ((1) * (Cube Size)) Z: (((ay) * (Cube Size)) / (-50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((bx) * (Cube Size)) / (50)) Y: ((1) * (Cube Size)) Z: (((by) * (Cube Size)) / (-50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((cx) * (Cube Size)) / (50)) Y: ((1) * (Cube Size)) Z: (((cy) * (Cube Size)) / (-50))\nend\nif <(face) = [6]> then\n Go to X: (((ax) * (Cube Size)) / (50)) Y: ((-1) * (Cube Size)) Z: (((ay) * (Cube Size)) / (50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((bx) * (Cube Size)) / (50)) Y: ((-1) * (Cube Size)) Z: (((by) * (Cube Size)) / (50))\n add (x position) to [tristorage v]\n add (y position) to [tristorage v]\n Go to X: (((cx) * (Cube Size)) / (50)) Y: ((-1) * (Cube Size)) Z: (((cy) * (Cube Size)) / (50))\nend\nFill (item (1) of [tristorage v]) (item (2) of [tristorage v]) (item (3) of [tristorage v]) (item (4) of [tristorage v]) (x position) (y position) Resolution: (res)\n\ndefine None\npen up\nif <(Text Fade) > [0]> then\n set pen color to (((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b))) + ((round ((Text Fade) * (2.55))) * (16777216)))\n set pen size to ((0.1) * ((size) * (weight)))\n set [_x v] to ((x) - ((size) / (3)))\n set [_y v] to ((y) - ((size) / (3)))\n set [_i0 v] to ((size) / (6))\n set [_i1 v] to ((space) * ((0.3) * (size)))\n set [_i2 v] to (length of (text))\n if <(align) = [c]> then\n set [_i3 v] to [1]\n set [_i4 v] to [0]\n repeat (_i2)\n change [_i4 v] by (((_i0) * (letter (1) of ([\['letter:of:', \['readvariable', '_i3'\], \['getparam', 'text', 'r'\]\] v] of [efpte v]))) + (_i1))\n change [_i3 v] by (1)\n end\n change [_x v] by ((-0.5) * ((_i4) - (_i1)))\n end\n if <(align) = [r]> then\n change [_x v] by (_i1)\n set [_i3 v] to (_i2)\n repeat (_i2)\n set [_i4 v] to ([\['letter:of:', \['readvariable', '_i3'\], \['getparam', 'text', 'r'\]\] v] of [efpte v])\n change [_x v] by ((-1) * (((_i0) * (letter (1) of (_i4))) + (_i1)))\n set [_i5 v] to (((length of (_i4)) - (1)) / (2))\n set [_i6 v] to [2]\n repeat (_i5)\n if <(letter (_i6) of (_i4)) = [u]> then\n pen up\n else\n go to x: ((_x) + ((_i0) * (letter (_i6) of (_i4)))) y: ((_y) + ((_i0) * (letter ((_i6) + (1)) of (_i4))))\n pen down\n end\n change [_i6 v] by (2)\n end\n pen up\n change [_i3 v] by (-1)\n end\n else\n set [_i3 v] to [1]\n repeat (_i2)\n set [_i4 v] to ([\['letter:of:', \['readvariable', '_i3'\], \['getparam', 'text', 'r'\]\] v] of [efpte v])\n set [_i5 v] to (((length of (_i4)) - (1)) / (2))\n set [_i6 v] to [2]\n repeat (_i5)\n if <(letter (_i6) of (_i4)) = [u]> then\n pen up\n else\n go to x: ((_x) + ((_i0) * (letter (_i6) of (_i4)))) y: ((_y) + ((_i0) * (letter ((_i6) + (1)) of (_i4))))\n pen down\n end\n change [_i6 v] by (2)\n end\n pen up\n change [_x v] by (((_i0) * (letter (1) of (_i4))) + (_i1))\n change [_i3 v] by (1)\n end\n end\nend\n\ndefine Control Cube Visibility\ndelete (all) of [cube face average layer v]\nset [count v] to [0]\nrepeat (6)\n change [count v] by (1)\n Check Face (Count) Average on [Z] Axis With Sign: (1)\n replace item (Count) of [visible faces v] with [0]\nend\nrepeat (3)\n set [count v] to [0]\n set [storage v] to [1]\n repeat (6)\n change [count v] by (1)\n if <(item (Storage) of [cube face average layer v]) < (item (Count) of [cube face average layer v])> then\n set [storage v] to (Count)\n end\n end\n replace item (Storage) of [cube face average layer v] with [0]\n replace item (Storage) of [visible faces v] with [1]\nend\n\ndefine None\nif <(face) = [1]> then\n if <(edge) = [1]> then\n set [player face v] to [4]\n set [playerx v] to [50]\n else\n if <(edge) = [2]> then\n set [player face v] to [5]\n set [playery v] to [-50]\n else\n if <(edge) = [3]> then\n set [player face v] to [2]\n set [playerx v] to [-50]\n else\n set [player face v] to [6]\n set [playery v] to [50]\n end\n end\n end\nelse\n if <(face) = [2]> then\n if <(edge) = [1]> then\n set [player face v] to [1]\n set [playerx v] to [50]\n else\n if <(edge) = [2]> then\n set [player face v] to [5]\n set [playery v] to (PlayerX)\n set [playerx v] to [50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((-2) * (Player Orientation))\n else\n set [player orientation v] to ((0.5) * (Player Orientation))\n end\n else\n if <(edge) = [3]> then\n set [player face v] to [3]\n set [playerx v] to [-50]\n else\n set [player face v] to [6]\n set [playery v] to ((PlayerX) * (-1))\n set [playerx v] to [50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((2) * (Player Orientation))\n else\n set [player orientation v] to ((-0.5) * (Player Orientation))\n end\n end\n end\n end\n else\n if <(face) = [3]> then\n if <(edge) = [1]> then\n set [player face v] to [2]\n set [playerx v] to [50]\n else\n if <(edge) = [2]> then\n set [player face v] to [5]\n set [playerx v] to ((-1) * (PlayerX))\n set [player orientation v] to ((Player Orientation) * (-1))\n else\n if <(edge) = [3]> then\n set [player face v] to [4]\n set [playerx v] to [-50]\n else\n set [player face v] to [6]\n set [playerx v] to ((-1) * (PlayerX))\n set [playery v] to [-50]\n set [player orientation v] to ((Player Orientation) * (-1))\n end\n end\n end\n else\n More Process Transition Face: (face) Edge: (edge)\n end\n end\nend\n\ndefine None\nif <(face) = [4]> then\n if <(edge) = [1]> then\n set [player face v] to [3]\n set [playerx v] to [50]\n else\n if <(edge) = [2]> then\n set [player face v] to [5]\n set [playery v] to ((PlayerX) * (-1))\n set [playerx v] to [-50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((2) * (Player Orientation))\n else\n set [player orientation v] to ((-0.5) * (Player Orientation))\n end\n else\n if <(edge) = [3]> then\n set [player face v] to [1]\n set [playerx v] to [-50]\n else\n set [player face v] to [6]\n set [playery v] to (PlayerX)\n set [playerx v] to [-50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((-2) * (Player Orientation))\n else\n set [player orientation v] to ((0.5) * (Player Orientation))\n end\n end\n end\n end\nelse\n if <(face) = [5]> then\n if <(edge) = [1]> then\n set [player face v] to [4]\n set [playerx v] to ((PlayerY) * (-1))\n set [playery v] to [50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((-2) * (Player Orientation))\n else\n set [player orientation v] to ((0.5) * (Player Orientation))\n end\n else\n if <(edge) = [2]> then\n set [player face v] to [3]\n set [playerx v] to ((-1) * (PlayerX))\n set [player orientation v] to ((Player Orientation) * (-1))\n else\n if <(edge) = [3]> then\n set [player face v] to [2]\n set [playerx v] to (PlayerY)\n set [playery v] to [50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((2) * (Player Orientation))\n else\n set [player orientation v] to ((-0.5) * (Player Orientation))\n end\n else\n set [player face v] to [1]\n set [playery v] to [50]\n end\n end\n end\n else\n Even More Process Transition Face: (face) Edge: (edge)\n end\nend\n\ndefine None\nif <(edge) = [1]> then\n set [player face v] to [4]\n set [playerx v] to (PlayerY)\n set [playery v] to [-50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((2) * (Player Orientation))\n else\n set [player orientation v] to ((-0.5) * (Player Orientation))\n end\nelse\n if <(edge) = [2]> then\n set [player face v] to [1]\n set [playery v] to [-50]\n else\n if <(edge) = [3]> then\n set [player face v] to [2]\n set [playerx v] to ((PlayerY) * (-1))\n set [playery v] to [-50]\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [player orientation v] to ((-2) * (Player Orientation))\n else\n set [player orientation v] to ((0.5) * (Player Orientation))\n end\n else\n set [player face v] to [3]\n set [playerx v] to ((-1) * (PlayerX))\n set [playery v] to [-50]\n set [player orientation v] to ((Player Orientation) * (-1))\n end\n end\nend\n\nwhen [r v] key pressed\nif <(Ending?) = [0]> then\n set [cube size v] to [100]\n repeat (16)\n change [cube size v] by (((Cube Size) - (101)) / (3))\n end\n Position Player\n repeat (16)\n change [cube size v] by (((101) - (Cube Size)) / (3))\n end\n set [cube size v] to [100]\nend\n\ndefine Draw Background\nif <(Background Mode) = [1]> then\n Fill Screen (((65536) * (245)) + (((256) * (215)) + (190)))\n set pen color to ((16777215) + ((20) * (16777216)))\n set pen size to (200)\n set [count 2 v] to [80]\n repeat (3)\n set [count v] to [0]\n change [count 2 v] by (10)\n repeat (13)\n change [count v] by (30)\n go to x: (([sin v] of (Count) ) * (Count 2)) y: (([cos v] of (Count) ) * (Count 2))\n pen down\n end\n pen up\n end\nelse\n Fill Screen (((65536) * (255)) + (((256) * (250)) + (240)))\nend\n\nwhen I receive [die v]\nset [transition v] to [1]\nset [cube size v] to [100]\nrepeat (16)\n change [cube size v] by (((Cube Size) - (101)) / (3))\n Fill Screen (((65536) * (200)) + ((16777216) * (round ((68) - ((Cube Size) / (1.5))))))\nend\nPosition Player\nrepeat (16)\n change [cube size v] by (((101) - (Cube Size)) / (3))\n Fill Screen (((65536) * (200)) + ((16777216) * (round ((68) - ((Cube Size) / (1.5))))))\nend\nset [cube size v] to [100]\nset [transition v] to [0]\n\ndefine Update Player\nif <(Textbox Fade) = [0]> then\n Player Physics <<key (a v) pressed?> or <key (left arrow v) pressed?>> <<key (d v) pressed?> or <key (right arrow v) pressed?>> <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>\n if <(PlayerX) < [-50]> then\n set [playery v] to (PastY)\n Process Transition Face: (Player Face) Edge: (1)\n end\n if <(PlayerX) > [50]> then\n set [playery v] to (PastY)\n Process Transition Face: (Player Face) Edge: (3)\n end\n if <(PlayerY) > [50]> then\n set [playerx v] to (PastX)\n Process Transition Face: (Player Face) Edge: (2)\n end\n if <(PlayerY) < [-50]> then\n set [playerx v] to (PastX)\n Process Transition Face: (Player Face) Edge: (4)\n end\nend\n\ndefine None\nif <(X1) = (X2)> then\n if <<<<(Y1) > (y)> and <(Y2) < (y)>> or <<(Y2) > (y)> and <(Y1) < (y)>>> and <([abs v] of ((x) - (X1)) ) < (Triangle Distance)>> then\n set [touching? v] to [1]\n end\nelse\n if <<<<(X1) > (x)> and <(X2) < (x)>> or <<(X2) > (x)> and <(X1) < (x)>>> and <([abs v] of ((y) - (((((Y1) - (Y2)) / ((X1) - (X2))) * ((x) - (X1))) + (Y1))) ) < (Triangle Distance)>> then\n set [touching? v] to [1]\n end\nend\n\nwhen I receive [intro v]\nFill Screen (16777215)\nwait (2) seconds\nset [text fade v] to [0]\nrepeat (100)\n change [text fade v] by (1)\n Fill Screen (16777215)\n Print Text: [-Yodasaurus- Presents...] (X, Y): (0) (0) Size: (20) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\nend\nwait (4) seconds\nrepeat (101)\n Fill Screen (16777215)\n Print Text: [-Yodasaurus- Presents...] (X, Y): (0) (0) Size: (20) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\n change [text fade v] by (-1)\nend\nwait (2) seconds\nset [text fade v] to [0]\nrepeat (100)\n change [text fade v] by (1)\n Fill Screen (16777215)\n Print Text: [The Runner] (X, Y): (0) (0) Size: (25) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\nend\nwait (2) seconds\nset [count v] to [0.01]\nrepeat (250)\n Intro Text Effect\nend\nrepeat (50)\n Intro Text Effect\n change [text fade v] by (-2)\nend\nFill Screen (16777215)\nwait (2.5) seconds\n\nwhen [l v] key pressed\nif <(Background Mode) = [1]> then\n set [background mode v] to [0]\nelse\n set [background mode v] to [1]\nend\n\nwhen I receive [next level v]\nset [transition v] to [1]\nset [scrollx v] to [0]\nrepeat (17)\n change [scrollx v] by ((0.25) + ((ScrollX) / (2)))\nend\nchange [level v] by (1)\nPosition Player\nset [scrollx v] to ((ScrollX) * (-1))\nrepeat (17)\n change [scrollx v] by (((ScrollX) / (-2)) - (0.25))\nend\nset [transition v] to [0]\nif <(Level) = [2]> then\n Text Fade In\n Text: [Why do you run?]\n Text Fade Out\nend\nif <(Level) = [3]> then\n Text Fade In\n Text: [All that you need is here.]\n Text Fade Out\nend\nif <(Level) = [4]> then\n Text Fade In\n Text: [There is no purpose...]\n Text: [...in continuing to run.]\n Text: [And yet, you do.]\n Text Fade Out\nend\nif <(Level) = [5]> then\n Text Fade In\n Text: [There are reasons why you go on.]\n Text: [Adventure.]\n Text: [Curiosity.]\n Text: [Freedom.]\n Text Fade Out\nend\nif <(Level) = [6]> then\n Text Fade In\n Text: [Those things do not exist here.]\n Text: [What you see now...]\n Text: [...is all that there is.]\n Text Fade Out\nend\nif <(Level) = [7]> then\n Text Fade In\n Text: [Now, you will stop and rest.]\n Text: [There is no escape.]\n Text: [Do not bother searching for one.]\n Text Fade Out\nend\nif <(Level) = [8]> then\n Text Fade In\n Text: [You have shown much persistence.]\n Text: [Look where it has gotten you.]\n Text Fade Out\nend\nif <(Level) = [9]> then\n Text Fade In\n Text: [You are exactly where you started.]\n Text: [Nothing you do...]\n Text: [...will bring about any change.]\n Text Fade Out\nend\nif <(Level) = [10]> then\n Text Fade In\n Text: [Stop now.]\n Text: [It is pointless to resist.]\n Text Fade Out\nend\n\ndefine Intro Text Effect\nif <(Count) > [2]> then\n change [count v] by (1.1)\nelse\n change [count v] by (Count)\nend\nFill Screen (16777215)\nrepeat (3)\n if <(pick random (1) to (500)) < (Text Fade)> then\n Print Text: [The Runner] (X, Y): (pick random (-20) to (20)) (pick random (-20) to (20)) Size: ((25) + ((Count) / (20))) RGB: (225) (225) (225) Weight: (1.5) Spacing: ((1) + ((Count) / (400))) Alignment: [c]\n end\nend\nPrint Text: [The Runner] (X, Y): (0) (0) Size: ((25) + ((Count) / (20))) RGB: (0) (0) (0) Weight: (1.5) Spacing: ((1) + ((Count) / (400))) Alignment: [c]\n\ndefine More Player Physics <> <> <>\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [x velocity v] to ((X Velocity) * (0.85))\n if <left?> then\n change [x velocity v] by (-0.5)\n end\n if <right?> then\n change [x velocity v] by (0.5)\n end\nend\nif <(X Velocity) < [-0.25]> then\n Walk (-90) (X Velocity) <up?>\nend\nif <(X Velocity) > [0.25]> then\n Walk (90) (X Velocity) <up?>\nend\nif <up?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [y velocity v] to [5.5]\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\nwhen I receive [ending v]\nset [transition v] to [1]\nText Fade In\nset [ending? v] to [1]\nText: [There once was a runner.]\nText: [It yearned for something.]\nText: [Freedom.]\nText: [Despite challenges...]\nText: [...the runner persisted.]\nText: [And it finally got what it wanted.]\nText: [The runner broke free.]\nset [y velocity v] to [-10]\nText Fade Out\nrepeat (254)\n change [cube size v] by (0.25)\n change [y velocity v] by (-0.1)\n set [scrollx v] to (pick random ((Cube Size) - (100)) to ((100) - (Cube Size)))\n set [scrolly v] to (pick random ((Cube Size) - (100)) to ((100) - (Cube Size)))\n if <(pick random (100) to (250)) < (Cube Size)> then\n Fill Screen (16777215)\n else\n Fill Screen (((round ((((Cube Size) - (100)) * (4)) + (1))) * (16777216)) + (16777215))\n end\nend\nstop [other scripts in sprite v]\nFill Screen (16777215)\nwait (3) seconds\nset [text fade v] to [0]\nrepeat (100)\n change [text fade v] by (1)\n Fill Screen (16777215)\n Print Text: [Thanks for playing!] (X, Y): (0) (-12.5) Size: (25) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\nend\nset [count v] to [-250]\nrepeat (50)\n change [count v] by (10)\n Fill Screen (16777215)\n Print Text: [Thanks for playing!] (X, Y): (0) (-12.5) Size: (25) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\n set pen size to (10)\n go to x: (Count) y: (-35)\n pen down\n pen up\nend\n\ndefine Text: []\nset [text fade v] to [100]\nset [text y v] to [-220]\nrepeat (20)\n change [text y v] by (((Text Y) / (-2)) - (0.25))\n set pen color to (((200) * (16777216)) + (16777215))\n set pen size to (60)\n go to x: (-280) y: (Text Y)\n pen down\n change x by (540)\n pen up\n Print Text: (text) (X, Y): (0) ((Text Y) - (7.5)) Size: (15) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\nend\nset [text y v] to [0]\nrepeat until <<(Text Y) > [0.0085]> or <<<key (any v) pressed?> or <mouse down?>> and <(Ending?) = [0]>>>\n set pen color to (((200) * (16777216)) + (16777215))\n set pen size to (60)\n go to x: (-280) y: (Text Y)\n pen down\n change x by (540)\n pen up\n Print Text: (text) (X, Y): (0) ((Text Y) - (7.5)) Size: (15) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\n change [text y v] by (0.0001)\nend\nset [text y v] to [0]\nrepeat (20)\n change [text y v] by (((Text Y) / (2)) + (0.25))\n set pen color to (((200) * (16777216)) + (16777215))\n set pen size to (60)\n go to x: (-280) y: (Text Y)\n pen down\n change x by (540)\n pen up\n Print Text: (text) (X, Y): (0) ((Text Y) - (7.5)) Size: (15) RGB: (0) (0) (0) Weight: (1.5) Spacing: (1) Alignment: [c]\nend\n\ndefine Text Fade In\nset [textbox fade v] to [0]\nrepeat (20)\n change [textbox fade v] by (3)\nend\n\ndefine None\nif <([abs v] of (Player Orientation) ) = [1]> then\n change [playerx v] by ((speed) * (Player Orientation))\nelse\n change [playery v] by ((speed) * ((Player Orientation) / (-2)))\nend\nset [slope v] to [0]\nset [touching? v] to [0]\nTouching Triangle? X: (PlayerX) Y: (PlayerY) Type: (1)\nTouching Triangle? X: (((PlayerX) + (PastX)) / (2)) Y: (((PlayerY) + (PastY)) / (2)) Type: (1)\nrepeat until <<(Slope) = [8]> or <(Touching?) = [0]>>\n if <([abs v] of (Player Orientation) ) = [1]> then\n change [playery v] by (Player Orientation)\n else\n change [playerx v] by ((Player Orientation) * (0.5))\n end\n change [slope v] by (1)\n set [touching? v] to [0]\n Touching Triangle? X: (PlayerX) Y: (PlayerY) Type: (1)\n Touching Triangle? X: (((PlayerX) + (PastX)) / (2)) Y: (((PlayerY) + (PastY)) / (2)) Type: (1)\nend\nif <(Slope) = [8]> then\n if <([abs v] of (Player Orientation) ) = [1]> then\n change [playerx v] by (((-1) * (Player Orientation)) * (speed))\n change [playery v] by ((-8) * (Player Orientation))\n else\n change [playerx v] by ((-4) * (Player Orientation))\n change [playery v] by (((Player Orientation) / (2)) * (speed))\n end\n if <<<up?> and <([abs v] of (speed) ) > [1.5]>> and <(Level) < [10]>> then\n if <(Wall Jump) = [0]> then\n set [x velocity v] to ((-1) * (speed))\n if <([abs v] of (Player Orientation) ) = [1]> then\n set [y velocity v] to [4]\n else\n if <([abs v] of (Player Orientation) ) = [2]> then\n set [y velocity v] to [4]\n else\n set [y velocity v] to [-4]\n end\n end\n set [falling? v] to [6]\n set [wall jump v] to [5]\n end\n else\n set [x velocity v] to [0]\n end\nelse\n set [x velocity v] to ((X Velocity) * ((1) - ((Slope) * (0.1))))\nend\n\ndefine Adjust Camera\nif <(Player Orientation) = [1]> then\n set [zrotate1x v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate1y v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate1z v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\n set [zrotate2x v] to (item (((letter (4) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate2y v] to (item (((letter (4) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate2z v] to (item (((letter (4) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\nend\nif <(Player Orientation) = [2]> then\n set [zrotate1x v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate1y v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate1z v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\n set [zrotate2x v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate2y v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate2z v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\nend\nif <(Player Orientation) = [-1]> then\n set [zrotate1x v] to (item (((letter (3) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate1y v] to (item (((letter (3) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate1z v] to (item (((letter (3) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\n set [zrotate2x v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate2y v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate2z v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\nend\nif <(Player Orientation) = [-2]> then\n set [zrotate1x v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate1y v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate1z v] to (item (((letter (1) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\n set [zrotate2x v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (2)) of [pointcodes v])\n set [zrotate2y v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (1)) of [pointcodes v])\n set [zrotate2z v] to (item (((letter (2) of (item (Player Face) of [sidecodes v])) * (3)) - (0)) of [pointcodes v])\nend\nif <(Player Face) = [1]> then\n set [rotposx v] to (PlayerX)\n set [rotposy v] to (PlayerY)\n set [rotposz v] to [50]\nend\nif <(Player Face) = [2]> then\n set [rotposx v] to [50]\n set [rotposy v] to (PlayerY)\n set [rotposz v] to ((-1) * (PlayerX))\nend\nif <(Player Face) = [3]> then\n set [rotposx v] to ((-1) * (PlayerX))\n set [rotposy v] to (PlayerY)\n set [rotposz v] to [-50]\nend\nif <(Player Face) = [4]> then\n set [rotposx v] to [-50]\n set [rotposy v] to (PlayerY)\n set [rotposz v] to (PlayerX)\nend\nif <(Player Face) = [5]> then\n set [rotposx v] to (PlayerX)\n set [rotposy v] to [50]\n set [rotposz v] to ((-1) * (PlayerY))\nend\nif <(Player Face) = [6]> then\n set [rotposx v] to (PlayerX)\n set [rotposy v] to [-50]\n set [rotposz v] to (PlayerY)\nend\nif <(RotPosZ) < [0]> then\n set [roty v] to (([atan v] of ((RotPosX) / (RotPosZ)) ) - (180))\nelse\n set [roty v] to ([atan v] of ((RotPosX) / (RotPosZ)) )\nend\nRotate Point X: (RotPosX) Y: (RotPosZ) Degrees: (RotY)\nset [rotposx v] to (RotatedX)\nset [rotposz v] to (RotatedY)\nRotate Point X: (ZRotate1X) Y: (ZRotate1Z) Degrees: (RotY)\nset [zrotate1x v] to (RotatedX)\nset [zrotate1z v] to (RotatedY)\nRotate Point X: (ZRotate2X) Y: (ZRotate2Z) Degrees: (RotY)\nset [zrotate2x v] to (RotatedX)\nset [zrotate2z v] to (RotatedY)\nif <(RotPosZ) < [0]> then\n set [rotx v] to (([atan v] of ((RotPosY) / (RotPosZ)) ) - (180))\nelse\n set [rotx v] to ([atan v] of ((RotPosY) / (RotPosZ)) )\nend\nRotate Point X: (ZRotate1Y) Y: (ZRotate1Z) Degrees: (RotX)\nset [zrotate1y v] to (RotatedX)\nset [zrotate1z v] to (RotatedY)\nRotate Point X: (ZRotate2Y) Y: (ZRotate2Z) Degrees: (RotX)\nset [zrotate2y v] to (RotatedX)\nset [zrotate2z v] to (RotatedY)\nif <((ZRotate2Y) - (ZRotate1Y)) < [0]> then\n set [final rotation 2: the final rotation strikes back v] to ([atan v] of (((ZRotate2X) - (ZRotate1X)) / ((ZRotate2Y) - (ZRotate1Y))) )\nelse\n set [final rotation 2: the final rotation strikes back v] to (([atan v] of (((ZRotate2X) - (ZRotate1X)) / ((ZRotate2Y) - (ZRotate1Y))) ) - (180))\nend\nif <([abs v] of ((Final Rotation) - (Final Rotation 2: The Final Rotation Strikes Back)) ) < [3]> then\n set [final rotation v] to (Final Rotation 2: The Final Rotation Strikes Back)\nelse\n if <((Final Rotation) - (Final Rotation 2: The Final Rotation Strikes Back)) > [180]> then\n change [final rotation v] by (-360)\n end\n if <((Final Rotation) - (Final Rotation 2: The Final Rotation Strikes Back)) < [-180]> then\n change [final rotation v] by (360)\n end\n set [final rotation v] to ((Final Rotation) + (((Final Rotation 2: The Final Rotation Strikes Back) - (Final Rotation)) * (0.5)))\nend\n\ndefine Player Physics <> <> <>\nset [touching? v] to [0]\nif <(Level) = [10]> then\n if <(Ending?) = [1]> then\n set [triangle distance v] to [-1]\n else\n set [triangle distance v] to [2]\n end\nelse\n set [triangle distance v] to [5]\nend\nTouching Triangle? X: (PlayerX) Y: (PlayerY) Type: (3)\nif <(Touching?) = [1]> then\n if <(Transition) = [0]> then\n if <<(Y Velocity) < [-5.5]> and <(Level) = [10]>> then\n broadcast (Ending v)\n else\n broadcast (Die v)\n end\n end\nelse\n set [triangle distance v] to [2]\n Touching Triangle? X: (PlayerX) Y: (PlayerY) Type: (2)\n if <(Touching?) = [1]> then\n if <(Transition) = [0]> then\n broadcast (Next Level v)\n end\n else\n set [pastx v] to (PlayerX)\n set [pasty v] to (PlayerY)\n set [triangle distance v] to [5]\n if <(Level) = [10]> then\n change [y velocity v] by (-0.05)\n else\n if <[6] > ([abs v] of (Y Velocity) )> then\n if <<(Y Velocity) < [2]> or <up?>> then\n change [y velocity v] by (-0.5)\n else\n change [y velocity v] by (-1)\n end\n end\n end\n if <([abs v] of (Player Orientation) ) = [1]> then\n change [playery v] by ((Y Velocity) * (Player Orientation))\n else\n change [playerx v] by ((Y Velocity) * ((Player Orientation) / (2)))\n end\n set [touching? v] to [0]\n Touching Triangle? X: (PlayerX) Y: (PlayerY) Type: (1)\n Touching Triangle? X: (((PlayerX) + (PastX)) / (2)) Y: (((PlayerY) + (PastY)) / (2)) Type: (1)\n if <(Touching?) = [1]> then\n repeat until <(Touching?) = [0]>\n if <(Y Velocity) > [0]> then\n if <([abs v] of (Player Orientation) ) = [1]> then\n change [playery v] by ((-0.5) * (Player Orientation))\n else\n change [playerx v] by ((-0.25) * (Player Orientation))\n end\n else\n if <([abs v] of (Player Orientation) ) = [1]> then\n change [playery v] by ((0.5) * (Player Orientation))\n else\n change [playerx v] by ((0.25) * (Player Orientation))\n end\n set [falling? v] to [0]\n end\n set [touching? v] to [0]\n Touching Triangle? X: (PlayerX) Y: (PlayerY) Type: (1)\n Touching Triangle? X: (((PlayerX) + (PastX)) / (2)) Y: (((PlayerY) + (PastY)) / (2)) Type: (1)\n end\n set [y velocity v] to [0]\n end\n More Player Physics <left?> <right?> <up?>\n end\nend\n\ndefine None\nset [count v] to [1]\nrepeat ((length of [triangles v]) / (9))\n if <(item ((Count) + (7)) of [triangles v]) = (Level)> then\n if <(item ((Count) + (6)) of [triangles v]) = (Player Face)> then\n if <(item ((Count) + (8)) of [triangles v]) = (type)> then\n set [x1 v] to (item (Count) of [triangles v])\n set [y1 v] to (item ((Count) + (1)) of [triangles v])\n set [x2 v] to (item ((Count) + (2)) of [triangles v])\n set [y2 v] to (item ((Count) + (3)) of [triangles v])\n Check X: (x) Y: (y)\n set [x1 v] to (item ((Count) + (2)) of [triangles v])\n set [y1 v] to (item ((Count) + (3)) of [triangles v])\n set [x2 v] to (item ((Count) + (4)) of [triangles v])\n set [y2 v] to (item ((Count) + (5)) of [triangles v])\n Check X: (x) Y: (y)\n set [x1 v] to (item ((Count) + (4)) of [triangles v])\n set [y1 v] to (item ((Count) + (5)) of [triangles v])\n set [x2 v] to (item (Count) of [triangles v])\n set [y2 v] to (item ((Count) + (1)) of [triangles v])\n Check X: (x) Y: (y)\n end\n end\n end\n change [count v] by (9)\nend\n\ndefine None\nset [rotatedx v] to (((x) * ([cos v] of (degrees) )) - ((y) * ([sin v] of (degrees) )))\nset [rotatedy v] to (((x) * ([sin v] of (degrees) )) + ((y) * ([cos v] of (degrees) )))\n\ndefine Update\nchange [frame v] by (1)\nControl Cube Visibility\nUpdate Player\n\ndefine None\nset pen color to (color)\nset pen size to (180)\ngo to x: (-420) y: (-180)\nrepeat (3)\n pen down\n change x by (660)\n pen up\n change x by (-660)\n change y by (180)\nend\n\nwhen I receive [zoom in v]\nset [cube size v] to [0]\nrepeat (28)\n change [cube size v] by (((105) - (Cube Size)) / (10))\nend\nset [cube size v] to [100]\n\ndefine Init\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [level v] to [1]\nset [frame v] to [0]\nPosition Player\nset [cube color v] to [0]\nset [cube size v] to [0]\nset [transition v] to [0]\nset [background mode v] to [1]\nset [textbox fade v] to [0]\nset [ending? v] to [0]\nbroadcast (Zoom In v)\nbroadcast (Loop v)\n\ndefine Position Player\nset [playerx v] to (item (((Level) * (2)) - (1)) of [start data v])\nset [playery v] to (item ((Level) * (2)) of [start data v])\nset [pastx v] to (item (((Level) * (2)) - (1)) of [start data v])\nset [pasty v] to (item ((Level) * (2)) of [start data v])\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [player face v] to [1]\nset [player orientation v] to [1]\n\ndefine Redraw\nerase all\nDraw Background\nset [count v] to [0]\nrepeat (6)\n change [count v] by (1)\n if <(item (Count) of [visible faces v]) = [1]> then\n Draw Face (Count)\n end\nend\nDraw Triangles\nDraw Player\nAdjust Camera\nif <<[50] > (Frame)> and <[100] > (Cube Size)>> then\n Fill Screen (((round (((100) - (Cube Size)) * (2.55))) * (16777216)) + (16777215))\nend\nif <(Textbox Fade) > [0]> then\n Fill Screen (((round ((Textbox Fade) * (2.55))) * (16777216)) + (16777215))\nend\n\ndefine None\nRotate Point X: (x) Y: (z) Degrees: (RotY)\nset [pointx v] to (RotatedX)\nset [pointz v] to (RotatedY)\nRotate Point X: (y) Y: (PointZ) Degrees: (RotX)\nset [pointy v] to (RotatedX)\nset [pointz v] to (RotatedY)\nRotate Point X: (PointX) Y: (PointY) Degrees: (Final Rotation)\ngo to x: ((RotatedX) - (ScrollX)) y: ((RotatedY) - (ScrollY))\n\nwhen I receive [loop v]\nforever\n Update\n Redraw\nend\n\nwhen flag clicked\nbroadcast (Intro v) and wait\nInit\n\ndefine Text Fade Out\nset [textbox fade v] to [60]\nrepeat (20)\n change [textbox fade v] by (-3)\nend\n\ndelete (all) of [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [50] to [pointcodes v]\nadd [-50] to [pointcodes v]\nadd [-50] to [pointcodes v]\ndelete (all) of [sidecodes v]\nadd [1243] to [sidecodes v]\nadd [2684] to [sidecodes v]\nadd [6578] to [sidecodes v]\nadd [5137] to [sidecodes v]\nadd [5621] to [sidecodes v]\nadd [3487] to [sidecodes v]\n\n@EFPTE\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Escape - A Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nplay sound [escape_music v] until done\n\n@ball\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n if <[210] < (x position)> then\n broadcast (next level v)\n go to x: (-202) y: (-42)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-202) y: (-42)\nshow\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((XVel) * (0.9))\n change x by (XVel)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-2)\n change x by ((XVel) * (-1))\n end\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 end\n change [yvel v] by (-1)\n change y by (YVel)\n if <touching color (#ffffff)?> then\n change y by ((YVel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump_08 v]\n set [yvel v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00ff55)?> then\n stop [other scripts in sprite v]\n switch costume to (costume5 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-202) y: (-42)\n switch costume to (costume1 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (restarting_script v)\n end\nend\n\nwhen flag clicked\nforever\n if <[22] < (backdrop [number v])> then\n broadcast (hide v)\n stop [all v]\n end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [restarting_script v]\ngo to x: (-202) y: (-42)\nshow\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((XVel) * (0.9))\n change x by (XVel)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-2)\n change x by ((XVel) * (-1))\n end\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 end\n change [yvel v] by (-1)\n change y by (YVel)\n if <touching color (#ffffff)?> then\n change y by ((YVel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n start sound [jump_08 v]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restarting_script v]\nforever\n if <[210] < (x position)> then\n broadcast (next level v)\n go to x: (-202) y: (-42)\n end\nend\n\nwhen I receive [restarting_script v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n wait until <not <key (right arrow v) pressed?>>\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n wait until <not <key (left arrow v) pressed?>>\n switch costume to (costume1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n wait until <not <key (up arrow v) pressed?>>\n switch costume to (costume1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n wait until <not <key (up arrow v) pressed?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n wait until <not <key (right arrow v) pressed?>>\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n wait until <not <key (left arrow v) pressed?>>\n switch costume to (costume1 v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n wait until <not <key (up arrow v) pressed?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\n\n@play\n\nwhen this sprite clicked\nstart sound [click v]\nchange size by (5)\nwait (0.2) seconds\nchange size by (-5)\nbroadcast (start v)\nswitch backdrop to (backdrop14 v)\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop14 v)\nshow\n\n
LET"S GET TO 200 LOVES!! \nSmash that love button!!!!!!!\n\n☮ Basic Story:\nYou are a little indigo ball (sorry for the bad art) that got stuck in a faraway planet in who-knows-where. You will have to escape to get back to your home planet called...um...Indigo World?\nAll levels are 100% possible! Tested this exactly 68 times!! (yes, I counted)\n●・○・●・○・●・○・●・○・ ●・○・●・○・●・○・●・○・ ●・○ ・●\n☮ Instructions:\nUse the arrow keys to move. Avoid the green goo-ish slime. There are twenty levels to beat. Some are quite simple, others are not. There will be a voice "talking" to you along the way. Take your time. Have fun. Try to escape. And good luck, because you'll need it....
Environmental Platformer
@Stage\n\n@Earth\n\nwhen flag clicked\ngo to x: (-178) y: (-112)\nswitch backdrop to (backdrop1 v)\nset [level v] to [0]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nhide variable [environment points v]\nhide variable [deaths v]\nset [deaths v] to [0]\nset [environment points 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 (#666600)?> then\n change [deaths v] by (1)\n go to x: (-193) y: (-80)\n end\n if <(y position) < [-160]> then\n change [deaths v] by (1)\n go to x: (-193) y: (-80)\n end\n if <(x position) > [222]> then\n change [level v] by (1)\n broadcast (next level v)\n switch backdrop to (next backdrop v)\n go to x: (-193) y: (-80)\n end\n if <(level) = [9]> then\n show variable [environment points v]\n show variable [deaths v]\n end\nend\n\n@garbage\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [death v]\nBroadcast Level\n\nwhen I receive [next level v]\nBroadcast Level\n\nwhen I receive [1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (1)\n end\nend\n\nwhen flag clicked\nset [environment points v] to [0]\nhide\n\ndefine Broadcast Level\nif <(backdrop [name v]) = [backdrop1]> then\n broadcast (1 v)\nend\nif <(backdrop [name v]) = [backdrop2]> then\n broadcast (2 v)\nend\nif <(backdrop [name v]) = [backdrop3]> then\n broadcast (3 v)\nend\nif <(backdrop [name v]) = [backdrop4]> then\n broadcast (4 v)\nend\nif <(backdrop [name v]) = [backdrop5]> then\n broadcast (5 v)\nend\nif <(backdrop [name v]) = [backdrop6]> then\n broadcast (6 v)\nend\nif <(backdrop [name v]) = [backdrop7]> then\n broadcast (7 v)\nend\nif <(backdrop [name v]) = [backdrop8]> then\n broadcast (8 v)\nend\nif <(backdrop [name v]) = [backdrop9]> then\n broadcast (9 v)\nend\nif <(backdrop [name v]) = [backdrop10]> then\n broadcast (end v)\nend\n\nwhen I start as a clone\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nshow\ngo to x: (-79) y: (-117)\nswitch costume to (kit kat wrapper v)\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nshow\nswitch costume to (plastic fork v)\ngo to x: (119) y: (-29)\n\nwhen I receive [8 v]\nhide\n\n@green waste\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [next level v]\nBroadcast Level\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [death v]\nBroadcast Level\n\ndefine Broadcast Level\nif <(backdrop [name v]) = [backdrop1]> then\n broadcast (1 v)\nend\nif <(backdrop [name v]) = [backdrop2]> then\n broadcast (2 v)\nend\nif <(backdrop [name v]) = [backdrop3]> then\n broadcast (3 v)\nend\nif <(backdrop [name v]) = [backdrop4]> then\n broadcast (4 v)\nend\nif <(backdrop [name v]) = [backdrop5]> then\n broadcast (5 v)\nend\nif <(backdrop [name v]) = [backdrop6]> then\n broadcast (6 v)\nend\nif <(backdrop [name v]) = [backdrop7]> then\n broadcast (7 v)\nend\nif <(backdrop [name v]) = [backdrop8]> then\n broadcast (8 v)\nend\nif <(backdrop [name v]) = [backdrop9]> then\n broadcast (9 v)\nend\nif <(backdrop [name v]) = [backdrop10]> then\n broadcast (end v)\nend\n\nwhen flag clicked\nset [environment points v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (1)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [3 v]\nshow\ngo to x: (183) y: (-118)\nswitch costume to (2 v)\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nshow\ngo to x: (-27) y: (-92)\nswitch costume to (1 v)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [7 v]\nhide\n\nwhen I receive [8 v]\nshow\nswitch costume to (leaf v)\ngo to x: (112) y: (85)\n\nwhen I receive [9 v]\nhide\n\n@recyclables\n\nwhen I receive [death v]\nBroadcast Level\n\nwhen I receive [next level v]\nBroadcast Level\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (1)\n delete this clone\n end\nend\n\ndefine Broadcast Level\nif <(backdrop [name v]) = [backdrop1]> then\n broadcast (1 v)\nend\nif <(backdrop [name v]) = [backdrop2]> then\n broadcast (2 v)\nend\nif <(backdrop [name v]) = [backdrop3]> then\n broadcast (3 v)\nend\nif <(backdrop [name v]) = [backdrop4]> then\n broadcast (4 v)\nend\nif <(backdrop [name v]) = [backdrop5]> then\n broadcast (5 v)\nend\nif <(backdrop [name v]) = [backdrop6]> then\n broadcast (6 v)\nend\nif <(backdrop [name v]) = [backdrop7]> then\n broadcast (7 v)\nend\nif <(backdrop [name v]) = [backdrop8]> then\n broadcast (8 v)\nend\nif <(backdrop [name v]) = [backdrop9]> then\n broadcast (9 v)\nend\nif <(backdrop [name v]) = [backdrop10]> then\n broadcast (end v)\nend\n\nwhen flag clicked\nset [environment points v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (1)\n end\nend\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [3 v]\nshow\ngo to x: (54) y: (-120)\nswitch costume to (juice box v)\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nhide\n\nwhen I receive [6 v]\nshow\nswitch costume to (bottled water v)\ngo to x: (190) y: (-107)\n\nwhen I receive [7 v]\nshow\nswitch costume to (recycle bin v)\ngo to x: (18) y: (-108)\n\nwhen I receive [8 v]\nhide\n\nwhen I receive [9 v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@light switch\n\nwhen flag clicked\nset [unlock v] to [0]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [8 v]\nset [unlock v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to x: (123) y: (-75)\nwait until <touching (earth v)?>\nswitch costume to (costume2 v)\nset [unlock v] to [1]\n\nwhen I receive [9 v]\nhide\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [5 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (94) y: (-109)\nwait until <touching (earth v)?>\nhide\nset [unlock v] to [1]\n\nwhen I receive [6 v]\nset [unlock v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to x: (-27) y: (-59)\nwait until <touching (earth v)?>\nswitch costume to (costume2 v)\nset [unlock v] to [1]\n\nwhen I receive [7 v]\nset [unlock v] to [0]\nshow\nswitch costume to (costume1 v)\ngo to x: (126) y: (-109)\nwait until <touching (earth v)?>\nswitch costume to (costume2 v)\nset [unlock v] to [1]\n\n@barrier\n\nwhen flag clicked\nset [unlock v] to [0]\nhide\nclear graphic effects\n\nwhen I receive [5 v]\nshow\ngo to x: (-15) y: (-49)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nwait until <(unlock) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [4 v]\nhide\n\nwhen I receive [3 v]\nhide\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [6 v]\nshow\nclear graphic effects\nset [unlock v] to [0]\nswitch costume to (costume2 v)\ngo to x: (167) y: (-62)\nset [ghost v] effect to (0)\nwait until <(unlock) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [7 v]\nshow\nclear graphic effects\nset [unlock v] to [0]\nswitch costume to (costume3 v)\ngo to x: (-112) y: (-130)\nset [ghost v] effect to (0)\nwait until <(unlock) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [8 v]\nshow\nclear graphic effects\nset [unlock v] to [0]\nswitch costume to (costume4 v)\ngo to x: (100) y: (91)\nset [ghost v] effect to (0)\nwait until <(unlock) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [9 v]\nhide\n\n@golden world\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (46)\n end\nend\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [9 v]\nshow\n\n@golden world2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (earth v)?> then\n hide\n change [environment points v] by (46)\n end\nend\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [9 v]\nshow\n\n
shrek platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right 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?> or <<key (space 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 (#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?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nswitch backdrop to (backdrop1 v)\ngo to x: (-245) y: (10)\nforever\n if <<touching color (#ff0000)?> or <touching (maxresdefault \(3\) v)?>> then\n start sound [oof v]\n go to x: (-245) y: (10)\n end\n if <<(x position) > [245]> or <<touching color (#841d99)?> and <touching (sprite9 v)?>>> then\n broadcast (hide v)\n go to x: (-245) y: (10)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n stop all sounds\n play sound [shrek anthem.mp3 v] until done\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nchange x by (20)\n\nwhen flag clicked\nforever\n if <touching color (#003fff)?> then\n set size to (100) %\n change y by (70)\n end\n if <touching color (#ff9400)?> then\n set size to (30) %\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nset size to (100) %\n\nwhen backdrop switches to [backdrop13 v]\nset size to (30) %\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n play sound [Shrek - All Star v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nif <(backdrop [number v]) = [13]> then\n stop all sounds\nend\n\nwhen backdrop switches to [backdrop13 v]\nplay sound [Denzel Curry - Ultimate \(Clean\) \(Radio Edit\).mp3 v] until done\n\nwhen flag clicked\nforever\n if <key (h v) pressed?> then\n switch costume to (trump_angry v)\n end\n if <(costume [number v]) = [3]> then\n stop all sounds\n play sound [THE DONALD TRUMP RAP.mp3 v] until done\n end\nend\n\nwhen flag clicked\nreset timer\nset [personal speed record v] to [0]\nhide variable [☁ speed record v]\nhide variable [personal speed record v]\nforever\n if <not <(backdrop [number v]) = [13]>> then\n set [personal speed record v] to (timer)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nshow variable [☁ speed record v]\nshow variable [personal speed record v]\nif <(personal speed record) < (☁ speed record)> then\n set [☁ speed record v] to (personal speed record)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n turn left (15) degrees\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (9) y: (5)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-26) y: (-53)\nhide\nforever\n turn right (2) degrees\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (78) y: (-57)\npoint in direction (150)\nturn right (5) degrees\nforever\n repeat (20)\n turn left (5) degrees\n end\n repeat (20)\n turn right (5) degrees\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (199) y: (-21)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen flag clicked\nhide\nforever\n glide (1) secs to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n glide (1) secs to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n end\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (72) y: (-34)\nhide\nforever\n turn right (2) degrees\nend\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (-66) y: (-78)\nhide\nforever\n turn left (2) degrees\nend\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@maxresdefault (3)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (pick random (10) to (30)) seconds\nshow\nstart sound [recording1 v]\nrepeat (20)\n change x by (pick random (-10) to (10))\n change y by (pick random (-10) to (10))\nend\nhide\n\n
arrows to move space or top arrow to jump T for thug type H for Trump\nalso, you can use awsd now\n
Glow - A Platformer
@Stage\n\nwhen I receive [introisdone v]\nwait (3) seconds\nset [level v] to [1]\n\nwhen I receive [100%volume v]\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [mute v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [introisdone v]\nset [real time v] to [0]\nforever\n change [real time v] by (0.1)\n wait (0.03) seconds\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nreset timer\nset volume to (100) %\nwait (13) seconds\nforever\n play sound [GloriousMorning v] until done\n play sound [GloriousMorning\(2\) v] until done\nend\n\n@Intro\n\nwhen flag clicked\nset [cloneid v] to [0]\nswitch costume to (costume1 v)\nset volume to (100) %\npoint in direction (90)\nclear graphic effects\nshow\nstart sound [Teminite & Panda Eyes - Highscore v]\nstart sound [sound1 v]\npoint in direction (-179)\nset [rqz v] to [0]\ngo to x: (0) y: (0)\nset size to (800) %\nswitch costume to (theoraclepro v)\nrepeat (30)\n change size by (((99.3) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n create clone of (_myself_ v)\n go to [front v] layer\nend\nset [cloneid v] to [1]\nwait (3) seconds\nset size to (100) %\nrepeat (7)\n set [intro1 v] to [70]\n set [intro2 v] to (pick random (70) to (110))\n set [intro3 v] to (pick random (-1) to (1))\n repeat (17)\n create clone of (_myself_ v)\n set [brightness v] effect to (Intro1)\n set [intro1 v] to ((Intro1) * (0.7))\n set size to ((90) + (Intro1)) %\n point in direction ((Intro2) + (((Intro1) / (4)) * (Intro3)))\n end\nend\npoint in direction (90)\nwait (1) seconds\nup and down\nwait (1) seconds\nbroadcast (introisdone v)\nhide\n\ndefine up and down\nset [rqz v] to [0]\nset [cloneid v] to [0]\nwait (0.5) seconds\nstart sound [sound2 v]\nrepeat (10)\n change volume by (-6)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n create clone of (_myself_ v)\nend\nrepeat (30)\n change volume by (-1.5)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nhide\n\n@Glow\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (25)\nset [level v] to [1]\nforever\n set size to ((90) + (([cos v] of ((Glow) * (300)) ) * (4))) %\n go to (cube v)\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nhide\nset [time v] to [0]\nforever\n change [time v] by (0.1)\n change [glow v] by (0.05)\nend\n\nwhen I receive [introisdone v]\nhide\n\n@Cube\n\nwhen flag clicked\nhide\nforever\n clear graphic effects\n clear sound effects\nend\n\nwhen I receive [play v]\ngo to x: (-196) y: (-50)\nshow\nset [deaths v] to [0]\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(level) = [17]>\n go to [front v] layer\n show\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 (ground v)?> then\n change y by (5)\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?> 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 [-7]\n else\n set [x v] to [7]\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?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <<(x position) = [240]> or <(x position) > [235]>> then\n go to x: (-195) y: (-50)\n change [level v] by (1)\n end\n if <(y position) < [-170]> then\n go to x: (-195) y: (-50)\n change [deaths v] by (1)\n end\nend\nhide\n\nwhen I start as a clone\nswitch costume to (hitbox v)\nset rotation style [all around v]\nrepeat (20)\n change size by (-5)\n turn right (15) degrees\nend\ndelete this clone\n\ndefine Ground? <>\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n end\n set [y v] to [0]\nend\n\nwhen I receive [play v]\nrepeat until <(level) = [17]>\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nset [y v] to [0]\n\nchange [y v] by (1)\n\nset [y v] to [0]\nrepeat until <not <touching (ground v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n end\nend\n\nGround? <(y) > [0]>\n\n@Ground\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\ngo to [front v] layer\nforever\n switch costume to (level)\n if <(level) = [17]> then\n broadcast (introisdone v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@Bubbles\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\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 (30)\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (30)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@Light Beam\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (8) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (3) 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 (-0.3)\n if <(costume [number v]) = [1]> then\n move (-1) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1.5) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2.5) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-1) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1.5) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2.5) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-1) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1.5) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2.5) steps\n end\nend\ndelete this clone\n\n@Button\n\ndefine None\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n go to [front v] layer\nend\ngo to x: (x) y: (y)\n\nchange size by (((100) - (size)) / (2))\n\nwhen flag clicked\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nset [npcy v] to [0]\n\ngo to (menu v)\n\nswitch costume to (costume6 v)\n\nstop [other scripts in sprite v]\n\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [introisdone v]\nset size to (100) %\ngo to x: (290) y: (-94)\ngo to [front v] layer\nshow\nSmooth Glide x: (-125) y: (-94) speed: (10)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n if <mouse down?> then\n broadcast (Play v)\n end\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (-127) y: (-94)\n\n@Text Engine\n\nwhen I receive [delete char txt v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nreset timer\nset [brightness v] effect to (100)\nstop [other scripts in sprite v]\nbroadcast (delete char txt v)\nrepeat until <(level) = [17]>\n print (timer) size (200) spacing (13) y (160) delete clone? [1] x: (0) alignment? [m]\n print (join (join [deaths:] []) (deaths)) size (200) spacing (13) y (141) delete clone? [0] x: (0) alignment? [m]\nend\nif <(☁ Least Deaths) > (deaths)> then\n set [☁ least deaths v] to (deaths)\nend\nif <(☁ highscore time) > (timer)> then\n set [☁ highscore time v] to (timer)\nend\n\ndefine None\nif <(string2) = [1]> then\n broadcast (delete char txt v)\nend\nset [i v] to [0]\nset [brightness v] effect to (0)\nset size to (number1) %\nif <(string3) = [m]> then\n go to x: (((((length of (string1)) * (((number2) * (0.9)) * (-0.5))) - (((number2) * (0.9)) / (2))) - (0)) + (x)) y: (number4)\nend\nif <(string3) = [l]> then\n go to x: (x) y: (number4)\nend\nif <(string3) = [r]> then\n go to x: ((x) - (((length of (string1)) - (1)) * (number2))) y: (number4)\nend\nrepeat (length of (string1))\n change [i v] by (1)\n switch costume to (letter (i) of (string1))\n change x by ((number2) * (0.9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [introisdone v]\nbroadcast (delete char txt v)\nprint (join (join [highscore] (join [] [time:])) (round (☁ highscore time))) size (200) spacing (13) y (160) delete clone? [0] x: (-220) alignment? [l]\nprint (join (join [least] (join [] [deaths:])) (☁ Least Deaths)) size (200) spacing (13) y (160) delete clone? [0] x: (0) alignment? [l]\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@sound\n\nwhen flag clicked\nhide\ngo to x: (225) y: (165)\n\nwhen I receive [introisdone v]\nshow\nforever\n switch costume to (sound v)\n go to [front v] layer\n go to x: (225) y: (165)\n show\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n forever\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\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n next costume\n if <(costume [number v]) = [1]> then\n broadcast (100%Volume v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (mute v)\n end\n end\n end\nend\n\n@Confetti\n\ndefine Clone\nrepeat (20)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nwait (1.9) seconds\nrepeat (50)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (((pick random (0) to (1)) * (480)) - (240)) y: (-180)\nswitch costume to (pick random (1) to (10))\nset [speed y v] to (pick random (10) to (30))\nif <(x position) > [0]> then\n set [speed x v] to (pick random (-5) to (-20))\nelse\n set [speed x v] to (pick random (5) to (20))\nend\nrepeat until <not <touching (_edge_ v)?>>\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (1))\n change x by (Speed X)\n change y by (Speed Y)\n point in direction (pick random (1) to (90))\nend\nrepeat until <touching (_edge_ v)?>\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (1))\n change x by (Speed X)\n change y by (Speed Y)\n point in direction (pick random (1) to (90))\nend\ndelete this clone\n\nwhen I receive [introisdone v]\nhide\nforever\n if <(level) = [17]> then\n repeat until <not <(level) = [17]>>\n Clone\n wait (0.5) seconds\n end\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n
platformer talha xxl
@Stage\n\nwhen flag clicked\nswitch backdrop to (platform v)\n\nwhen flag clicked\nswitch backdrop to (dekor3 v)\n\n@-Pixel-\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I receive [return v]\nswitch costume to (costume1 v)\ngo to x: (-200) y: (-45)\n\nwhen flag clicked\nset [xvel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-200) y: (-45)\nwait (1.5) seconds\nPhysics\n\ndefine out\nif <(Xvel) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (-1)\n end\nelse\n if <(Xvel) < [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (1)\n end\n end\nend\n\ndefine Wall detection\nchange y by (-5)\nchange x by ((Xvel) * (-1.7))\nif <([abs v] of (Xvel) ) > [.2]> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n set [yvel v] to [14]\nelse\n if <(Xvel) < [-.2]> then\n set [yvel v] to [-3]\n set [xvel v] to [0]\n end\nend\n\n\n\nthink [Hmm...] for (2) seconds\n\nwhen flag clicked\nforever\n if <touching (kukla1 v)?> then\n broadcast (return v)\n end\nend\n\ndefine Physics\nforever\n if <touching color (#ff0000)?> then\n broadcast (return v)\n end\n if <(x position) > [235]> then\n broadcast (return v)\n next backdrop\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <not <touching color (#000000)?>> then\n change y by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xvel v] by (1)\n set [state v] to [1]\n if <(Xvel) > [5]> then\n set [xvel v] to [5]\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xvel v] by (-1)\n set [state v] to [1]\n if <(Xvel) < [-5]> then\n set [xvel v] to [-5]\n end\n end\n if <([abs v] of (Xvel) ) > [.1]> then\n change x by ((Xvel) * (1))\n end\n if <(Xvel) > [0]> then\n change [xvel v] by (-0.1)\n else\n if <(Xvel) < [0]> then\n change [xvel v] by (0.1)\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 ((0) - (Yvel))\n set [yvel v] to [1]\n end\n if <touching color (#000000)?> then\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (15)\n end\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 Wall detection\n end\n end\n end\n end\n end\n end\nend\n\nchange size by (-25)\n\n
iyi oyunlaar\n
スライミー、森へ帰ろう (Slimy, Let's go Back to the Forest)
@Stage\n\nwhen flag clicked\nswitch backdrop to (title2 v)\n\nwhen backdrop switches to [end v]\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nplay sound [おやすみの歌 v] until done\nstop [all v]\n\nset volume to (100) %\n\nwait (0.5) seconds\n\nwhen backdrop switches to [street1 v]\nset volume to (100) %\nforever\n play sound [足音\(マ\) v] until done\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [street3 v]\nstop [other scripts in sprite v]\n\nswitch backdrop to (woods v)\n\nnext backdrop\n\nstop [all v]\n\n@slimy\n\nwhen backdrop switches to [basket v]\ngo to x: (-40) y: (-50)\npoint in direction (90)\nswitch costume to (front v)\nshow\ngo to [front v] layer\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 (mama v)?>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <touching (mama v)?>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <touching (mama v)?>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <touching (mama v)?>> then\n change y by (1)\n end\n if <<touching color (#000008)?> or <touching (mama v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n start sound [water drop v]\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 (mama v)?>> then\n change y by ((0) - (y))\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 (mama v)?>>> then\n start sound [water drop v]\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ccffff)?> or <<touching (enemy v)?> and <not <touching color (#000000)?>>>> then\n if <(backdrop [name v]) = [cat]> then\n start sound [meow2 v]\n go to x: (-230) y: (120)\n else\n go to x: (-230) y: (-120)\n end\n end\n if <<(x position) > [222]> or <touching (window v)?>> then\n next backdrop\n if <<[1] < ([backdrop # v] of [_stage_ v])> and <([backdrop # v] of [_stage_ v]) < [6]>> then\n go to x: (-230) y: (-120)\n end\n if <<[5] < ([backdrop # v] of [_stage_ v])> and <([backdrop # v] of [_stage_ v]) < [7]>> then\n go to x: (-230) y: (120)\n end\n if <<[6] < ([backdrop # v] of [_stage_ v])> and <([backdrop # v] of [_stage_ v]) < [15]>> then\n if <(backdrop [name v]) = [street1]> then\n go to x: (-230) y: (120)\n else\n go to x: (-230) y: (-120)\n end\n end\n end\n if <<(backdrop [name v]) = [fence1]> and <[175] < (y position)>> then\n next backdrop\n go to x: (105) y: (-161)\n end\n if <<(backdrop [name v]) = [fence2]> and <[-175] > (y position)>> then\n if <(x position) > [185]> then\n next backdrop\n go to x: (-230) y: (150)\n else\n switch backdrop to (fence1 v)\n set y to (120)\n end\n end\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [basket v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <key (up arrow v) pressed?> then\n wait (0.1) seconds\n switch costume to (jump v)\n wait (2) seconds\n switch costume to (front v)\n end\nend\n\nswitch backdrop to (fence1 v)\n\nswitch backdrop to (table v)\n\n@enemy\n\nwhen flag clicked\nstop [other scripts in sprite v]\nset size to (50) %\ngo to x: (72) y: (-80)\nswitch costume to (cat v)\npoint in direction (90)\nhide\n\nwhen backdrop switches to [basket v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [cat v]\nstop [other scripts in sprite v]\nset size to (75) %\ngo to x: (72) y: (-100)\nswitch costume to (cat1 v)\npoint in direction (90)\nshow\nforever\n repeat until <(x position) > [100]>\n switch costume to (cat1 v)\n change x by (15)\n repeat (3)\n wait (0.1) seconds\n next costume\n change x by (15)\n end\n end\n point in direction (-90)\n repeat until <(x position) < [10]>\n switch costume to (cat1 v)\n change x by (-15)\n repeat (3)\n wait (0.1) seconds\n next costume\n change x by (-15)\n end\n end\n point in direction (90)\nend\n\nwhen backdrop switches to [street1 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [fence2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [fence1 v]\nstop [other scripts in sprite v]\nhide\n\ngo to x: (0) y: (0)\nswitch backdrop to (street3 v)\n\nwhen backdrop switches to [glass v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [bowl v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [flower v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [table v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [window v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [garden v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [street3 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [woods v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [street2 v]\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (243) y: (320)\nswitch costume to (walk1 v)\nset size to (500) %\nforever\n point in direction (90)\n go to x: (243) y: (320)\n switch costume to (walk1 v)\n show\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n hide\n wait (1) seconds\nend\n\n@window\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [window v]\nshow\n\nwhen backdrop switches to [garden v]\nhide\n\n@mama\n\nwhen flag clicked\ngo to x: (200) y: (-133)\nhide\n\nwhen backdrop switches to [woods v]\nshow\nforever\n repeat until <(distance to [slimy v]) < [50]>\n point towards (slimy v)\n move (2) steps\n change y by (-2)\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 end\nend\n\nwhen backdrop switches to [end v]\nstop [other scripts in sprite v]\nhide\n\nswitch backdrop to (street3 v)\n\nforever\n repeat until <touching (slimy v)?>\n point towards (slimy v)\n move (2) steps\n change y by (-2)\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 end\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nshow\ngo to x: (0) y: (0)\n\n@start\n\nwhen flag clicked\nshow\nswitch costume to (start1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (start2 v)\n say [クリックでスタート]\n else\n switch costume to (start1 v)\n say []\n end\nend\n\nwhen this sprite clicked\nstart sound [hand clap v]\nswitch backdrop to (basket v)\nhide\n\ngo to x: (0) y: (-85)\n\n@object\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [bowl v]\nswitch costume to (fish v)\ngo to x: (50) y: (-70)\nshow\nforever\n repeat until <(x position) > [140]>\n point in direction (90)\n change x by (1)\n end\n repeat until <(x position) < [-20]>\n point in direction (-90)\n change x by (-1)\n end\nend\n\nwhen backdrop switches to [flower v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [garden v]\nswitch costume to (butterfly1 v)\nset size to (75) %\ngo to x: (0) y: (0)\nshow\nforever\n turn right (pick random (-180) to (180)) degrees\n repeat (10)\n switch costume to (butterfly2 v)\n move (pick random (3) to (5)) steps\n if <(y position) < [-80]> then\n change y by (10)\n end\n if on edge, bounce\n wait (0.1) seconds\n switch costume to (butterfly1 v)\n move (pick random (3) to (5)) steps\n if <(y position) < [-80]> then\n change y by (10)\n end\n if on edge, bounce\n end\nend\n\nwhen backdrop switches to [fence1 v]\nstop [other scripts in sprite v]\nhide\n\n@Arrow1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\n\nnext backdrop\n\nwhen backdrop switches to [basket v]\nshow\n\nwhen backdrop switches to [end v]\nhide\n\n
Use the arrow keys to move and jump.Go to the right of the screen and go ahead.\n【ストーリー】\nスライミーは森に住む小さな生き物です。ある日お昼寝をしているあいだにベリーと間違われて人間の家に持ち帰られてしまいました。スライミーはぶじに森に帰ることができるのでしょうか。\n【遊び方】\n← →キーで移動。↑キーでジャンプします。壁キック(壁にぶつかりながら↑を押す)で壁を登ることもできます。また,ジャンプしながら← →キーを押すことでジャンプの距離や方向を変えることもできるのでいろいろためしてみてください。\n画面右はしまで行くと先に進めます。\n\n\n
Ball - A Platformer Game
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (go v)\nforever\n play sound [587069_-Endgame-.mp3 v] until done\nend\n\n@Player\n\nwhen I receive [go v]\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x 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)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> 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 [17]\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)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> 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)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#1d1d1d)?> or <touching color (#cc0000)?>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop18]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\nend\n\n
Arrows To move\nI TESTED AND YES ALL LEVELS ARE POSSIBLE JUST TRY HARDER! :)\n06/29/17 - Project was Shared and Had 4 Views at the Time.\n12/15/18 - Visuals Upgraded, A Couple Levels were Buffed, 2 New Levels.\n
PLATFORMER HARRY POTTER 100 LEVEL
@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: (-167)\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 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 else\n set [sho v] to (join [Level ] (join (level) [/100]))\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 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 (b 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 [m v] key pressed\nstop all sounds\n\nif <touching color (#ff0000)?> then\n set [deaths v] to [1]\nend\n\nwhen backdrop switches to [backdrop101 v]\n\nwhen [h v] key pressed\nswitch costume to (costume1 v)\n\nwhen [g v] key pressed\nswitch costume to (costume3 v)\n\nwhen [r v] key pressed\nswitch costume to (costume2 v)\n\nwhen [d v] key pressed\nswitch costume to (costume4 v)\n\nwhen [u v] key pressed\nswitch costume to (costume5 v)\n\nwhen [v v] key pressed\nswitch costume to (costume6 v)\n\nwhen [i v] key pressed\nswitch costume to (costume7 v)\n\nwhen [b v] key pressed\nswitch costume to (costume8 v)\n\nwhen [l v] key pressed\nswitch costume to (costume9 v)\n\nwhen [m v] key pressed\nswitch costume to (costume10 v)\n\nif <touching color (#003fff)?> then\n set [yv v] to [15]\nend\n\nwhen [8 v] key pressed\nswitch costume to (costume12 v)\n\nwhen [o v] key pressed\nswitch costume to (costume13 v)\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\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 [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\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\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 start sound [harrypottertheme v]\n if <key (m v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen [s v] key pressed\nset volume to (100) %\nforever\n start sound [harrypottertheme v]\n if <key (m v) pressed?> then\n stop [this script v]\n end\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 (r 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 (r v) pressed?>>\n end\n end\nend\n\n
Just follow the instructions.\n\nDeath counter in the top right\nM-To Mute music\nS-To Start music again\nP-To pause game\nR-To Resume\nB-To go Back to the start of your level
No If Blocks: Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [l v] to [1]\na\n\ndefine a\nswitch backdrop to (l)\na\n\n@Sprite1\n\ndefine physics\nchange [xv v] by (<key (right arrow v) pressed?> * (2))\nchange [xv v] by (<key (left arrow v) pressed?> * (-2))\nset [xv v] to ((xv) * (0.7))\nchange x by (xv)\nrepeat until <not <touching color (#000000)?>>\n change x by ((<(xv) < [0]> * (2)) - (1))\n set [xv v] to ((xv) * <touching color (#000000)?>)\nend\nchange [yv v] by (-0.5)\nchange y by (yv)\nrepeat until <not <touching color (#000000)?>>\n change y by ((<(yv) < [0]> * (2)) - (1))\n set [yv v] to ((yv) * <touching color (#000000)?>)\nend\nchange y by (-1)\nchange [yv v] by (<<key (up arrow v) pressed?> and <touching color (#000000)?>> * ((10) - (yv)))\nchange y by (1)\nchange [l v] by <(x position) > [240]>\nset [a v] to <<(y position) < [-180]> or <<(x position) > [240]> or <touching color (#ff0000)?>>>\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (() - ((a) * (yv)))\ngo to x: ((x position) - (((x position) + (130)) * (a))) y: ((y position) - ((y position) * (a)))\n\nwhen flag clicked\nwait (0) seconds\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-130) y: (0)\nforever\n physics\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Scratch Day Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Ninja\n\nwhen I receive [green flag clicked v]\nset size to (25) %\nset rotation style [left-right v]\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?> 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 [speed x v] by (-1.5)\n set [direction v] to [l]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n set [direction v] to [r]\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 [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 Set Costume\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 (#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\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\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 I receive [next_level v]\ngo to x: (-240) y: (-120)\nset [ghost v] effect to (0)\n\nwhen I receive [restart v]\ngo to x: (-240) y: (-120)\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <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 [speed y v] to [0]\nend\n\nswitch backdrop to (next backdrop v)\n\nwhen I receive [ghost v]\nwait (0.5) seconds\nset [ghost v] effect to (50)\nwait (0.5) seconds\nset [ghost v] effect to (75)\n\nwhen I receive [green flag clicked v]\nforever\n if <<<touching color (#ff0000)?> or <touching (restart v)?>> or <key (r v) pressed?>> then\n broadcast (Restart v) and wait\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next_level v]\nnext costume\nif <([costume name v] of [ground v]) = [GHOST]> then\n broadcast (ghost v)\nend\n\ngo to x: (0) y: (0)\n\n@Next_level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n wait until <touching (ninja v)?>\n broadcast (Next_level v)\nend\n\n@Restart\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n wait until <touching (ninja v)?>\n broadcast (Restart v)\nend\n\n@Sprite1\n\nwhen [s v] key pressed\nbroadcast (Green Flag clicked v)\nswitch costume to (empty v)\n\nwhen flag clicked\nif <<(current [month v]) = [5]> and <(current [date v]) = [12]>> then\n set [scratch day? v] to [True]\nelse\n set [scratch day? v] to [False]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nif <(Scratch Day?) = [True]> then\n switch costume to (costume1 v)\nelse\n switch costume to (not scratch day yet! v)\nend\ngo to [front v] layer\n\nwhen [space v] key pressed\nwait (0.8) seconds\nif <(costume [number v]) = [11]> then\n next costume\n broadcast (Green Flag clicked v)\nelse\n next costume\nend\nif <(costume [number v]) = [9]> then\n broadcast (The cat has to fall! v)\nend\n\n@Falling\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [the cat has to fall! v]\nshow\ngo to [front v] layer\nrepeat (100)\n change size by (-1)\nend\nhide\nset size to (100) %\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat until <([costume name v] of [sprite1 v]) = [EMPTY]>\n wait until <key (space v) pressed?>\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.05) seconds\n end\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\n end\nend\n\n@catnew\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Instructions in the game, but I will tell you here anyway.\n- Arrow keys to move\n- Up key to jump\n- Red is bad.\nI read all your comments, but I don't have time to answer everyone. Sorry for that. :P
No Control Blocks: Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [l v] to [1]\nbroadcast (loop v)\nbroadcast (loop2 v)\n\nwhen I receive [loop2 v]\nswitch backdrop to (l)\nbroadcast (loop2 v)\n\n@Sprite1\n\ndefine physics\nchange [xv v] by (<key (right arrow v) pressed?> * (2))\nchange [xv v] by (<key (left arrow v) pressed?> * (-2))\nset [xv v] to ((xv) * (0.7))\nchange x by (xv)\nset [a v] to <touching color (#000000)?>\nchange x by (() - ((a) * (xv)))\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (-0.5)\nchange y by (yv)\nset [a v] to <touching color (#000000)?>\nchange y by (() - ((a) * (yv)))\nchange [yv v] by (() - ((a) * (yv)))\nchange y by (-1)\nchange [yv v] by (<<key (up arrow v) pressed?> and <touching color (#000000)?>> * ((10) - (yv)))\nchange y by (1)\nchange [l v] by <(x position) > [240]>\nset [a v] to <<(y position) < [-180]> or <<(x position) > [240]> or <touching color (#ff0000)?>>>\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (() - ((a) * (yv)))\ngo to x: ((x position) - (((x position) + (130)) * (a))) y: ((y position) - ((y position) * (a)))\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-130) y: (0)\n\nwhen I receive [loop v]\nphysics\nbroadcast (loop v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n switch backdrop to (bakgrund 1 v)\n wait (5) seconds\n switch backdrop to (bakgrund 1 v)\nend\n\n@1\n\nwhen flag clicked\nset [your current level v] to [0]\nset [deads v] to [0]\n\nwhen I receive [nextlevel v]\nchange [your current level v] by (1)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n change [yv v] by (10)\n end\nend\n\nwhen flag clicked\nforever\n change tempo by (100)\nend\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nforever\n set [xv v] to [0]\n forever\n change [yv v] by (-0.5)\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 (#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 if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (space 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 if <key (space 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 if <touching color (#ff0000)?> then\n go to x: (-208) y: (-77)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n change [deads v] by (1)\n end\n if <<(x position) > [221]> or <<(x position) > [202]> or <<(x position) > [203]> or >>> then\n broadcast (nextlevel v)\n go to x: (-208) y: (-77)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n change [xv v] by (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n change [xv v] by (30)\n end\nend\n\nwhen flag clicked\nforever\n play sound [168734_Jumper.mp3 v] until done\n play sound [xylo1 v] until done\nend\n\ndefine say []\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 (1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nsay (join [] [ OUCH])\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen flag clicked\n\n@Sprajt1\n\nwhen flag clicked\nswitch costume to (klädsel1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n
Use the Arrow Keys \nNo level is impossible!\nMore levels coming soon!\nThis game is pretty new so they can be a few bug in the script.\nHow many times did you "deads" - Write it in the comment section down below!\nMy record is 78 deads. Now 8! \nMilly runs away from home.\nShe has bad thoughts and feel bad.\nHelp her trough her journey!
Platformer
@Stage\n\n@Play\n\nwhen flag clicked\nshow\nset [# of deaths v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\n@Player\n\nwhen I receive [go v]\ngo to x: (-218) y: (65)\nset [level v] to [1]\nswitch costume to (player v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-218) y: (65)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x 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 [17]\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)?> or <<touching color (#ff1b1b)?> or <touching color (#ff0a0a)?>>> then\n change [# of deaths v] by (1)\n go to x: (-218) y: (65)\n end\n if <touching color (#00ff55)?> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (65)\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n play sound [Epic Soundtrack Music \(instrumental\) - 1 Minute Originals.mp3 v] until done\nend\n\n
-Click the green flag and then click 'play'\n-Up arrow key to jump\n-Left and right arrow keys to move\n-Avoid red\n-Touch green to go to the next level
The Challenge
@Stage\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [death count v]\nset [level v] to [0]\nset [volume v] to [100]\nset [timer v] to [0]\nset [player v] to [1]\nset [death count v] to [0]\nwait (0.5) seconds\nbroadcast (intro v)\n\ndelete (all) of [start x v]\ndelete (all) of [start y v]\ndelete (all) of [level codes v]\nadd [-220] to [start x v]\nadd [-50] to [start y v]\nadd [..............................................................................................g.......................aa.......................d.......................................bb..aa..................aa..d...............b......................aaa.....................a.ac....................a.ac..........aaaa...eaaa.ac......affa........dd..a.......d..d............aaaaa.......................................................] to [level codes v]\nadd [-160] to [start x v]\nadd [100] to [start y v]\nadd [........................................g.............................................................bbbbb....aaa........eaaaaaaaa....d.d................abbb........a...........aaaa........d.............a.......................d............................................b........aaffa.aaa.....aaa.......a..............d....eaaaa.......................d...........eac.eac...........................................................] to [level codes v]\nadd [-140] to [start x v]\nadd [40] to [start y v]\nadd [..............................................................................................g.......................aa.......bbbbbbb........d........aaaaaaa...eac......bb...a..d..a............aaaaaa.....aa.............a.......................a...................b...a...................aa..ai......................aa....a....aaffaa....h..ad....d....a....ac..aaaaa.........ea....a...dd.dd..........a....ac................ea....a...] to [level codes v]\nadd [-220] to [start x v]\nadd [50] to [start y v]\nadd [...........aa......................aa......................dd..........................................ea..bb..ac..............ea.eaac.ac...............a.eaac.a................a..dd..a.......iaaaf....a..bb..a....faaa.....eaaa.eaac.aaac.........b.....eaac.....b......aaa......dd......aaa....a........aa........a....ah.......aa.......ga....aaabbbbaaaaaabbbbaaa.......aaaa......aaaa.....................................................] to [level codes v]\nadd [-80] to [start x v]\nadd [80] to [start y v]\nadd [.....................................a.a..............b.......a...............a.......d..............ga............eac........a......eac....a.......aaaaa..........aa......b...............ad...a..a.....b..bbb.b.aa....d.......aa..aaaaaaad.............a..a..d.dd..............a..a...................ia..ah..........a..a.....a..a.......a...affa...b.a..a............dd..eaaaa..aac.................dd..dd.....a............................] to [level codes v]\nadd [-220] to [start x v]\nadd [-100] to [start y v]\nadd [..............................................................b.g.....................aaaa.......i..........ea......................ad..........aaaaa......a...................................................bbbb..................eaaaaaaa.................ah....................eaaaaaa..................ad.d.d................eaa......................ad..........aaaaa......aa......................d........effc........................] to [level codes v]\nadd [-20] to [start x v]\nadd [-90] to [start y v]\nadd [...........aaaaa.....................a.......................d.......................h......................bab............aa.......a.a.......g...a..a.....a.i.a......a......................bb.b...................eaaaaa............aaac...a.d.d..............a...ea.................ea.bb.ac.................aaaaaa...........b..b....dd..d...........a..a...........aaaffa....aa.............dd.............................................] to [level codes v]\nadd [90] to [start x v]\nadd [-10] to [start y v]\nadd [.........................................................................b....bbb................ac..aaaaa.....ea........b.....a........d........ac....d.....b.....b.....b.....b.....a..a..a.....ac....a.....a..a..a..........faf....aa...aa...........d......aaaaa.................b......................ba...i........h........ba......................a.......................a....aaa................ag....................................] to [level codes v]\nadd [-210] to [start x v]\nadd [-100] to [start y v]\nadd [................................................b........b........b.....aa......aaa......ggg....d........d........d..............................................................................b........b........b....fff......aaa......aaa....d........d........d..............................................................................b........b........b....aaa......aaa......fff....d........d........d...........................] to [level codes v]\nadd [-190] to [start x v]\nadd [-80] to [start y v]\nadd [.................................................................................b..............eagac...aa...aaac.........d.....aa...aaa.................d....d.ac......................ha.....b....aa...aa...aa.dac..aa................abia.....................a.......e.c..e.c..e.c....a........................ac.......................a....efc..efc..efc......efc.........................................................................] to [level codes v]\n\nwhen I receive [next.level v]\nchange [level v] by (1)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Circumnavigating the Glob.mp3 v] until done\nend\n\nwhen I receive [next.level v]\nrepeat (10)\n change volume by ((-0.07) * (Volume))\nend\n\nwhen I receive [volume.change v]\nset volume to (Volume) %\n\nwhen I receive [game.play v]\nrepeat (10)\n change volume by ((0.07) * (Volume))\nend\n\n@Intro/Outro\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nswitch costume to (title v)\nSlide In (-30)\nwait (2) seconds\nFade Out\nwait (0.5) seconds\nswitch costume to (controls v)\nSlide In (-30)\nwait (2) seconds\nFade Out\nbroadcast (next.level v)\nset [delay v] to (timer)\nrepeat until <(Level) > [10]>\n set [timer v] to (round ((timer) - (delay)))\nend\n\nwhen I receive [outro v]\nswitch costume to (statistics v)\nSlide In (-30)\nshow variable [timer v]\nshow variable [death count v]\nwait (7) seconds\nbroadcast (end v)\n\ndefine None\ngo to x: (0) y: (y)\nset [ghost v] effect to (100)\nshow\nrepeat (15)\n change [ghost v] effect by ((-100) / (15))\n change y by (((0) - (y position)) / (5))\nend\n\ndefine Fade Out\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Player\n\nwhen flag clicked\nhide\nset [vel x v] to [0]\nset [vel y v] to [0]\nset [portal v] to [1]\n\ndefine Hit Ground <ceiling>\nchange [fall v] by (1)\nrepeat until <not <touching (normal v)?>>\n if <ceiling> then\n change y by (-1)\n else\n change y by (1)\n set [fall v] to [0]\n end\n set [vel y v] to [0]\nend\n\ndefine Walk (dir) (speed)\npoint in direction (dir)\nchange x by (speed)\nif <touching (normal v)?> then\n Hit Wall (speed)\nend\n\ndefine Hit Wall (speed)\nchange x by ((0) - (speed))\nif <(speed) < [0]> then\n repeat until <touching (normal v)?>\n change x by (-1)\n end\n change x by (1)\nelse\n repeat until <touching (normal v)?>\n change x by (1)\n end\n change x by (-1)\nend\nset [vel x v] to [0]\n\nwhen I receive [game.play v]\nclear graphic effects\ngo to x: (item (Level) of [start x v]) y: (item (Level) of [start y v])\nswitch costume to (Player)\nshow\nforever\n change [vel y v] by (-1.2)\n change y by (vel y)\n Hit Ground <(vel y) > [0]>\n set [vel x v] to ((vel x) * (0.75))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [vel x v] by (-1.35)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [vel x v] by (1.35)\n end\n if <(vel x) < [-0.5]> then\n Walk (-90) (vel x)\n end\n if <(vel x) > [0.5]> then\n Walk (90) (vel x)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(fall) = [0]>> then\n set [vel y v] to [13]\n end\n Block Detection\nend\n\ndefine Block Detection\nif <<touching (spikes v)?> or <(y position) < [-175]>> then\n set [vel x v] to [0]\n set [vel y v] to [0]\n Fade (10)\n change [death count v] by (1)\n go to x: (item (Level) of [start x v]) y: (item (Level) of [start y v])\n Fade (-10)\nend\nif <touching (bouncy v)?> then\n Bounce Up\n set [vel y v] to [18]\nend\nif <touching (finish v)?> then\n set [vel x v] to [0]\n set [vel y v] to [0]\n broadcast (next.level v)\nend\nif <<touching (portal in v)?> and <(portal) = [1]>> then\n broadcast (portal.in v)\n set [portal v] to [0]\n Fade (10)\n go to (portal out v)\n Fade (-10)\nend\nif <<touching (portal out v)?> and <(portal) = [1]>> then\n broadcast (portal.in v)\n set [portal v] to [0]\n Fade (10)\n go to (portal in v)\n Fade (-10)\nend\n\nwhen I receive [next.level v]\nstop [other scripts in sprite v]\n\nwhen I receive [portal.in v]\nwait until <<not <touching (portal in v)?>> and <not <touching (portal out v)?>>>\nset [portal v] to [1]\n\ndefine Bounce Up\nrepeat until <not <touching (bouncy v)?>>\n change y by (1)\nend\n\ndefine Fade (speed)\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\nwhen I receive [costume.change v]\nswitch costume to (Player)\n\nwhen I receive [outro v]\nhide\n\n@Normal\n\nwhen flag clicked\nhide\n\nwhen I receive [game.render v]\nRender\n\nwhen I receive [game.clear v]\ndelete this clone\n\nwhen I start as a clone\ngo [backward v] (999) layers\nshow\n\ndefine Render\ngo to x: (-230) y: (170)\nset [current v] to [0]\nrepeat (18)\n repeat (24)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [a]> then\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n go to x: (-230) y: ((y position) - (20))\nend\n\n@Spikes\n\nwhen I receive [game.render v]\nRender\n\nwhen I start as a clone\ngo [backward v] (999) layers\nshow\n\nwhen flag clicked\nhide\n\ndefine Render\ngo to x: (-230) y: (170)\nset [current v] to [0]\nrepeat (18)\n repeat (24)\n change [current v] by (1)\n Switch (letter (current) of (item (Level) of [level codes v]))\n change x by (20)\n end\n go to x: (-230) y: ((y position) - (20))\nend\n\ndefine None\nif <(current) = [b]> then\n switch costume to (spike_up v)\n create clone of (_myself_ v)\nend\nif <(current) = [c]> then\n switch costume to (spike_right v)\n create clone of (_myself_ v)\nend\nif <(current) = [d]> then\n switch costume to (spike_down v)\n create clone of (_myself_ v)\nend\nif <(current) = [e]> then\n switch costume to (spike_left v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [game.clear v]\ndelete this clone\n\n@Bouncy\n\nwhen flag clicked\nhide\n\ndefine Render\ngo to x: (-230) y: (170)\nset [current v] to [0]\nrepeat (18)\n repeat (24)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [f]> then\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n go to x: (-230) y: ((y position) - (20))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I receive [game.clear v]\ndelete this clone\n\nwhen I start as a clone\ngo [backward v] (999) layers\nshow\n\n@Finish\n\nwhen flag clicked\nhide\n\ndefine Render\ngo to x: (-230) y: (170)\nset [current v] to [0]\nrepeat (18)\n repeat (24)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [g]> then\n create clone of (_myself_ v)\n end\n change x by (20)\n end\n go to x: (-230) y: ((y position) - (20))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I start as a clone\ngo [backward v] (999) layers\nshow\n\nwhen I receive [game.clear v]\ndelete this clone\n\n@Portal In\n\nwhen flag clicked\nhide\n\ndefine Render\nhide\ngo to x: (-230) y: (170)\nset [current v] to [0]\nrepeat (18)\n repeat (24)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [h]> then\n go [backward v] (999) layers\n show\n stop [this script v]\n end\n change x by (20)\n end\n go to x: (-230) y: ((y position) - (20))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I receive [outro v]\nhide\n\n@Portal Out\n\nwhen flag clicked\nhide\n\ndefine Render\nhide\ngo to x: (-230) y: (170)\nset [current v] to [0]\nrepeat (18)\n repeat (24)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [i]> then\n go [backward v] (999) layers\n show\n stop [this script v]\n end\n change x by (20)\n end\n go to x: (-230) y: ((y position) - (20))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I receive [outro v]\nhide\n\n@Icon\n\nwhen flag clicked\nhide\n\nwhen I receive [game.clear v]\nset [settings v] to [0]\nset size to (100) %\nif <<(Level) = [3]> or <(Level) = [6]>> then\n go to x: (120) y: (-150)\nelse\n go to x: (210) y: (-150)\nend\nswitch costume to (settings v)\nshow\nforever\n turn right (1.5) degrees\n if <(Settings) = [0]> then\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n set [settings v] to [1]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\ndefine None\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\nwhen I start as a clone\nbroadcast (settings.fade.in v)\ngo to x: (0) y: (115)\nset size to (200) %\nset [ghost v] effect to (100)\nFade (-10)\nrepeat until <(Settings) = [0]>\n turn right (1.5) degrees\nend\nbroadcast (settings.fade.out v)\nFade (10)\ndelete this clone\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\n\n@Window\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [settings.fade.in v]\ngo to x: (0) y: (-20)\nset [ghost v] effect to (100)\nshow\nFade (-10)\n\ndefine None\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\nwhen I receive [settings.fade.out v]\nFade (10)\nhide\n\n@Knob\n\nwhen flag clicked\nhide\n\nwhen I receive [settings.fade.in v]\ngo to x: (((Volume) / ((100) / (86))) - (43)) y: (-68)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nFade (-10)\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n Constrain (-43) (43)\n set [volume v] to (round (((x position) + (43)) * ((100) / (86))))\n broadcast (volume.change v)\n end\n end\n end\nend\n\ndefine None\nif <(mouse x) < (low)> then\n set x to (low)\nend\nif <(mouse x) > (high)> then\n set x to (high)\nend\n\nwhen I receive [settings.fade.out v]\nFade (10)\nhide\n\ndefine None\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\n@Select\n\ndefine Fade (speed)\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\nwhen I receive [costume.left v]\nif <(Player) = [1]> then\n set [player v] to [4]\nelse\n set [player v] to ((Player) - (1))\nend\nbroadcast (costume.change v)\n\nwhen I receive [costume.right v]\nif <(Player) = [4]> then\n set [player v] to [1]\nelse\n set [player v] to ((Player) + (1))\nend\nbroadcast (costume.change v)\n\nwhen I receive [settings.fade.in v]\ngo to x: (0) y: (20)\nset size to (175) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (Player)\nshow\nFade (-10)\n\nwhen I receive [settings.fade.out v]\nFade (10)\nhide\n\nwhen I receive [costume.change v]\nswitch costume to (Player)\n\nwhen flag clicked\nhide\n\n@Arrows\n\nwhen I receive [settings.fade.in v]\ngo to x: (0) y: (20)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nFade (-10)\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n if <(mouse x) < [0]> then\n broadcast (costume.left v)\n wait until <not <mouse down?>>\n else\n broadcast (costume.right v)\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine None\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\nwhen I receive [settings.fade.out v]\nFade (10)\nhide\n\n@Close\n\nwhen flag clicked\nhide\n\nwhen I receive [settings.fade.in v]\ngo to x: (0) y: (-95)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nFade (-10)\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n set [settings v] to [0]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [settings.fade.out v]\nFade (10)\nhide\n\ndefine None\nrepeat ((100) / ([abs v] of (speed) ))\n change [ghost v] effect by (speed)\nend\n\n@Fade In/Out\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next.level v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (game.clear v)\nwait (0.4) seconds\nif <(Level) = [11]> then\n broadcast (outro v)\nelse\n broadcast (game.render v)\n wait (0.2) seconds\n broadcast (game.play v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (-320)\ngo to [front v] layer\nshow\nrepeat until <(y position) = [0]>\n if <(round (((0) - (y position)) / (5))) > [0]> then\n change y by (round (((0) - (y position)) / (5)))\n else\n change y by (1)\n end\nend\n\n
☆ Blopp's Adventure ★
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start the game v]\nset [ghost v] effect to (0)\nswitch backdrop to (bühnenbild1 v)\n\n@Move\n\nwhen I receive [kill v]\nchange [kill v] by (1)\ngo to x: (-200) y: (150)\n\nwhen I receive [new level v]\ngo to x: (-200) y: (150)\n\ndefine Sprungsteuerung\nif <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change y by (-1)\n if <touching (platformer v)?> then\n set [falltempo v] to (Starttempo)\n end\n change y by (1)\nend\n\nwhen I receive [start the game v]\nshow\ngo [backward v] (10000) layers\nset [ghost v] effect to (100)\n\ndefine Hack\nif <key (h v) pressed?> then\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nhide\n\ndefine Next Level\nif <touching (kamera v)?> then\n change [level v] by (1)\n broadcast (New Level v)\nend\n\nwhen I receive [start the game v]\nset [starttempo v] to [12]\nset [lauftempo v] to [5]\nset [schwerkraft v] to [-1]\nset [falltempo v] to [0]\nforever\n Laufsteuerung\n Sprungsteuerung\n Simulation\n Fallen\n Next Level\n Kill\n Hack\nend\n\ndefine Laufsteuerung\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (Lauftempo)\n if <touching (platformer v)?> then\n change x by ((0) - (Lauftempo))\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by ((0) - (Lauftempo))\n if <touching (platformer v)?> then\n change x by (Lauftempo)\n end\nend\n\ndefine Fallen\nif <(y position) < [-160]> then\n broadcast (Kill v)\nend\n\ndefine Kill\nif <touching (scary things v)?> then\n broadcast (Kill v)\nend\n\ndefine Simulation\nchange y by (Falltempo)\nif <touching (platformer v)?> then\n if <(Falltempo) < [0]> then\n set [rückwärts v] to [1]\n else\n set [rückwärts v] to [-1]\n end\n repeat until <not <touching (platformer v)?>>\n change y by (Rückwärts)\n end\n set [falltempo v] to [-1]\nelse\n change [falltempo v] by (Schwerkraft)\nend\n\nwhen I receive [start the game v]\ngo to x: (-50) y: (-50)\n\n@Platformer\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nbroadcast (Start The Game v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [start the game v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [Spring Breeze v] until done\nend\n\n@Blopp\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\nset rotation style [left-right v]\nset size to (100) %\npoint in direction (90)\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen I receive [start the game v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to (move v)\nend\n\n@Eyes\n\nwhen I receive [start the game v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to (blopp v)\nend\n\nwhen flag clicked\nhide\n\n@Kamera\n\nwhen I receive [start the game v]\nforever\n repeat (20)\n change y by (0.2)\n end\n repeat (20)\n change y by (-0.2)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\ngo to x: (200) y: (-50)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start the game v]\nforever\n repeat <(Level) = [13]>\n hide\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\ngo to x: (-20) y: (10)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start the game v]\nforever\n switch costume to (Level)\nend\n\n@Info\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start the game v]\nforever\n switch costume to (Level)\nend\n\nset [level v] to [7]\n\nwhen flag clicked\nhide variable [kill v]\nset [kill v] to [0]\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show variable [kill v]\n end\nend\n\n@Scary things\n\nwhen flag clicked\nhide\n\nwhen I receive [start the game v]\ngo [backward v] (1000) layers\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Start\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nreset timer\npoint in direction (90)\nset [size v] to [0]\nset [size v] to [0]\ngo to x: (0) y: (0)\nshow\nset size to (0) %\nrepeat until <(size) > [99]>\n change size by (size)\n change [size v] by (5)\nend\nforever\n change x by (((([sin v] of (((timer) * (100)) * (2)) ) * (10)) - (x position)) * (0.3))\n change y by ((((-) + (([sin v] of (((timer) * (100)) * (3)) ) * (10))) - (y position)) * (0.3))\n turn right ((((([sin v] of (((timer) * (100)) * (2)) ) * (5)) + (90)) - (direction)) * (0.5)) degrees\n change size by (([sin v] of (size) ) * (3))\n change [size v] by (6)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start The Game v)\n\nwhen I receive [start the game v]\nhide\n\n@x\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n
Techno- a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [Techno_Transcendence_889176886706_1_2.mp3 v] until done\nend\n\nwhen I receive [start v]\nwait (1) seconds\nswitch backdrop to (2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (60)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (110) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite2\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nif <(username) = [-HawkGames-]> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n stop [all v]\nend\n\nwait (5) seconds\nswitch costume to (costume1 v)\n\n@Sprite8\n\nwhen I receive [start v]\nwait until <(backdrop [name v]) = [15]>\nshow\nrepeat (10)\n wait (1) seconds\n next costume\nend\nglide (1) secs to x: (0) y: (350)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\n@Sprite9\n\nwhen flag clicked\nset [deaths v] to [0]\nset [time v] to [0]\n\nwhen I receive [start v]\nrepeat until <(backdrop [name v]) = [21]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [player died v]\nchange [deaths v] by (1)\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [end v]\nshow variable [deaths v]\nshow variable [time v]\n\n@Sprite10\n\nwhen I receive [start v]\nwait (5.5) seconds\nshow\ngo to x: (-200) y: (-20)\nset size to (150) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\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) * (0.9))\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 y by (1)\n if <touching color (#666666)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n change x by (XV)\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\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 (-0.5)\n if <<touching color (#666666)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n set size to (150) %\n broadcast (next level v)\n go to x: (-200) y: (-100)\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-100)\n broadcast (player died v)\n end\n if <touching color (#f346ff)?> then\n set [yv v] to [11]\n end\n if <touching color (#00ff55)?> then\n set size to (75) %\n end\n if <touching color (#0cfbfb)?> then\n set size to (150) %\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-100)\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nhide\n\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [8]>> then\n go to x: (120) y: (120)\n wait (0.5) seconds\n end\n if <<touching color (#ff9400)?> and <(backdrop [name v]) = [13]>> then\n go to x: (0) y: (60)\n wait (0.5) seconds\n end\n if <<touching color (#00ff55)?> and <(backdrop [name v]) = [20]>> then\n go to x: (0) y: (112)\n wait (20) seconds\n end\nend\n\nwhen I receive [start v]\nwait until <(backdrop [name v]) = [21]>\nbroadcast (end v)\n\nwhen backdrop switches to [17 v]\nwait (0.03) seconds\nchange y by (-3)\n\nwhen backdrop switches to [14 v]\nrepeat until <(backdrop [number v]) = [15]>\n wait until <touching color (#cecece)?>\n wait until <not <touching color (#ffffff)?>>\n if <touching color (#676767)?> then\n handle passage droid glitch\n end\nend\n\ndefine handle passage droid glitch\nset [yv v] to [0]\nrepeat until <not <touching color (#676767)?>>\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (costume1 v)\n end\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 switch costume to (costume2 v)\n end\nend\n\n@Sprite11\n\nwhen I receive [start v]\nhide\ngo to x: (-18) y: (-72)\nwait until <(backdrop [name v]) = [14]>\nrepeat until <(backdrop [name v]) = [15]>\n show\n glide (4) secs to x: (170) y: (-70)\n glide (4) secs to x: (-170) y: (-70)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [15 v]\nhide\n\n@Sprite12\n\nwhen I receive [start v]\nhide\ngo to x: (-4) y: (7)\nwait until <(backdrop [name v]) = [14]>\nrepeat until <(backdrop [name v]) = [15]>\n show\n glide (4) secs to x: (170) y: (7)\n glide (4) secs to x: (-170) y: (7)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [15 v]\nhide\n\n@Sprite13\n\nwhen I receive [start v]\nhide\ngo to x: (4) y: (81)\nwait until <(backdrop [name v]) = [14]>\nrepeat until <(backdrop [name v]) = [15]>\n show\n glide (4) secs to x: (170) y: (80)\n glide (4) secs to x: (-170) y: (80)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [15 v]\nhide\n\n
Welcome to Techno, a platformer. No level is impossible, and all can be cleared. Stay tuned for more additions to Techno in later projects, because I will definitely make Techno 2, and maybe a 3, 4, 5 . . . This was so fun to make! Share your scores with others in the comments.\n\nArrow keys or WAD, 'r' to reset, all that stuff. Should I make a mobile version?
A Long Platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Start v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [backdrop next v]\nchange [level v] by (1)\nnext backdrop\nbroadcast (go to normal v)\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n show variable [level v]\n else\n hide variable [level v]\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n next costume\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-140)\n end\nend\n\nwhen I receive [go to normal v]\ngo to x: (-200) y: (-140)\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n go to x: (216) y: (71)\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nforever\n if <(backdrop [name v]) = [backdrop30]> then\n switch costume to (normal2 v)\n else\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#006666)?> then\n go to x: (73) y: (-169)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#666600)?> then\n go to x: (-51) y: (152)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffe9cc)?> then\n go to x: (-197) y: (101)\n end\nend\n\nwhen I receive [1234567890 v]\nforever\n if <<touching color (#6600cc)?> or <touching color (#006622)?>> then\n broadcast (backdrop next v)\n end\nend\n\nwhen I receive [1234567890 v]\nwait (0.5) seconds\nshow\ngo to x: (-200) y: (-140)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching (fan v)?> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <<touching color (#cc0099)?> or <touching color (#ffcccc)?>> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <<touching color (#003fff)?> or <touching color (#66004c)?>> then\n if <key (down arrow v) pressed?> then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [level v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <<touching color (#ccffff)?> or <touching color (#ff0000)?>>> then\n go to x: (-200) y: (-140)\n end\n if <<(y position) < [-175]> or <touching color (#660000)?>> then\n go to x: (-200) y: (-140)\n switch backdrop to (backdrop73 v)\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?> 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 (#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\nend\n\nwhen I receive [1234567890 v]\nforever\n if <touching color (#7f00ff)?> then\n go to x: (179) y: (168)\n end\nend\n\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nwait (0.5) seconds\nhide\ngo to x: (-114) y: (2)\n\nwhen flag clicked\nwait (0.1) seconds\nhide\ngo to x: (-114) y: (2)\n\nwhen flag clicked\ngo to x: (-114) y: (2)\nforever\n set rotation style [don't rotate v]\n point in direction (90)\n repeat (100)\n move (10) steps\n end\n point in direction (-90)\n repeat (100)\n move (10) steps\n end\nend\n\nwhen flag clicked\nhide\nforever\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop13]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop14]> then\n show\n switch costume to (costume2 v)\n else\n if <(backdrop [name v]) = [backdrop18]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop34]> then\n show\n switch costume to (costume1 v)\n else\n hide\n end\n end\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop20]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop18]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop21]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop34]> then\n show\n switch costume to (costume1 v)\n else\n hide\n end\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop20]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop18]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop21]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop34]> then\n show\n switch costume to (costume1 v)\n else\n hide\n end\n end\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n turn right (10) degrees\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop20]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop18]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop21]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop34]> then\n show\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop31]> then\n show\n switch costume to (costume1 v)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop19]> then\n go to x: (-3) y: (-27)\n show\n set size to (100) %\n switch costume to (costume1 v)\n else\n if <(backdrop [name v]) = [backdrop24]> then\n go to x: (-131) y: (-99)\n show\n switch costume to (costume2 v)\n set size to (50) %\n else\n if <(backdrop [name v]) = [backdrop25]> then\n go to x: (37) y: (-99)\n show\n switch costume to (costume2 v)\n set size to (50) %\n else\n if <(backdrop [name v]) = [backdrop34]> then\n go to x: (127) y: (26)\n switch costume to (costume2 v)\n set size to (50) %\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n turn left (1.5) degrees\nend\n\nif <(backdrop [name v]) = [backdrop18]> then\n show\n switch costume to (costume1 v)\nelse\n hide\nend\n\n@Sprite6\n\nif <(backdrop [name v]) = [backdrop18]> then\n show\n switch costume to (costume1 v)\nelse\n hide\nend\n\nwhen flag clicked\nforever\n turn left (1.5) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop24]> then\n go to x: (37) y: (-99)\n show\n switch costume to (costume2 v)\n set size to (50) %\n else\n hide\n end\n if <(backdrop [name v]) = [backdrop25]> then\n go to x: (136) y: (44)\n show\n switch costume to (costume2 v)\n set size to (50) %\n else\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop29]> then\n go to x: (43) y: (-17)\n switch costume to (costume1 v)\n set size to (100) %\n show\n wait (0.8) seconds\n hide\n wait (0.2) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\nend\n\nif <(backdrop [name v]) = [backdrop25]> then\n go to x: (136) y: (44)\n show\n switch costume to (costume2 v)\n set size to (50) %\nelse\n hide\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop48]> then\n go to x: (162) y: (-90)\n set size to (100) %\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n glide (1) secs to x: (-131) y: (-82)\n glide (1) secs to x: (162) y: (-90)\nend\n\nrepeat (10)\n point in direction (-90)\n move (10) steps\nend\nrepeat (10)\n point in direction (90)\n move (10) steps\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop48]> then\n set size to (100) %\n show\n else\n hide\n end\n if <(backdrop [name v]) = [backdrop50]> then\n set size to (100) %\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n glide (5) secs to x: (217) y: (131)\n glide (5) secs to x: (-136) y: (-80)\nend\n\n@Sprite10\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [1234567890 v]\nhide\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n change size by (10)\n turn right (5) degrees\n wait (0.001) seconds\nend\nrepeat (10)\n change size by (-10)\n turn left (5) degrees\n wait (0.001) seconds\nend\nwait (0.5) seconds\nbroadcast (1234567890 v)\nhide\n\n@fan\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop93]> then\n go to x: (-66) y: (-163)\n show\n broadcast (level 40 fan mode v)\n stop [this script v]\n else\n end\nend\n\nwhen I receive [1234567890 v]\nif <(backdrop [name v]) = [backdrop94]> then\n hide\n stop [this script v]\nend\n\nwhen I receive [level 40 fan mode v]\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [1234567890 v]\nforever\n if <(backdrop [name v]) = [backdrop92]> then\n go to x: (6) y: (-167)\n show\n stop [this script v]\n else\n hide\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [1234567890 v]\nforever\n if <(backdrop [name v]) = [backdrop95]> then\n hide\n end\nend\n\nwhen I start as a clone\nif <(backdrop [name v]) = [backdrop93]> then\n turn right (90) degrees\n go to x: (-120) y: (52)\n forever\n next costume\n wait (0.1) seconds\n if <(backdrop [name v]) = [backdrop94]> then\n hide\n delete this clone\n end\n end\nelse\nend\nif <(backdrop [name v]) = [backdrop94]> then\n show\n go to x: (4) y: (-173)\n forever\n next costume\n wait (0.1) seconds\n if <(backdrop [name v]) = [backdrop95]> then\n hide\n delete this clone\n end\n end\nend\n\nwhen I receive [1234567890 v]\nforever\n if <(backdrop [name v]) = [backdrop94]> then\n wait (0.01) seconds\n show\n go to x: (-146) y: (-179)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [1234567890 v]\nhide\nforever\n if <(backdrop [name v]) = [backdrop90]> then\n show\n go to x: (-131) y: (-129)\n broadcast (block 1 v)\n end\nend\n\nwhen I receive [1234567890 v]\nforever\n if <(backdrop [name v]) = [backdrop91]> then\n hide\n end\nend\n\n
arrow keys to move.\nRest of instructions in game!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nALL LEVELS ARE POSSIBLE! - They have all been tested multiple times.\nComment if you completed it all.
Green {abandoned platformer}
@Stage\n\nchange [brightness v] effect by (25)\n\nchange [brightness v] effect by (-25)\n\nwhen flag clicked\nforever\n play sound [BeepBox-Song3-4 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nReset Level\nforever\n if <(play) = [1]> then\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-183]> then\n Reset Level\n end\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 steep (([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 steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\n else\n end\nend\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 [12]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\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) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> 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 steep (max steep)\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 [frame 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\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 platform? v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\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\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 Reset Level\nset rotation style [left-right v]\ngo to x: (-230) y: (-124)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nset [scrollx v] to [0]\nbroadcast (Setup v) and wait\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\ndefine Get Touching <>\nif <touching (sprite2 v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nset x to (0)\nset y to (0)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((10) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\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 platform? v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\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\ndefine next level\nset rotation style [left-right v]\ngo to x: (-230) y: (-124)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nset [scrollx v] to [0]\nchange [level v] by (1)\nbroadcast (Setup v) and wait\n\nwhen I receive [next level v]\nnext level\n\n@Sprite2\n\nset x to (0)\nset y to (0)\n\nwhen I receive [next level v]\nswitch costume to (level)\n\nswitch costume to (level)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@background\n\nwhen I receive [next level v]\n\n@buttons\n\nwhen flag clicked\nhide\n\nshow\n\n@gem\n\ngo to x: (215) y: (-125)\n\nwhen I receive [tick v]\nif <touching (sprite1 v)?> then\n broadcast (next level v)\nend\n\n@Sprite3\n\nwhen I receive [next level v]\nswitch costume to (level)\nstop [other scripts in sprite v]\nif <[disappearing floors v] contains (level)?> then\n show\n broadcast (a kind of magic♪ v)\nelse\n hide\nend\n\nif <(magic ♪) = [1]> then\nelse\nend\n\nforever\n set [ghost v] effect to (99)\n wait until <(magic ♪) = [0]>\n set [ghost v] effect to (0)\nend\n\n@words\n\nwhen I start as a clone\nshow\n\ndefine None\nset size to ((size) * (100)) %\nif <((length of (text)) mod (2)) = [0]> then\n go to x: ((0) - ((((length of (text)) / (2)) - ((0.5) * (size))) * (16))) y: (y)\nelse\n go to x: ((0) - (((((length of (text)) - (1)) / (2)) * (16)) * (size))) y: (y)\nend\nset [letter v] to [1]\nrepeat (length of (text))\n switch costume to (letter (letter) of (text))\n create clone of (_myself_ v)\n change x by ((16) * (size))\n change [letter v] by (1)\nend\n\n@le monster\n\nwhen flag clicked\nhide\n\n
Allergic to Colour (A Pixel Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [medieval2 v] until done\nend\n\n@Hitbox\n\ndefine Touching Ground? <>\nchange [fall count v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <ceiling> then\n change y by (-1)\n else\n change y by (1)\n set [fall count v] to [0]\n end\n set [y velocity v] to [0]\nend\n\nwhen flag clicked\nset [x spawn v] to [-220]\nset [y spawn v] to [-80]\nforever\n spawn smoother\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [wall v] to [0]\nrepeat until <<(wall) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [wall v] by (1)\nend\nif <(wall) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (wall))\nend\n\nwhen flag clicked\nset size to (300) %\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n if <<(y velocity) < [4]> or <key (up arrow v) pressed?>> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (-2)\n end\n change y by (y velocity)\n Touching Ground? <(y velocity) > [0]>\nend\n\nwhen flag clicked\nset [recent spawn v] to [0]\npoint in direction (90)\nSpawn\nset [ghost v] effect to (100)\ngo to x: (-20) y: (-80)\nforever\n if <key (right arrow v) pressed?> then\n Direction (90) Speed (6)\n end\n if <key (left arrow v) pressed?> then\n Direction (-90) Speed (-6)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(fall count) < [3]>> then\n set [y velocity v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [respawn v]\nSpawn\n\ndefine spawn smoother\nif <(x position) > [235]> then\n if <(STAGE:) < [13]> then\n set [x spawn v] to [-220]\n set [y spawn v] to [-75]\n change [stage: v] by (1)\n Spawn\n end\nend\nif <(x position) < [-235]> then\n if <(STAGE:) > [1]> then\n set [x spawn v] to [220]\n set [y spawn v] to [-75]\n change [stage: v] by (-1)\n Spawn\n end\nend\n\ndefine Spawn\ngo to x: (x spawn) y: (y spawn)\nbroadcast (spawn v)\n\nif <touching color (#e6e8e8)?> then\n broadcast (respawn v)\nend\n\nwhen I receive [respawn v]\nset [recent spawn v] to [1]\nwait (8) seconds\nset [recent spawn v] to [0]\n\nwhen I receive [spawn v]\nset [recent spawn v] to [1]\nwait (0.8) seconds\nset [recent spawn v] to [0]\n\n@Ground\n\nwhen flag clicked\ngo to x: (475) y: (60)\nset [stage: v] to [1]\nforever\n set size to (300) %\n switch costume to (STAGE:)\n go to [front v] layer\n go [backward v] (4) layers\nend\n\n@Scenery\n\nwhen flag clicked\ngo to x: (0) y: (-65)\nset size to (300) %\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (STAGE:)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\n wait (0.0002) seconds\nend\n\n@! and ?\n\nwhen flag clicked\nset size to (300) %\nhide\nforever\n go to x: (x) y: ((y) + (50))\n go to [front v] layer\nend\n\ndefine !\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (7)\n wait (0.0002) seconds\nend\n\ndefine text1\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\n wait (0.02) seconds\nend\n\ndefine text2\nswitch costume to (costume4 v)\nshow\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\n wait (0.02) seconds\nend\n\nwhen flag clicked\nwait until <(STAGE:) = [2]>\ntext1\n\nwhen flag clicked\nwait until <(Mini Collected?) = [1]>\ntext2\n\nwhen I receive [respawn v]\n!\n\n@New Guy\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n set [costume v] to [6]\n switch costume to (costume)\n if <(fall count) < [3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [costume v] to [2]\n switch costume to (costume)\n wait (0.075) seconds\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [costume v] to [3]\n switch costume to (costume)\n wait (0.075) seconds\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [costume v] to [4]\n switch costume to (costume)\n wait (0.075) seconds\n end\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [costume v] to [5]\n switch costume to (costume)\n wait (0.075) seconds\n end\n end\n if <<(fall count) > [3]> and <(y velocity) > [-5]>> then\n set [costume v] to [7]\n switch costume to (costume)\n end\n if <(end) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (300) %\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n go to [front v] layer\n follow smoother\nend\n\nwhen I receive [respawn v]\npoint in direction (-90)\n\ndefine follow smoother\ngo to (hitbox v)\nif <key (left arrow v) pressed?> then\n point in direction (90)\nend\nif <key (right arrow v) pressed?> then\n point in direction (-90)\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n broadcast (respawn v)\n end\n if <touching color (#ffff00)?> then\n broadcast (respawn v)\n end\n if <touching color (#009933)?> then\n broadcast (respawn v)\n end\n if <touching color (#006622)?> then\n broadcast (respawn v)\n end\n if <touching color (#7f00ff)?> then\n broadcast (respawn v)\n end\n if <touching color (#ff0000)?> then\n broadcast (respawn v)\n end\n if <touching color (#00ff55)?> then\n broadcast (respawn v)\n end\n if <touching color (#990072)?> then\n broadcast (respawn v)\n end\n if <touching color (#330066)?> then\n broadcast (respawn v)\n end\n if <touching color (#ff00bf)?> then\n broadcast (respawn v)\n end\n if <touching color (#003fff)?> then\n broadcast (respawn v)\n end\nend\n\n@cloud 1\n\nwhen flag clicked\ngo to x: (-310) y: (110)\nforever\n go [backward v] (11) layers\n repeat (570)\n change x by (1)\n end\n go to x: (-310) y: (110)\nend\n\n@cloud 2\n\nwhen flag clicked\ngo to x: (-310) y: (75)\nforever\n go [backward v] (10) layers\n repeat (570)\n change x by (1)\n wait (0.02) seconds\n end\n go to x: (-310) y: (75)\nend\n\n@butterfly\n\nwhen flag clicked\nset size to (300) %\nforever\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\ngo to x: (-110) y: (-70)\nset rotation style [left-right v]\nforever\n wait (0.1) seconds\n point in direction (-90)\n repeat (110)\n change x by (2)\n end\n point in direction (90)\n repeat (110)\n change x by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <(STAGE:) = [9]> then\n show\n else\n hide\n end\nend\n\n@Mountains\n\nwhen flag clicked\nshow\nforever\n go [backward v] (10) layers\n set size to (300) %\nend\n\n@drop\n\nwhen flag clicked\ngo to x: (-35) y: (65)\nset size to (200) %\nforever\n go [backward v] (1) layers\n if <(STAGE:) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-35) y: (65)\n repeat (18)\n change y by (-10)\n end\nend\n\n@drop2\n\nwhen flag clicked\ngo to x: (0) y: (65)\nset size to (200) %\nforever\n if <(STAGE:) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n go to x: (0) y: (65)\n repeat (18)\n change y by (-10)\n end\nend\n\n@drop3\n\nwhen flag clicked\ngo to x: (35) y: (65)\nset size to (200) %\nforever\n go [backward v] (1) layers\n if <(STAGE:) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (0.25) seconds\nforever\n go to x: (35) y: (65)\n repeat (18)\n change y by (-10)\n end\nend\n\n@Mini\n\nwhen flag clicked\nset [mini collected? v] to [0]\ngo to x: (70) y: (-98)\nset size to (300) %\nhide\nwait until <(STAGE:) = [13]>\nshow\nwait (0.5) seconds\nrepeat until <touching (new guy v)?>\n go to [front v] layer\nend\nset [mini collected? v] to [1]\nforever\n show\n go to [front v] layer\n go to (lagger8 v)\n if <(recent spawn) = [ 1]> then\n go to x: (x) y: ((y) - (20))\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n hide\n end\nend\n\n@lagger\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to x: (x) y: ((y) - (20))\nend\n\n@lagger2\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger v)\nend\n\n@lagger3\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger2 v)\nend\n\n@lagger4\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger3 v)\nend\n\n@lagger5\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger4 v)\nend\n\n@lagger6\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger5 v)\nend\n\n@lagger7\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger6 v)\nend\n\n@lagger8\n\nwhen flag clicked\nwait until <(STAGE:) > [11]>\nforever\n go to (lagger7 v)\nend\n\n@End\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nset [end v] to [0]\ngo to x: (0) y: (0)\nhide\nset [mini collected? v] to [0]\nwait until <(Mini Collected?) = [1]>\nwait until <(STAGE:) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nset [end v] to [1]\n\n
HOW TO PLAY:\n-Press green flag TWICE (It will not work properly if you click it just once)\n-If you are experiencing lag run in smallscreen\n-Try and not touch any colour, doing so will cause you to die and restart the level.\n-To move you use the LEFT and RIGHT arrows. \n-To jump you use the -UP arrow.\n-Every level is passable\nP.S. Some levels are supposed to be hard
Fun Facts, a Platformer, 2
@Stage\n\n@Sprite1\n\nif <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]\nelse\n set [xv v] to [0]\nend\n\nif <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]\nelse\n set [xv v] to [0]\nend\n\nwhen flag clicked\ndelete (all) of [x v]\ndelete (all) of [y v]\nrepeat (4)\n add [-230] to [x v]\n add [-130] to [y v]\nend\nadd [207] to [x v]\nadd [120] to [y v]\nadd [-215] to [x v]\nadd [90] to [y v]\nadd [210] to [x v]\nadd [-115] to [y v]\nadd [-218] to [x v]\nadd [-49] to [y v]\nadd [-214] to [x v]\nadd [19] to [y v]\nadd [-215] to [x v]\nadd [-58] to [y v]\nadd [-220] to [x v]\nadd [-80] to [y v]\nrepeat (2)\n add [-230] to [x v]\n add [-130] to [y v]\nend\nadd [-46] to [x v]\nadd [-125] to [y v]\nadd [-230] to [x v]\nadd [-130] to [y v]\nadd [203] to [x v]\nadd [94] to [y v]\nrepeat (2)\n add [-223] to [x v]\n add [100] to [y v]\nend\nadd [195] to [x v]\nadd [-132] to [y v]\nrepeat (2)\n add [-230] to [x v]\n add [-130] to [y v]\nend\nadd [-230] to [x v]\nadd [-130] to [y v]\nadd [-230] to [x v]\nadd [-130] to [y v]\nadd [-230] to [x v]\nadd [-130] to [y v]\n\nwhen I receive [message1 v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(yxno) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [costume v] to [1]\nshow\ngo to x: (-230) y: (-140)\nset [yxno v] to [1]\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 (#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?> or <key (w v) pressed?>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <<<touching color (#ff0000)?> or <key (r v) pressed?>> or <[-175] > (y position)>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (item (costume) of [x v]) y: (item (costume) of [y v])\n broadcast (message1 v)\n set [y v] to [0]\n set [x v] to [0]\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 end\n if <touching (sprite3 v)?> then\n set [yxno v] to [0]\n broadcast (message1 v)\n broadcast (message2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (item (costume) of [x v]) y: (item (costume) of [y v])\n set [y v] to [0]\n set [x v] to [0]\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 end\n if <([costume # v] of [sprite2 v]) = [24]> then\n if <(x position) > [236]> then\n broadcast (message3 v) and wait\n go to x: (item (costume) of [x v]) y: (item (costume) of [y v])\n end\n end\n if <touching color (#ff9400)?> then\n set [yv v] to [25]\n end\nend\n\nwhen I start as a clone\npoint in direction (pick random (-90) to (180))\nswitch costume to (costume2 v)\nrepeat (10)\n move (1) steps\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.02) seconds\nend\n\nset [yxno v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset x to (0)\nset y to (0)\nforever\n set [costume v] to (costume [number v])\nend\n\nwhen I receive [message2 v]\nnext costume\n\nwhen I receive [message3 v]\nswitch costume to (costume2 v)\n\nswitch costume to (costume21 v)\n\n@Sprite3\n\nwhen flag clicked\nclear graphic effects\ngo to x: (-187) y: (-21)\nset size to (150) %\nforever\n go to x: (item (costume) of [x v]) y: (item (costume) of [y v])\n if <not <([costume # v] of [sprite2 v]) = [24]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete (all) of [x v]\ndelete (all) of [y v]\nadd [-187] to [x v]\nadd [-21] to [y v]\nadd [215] to [x v]\nadd [-135] to [y v]\nadd [-181] to [x v]\nadd [-18] to [y v]\nadd [183] to [x v]\nadd [75] to [y v]\nadd [-200] to [x v]\nadd [-130] to [y v]\nadd [0] to [x v]\nadd [-140] to [y v]\nadd [-210] to [x v]\nadd [90] to [y v]\nadd [220] to [x v]\nadd [-49] to [y v]\nadd [205] to [x v]\nadd [-20] to [y v]\nadd [196] to [x v]\nadd [-89] to [y v]\nadd [211] to [x v]\nadd [-126] to [y v]\nadd [-205] to [x v]\nadd [41] to [y v]\nadd [208] to [x v]\nadd [-140] to [y v]\nadd [213] to [x v]\nadd [-148] to [y v]\nadd [65] to [x v]\nadd [93] to [y v]\nadd [-200] to [x v]\nadd [68] to [y v]\nadd [-222] to [x v]\nadd [16] to [y v]\nadd [-215] to [x v]\nadd [-40] to [y v]\nadd [-192] to [x v]\nadd [18] to [y v]\nadd [-82] to [x v]\nadd [18] to [y v]\nadd [143] to [x v]\nadd [-152] to [y v]\nadd [-215] to [x v]\nadd [10] to [y v]\nadd [215] to [x v]\nadd [36] to [y v]\nadd [0] to [x v]\nadd [0] to [y v]\n\n@Sprite4\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo.mp3 v] until done\nend\n\n@Sprite5\n\nwhen flag clicked\nset size to (500) %\nforever\n go to x: (0) y: (-86)\n turn right (5) degrees\n if <<(costume) = [11]> or <(costume) = [12]>> then\n show\n end\n if <not <<(costume) = [11]> or <(costume) = [12]>>> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\nset x to (0)\nset y to (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
-Use the arrow keys or WAD to move\n-Touch the blue dot to proceed to the next level\n-Avoid red\n-Orange is bouncy\n-All levels are possible\n-Read the fun facts\n-Have fun!
Green - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Final Exploration - PaulRHJT.mp3 v] until done\nend\n\n@pufferfish\n\nwhen flag clicked\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(y position) < [-175]> or <touching color (#00ff55)?>> then\n go to x: (-180) y: (-40)\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 (#009933)?> then\n change y by (-2)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> 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 (#009933)?> 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 (#009933)?>> then\n change y by (-1)\n if <not <touching color (#009933)?>> then\n change y by (-1)\n if <not <touching color (#009933)?>> then\n change y by (-1)\n if <not <touching color (#009933)?>> then\n change y by (-1)\n if <not <touching color (#009933)?>> then\n change y by (-1)\n if <not <touching color (#009933)?>> 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 (#009933)?> then\n change y by (-2)\n if <touching color (#009933)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <<(x position) > [200]> and <touching (_edge_ v)?>> then\n go to x: (-180) y: (-11)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Sprite1\n\nwhen backdrop switches to [movement v]\nshow\ngo to x: (92) y: (-122)\nforever\n repeat (22)\n change x by (-10)\n end\n repeat (22)\n change x by (10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n
Voyager's Dawn ★ Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\nstart sound [All O's eve v]\nhide\n\nwhen I receive [start v]\nstop all sounds\ngo to x: (-231) y: (-145)\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 (0.8)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.8)\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 <(x position) = [235]> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-145)\n switch backdrop to (next backdrop v)\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: (-145)\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@l.pn\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n play sound [instance32823 v] until done\nend\n\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (-52) y: (-97)\nforever\n glide (3) secs to x: (-52) y: (-97)\n glide (3) secs to x: (-53) y: (83)\n glide (3) secs to x: (168) y: (83)\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n
Arrow keys! Also, try to survive. All I need to say\n\nSee if you can find the VIP Room.
platformer
@Stage\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\n\nwhen flag clicked\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 end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\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 (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 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 wait (0.25) seconds\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n go to x: (-160) y: (-50)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (_edge_ v)?> then\n go to x: (-160) y: (-50)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [Vexento - Syndrome v] until done\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (11)\n\n
w,a,s,d or arrow keys to move. try to get to the other side and avoid the red lava.
Lego Platformer
@Stage\n\nwhen flag clicked\nset [bobby v] to [0]\nhide variable [☁ world record v]\nhide variable [time v]\nreset timer\nswitch backdrop to (maxresdefault v)\nwait (1) seconds\nswitch backdrop to (bt1c0h9ieaaefdv v)\nwait (1) seconds\nswitch backdrop to (blue sky v)\nbroadcast (2 v)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [15]> and <(bobby) = [12]>> then\n wait (0.000001) seconds\n if <(☁ World Record) > (TIME)> then\n set [☁ world record v] to (TIME)\n end\n stop [all v]\n end\nend\n\nwhen I receive [2 v]\nshow variable [☁ world record v]\nshow variable [time v]\nforever\n set [time v] to (round (timer))\nend\n\nwhen I receive [message1 v]\nwait (0.1) seconds\nnext backdrop\nchange [a v] by (1)\n\nwhen flag clicked\nforever\n play sound [Everything Is Awesome v] until done\nend\n\n@index\n\nwhen flag clicked\nhide\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [3]> or <not <<touching color (#7f00ff)?> or <<touching color (#006622)?> or <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\nchange [frame v] by (0.5)\n\nwhen I receive [2 v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (er v)\n stop [other scripts in sprite v]\n end\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#663b00)?> or <<touching color (#7f00ff)?> or <<touching color (#006622)?> or <touching color (#00ffff)?>>>>>\n if <up?> then\n change y by (0)\n else\n if <touching color (#00ffff)?> then\n change y by (2)\n set [falling? v] to [0]\n move (-0.1) steps\n wait (0.1) seconds\n else\n if <touching color (#7f00ff)?> then\n set size to (12) %\n change y by (2)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n end\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [2 v]\nforever\n if <<not <[backdrop1] = (backdrop [name v])>> and <touching color (#000000)?>> then\n broadcast (message1 v)\n go to x: (-200) y: (34)\n change [bobby v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <[0] = (speed y)>> then\n switch costume to (lego2 v)\n else\n if <<<key (d v) pressed?> or <key (a v) pressed?>> and <(speed y) = [0]>> then\n switch costume to (lego v)\n wait (0.2) seconds\n switch costume to (lego2 v)\n wait (0.2) seconds\n else\n switch costume to (lego v)\n end\n set [falling? v] to [10]\n end\nend\n\nwhen I receive [2 v]\nset size to (20) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\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 <key (a v) pressed?> then\n Walk (-90) (-4)\n else\n if <key (d v) pressed?> then\n Walk (90) (4)\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 change y by (-1)\n change x by (-1)\n set [speed y v] to [17]\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 Set Costume\n change y by (-1)\n change x by (-1)\n if <touching color (#006622)?> then\n change y by (1)\n change x by (1)\n set [speed y v] to [30]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n change y by (1)\n change x by (1)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [er v]\nshow\n\n@UFO\n\nwhen flag clicked\nset [a v] to [0]\nswitch costume to (71s5xjpfg2l._sl1500_ v)\nhide\ngo to x: (-6) y: (219)\n\nwhen flag clicked\nforever\n if <(a) = [4]> then\n show\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n if <(a) = [5]> then\n set [a v] to [-100000000000]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\npoint towards (index v)\nforever\n move (7) steps\n if <touching color (#663b00)?> then\n delete this clone\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nswitch costume to (costume2 v)\nwait (5) seconds\nhide\n\n
WASD to move. Avoid red. Blue slows you. black will teleport you to next level. have fun. Sorry but every time i update the game the high score will reset\nreallypinkpenguin set the record
Road to Nowhere - Platformer
@Stage\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n play sound [Sad Piano Music - Isolation \(Original Composition\).mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nwait (0.01) seconds\nset [lvl v] to [1]\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n go to (hitbox v)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n go to (hitbox v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n go to (hitbox v)\n end\n if <(lvl) = [17]> then\n switch costume to (costume3 v)\n go to (hitbox v)\n wait (3) seconds\n repeat (20)\n move (-1) steps\n end\n repeat (140)\n move (-2) steps\n end\n repeat (30)\n move (-1) steps\n end\n wait (1) seconds\n broadcast (cutscene v)\n switch costume to (costume2 v)\n wait (9) seconds\n repeat (100)\n move (-0.5) steps\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nforever\nend\n\nwhen I receive [start credits v]\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\nhide\n\n@Hitbox\n\nwhen flag clicked\nrepeat (2)\n set [lvl v] to [1]\nend\ngo to x: (-200) y: (-96)\nset [ghost v] effect to (99)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n end\n change x by (x)\n if <touching (platform v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n set [x v] to ((x) * (0.8))\n end\n change y by (y)\n if <touching (platform v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <(lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [y v] to [8]\n set [lock v] to [1]\n end\n end\n else\n change [y v] by (-1)\n set [lock v] to [0]\n end\n if <<touching (nxt lvl v)?> and <not <(lvl) = [17]>>> then\n change [lvl v] by (1)\n go to x: (-200) y: (-96)\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-96)\n end\n if <(lvl) = [17]> then\n go to x: (200) y: (-105)\n wait (0.5) seconds\n stop [this script v]\n end\nend\n\nset [lvl v] to [17]\n\n@Platform\n\nwhen flag clicked\nforever\n switch costume to (lvl)\nend\n\nforever\nend\n\nwhen flag clicked\nrepeat (10)\n set [lvl v] to [1]\nend\n\n@FG\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nrepeat (50)\n go to [front v] layer\nend\n\nwhen I receive [lets end it v]\nset [ghost v] effect to (0)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n switch costume to (lvl)\nend\n\n@BG\n\nwhen flag clicked\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n switch costume to (lvl)\nend\n\n@Glow\n\nwhen flag clicked\nhide\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (pick random (-200) to (200)) y: (pick random (-100) to (100))\nset size to (pick random (70) to (300)) %\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n wait (0.1) seconds\n change [ghost v] effect by (-1)\nend\nforever\n go to [front v] layer\n change [xvel v] by (pick random (-0.1) to (0.1))\n change x by (xvel)\n if <(xvel) < [-1]> then\n change [xvel v] by (1)\n end\n if <[1] < (xvel)> then\n change [xvel v] by (-1)\n end\n change [yvel v] by (pick random (-0.05) to (0.05))\n change y by (yvel)\n if <(yvel) < [-1]> then\n change [xvel v] by (1)\n end\n if <[1] < (yvel)> then\n change [xvel v] by (-1)\n end\n if <touching (_edge_ v)?> then\n create clone of (_myself_ v)\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (1)\n end\n delete this clone\n end\nend\n\n@Speech\n\nwhen I receive [cutscene v]\nshow\nswitch costume to (costume1 v)\nwait (3) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (costume3 v)\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Nxt Lvl\n\nwhen flag clicked\nwait (0.01) seconds\nshow\nset [ghost v] effect to (99)\nforever\n if <(lvl) = [17]> then\n hide\n end\nend\n\n@Heart\n\nwhen I receive [cutscene v]\nhide\nwait (13) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nwait (3) seconds\nbroadcast (lets end it v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start credits v]\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\n\n@Newland BG\n\nwhen I receive [lets end it v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nbroadcast (start credits v)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nset [lvl v] to [17]\n\n@Girl\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\nhide\nforever\n if <(lvl) = [17]> then\n show\n repeat (100)\n go to [front v] layer\n end\n end\nend\n\nwhen I receive [start credits v]\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\n hide\nend\n\nshow\n\n@Sprite1\n\nwhen I receive [start credits v]\nset [time v] to [0]\ngo to x: (0) y: (-30)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start credits v]\ngo to x: (0) y: (-30)\nforever\n wait (0.02) seconds\n change y by (1.5)\nend\n\nwhen I receive [start credits v]\nwait (25) seconds\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start credits v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\n\n
~Cake Platformer~
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen [space v] key pressed\nswitch backdrop to (backdrop1 v)\nbroadcast (start game v)\n\nwhen I receive [end v]\nforever\n switch backdrop to (backdrop3 v)\nend\n\n@Sprite2\n\ndefine Ground contact <up>\nchange [fall v] by (1)\nrepeat until <not <<touching color (#99ffbb)?> or <touching (sprite4 v)?>>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [fall v] to [0]\n end\n set [y speed v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [steep v] to [0]\nrepeat until <<(steep) = [8]> or <not <<touching color (#99ffbb)?> or <touching color (#003fff)?>>>>\n change y by (1)\n change [steep v] by (1)\nend\nif <(steep) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (steep))\nend\n\nwhen I receive [start game v]\nforever\n if <<<touching (_edge_ v)?> or <key (r v) pressed?>> or <touching color (#ff0000)?>> then\n go to x: (-212) y: (65)\n wait (1) seconds\n end\nend\n\nwhen I receive [start game v]\nset rotation style [left-right v]\ngo to x: (0) y: (100)\nset [y speed v] to [0]\nset [fall v] to [11]\nforever\n change [y speed v] by (-1)\n change y by (y speed)\n Ground contact <(y speed) > [0]>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) (-6)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (6)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(fall) < [3]>> then\n set [y speed v] to [12]\n end\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (-212) y: (65)\nswitch costume to (costume1 v)\nforever\n wait (3) seconds\n next costume\n wait (0.3) seconds\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (65)\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n play sound [Star Wars Rey's Theme Song v] until done\nend\n\nwhen [x v] key pressed\nbroadcast (next level v)\n\n@Ground\n\nwhen I receive [next level v]\nwait (0.2) seconds\nif <[22] > (Level)> then\n change [level v] by (1)\n next costume\n wait (1) seconds\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (1)\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n broadcast (Flour v)\n wait (5) seconds\n end\n if <(Level) = [10]> then\n broadcast (Butter v)\n wait (5) seconds\n end\n if <(Level) = [13]> then\n broadcast (Egg v)\n wait (10) seconds\n end\n if <(Level) = [20]> then\n broadcast (Sugar v)\n wait (3) seconds\n end\n if <(Level) = [22]> then\n broadcast (Baking powder v)\n wait (10) seconds\n end\nend\n\nchange [level v] by (11)\n\nwhen I receive [end v]\nhide\n\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to x: (229) y: (1)\n if <touching (sprite2 v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (6) y: (17)\nforever\n if <touching (sprite2 v)?> then\n hide\n end\nend\n\nwait until \n\ngo [backward v] (1) layers\n\nif <(Level) = [7]> then\n show\n go to x: (-5) y: (8)\nend\n\nwhen I receive [flour v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [butter v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [sugar v]\nshow\nswitch costume to (costume4 v)\n\nwhen I receive [egg v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [baking powder v]\nshow\nset size to (50) %\nswitch costume to (costume5 v)\ngo to x: (-18) y: (-40)\nwait until <touching (sprite2 v)?>\nbroadcast (End v)\nhide\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [0]\nhide\ngo to x: (-128) y: (-59)\nforever\n if <(Level) = [3]> then\n show\n repeat (40)\n move (5) steps\n end\n repeat (40)\n move (-5) steps\n end\n else\n hide\n end\n if <(Level) = [12]> then\n show\n glide (2.5) secs to x: (-146) y: (-75)\n wait (1) seconds\n glide (1.5) secs to x: (-21) y: (67)\n else\n hide\n end\nend\n\nglide (2) secs to x: (-128) y: (-59)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [level v] to [1]\nhide\ngo to x: (-128) y: (-59)\nforever\n if <(Level) = [22]> then\n show\n switch costume to (costume1 v)\n go to x: (-237) y: (5)\n wait (2) seconds\n glide (3) secs to x: (-31) y: (7)\n else\n hide\n end\nend\n\nrepeat (40)\n move (5) steps\nend\nrepeat (40)\n move (-5) steps\nend\n\nglide (2) secs to x: (-146) y: (-75)\nwait (1) seconds\nglide (1) secs to x: (-21) y: (67)\n\nset [level v] to [19]\n\nwhen I start as a clone\nif <(Level) = [22]> then\n show\n switch costume to (costume2 v)\n forever\n go to x: (156) y: (93)\n glide (3) secs to x: (152) y: (-11)\n end\nelse\n hide\nend\n\nglide (3) secs to x: (156) y: (93)\n\nwhen I receive [end v]\nhide\n\n@snowflake\n\nwhen I receive [start game v]\nshow\nrepeat (10)\n create clone of (_myself_ v)\nend\nforever\n go to x: (pick random (-43) to (40)) y: (167)\n set [ghost v] effect to (100)\n repeat (40)\n change [ghost v] effect by (-2.5)\n end\n wait (0) seconds\n repeat (40)\n change [ghost v] effect by (3)\n end\n if <key (l v) pressed?> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I start as a clone\nforever\n go to x: (pick random (-200) to (200)) y: (167)\n set [ghost v] effect to (100)\n repeat (40)\n change [ghost v] effect by (-2.5)\n end\n wait (pick random (1) to (5)) seconds\n repeat (40)\n change [ghost v] effect by (3)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n change y by (-5)\n change x by (-0.5)\n if <key (l v) pressed?> then\n delete this clone\n end\nend\n\nwhen I receive [start game v]\nforever\n change y by (-5)\n change x by (-0.5)\nend\n\n
Welcome to ~Cake Platformer~\n~My first platformer!\n+Arrow keys to move or WASD\n+ R to restart level + Press L for lag reduction.\n+Collect all the ingredients\n+ Enjoy!\n~Update 20/5/19- Bug fixes!\n+TRAILER FOR SEQUEL NOW OUT! https://scratch.mit.edu/projects/180612721/\n+Extra Levels now done!\n*200+ loves? Yay! Can we get 400 loves and 4000 views? Thanks so much! \n+ TOP LOVED!? Wow! thanks so much.\n+Curated on 14th October! Thanks @astar-rasta !\n+In the top 12 results when you search 'cake'! :D\n
Alone - Platformer
@Stage\n\nwhen I receive [message1 v]\nnext backdrop\nbroadcast (nextbackdr v)\n\nwhen flag clicked\nswitch backdrop to (backdrop15 v)\n\nwhen flag clicked\nwait (7) seconds\nset volume to (100) %\nforever\n play sound [TA-Game Over v] until done\nend\n\n@Character\n\nwhen flag clicked\nhide\nwait (7) seconds\nset [deaths v] to [0]\nhide variable [time v]\ngo to x: (-176) y: (-67)\nshow\nswitch costume to (costume2 v)\nset size to (25) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\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 (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\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 (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nwait (7) seconds\nrepeat until <(Level) = [15]>\n change [timer v] by (0.1)\nend\n\nwhen I receive [new v]\ngo to x: (-176) y: (-67)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-176) y: (-67)\n play sound [Death Noise v] until done\n end\nend\n\nwhen flag clicked\nif <key (c v) pressed?> then\n switch costume to (costume4 v)\nend\n\nwhen I receive [done v]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen flag clicked\nforever\n if <touching color (#ffe9cc)?> then\n change [deaths v] by (1)\n go to x: (-176) y: (-67)\n play sound [Death Noise v] until done\n end\nend\n\nwhen I receive [challenge v]\ngo to x: (-176) y: (-67)\nset [time v] to [10]\nrepeat (10)\n wait (1) seconds\n change [time v] by (-1)\nend\nif <(Time) = [0]> then\n broadcast (nope v)\nend\nif <(Time) > [0]> then\n broadcast (yay v)\nend\n\nwhen I receive [challenge v]\nshow variable [time v]\n\nwhen I receive [nextbackdr v]\ngo to x: (-176) y: (-67)\n\nwhen flag clicked\nif <key (space v) pressed?> then\n next costume\nend\n\nset [color v] effect to (0)\n\n@Thumbnail\n\nwhen flag clicked\nset [level v] to [0]\nhide\nwait (2) seconds\ngo to x: (0) y: (0)\nshow\nbroadcast (dpe v)\nwait (5) seconds\nhide\n\n@Portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (70) %\ngo to x: (179) y: (6)\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\n broadcast (message1 v)\n change [level v] by (1)\n end\n if <(Level) = [4]> then\n broadcast (NoQuantumText v)\n end\n if <(Level) = [5]> then\n broadcast (NoQuantamText2 v)\n end\n if <(Level) = [6]> then\n broadcast (QuantumBrain v)\n end\n if <(Level) = [11]> then\n broadcast (QuantumBrain2 v)\n end\nend\n\nwhen flag clicked\nforever\n show\nend\n\n@Intro\n\nwhen flag clicked\nerase all\nclear graphic effects\nset [0 intro xv v] to [50]\nset [0 intro yv v] to [15]\ncreate clone of (_myself_ v)\nshow\nswitch costume to (3051823_60x60 v)\ngo to x: (pick random (-200) to (200)) y: (-180)\nset size to (100) %\nrepeat (75)\n go to [front v] layer\n change x by (0 intro Xv)\n change y by (0 intro Yv)\n change [0 intro yv v] by (((50) - (y position)) / (10))\n set [0 intro yv v] to ((0 intro Yv) * (0.8))\n change [0 intro xv v] by (((0) - (x position)) / (10))\n set [0 intro xv v] to ((0 intro Xv) * (0.8))\n change size by ((([abs v] of (0 intro Yv) ) + ([abs v] of (0 intro Xv) )) / (5))\nend\nbroadcast (start v)\ngo to [front v] layer\n\nwhen I receive [start v]\nwait (0) seconds\nset x to (AMMMHSD)\nwait (0.5) seconds\nhide\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset size to (105) %\nforever\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [start v]\nrepeat (5)\n change [brightness v] effect by (20)\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Text\n\nwhen flag clicked\nswitch costume to (text1 v)\nhide\nwait (7) seconds\ngo to x: (114) y: (19)\nshow\nforever\n set [ghost v] effect to (ghost)\n point in direction ((([cos v] of ((timer) * (250)) ) * (4)) + (90))\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [noquantumtext v]\nhide\n\nwhen I receive [noquantamtext2 v]\nswitch costume to (text5 v)\nshow\n\nwhen I receive [quantumbrain v]\nhide\n\ndefine Mechanics <sin> (cos) Tan\nerase all\nstamp\n\nwhen I receive [quantumbrain2 v]\nswitch costume to (text6 v)\nshow\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (90) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@TimerHitbox\n\nwhen flag clicked\nwait (7) seconds\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore v]\nchange [timer v] by (0.1)\nwait (0.1) seconds\nif <(Level) = [15]> then\n if <(☁ Highscore) < (Timer)> then\n set [☁ highscore v] to (Timer)\n end\n stop [this script v]\nend\n\n
Sonic Platformer Physics
@Stage\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (-90)\ngo to x: (24) y: (-19)\nset rotation style [left-right v]\nswitch costume to (idle \(l\) v)\nset size to (150) %\nset [yv v] to [0]\nset [xv v] to [0]\nset [falling v] to [10]\nforever\n switch costume to (hitbox v)\n change [yv v] by (-1.5)\n change y by (Yv)\n Touch Ground <(Yv) > [0]>\n set [xv v] to ((Xv) * (0.85))\n if <key (a v) pressed?> then\n change [xv v] by (-2)\n end\n if <key (d v) pressed?> then\n change [xv v] by (2)\n end\n if <(Xv) < [-.1]> then\n Walk (-90) (Xv)\n else\n if <(Xv) > [.1]> then\n Walk (90) (Xv)\n else\n if <(falling) < [3]> then\n set [frame v] to [0]\n end\n end\n end\n if <key (w v) pressed?> then\n if <<(jump) = [0]> and <(falling) < [3]>> then\n set [yv v] to [18]\n set [falling v] to [6]\n set [jump v] to [1]\n start sound [jump v]\n end\n else\n set [jump v] to [0]\n end\n Set Costume\nend\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 [yv v] to [0]\nend\n\ndefine Set Costume\nif <(falling) < [6]> then\n if <(frame) = [0]> then\n switch costume to (idle \(l\) v)\n else\n switch costume to ([floor v] of ((2) + ((frame) mod (8))) )\n end\nelse\n change [frame v] by (1.5)\n switch costume to ([floor v] of ((10) + ((frame) mod (7))) )\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 (#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))\nend\nif <(falling) < [3]> then\n if <(speed) > [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\nend\n\nwhen flag clicked\nforever\n play sound [01-01- Windfall.mp3 v] until done\nend\n\n@Sprite2\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <(distance to [sprite1 v]) < [35]>\n switch costume to (ringsmallani1 v)\n repeat (3)\n next costume\n if <(distance to [sprite1 v]) > [34]> then\n wait (0.04) seconds\n end\n end\nend\nstart sound [ring v]\nswitch costume to (glint v)\nset size to (70) %\nrepeat (5)\n change y by (2)\nend\ndelete this clone\n\ndefine Clone\nrepeat (3)\n create clone of (_myself_ v)\n change x by (40)\nend\n\nwhen flag clicked\nhide\nset size to (170) %\ngo to x: (-200) y: (-84)\nClone\ngo to x: (135) y: (-83)\nClone\n\n
Games!
@Stage\n\n@Games!\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nset size to (150) %\npoint in direction (90)\ngo to x: (-29) y: (146)\nforever\n repeat (5)\n turn right (5) degrees\n end\n repeat (5)\n turn left (5) degrees\n end\nend\n\nwhen flag clicked\nshow\n\n@instructions\n\nwhen flag clicked\nchange [☁ global times played v] by (1)\nshow\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 I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (instructions v)\n\n@platformer\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n broadcast (show v)\n broadcast (no platformer v)\n broadcast (no maze v)\n broadcast (no pong v)\n broadcast (no catch v)\n broadcast (no sharpshooter v)\n broadcast (no run v)\n broadcast (no dodge v)\n broadcast (no sniper v)\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (platformer 1 v)\nbroadcast (platformer time v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 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 I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer time v]\nset [deaths v] to [0]\ngo to x: (-202) y: (-35)\npoint in direction (90)\nswitch backdrop to (platformer 1 v)\nshow\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset [var? v] to [no]\nforever\n change [yv v] by (-0.5)\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 (#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 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 change y by (-1)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <key (up arrow v) pressed?> then\n change y by (-2)\n if <touching color (#000000)?> then\n set [yv v] to [10]\n end\n change y by (2)\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-202) y: (-35)\n point in direction (90)\n change [deaths v] by (1)\n end\n if <touching color (#7f7f7f)?> then\n change x by (250)\n end\n if <touching color (#00cc44)?> then\n set [yv v] to [15]\n end\n if <[230] < (x position)> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (-202) y: (-35)\n point in direction (90)\n end\n if <key (r v) pressed?> then\n go to x: (-202) y: (-35)\n point in direction (90)\n end\nend\n\nwhen I receive [no platformer v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [platformer time v]\nwait (0.1) seconds\ngo to x: (-202) y: (-35)\n\n@Maze\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (maze 1 v)\nbroadcast (maze time v)\n\nwhen flag clicked\nshow\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 I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@maze player\n\nwhen I receive [maze time v]\nshow\ngo to x: (186) y: (118)\nswitch backdrop to (maze 1 v)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n end\n if <key (up arrow v) pressed?> then\n point in direction (0)\n move (10) steps\n end\n if <key (down arrow v) pressed?> then\n point in direction (180)\n move (10) steps\n end\n if <touching color (#ff0000)?> then\n go to x: (186) y: (118)\n end\n if <touching (_edge_ v)?> then\n switch backdrop to (next backdrop v)\n go to x: (186) y: (118)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [no maze v]\nhide\nstop [other scripts in sprite v]\n\n@pong\n\nwhen flag clicked\nshow\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 I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen this sprite clicked\nbroadcast (Pong time v)\nswitch backdrop to (pong v)\nbroadcast (hide v)\n\n@Paddle\n\nwhen I receive [pong time v]\nshow\ngo to x: (-3) y: (-81)\nswitch backdrop to (pong v)\nforever\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\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [no pong v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pong game over v]\nhide\n\n@Ball\n\nwhen I receive [pong time v]\nshow\nshow variable [☁ pong high score: v]\nset [score v] to [0]\npoint in direction (45)\nshow variable [score v]\nforever\n move (10) steps\n if on edge, bounce\nend\n\nwhen I receive [pong time v]\nforever\n if <(score) > (☁ Pong High Score:)> then\n change [☁ pong high score: v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [☁ pong high score: v]\nhide variable [score v]\nhide\n\nwhen I receive [no pong v]\nstop [other scripts in sprite v]\nhide variable [score v]\nhide variable [☁ pong high score: v]\nhide\n\nwhen I receive [pong time v]\nforever\n if <touching (paddle v)?> then\n change [score v] by (1)\n point in direction (pick random (10) to (100))\n wait (1) seconds\n end\nend\n\nwhen I receive [pong time v]\nforever\n if <touching color (#ff0000)?> then\n switch backdrop to (pong/catch/shooter/dodge end v)\n hide\n broadcast (pong game over v)\n end\nend\n\n@Catch\n\nwhen flag clicked\nshow\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 I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen this sprite clicked\nbroadcast (hide v)\nbroadcast (catch time v)\nswitch backdrop to (catch v)\n\n@ball2\n\nwhen I receive [catch time v]\nswitch backdrop to (catch v)\nset [lives: v] to [3]\nshow variable [lives: v]\nrepeat until <(backdrop [name v]) = [pong/catch/shooter/dodge end]>\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide variable [lives: v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [no catch v]\nhide variable [lives: v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(Lives:) = [0]> then\n switch backdrop to (pong/catch/shooter/dodge end v)\n broadcast (catch over v)\nend\n\nwhen I start as a clone\nforever\n if <touching color (#ff0000)?> then\n change [lives: v] by (-1)\n end\nend\n\nwhen I receive [catch over v]\nhide variable [lives: v]\nhide\n\nwhen I start as a clone\ngo to (random position v)\nset y to (180)\nshow\nrepeat until <<touching color (#ff0000)?> or <touching (basket v)?>>\n change y by (-5)\nend\ndelete this clone\n\n@basket\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [catch time v]\nshow\ngo to x: (-14) y: (-126)\nforever\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\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [no catch v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [catch over v]\nhide\n\nwhen I receive [no catch v]\nhide\nstop [other scripts in sprite v]\n\n@sharp shooter\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (sharpshooter v)\nbroadcast (sharpshooter time v)\nbroadcast (hide v)\n\nwhen flag clicked\nshow\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 I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@shooter\n\nwhen flag clicked\nhide variable [shooter score v]\nhide\n\nwhen I receive [sharpshooter time v]\nset [sharpshooter score v] to [0]\nshow\nswitch backdrop to (sharpshooter/run v)\ngo to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n shoot\n wait (0.5) seconds\n end\nend\n\nwhen I receive [sharpshooter time v]\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n point towards (mouse-pointer v)\n if <<touching (enemy v)?> and <(costume [number v]) = [1]>> then\n switch backdrop to (pong/catch/shooter/dodge end v)\n hide\n broadcast (sharpshooter dead v)\n stop [other scripts in sprite v]\n end\nend\n\ndefine shoot\nswitch costume to (costume1 v)\nwait (0.25) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait until <not <key (space v) pressed?>>\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [no sharpshooter v]\nhide\nhide variable [sharpshooter score v]\nstop [other scripts in sprite v]\n\n@enemy\n\ndefine explode\nswitch costume to (costume1 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume4 v)\nwait (0.05) seconds\nswitch costume to (costume5 v)\nwait (0.05) seconds\n\nwhen flag clicked\nhide variable [wait time v]\nhide variable [sharpshooter score v]\nhide variable [spawn point v]\nhide\n\nwhen I start as a clone\nshow\nset [spawn point v] to (pick random (1) to (4))\nif <(spawn point) = [1]> then\n go to x: (pick random (-240) to (240)) y: (-180)\nend\nif <(spawn point) = [2]> then\n go to x: (pick random (-240) to (240)) y: (180)\nend\nif <(spawn point) = [3]> then\n go to x: (240) y: (pick random (-180) to (180))\nend\nif <(spawn point) = [4]> then\n go to x: (-240) y: (pick random (-180) to (180))\nend\nswitch costume to (costume1 v)\nforever\n point towards (shooter v)\n move (2) steps\n set size to (50) %\n if <<touching (shooter v)?> and <touching color (#003fff)?>> then\n move (-20) steps\n explode\n change [sharpshooter score v] by (1)\n delete this clone\n end\n if <<touching (shooter v)?> and <touching color (#000000)?>> then\n repeat (2)\n move (2) steps\n end\n delete this clone\n end\nend\n\nwhen I receive [sharpshooter time v]\nset [wait time v] to [5]\nshow variable [sharpshooter score v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n create clone of (_myself_ v)\n wait (wait time) seconds\n change [wait time v] by (-0.5)\n if <(wait time) < [1]> then\n set [wait time v] to [1]\n end\nend\n\nwhen I receive [sharpshooter dead v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [no sharpshooter v]\nhide\nstop [other scripts in sprite v]\n\n@run\n\nwhen flag clicked\nshow\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\nbroadcast (hide v)\nbroadcast (run time v)\nswitch backdrop to (catch v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@runner\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 flag clicked\nhide variable [score v]\nhide variable [☁ highscore v]\nhide\n\nwhen I receive [run time v]\nshow variable [☁ highscore v]\nshow variable [score v]\nset [score v] to [0]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [run time v]\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\nwhen I receive [run time 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\nwhen I receive [run time v]\nforever\n if <(Score) > (☁ HighScore)> then\n set [☁ highscore v] to (Score)\n end\nend\n\nwhen I receive [no run v]\nhide\nstop [other scripts in sprite v]\n\n@chaser\n\nwhen flag clicked\ngo to x: (-230) y: (-170)\nset size to (40) %\nhide\n\nwhen I receive [run time v]\nswitch backdrop to (sharpshooter/run v)\nforever\n if <touching (runner v)?> then\n go to x: (-230) y: (-170)\n set [score v] to [0]\n end\nend\n\nwhen I receive [run time v]\ngo to x: (-230) y: (-170)\nshow\n\nwhen I receive [no run v]\nhide variable [☁ highscore v]\nhide variable [score v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [run time v]\nforever\n move (7) steps\n point towards (runner v)\nend\n\n@dodge\n\nwhen flag clicked\nshow\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 I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen this sprite clicked\nbroadcast (hide v)\nswitch backdrop to (dodge v)\nbroadcast (dodge time v)\n\n@dodger\n\nwhen flag clicked\nhide variable [dodge played v]\nhide variable [☁ dodge record v]\nset [dodge played v] to [no]\nhide\n\nwhen I receive [dodge time v]\nshow variable [☁ dodge record v]\nforever\n if <(dodge played) = [no]> then\n set [dodge played v] to [yes]\n show\n go to x: (-200) y: (-144)\n forever\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n end\n else\n hide variable [sec survived v]\n broadcast (glitch v)\n switch backdrop to (glitch v)\n end\nend\n\nwhen I receive [dodge time v]\nforever\n if <<touching (thing to be dodged v)?> or <touching (thing to be dodged2 v)?>> then\n broadcast (dodge over v)\n end\nend\n\nwhen I receive [dodge over v]\nhide\nstop [other scripts in sprite v]\nswitch backdrop to (pong/catch/shooter/dodge end v)\n\nwhen I receive [no dodge v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [glitch v]\nhide\nwait (0.25) seconds\nstop [all v]\n\n@thing to be dodged\n\nwhen I receive [dodge over v]\nhide variable [sec survived v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [thickness v] to (pick random (1) to (4))\nif <(thickness) = [1]> then\n switch costume to (costume1 v)\nend\nif <(thickness) = [2]> then\n switch costume to (costume2 v)\nend\nif <(thickness) = [3]> then\n switch costume to (costume3 v)\nend\nif <(thickness) = [4]> then\n switch costume to (costume4 v)\nend\ngo to x: (pick random (300) to (-200)) y: (170)\nrepeat until <<touching color (#663b00)?> or <touching (dodger v)?>>\n change y by (-5)\nend\ndelete this clone\n\nwhen I receive [dodge time v]\nforever\n wait (1) seconds\n change [sec survived v] by (1)\n if <(sec survived) > (☁ Dodge Record)> then\n set [☁ dodge record v] to (sec survived)\n end\nend\n\nwhen I receive [no dodge v]\nhide variable [sec survived v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [clone count v]\nhide variable [sec survived v]\nset [thickness v] to [0]\nhide variable [thickness v]\nhide\n\nwhen I receive [dodge time v]\nset [sec survived v] to [0]\nshow variable [sec survived v]\nswitch backdrop to (dodge v)\nhide variable [thickness v]\nshow\nshow\nforever\n if <(backdrop [name v]) = [dodge]> then\n if <(backdrop [name v]) = [dodge]> then\n create clone of (_myself_ v)\n change [clone count v] by (1)\n wait (0.2) seconds\n end\n else\n forever\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ih8 clones v]\nstop [other scripts in sprite v]\n\nwhen I receive [glitch v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\n@sniper\n\nwhen flag clicked\nshow\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\nbroadcast (hide v)\nswitch backdrop to (dodge v)\nbroadcast (sniper time v)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\n@scope\n\nwhen flag clicked\nhide\n\nwhen I receive [sniper time v]\nshow\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <mouse down?> then\n shoot\n wait until <not <mouse down?>>\n end\nend\n\ndefine shoot\nrepeat (10)\n change size by (1)\n go to (mouse-pointer v)\nend\nrepeat (10)\n change size by (-1)\n go to (mouse-pointer v)\nend\n\nwhen I receive [no sniper v]\nhide\nstop [other scripts in sprite v]\n\n@target1\n\nwhen flag clicked\nhide\n\nwhen I receive [sniper time v]\nswitch costume to (spaceship-a v)\nswitch backdrop to (stars v)\nforever\n point in direction (90)\n go to x: (-240) y: (pick random (180) to (-180))\n wait (pick random (1) to (3)) seconds\n show\n repeat until <<touching color (#7f7f7f)?> or <<touching color (#666666)?> and <mouse down?>>>\n move (6) steps\n end\n wait (0.3) seconds\n hide\nend\n\nwhen I receive [no sniper v]\nhide\nstop [other scripts in sprite v]\n\n@target2\n\nwhen I receive [sniper time v]\nset [hits v] to [0]\nswitch costume to (spaceship-a v)\nswitch backdrop to (stars v)\nforever\n point in direction (-90)\n go to x: (240) y: (pick random (180) to (-180))\n wait (pick random (2) to (4)) seconds\n show\n repeat until <<touching color (#cccccc)?> or <<touching color (#666666)?> and <mouse down?>>>\n move (12) steps\n end\n wait (0.3) seconds\n hide\nend\n\nwhen flag clicked\nhide\nhide variable [hits v]\n\nwhen I receive [no sniper v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [sniper time v]\n\nforever\nend\n\n@thing to be dodged2\n\nwhen I receive [dodge over v]\nhide variable [sec survived v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [thickness v] to (pick random (1) to (4))\nif <(thickness) = [1]> then\n switch costume to (costume1 v)\nend\nif <(thickness) = [2]> then\n switch costume to (costume2 v)\nend\nif <(thickness) = [3]> then\n switch costume to (costume3 v)\nend\nif <(thickness) = [4]> then\n switch costume to (costume4 v)\nend\ngo to x: (pick random (240) to (240)) y: (170)\nrepeat until <<touching color (#663b00)?> or <touching (dodger v)?>>\n change y by (-5)\nend\ndelete this clone\n\nwhen I receive [dodge time v]\nforever\n wait (1) seconds\n change [sec survived v] by (1)\n if <(sec survived) > (☁ Dodge Record)> then\n set [☁ dodge record v] to (sec survived)\n end\nend\n\nwhen I receive [no dodge v]\nhide variable [sec survived v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [clone count v]\nhide variable [sec survived v]\nset [thickness v] to [0]\nhide variable [thickness v]\nhide\n\nwhen I receive [dodge time v]\nset [sec survived v] to [0]\nshow variable [sec survived v]\nswitch backdrop to (dodge v)\nhide variable [thickness v]\nshow\nshow\nforever\n if <(backdrop [name v]) = [dodge]> then\n if <(backdrop [name v]) = [dodge]> then\n end\n else\n forever\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ih8 clones v]\nstop [other scripts in sprite v]\n\nwhen I receive [glitch v]\nhide variable [☁ dodge record v]\nhide\nstop [other scripts in sprite v]\n\nshow\n\ncreate clone of (_myself_ v)\nchange [clone count v] by (1)\nwait (0.2) seconds\n\n
LOVE/FAVORITE/FOLLOW\n\nAll instructions are in game. Please read them carefully.\nNOTE: Games that use clones may be a little glitchy. I am constantly changing code to fix them.\n\nBtw. Platformer is NOT FINISHED (All levels are possible)\n\nAlso, I only made 2 levels of maze, because they are pretty insanely hard.\n
Wings Of Fire Platformer!!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level! v]\nnext backdrop\n\nwhen I receive [complete! v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Joshua's l6 M&B song.mp3 v] until done\nend\n\n@starflight\n\nwhen flag clicked\nset [run speed v] to [0]\nset [jump speed v] to [0]\nset [on ground? v] to [0]\ngo to x: (-210) y: (-100)\nrepeat until <touching color (#002699)?>\n change x by (run speed)\n change y by (jump speed)\n change [jump speed v] by (-1)\n if <<touching color (#000000)?> and <(jump speed) < [0]>> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n set [jump speed v] to [0]\n set [on ground? v] to [1]\n end\n if <<key (up arrow v) pressed?> and <(on ground?) = [1]>> then\n set [on ground? v] to [0]\n set [jump speed v] to [15]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [run speed v] by (3)\n repeat until <not <(run speed) > [10]>>\n set [run speed v] to [10]\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [run speed v] by (-3)\n repeat until <not <(run speed) < [-10]>>\n set [run speed v] to [-10]\n end\n end\n set [run speed v] to ((run speed) * (0.7))\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#00ff55)?>\n broadcast (next level! v)\n go to x: (-210) y: (-100)\n wait (1) seconds\nend\n\nwhen flag clicked\nwait until <touching color (#002699)?>\nbroadcast (Complete! v)\n\nwhen flag clicked\nforever\n wait until <touching color (#ff0000)?>\n go to x: (-210) y: (-100)\nend\n\n
==========================================\nMY FIRST PLATFORMER!!!!!!!!!\n==========================================\nI finally finished this game witch took a little while to figure out but, I did it! OK Ok ok. It's not as good as like jumper but it is still great to me so please leave feedback in the comments! \n==========================================
Robot platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [illuminati-song-roblox-remix v] until done\n set volume to (50) %\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n if <(backdrop [name v]) = [backdrop11]> then\n set [open2 v] to [0]\n end\n set [open v] to [0]\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (0)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset volume to (100) %\nchange volume by (-85)\nshow\nswitch costume to (costume1 v)\nclear graphic effects\nswitch backdrop to (backdrop2 v)\ngo to x: (-220) y: (-100)\nforever\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (1)\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (-1)\n point in direction (-90)\n end\n end\n set [pour aller de gauche à droite v] to ((Pour aller de gauche à droite) * (0.9))\n change x by (Pour aller de gauche à droite)\n if <<touching color (#009933)?> or <<touching color (#234cff)?> or <touching color (#ff9400)?>>> then\n change y by (1)\n if <<touching color (#009933)?> or <<touching color (#234cff)?> or <touching color (#ff9400)?>>> then\n change y by (1)\n if <<touching color (#009933)?> or <<touching color (#234cff)?> or <touching color (#ff9400)?>>> then\n change y by (1)\n if <<touching color (#009933)?> or <<touching color (#234cff)?> or <touching color (#ff9400)?>>> then\n change y by (1)\n end\n if <<touching color (#009933)?> or <<touching color (#234cff)?> or <touching color (#ff9400)?>>> then\n change y by (1)\n end\n end\n end\n end\n if <<touching color (#995900)?> or <<touching color (#ffe42e)?> or <touching color (#ff9400)?>>> then\n change x by ((Pour aller de gauche à droite) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Pour aller de gauche à droite) > [0]> then\n set [pour aller de gauche à droite v] to [-5]\n else\n set [pour aller de gauche à droite v] to [5]\n end\n set [pour aller de haut en bas v] to [10]\n else\n set [pour aller de haut en bas v] to [0]\n end\n end\n change [pour aller de haut en bas v] by (-1)\n change y by (Pour aller de haut en bas)\n if <<touching color (#995900)?> or <<touching color (#009933)?> or <touching color (#234cff)?>>> then\n change y by ((Pour aller de haut en bas) * (-1))\n set [pour aller de haut en bas v] to [0]\n switch costume to (costume1 v)\n end\n change y by (-1)\n if <touching color (#009933)?> then\n if <key (up arrow v) pressed?> then\n set [pour aller de haut en bas v] to [15]\n switch costume to (costume2 v)\n end\n end\n change y by (1)\n if <<touching color (#990000)?> or <<(y position) < [-170]> or <touching color (#666666)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-220) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\n set [open v] to [0]\n set [open2 v] to [0]\n set [open3 v] to [0]\n end\nend\n\n@Lutin1\n\nwhen flag clicked\nset [open v] to [0]\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n go to x: (0) y: (-143)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop3]> then\n go to x: (0) y: (-80)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop4]> then\n go to x: (115) y: (-135)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop5]> then\n go to x: (163) y: (-132)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop6]> then\n go to x: (4) y: (-14)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop7]> then\n go to x: (-227) y: (96)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop8]> then\n go to x: (48) y: (-139)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop9]> then\n go to x: (-80) y: (-69)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop10]> then\n go to x: (209) y: (-133)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop11]> then\n go to x: (-146) y: (-69)\n if <(open) = [0]> then\n show\n end\n end\n if <(backdrop [name v]) = [backdrop12]> then\n go to x: (19) y: (-40)\n if <(open) = [0]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n hide\n set [open v] to [1]\n end\nend\n\n@Lutin2\n\nwhen flag clicked\ngo to [front v] layer\nset [open v] to [0]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <(open) = [0]> then\n clear graphic effects\n show\n go to x: (([x position v] of [lutin1 v]) + (pick random (-10) to (10))) y: ([y position v] of [lutin1 v])\n repeat (20)\n change y by (1)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\n@Lutin3\n\nwhen flag clicked\nhide\nset [open2 v] to [0]\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n if <(open2) = [0]> then\n show\n end\n go to x: (-218) y: (144)\n end\n if <(backdrop [name v]) = [backdrop12]> then\n if <(open2) = [0]> then\n show\n end\n go to x: (-218) y: (144)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n hide\n set [open2 v] to [1]\n end\nend\n\n@Lutin4\n\nwhen flag clicked\ngo to [front v] layer\nset [open v] to [0]\nhide\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nif <(open2) = [0]> then\n clear graphic effects\n show\n go to x: (([x position v] of [lutin3 v]) + (pick random (-10) to (10))) y: ([y position v] of [lutin3 v])\n repeat (20)\n change y by (1)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\n@Lutin5\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n switch costume to (costume2 v)\n go to x: (292) y: (161)\n if <(open) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\n if <(backdrop [name v]) = [backdrop6]> then\n switch costume to (costume4 v)\n go to x: (290) y: (47)\n if <(open) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\n if <(backdrop [name v]) = [backdrop7]> then\n switch costume to (costume3 v)\n go to x: (290) y: (57)\n if <(open) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\n if <<(backdrop [name v]) = [backdrop2]> or <<(backdrop [name v]) = [backdrop3]> or <<(backdrop [name v]) = [backdrop4]> or <<(backdrop [name v]) = [backdrop8]> or <<(backdrop [name v]) = [backdrop9]> or <<(backdrop [name v]) = [backdrop10]> or <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop12]>>>>>>>> then\n switch costume to (costume1 v)\n go to x: (292) y: (33)\n if <(open) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(open) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\n@Lutin6\n\nwhen flag clicked\nhide\nset [open2 v] to [0]\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n show\n switch costume to (costume1 v)\n go to x: (-139) y: (25)\n if <(open2) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\n if <(backdrop [name v]) = [backdrop12]> then\n show\n switch costume to (costume1 v)\n go to x: (-139) y: (25)\n if <(open2) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(open2) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Lutin7\n\nwhen flag clicked\nhide\nset [open3 v] to [0]\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n go to x: (-146) y: (-66)\n if <(open3) = [0]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n hide\n set [open3 v] to [1]\n end\nend\n\n@Lutin8\n\nwhen flag clicked\ngo to [front v] layer\nset [open3 v] to [0]\nhide\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nif <(open3) = [0]> then\n clear graphic effects\n show\n go to x: (([x position v] of [lutin7 v]) + (pick random (-10) to (10))) y: ([y position v] of [lutin7 v])\n repeat (20)\n change y by (1)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\n@Lutin9\n\nwhen flag clicked\nhide\nset [open3 v] to [0]\nforever\n if <(backdrop [name v]) = [backdrop12]> then\n show\n switch costume to (costume1 v)\n go to x: (55) y: (-30)\n if <(open3) = [0]> then\n go to [front v] layer\n clear graphic effects\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(open3) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Lutin10\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n
utilisez les fleches pour vous déplacer \nprenez les clés pour passez au niveau supérieur \net amusez vous :D
Marshmallow Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [First Love - Utada Hikaru \[music box version\].mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-172) y: (-79)\nshow\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 (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 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 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 (sprite4 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite4 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)\n if <touching (sprite5 v)?> then\n go to x: (-172) y: (-79)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-172) y: (-79)\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume4 v)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\n@Sprite6\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nset [ghost v] effect to (30)\n\nwhen I receive [message1 v]\nnext costume\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo [backward v] (80) layers\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [message1 v]\nnext costume\n\n
Hi everyone! :3\nThis is my first shared project! I know this project may look a little more "advanced" for me, as this is a new account! I had a school account, where I made lots of stuff, but I wasn't allowed to share my projects. So here's my new account, @-KawaiiCutie- !\nTo play, it's the typical platformer rules: \n1. Use the arrow keys to play!\n2. Avoid the sprinkles or you'll return to the beginning of the level!\n3. Have fun!
Simple (One Script Platformer)
@Stage\n\n@Square\n\nwhen flag clicked\nstart sound [Starship Mario v]\nswitch costume to (square v)\nswitch backdrop to (level 1 v)\ngo to x: (0) y: (-71)\nset rotation style [left-right v]\nshow\nset [blocky xv v] to [0]\nset [blocky yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [blocky xv v] by (1.2)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [blocky xv v] by (-1.2)\n point in direction (-90)\n end\n change x by (blocky xv)\n set [blocky xv v] to ((blocky xv) * (0.8))\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change y by (1)\n if <touching color (#00cc44)?> then\n change x by ((blocky xv) * (-1))\n change y by (-4)\n set [blocky xv v] to (((direction) / (90)) * (-1))\n if <key (up arrow v) pressed?> then\n set [blocky yv v] to [12]\n set [blocky xv v] to (((direction) / (90)) * (-4))\n end\n end\n end\n end\n end\n end\n if <(x position) > [239]> then\n if <<not <(backdrop [name v]) = [Level 4]>> and <not <(backdrop [name v]) = [Level 25]>>> then\n switch backdrop to (next backdrop v)\n go to x: (-180) y: (-71)\n set [blocky xv v] to [0]\n set [blocky yv v] to [0]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#ff9400)?>> then\n if <not <(backdrop [name v]) = [Level 5]>> then\n go to x: (-180) y: (-71)\n set [blocky xv v] to [0]\n set [blocky yv v] to [0]\n end\n end\n if <(x position) > [239]> then\n if <(backdrop [name v]) = [Level 4]> then\n switch backdrop to (next backdrop v)\n go to x: (-180) y: (106)\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#ff9400)?>> then\n if <(backdrop [name v]) = [Level 5]> then\n go to x: (-180) y: (106)\n end\n end\n if <touching color (#009933)?> then\n switch costume to (square2 v)\n else\n switch costume to (square v)\n end\n change [blocky yv v] by (-1)\n change y by (blocky yv)\n if <touching color (#00cc44)?> then\n change y by ((blocky yv) * (-1))\n set [blocky yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00cc44)?> then\n if <key (up arrow v) pressed?> then\n set [blocky yv v] to [12]\n end\n end\n change y by (1)\n if <key (r v) pressed?> then\n if <not <(backdrop [name v]) = [Level 5]>> then\n go to x: (-180) y: (-71)\n end\n end\n if <key (r v) pressed?> then\n if <(backdrop [name v]) = [Level 5]> then\n go to x: (-180) y: (106)\n end\n end\n if <touching color (#0033cc)?> then\n set [blocky yv v] to [13.5]\n end\n if <(x position) > [239]> then\n if <(backdrop [name v]) = [Level 25]> then\n go to x: (-180) y: (-71)\n end\n end\nend\n\n
ペンペンのアクションゲーム① (Penpen's platformer 1)
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [ゲームオーバー v]\nswitch backdrop to (ゲームオーバー v)\n\nwhen I receive [ゲームオーバー v]\nstart sound [chord v]\n\nwhen I receive [背景4へ v]\nswitch backdrop to (背景4 v)\n\nwhen I receive [背景5へ v]\nswitch backdrop to (背景5 v)\n\nwhen I receive [背景6へ v]\nswitch backdrop to (背景6 v)\n\nwhen I receive [背景7へ v]\nswitch backdrop to (背景7 v)\n\nwhen I receive [背景8へ v]\nswitch backdrop to (背景8 v)\n\nwhen flag clicked\nrepeat until <<(制限時間) = [0]> or <(backdrop [number v]) = [クリア!]>>\n play sound [Athletic Theme- \(HD\).mp3 v] until done\nend\n\nwhen I receive [背景11 v]\nswitch backdrop to (背景11 v)\n\nwhen I receive [背景9 v]\nswitch backdrop to (背景9 v)\n\nwhen I receive [クリア v]\nwait (0.8) seconds\nswitch backdrop to (クリア! v)\nstart sound [fairydust v]\nhide variable [制限時間 v]\nhide variable [何秒過ぎたか v]\nstop [all v]\n\nwhen I receive [背景2へ v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [背景3へ v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [背景12 v]\nswitch backdrop to (背景12 v)\n\nwhen I receive [背景13 v]\nswitch backdrop to (背景13 v)\n\nwhen I receive [背景14 v]\nswitch backdrop to (背景14 v)\n\nwhen I receive [背景15 v]\nswitch backdrop to (背景15 v)\n\nwhen I receive [ゲームオーバー v]\nstop all sounds\nwait (0.5) seconds\nstart sound [se_maoudamashii_onepoint31.mp3 v]\nhide variable [制限時間 v]\n\nwhen I receive [背景10 v]\nswitch backdrop to (背景10 v)\n\nwhen I receive [クリア v]\nset [☁ best clear time v] to [40]\nif <(☁ Best clear time) > ((200) - (制限時間))> then\n set [☁ best clear time v] to ((200) - (制限時間))\n broadcast (タイム更新! v)\nend\n\nwhen flag clicked\nset [☁ best clear time v] to [40]\n\nwhen I receive [タイム更新! v]\nplay sound [Tada v] until done\n\nwhen flag clicked\nplay sound [Snow Overworld- \(HD\).mp3 v] until done\n\nwhen flag clicked\nforever\n show variable [ステージ名 v]\n set [ステージ名 v] to (backdrop [name v])\nend\n\n@ペンペン\n\ndefine はじめの設定\nshow\nset size to (55) %\ngo to x: (-140) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nはじめの設定\nforever\n if <not <touching color (#666666)?>> then\n if <key (right arrow v) pressed?> then\n 右に動く\n end\n if <key (left arrow v) pressed?> then\n 左に動く\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (敵 v)?> then\n broadcast (ゲームオーバー v)\n end\nend\n\nwhen I receive [ゲームオーバー v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n start sound [water drop v]\n repeat (20)\n change y by (8)\n end\n end\n repeat until <<touching color (#003fff)?> or <touching color (#7f7f7f)?>>\n change y by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (ゲームオーバー v)\n end\nend\n\nwhen I receive [背景2へ v]\nswitch backdrop to (ゲームオーバー v)\nforever\n if <(x position) = [240]> then\n broadcast (背景3へ v)\n end\nend\n\nwhen I receive [背景3へ v]\nswitch backdrop to (背景3 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景4へ v)\n end\nend\n\nwhen I receive [背景3へ v]\ngo to x: (-160) y: (-25)\n\nwhen I receive [背景4へ v]\nswitch backdrop to (背景4 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景5へ v)\n end\nend\n\nwhen I receive [背景5へ v]\nswitch backdrop to (背景5 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景6へ v)\n end\nend\n\nwhen I receive [背景6へ v]\nswitch backdrop to (背景6 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景7へ v)\n end\nend\n\nwhen I receive [背景7へ v]\nswitch backdrop to (背景7 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景8へ v)\n end\nend\n\nwhen I receive [背景8へ v]\nswitch backdrop to (背景8 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景9 v)\n end\nend\n\nwhen I receive [クリア v]\nstart sound [game_maoudamashii_9_jingle07.mp3 v]\nhide\n\nwhen I receive [背景9 v]\nswitch backdrop to (背景9 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景10 v)\n end\nend\n\nwhen I receive [背景10 v]\nswitch backdrop to (背景10 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景11 v)\n end\nend\n\nwhen flag clicked\nshow variable [制限時間 v]\nset [制限時間 v] to [200]\nforever\n wait (1) seconds\n change [制限時間 v] by (-1)\n if <(制限時間) = [0]> then\n broadcast (ゲームオーバー v)\n hide variable [何秒過ぎたか v]\n end\nend\n\nwhen I receive [背景11 v]\nswitch backdrop to (背景11 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景12 v)\n end\nend\n\nwhen flag clicked\nhide variable [何秒過ぎたか v]\nset [何秒過ぎたか v] to [0]\nforever\n wait (1) seconds\n set [何秒過ぎたか v] to ((200) - (制限時間))\n if <(何秒過ぎたか) = [200]> then\n broadcast (ゲームオーバー v)\n hide variable [何秒過ぎたか v]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [−180]> then\n broadcast (ゲームオーバー v)\n end\nend\n\nwhen I receive [背景12 v]\nswitch backdrop to (背景12 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景13 v)\n end\nend\n\ndefine 右に動く\npoint in direction (90)\nmove (5) steps\nnext costume\n\ndefine 左に動く\npoint in direction (-90)\nmove (5) steps\nnext costume\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景2へ v)\n end\nend\n\nwhen I receive [背景2へ v]\ngo to x: (-140) y: (-45)\n\nwhen I receive [背景13 v]\nswitch backdrop to (背景13 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景14 v)\n end\nend\n\nwhen I receive [背景14 v]\nswitch backdrop to (背景14 v)\nforever\n if <(x position) = [240]> then\n broadcast (背景15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(制限時間) = [150]> then\n start sound [zoop v]\n say [後150秒!] for (3) seconds\n end\n if <(制限時間) = [100]> then\n start sound [bird v]\n say [後100秒!] for (3) seconds\n if <(制限時間) = [50]> then\n start sound [cricket v]\n say [後50秒!] for (3) seconds\n end\n if <(制限時間) = [10]> then\n start sound [boing v]\n say [10!] for (2) seconds\n end\n if <(制限時間) = [5]> then\n start sound [rattle v]\n say [5!] for (1) seconds\n end\n if <(制限時間) = [4]> then\n start sound [hand clap v]\n say [4!] for (1) seconds\n end\n if <(制限時間) = [3]> then\n start sound [chomp v]\n say [3!] for (1) seconds\n end\n if <(制限時間) = [2]> then\n start sound [bell cymbal v]\n say [2!] for (1) seconds\n end\n if <(制限時間) = [1]> then\n start sound [crash cymbal v]\n say [1!] for (1) seconds\n end\n end\nend\n\nwhen I receive [背景15 v]\nswitch backdrop to (背景15 v)\nforever\n if <(x position) = [240]> then\n broadcast (クリア v)\n end\nend\n\n@敵\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [次へ v]\nshow\ngo to x: (191) y: (-63)\n\nwhen I receive [ゲームオーバー v]\nhide\n\nwhen flag clicked\nset size to (50) %\n\nwhen I receive [背景3へ v]\nforever\n go to x: (171) y: (27)\n wait (0.8) seconds\n go to x: (171) y: (-31)\n wait (0.8) seconds\nend\n\nwhen I receive [背景4へ v]\nforever\n go to x: (136) y: (108)\nend\n\nwhen I receive [背景5へ v]\nforever\n go to x: (212) y: (-7)\nend\n\nwhen I receive [背景6へ v]\nforever\n go to x: (177) y: (79)\nend\n\nwhen I receive [背景7へ v]\nforever\n hide\nend\n\nwhen I receive [クリア v]\nhide\n\n@足場\n\nwhen flag clicked\nhide\n\ndefine 背景16の動き\nshow\nset size to (50) %\ngo to x: (110) y: (0)\nforever\n repeat (5)\n change x by (10)\n wait (1) seconds\n end\n repeat (5)\n change x by (-10)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [背景15 v]\n背景16の動き\n\nwhen I receive [クリア v]\nhide\n\n
私の作品がまとまったスタジオはこちら\nhttps://scratch.mit.edu/studios/26060782/\n日本語の説明は下にあります。\n\nThis game is Penpen for platformar.\nPenpen is move arrow keys.\nPenpen is red area into Game-over!\n\nペンペンのアクションゲームです。右ボタンで右へ、左ボタンで左へ、上ボタンで上へ、動きます。\n\n赤い所に触れると最初からやり直しです。\nステージは、15まであります。
Water ~ Platformer
@Stage\n\nwhen I receive [choose v]\nswitch backdrop to (choose v)\n\nwhen flag clicked\nhide variable [skipavailable? v]\nhide variable [score v]\nhide variable [level v]\nshow list [all time winners v]\nhide variable [plays v]\nset [score v] to [0]\nhide variable [☁ highscore v]\nhide variable [gamerunning v]\nset [gamerunning v] to [0]\nset [skipavailable? v] to [1]\n\n\n if <key (space v) pressed?> then\n switch backdrop to (backdrop1 v)\n broadcast (play v)\n end\nend\n\nwhen backdrop switches to [backdrop22 v]\nshow variable [level v]\nif <(Score) > [49]> then\n set [level v] to [Beginner]\nend\nif <<(Score) > [25]> and <(Score) < [50]>> then\n set [level v] to [Intermediate]\nend\nif <<(Score) > [15]> and <(Score) < [26]>> then\n set [level v] to [Advanced]\nend\nif <<(Score) > [5]> and <(Score) < [16]>> then\n set [level v] to [Master]\nend\nif <<(Score) > [0]> and <(Score) < [6]>> then\n set [level v] to [Champion]\nend\nif <(Score) = [0]> then\n set [level v] to [Winner -- Best Score Possible]\n say [Congratulations! You are now on the leaderboard \(all time winners\)!] for (8) seconds\n add (username) to [all time winners v]\nend\n\nwhen backdrop switches to [backdrop22 v]\nif <(Score) < (☁ Highscore)> then\n set [☁ highscore v] to (Score)\nend\nshow variable [score v]\nshow variable [level v]\nshow variable [☁ highscore v]\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\n play sound [3 v] until done\nend\n\nwhen I receive [playmessage v]\nswitch backdrop to (backdrop7 v)\n\nwhen backdrop switches to [backdrop21 v]\nbroadcast (congrats v)\n\nwhen flag clicked\nswitch backdrop to (front v)\n\nwhen [s v] key pressed\nif <(GameRunning) = [1]> then\n if <(SkipAvailable?) = [1]> then\n next backdrop\n set [skipavailable? v] to [0]\n broadcast (Skipped v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching color (#ffffcc)?> then\n next backdrop\n go to x: (-183) y: (-100)\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [choose v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [nextright v]\nnext costume\n\nwhen I receive [front v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#99ffff)?> then\n go to x: (-183) y: (-100)\n change [score v] by (1)\n end\nend\n\nwhen I receive [nextleft v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume5 v)\nend\nif <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\nend\nif <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (costume3 v)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (costume4 v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\nset [gamerunning v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [playmessage v]\nset [gamerunning v] to [1]\nshow\ngo to x: (-183) y: (-100)\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 (#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 I receive [skipped v]\ngo to x: (-183) y: (-100)\n\n@Sprite2\n\nwhen backdrop switches to [front v]\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Sprite3\n\nwhen backdrop switches to [front v]\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (PlayMessage v)\nhide\nnext backdrop\n\nwhen I receive [choose v]\nhide\n\nwhen I receive [front v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n set [ghost v] effect to (60)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n set [ghost v] effect to (60)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n set [ghost v] effect to (60)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Choose v)\nhide\n\nwhen I receive [playmessage v]\nhide\n\nwhen I receive [front v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n set [ghost v] effect to (60)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (-61) y: (-5)\n\nwhen I receive [choose v]\nshow\nforever\n glide (0.5) secs to x: (-61) y: (1)\n glide (0.5) secs to x: (-61) y: (-8)\nend\n\nwhen this sprite clicked\nbroadcast (NextLeft v)\n\nwhen I receive [front v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (64) y: (-5)\n\nwhen I receive [choose v]\nshow\nforever\n glide (0.5) secs to x: (62) y: (-2)\n glide (0.5) secs to x: (62) y: (-12)\nend\n\nwhen this sprite clicked\nbroadcast (NextRight v)\n\nwhen I receive [front v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [choose v]\nshow\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\nswitch backdrop to (front v)\nbroadcast (Front v)\n\nwhen I receive [front v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [congrats v]\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (95) %\n set [ghost v] effect to (60)\n else\n set size to (100) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop22 v)\nhide\n\nwhen backdrop switches to [backdrop22 v]\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop22 v]\nshow\n\nwhen this sprite clicked\nhide\nhide list [all time winners v]\nhide variable [score v]\nhide variable [level v]\nswitch backdrop to (backdrop23 v)\n\n
Welcome to Water, my first ever platformer!\n*DO NOT USE FULL SCREEN (it lags)*\nAfter you arrive at this page, reload once to get rid of glitches.\n\nThis project was started when I found out about California (USA) 's drought to raise water usage awareness.\nFinished April 24, 2018.\n\nInstructions:\nPlay: start the game\nChoose: Customize your character\n\nGoal: to waste as little water as possible (a unit of water is wasted each time you touch water)\nHow to Play: just like a normal platformer, use the arrow keys to get to the other side of the screen. Do not touch the blue (wastes water), you can go on black. You have one skip. Press S to use your skip.