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Hammy: A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\nplay sound [Morning - Animal Crossing Pocket Camp Music.mp3 v] until done\n\n@Hammy\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-200) y: (-50)\nswitch backdrop to (entry v)\nshow variable [deaths: v]\nshow variable [☁ world deaths v]\nhide variable [y v]\nhide variable [x v]\nset [deaths: v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [deaths: v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume1 v)\n change [x v] by (0.75)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume2 v)\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 (#e4d3ae)?> then\n change y by (1)\n if <touching color (#e4d3ae)?> then\n change y by (1)\n if <touching color (#e4d3ae)?> then\n change y by (1)\n if <touching color (#e4d3ae)?> then\n change y by (1)\n if <touching color (#e4d3ae)?> then\n change y by (1)\n if <touching color (#e4d3ae)?> then\n change y by (1)\n if <touching color (#e4d3ae)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#e4d3ae)?> 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 (#e4d3ae)?> 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 (#c3a086)?> then\n go to x: (-200) y: (-50)\n change [deaths: v] by (1)\n change [☁ world deaths v] by (1)\n end\n if <(x) > [215]> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffcccc)?> then\n change [y v] by (0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c7e1a6)?> then\n change [y v] by (0.48)\n end\nend\n\n@next level\n\nwhen flag clicked\nshow\ngo to x: (4) y: (-41)\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\ngo to [front v] layer\n\n
Use arrow keys to move Hammy!\nAll levels are possible!\nPlease tell me about any glitches!\n\nAnother Platformer made by me:\nhttps://scratch.mit.edu/projects/195670039/
Scratch Cat Platformer
@Stage\n\nwhen flag clicked\nforever\n play note (60) for (0.5) beats\n play note (65) for (0.5) beats\n play note (67) for (0.5) beats\n play note (64) for (0.5) beats\n play drum (1 v) for (0.25) beats\n play note (60) for (0.5) beats\n play note (65) for (0.25) beats\n play note (67) for (0.5) beats\n play note (64) for (0.4) beats\n play drum (7 v) for (0.25) beats\n play note (60) for (0.25) beats\n play drum (7 v) for (0.25) beats\n play note (65) for (0.5) beats\n play drum (3 v) for (0.25) beats\n play drum (7 v) for (0.25) beats\n play note (67) for (0.5) beats\n play drum (7 v) for (0.25) beats\n play note (64) for (0.5) beats\n play drum (1 v) for (0.25) beats\n play note (60) for (0.5) beats\n play note (65) for (0.25) beats\n play note (67) for (0.5) beats\n play note (64) for (0.4) beats\n play drum (8 v) for (0.25) beats\n play drum (7 v) for (0.25) beats\nend\n\n@Sprite1\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\nset [deaths v] to [0]\nshow variable [deaths v]\nset size to (40) %\nhide variable [speed y v]\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n switch costume to (hitbox v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Command <(speed y) > [0]>\n set rotation style [left-right v]\n switch costume to (costumes)\n if <key (right arrow v) pressed?> then\n Walk (90) (5)\n if <(costume [number v]) = [19]> then\n switch costume to (1 v)\n else\n next costume\n end\n set [costumes v] to (costume [number v])\n end\n if <key (left arrow v) pressed?> then\n Walk (-90) (-5)\n if <(costume [number v]) = [19]> then\n switch costume to (1 v)\n else\n next costume\n end\n set [costumes v] to (costume [number 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 <(y position) < [-180]> then\n go to x: (-181) y: (-57)\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nhide variable [falling v]\nshow\nswitch costume to (1 v)\ngo to x: (-181) y: (-57)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-181) y: (30)\n change [deaths v] by (1)\n end\n if <touching (sprite3 v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-181) y: (-57)\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [2]> or <not <touching (sprite2 v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [2]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Touch Command <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (sprite2 v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nchange y by (-1)\n\nstart sound [recording1 v]\n\nchange [costumes v] by (1)\n\nchange [costumes v] by (1)\n\nset [costumes v] to ((costume [number v]) + (1))\nswitch costume to (costumes)\n\n\nset [costumes v] to [1]\n\nswitch costume to (hitbox v)\n\nswitch costume to (costumes)\nif <(costumes) > [19]> then\n switch costume to (1 v)\n set [costumes v] to [1]\nend\n\n\n set [speed y v] to [0]\n change y by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow variable [☁ high score v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [message1 v]\nnext costume\nchange [level v] by (1)\nif <(costume [number v]) = [9]> then\n broadcast (done v)\nend\n\nwhen I receive [done v]\nif <(timer) < (☁ High Score)> then\n set [☁ high score v] to (timer)\n say [You beat the high score!] for (4) seconds\n say (join (username) (☁ High Score)) for (2) seconds\nend\n\nwhen flag clicked\nreset timer\n\nset [☁ high score v] to [99999]\n\n@Sprite3\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (223) y: (7)\nhide variable [costumes v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [done v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\n
**This game is very very glitchy**\nUse the arrow keys to move! \nTry to get to the green square.\nDon't touch the red!\nEvery level is possible!\nThe High Score is the top time!\nCan you get 0 deaths? Can you beat the top time?\nFind out!
9th Level (Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nbroadcast (begin v)\n\nwhen I receive [nextlev v]\nnext backdrop\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume6 v]\nshow\ngo to x: (-74) y: (-191)\nforever\n glide (0.07) secs to x: (-10) y: (-140)\n wait (pick random (0.01) to (0.1)) seconds\n glide (0.07) secs to x: (-10) y: (-191)\n wait (pick random (0.01) to (0.1)) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Obstacles2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [costume6 v]\nshow\ngo to x: (-74) y: (-191)\nforever\n glide (0.07) secs to x: (-74) y: (-140)\n wait (pick random (0.01) to (0.1)) seconds\n glide (0.07) secs to x: (-74) y: (-191)\n wait (pick random (0.01) to (0.1)) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Platforms3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nforever\n wait (pick random (0.2) to (0.3)) seconds\n glide (0.5) secs to x: (70) y: (pick random (150) to (-160))\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Platforms2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nforever\n wait (pick random (0.1) to (0.2)) seconds\n glide (0.3) secs to x: (-10) y: (pick random (150) to (-160))\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-94) y: (-162)\nshow\nforever\n wait (pick random (0.2) to (0.3)) seconds\n glide (0.5) secs to x: (-84) y: (pick random (150) to (-160))\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Platform Figure\n\nwhen I receive [begin v]\nshow\ngo to x: (-216) y: (-132)\nset [speedy v] to [0]\nforever\n change [speedy v] by (-1)\n change y by (speedY)\n touch <(speedY) > [0]>\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n move (90) (5)\n end\n if <key (left arrow v) pressed?> then\n move (-90) (-5)\n end\n if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n set [speedy v] to [15]\n end\n if <(y position) < [-160]> then\n go to x: (-216) y: (-132)\n end\n if <(x position) > [225]> then\n go to x: (-216) y: (-132)\n broadcast (nextlev v)\n hide\n show\n end\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-132)\n end\n if <touching (blocks v)?> then\n go to x: (-216) y: (-132)\n end\n if <touching color (#00ff55)?> then\n set [speedy v] to [22]\n end\nend\n\ndefine touch <>\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 [speedy v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nhide\n\ndefine None\npoint in direction (speed)\nchange x by (steps)\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) - (steps))\n change y by ((0) - (slope))\nend\n\n@Blocks\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n hide\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-220) to (220)) y: (150)\nforever\n change y by (-8)\n if <(y position) < [-160]> then\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nrepeat until <not <([backdrop # v] of [_stage_ v]) = [9]>>\n hide\n wait (0.07) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
9th Level\nYeah.... 9 levels\nCan we hit top loved again???\nLoved by:\n@americanyoyo\n@-Strife-\n@-Hamstr\n@amylaser\n@CgBB
Mickey Mouse Platformer v1.0
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen flag clicked\nwait (10) seconds\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [message1 v]\ngo to x: (-191) y: (-55)\n\nwhen I receive [redo v]\ngo to x: (-191) y: (-55)\nchange [deaths v] by (1)\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [ending]>\nhide\n\nwhen flag clicked\nforever\n wait until <touching color (#ff0000)?>\n switch backdrop to (next backdrop v)\n go to x: (-191) y: (-55)\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#ffff00)?>\n set size to (50) %\n wait (5) seconds\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#00cc44)?>\n start sound [boing v]\n set volume to (100) %\n set [yv v] to [15]\nend\n\nwhen flag clicked\nwait until <not <touching color (#ffff99)?>>\nset size to (100) %\n\nwhen flag clicked\nstart\n\nwhen flag clicked\nforever\n wait until <touching color (#cc0000)?>\n set size to (100) %\n change [deaths v] by (1)\n go to x: (-191) y: (-55)\nend\n\nwhen flag clicked\nforever\n play sound [DEAF KEV - Invincible \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nforever\n wait until <touching color (#ffff99)?>\n set size to (50) %\nend\n\ndefine start\nset size to (100) %\nset [timer v] to [0]\nset [deaths v] to [0]\nhide\nswitch backdrop to (backdrop1 v)\nwait (10) seconds\nshow\nswitch backdrop to (next backdrop v)\nif on edge, bounce\ngo to x: (-191) y: (-55)\nforever\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 y by (-5)\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 (sprite4 v)?> then\n go to x: (-214) y: (-82)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [meep]>\nset size to (100) %\n\n@Sprite2\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\nbroadcast (message1 v)\nhide\nstop [this script v]\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [ending]>\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nbroadcast (message1 v)\n\n
Click Da Flag to Play!\nCurrently 14 Levels\n\nUPDATES\n--------------------------------------------------------------------------------\nNew Levels!\nPatching glitch on Levels 13, and 14\nPatching jump glitch on,level 11
Dodge, A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-174) y: (134)\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\nend\n\nwhen flag clicked\nforever\n if <touching color (#5d1510)?> then\n go to x: (-174) y: (134)\n end\n if <touching color (#0a5d1a)?> then\n broadcast (next level v)\n go to x: (-174) y: (134)\n end\nend\n\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nhide\n\n
Its Here, 2 months early :P\nIve been working on this for about 2 days \n\n-------------------------------------------------\n*arrow keys
An Emoji Platformer (V 1.2)
@Stage\n\nwhen I receive [introdone v]\nset volume to (50) %\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [introdone v]\nswitch backdrop to (blue sky v)\nforever\n if <([costume # v] of [ground v]) = [9]> then\n switch backdrop to (underground v)\n else\n if <([costume # v] of [ground v]) = [11]> then\n switch backdrop to (pond v)\n else\n if <([costume # v] of [ground v]) = [12]> then\n switch backdrop to (sea v)\n else\n if <([costume # v] of [ground v]) = [18]> then\n switch backdrop to (blue sky v)\n else\n if <([costume # v] of [ground v]) = [19]> then\n switch backdrop to (mountains v)\n else\n if <([costume # v] of [ground v]) = [29]> then\n switch backdrop to (dino time v)\n else\n if <([costume # v] of [ground v]) = [35]> then\n switch backdrop to (dino ded v)\n else\n if <([costume # v] of [ground v]) = [36]> then\n switch backdrop to (snow mountains v)\n else\n if <([costume # v] of [ground v]) = [36]> then\n switch backdrop to (snow mountains v)\n else\n if <([costume # v] of [ground v]) = [42]> then\n switch backdrop to (blue sky v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\nforever\n start sound [TheFatRat - Unity \(Instrumental\) v]\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <not <touching (ground v)?>> then\n change y by (1.5)\n end\n if <touching (next v)?> then\n broadcast (next v)\n end\n if <not <([costume # v] of [ground v]) = [22]>> then\n if <touching (lost 1 v)?> then\n go to x: (-183) y: (-80)\n end\n else\n if <touching (lost 1 v)?> then\n broadcast (death v)\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-183) y: (-80)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-183) y: (-80)\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#00ff55)?> then\n set [y vel v] to [15]\n end\n change y by (Y vel)\n if <touching (ground v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n end\n end\n if <<key (r v) pressed?> or <touching color (#ff0000)?>> then\n go to x: (-183) y: (-80)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-183) y: (-80)\n\nwhen flag clicked\nforever\n\nwhen this sprite clicked\nnext costume\n\ngo to x: (-183) y: (-80)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [end v]\nhide\n\nhide\n\n@next\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@lost 1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@lost 2\n\n@Letters\n\nwhen I receive [next v]\nnext costume\nif then\nend\n\nwhen flag clicked\nswitch costume to (word 1 v)\nshow\n\n@Tongue out emoji\n\nwhen flag clicked\nhide\n\nshow\n\n
This is a mildly easy platformer. controls are the normal ones, arrow keys or WASD. hope you guys enjoy it.\n\n*** New Update***\n- Music Added
Big Platformer
@Stage\n\n@Sprite3\n\nwhen flag clicked\nreset timer\nswitch backdrop to (bühnenbild1 v)\ngo to x: (-224) y: (163)\nset [level v] to [1]\nset [levels v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (y v) pressed?> then\n if <<[1] < (level)> or <(username) = [Kangalioo]>> then\n change [level v] by (-1)\n switch backdrop to (previous backdrop v)\n end\n end\n if <key (x v) pressed?> then\n if <<(levels) > (level)> or <(username) = [Kangalioo]>> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n end\n end\n if <(level) > (levels)> then\n set [levels v] to (level)\n end\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n go to x: (-224) y: (104)\n set [can going? v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#00ffff)?> then\n if <(y) > [-1]> then\n change [y v] by (-1)\n end\n if <(y) < [-1]> then\n set [y v] to [-1]\n end\n else\n change [y v] by (-0.5)\n end\n if <<key (down arrow v) pressed?> and <touching color (#00ffff)?>> then\n set [y v] to [-3]\n end\n if <key (left arrow v) pressed?> then\n if <touching color (#00ffff)?> then\n set [x v] to [-2]\n else\n change [x v] by (-1)\n end\n end\n if <key (right arrow v) pressed?> then\n if <touching color (#00ffff)?> then\n set [x v] to [2]\n else\n change [x v] by (1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#ffff7f)?> then\n change y by (1)\n if <touching color (#ffff00)?> then\n change y by (1)\n if <touching color (#ffff00)?> then\n change y by (1)\n if <touching color (#ffff00)?> then\n change y by (1)\n if <touching color (#ffff00)?> then\n change y by (1)\n if <touching color (#ffff00)?> then\n change y by (1)\n if <touching color (#ffff00)?> then\n change y by (-6)\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 if <<touching color (#000000)?> and <touching color (#00ffff)?>> then\n change y by (1)\n if <touching color (#000000)?> 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 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 if <<touching color (#000008)?> and <not <touching color (#00ffff)?>>> 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?> 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 if <(y) < [3]> then\n if <touching color (#ff00bf)?> then\n change y by (1)\n if <touching color (#ff00bf)?> then\n change y by (1)\n if <touching color (#ff00bf)?> then\n change y by (1)\n if <touching color (#ff00bf)?> then\n change y by (-3)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n if <touching color (#00cc44)?> then\n set [can going? v] to [1]\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 (-3)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n if <(can going?) = [0]> then\n if <touching color (#660000)?> then\n change y by (1)\n if <touching color (#660000)?> then\n change y by (1)\n if <touching color (#660000)?> then\n change y by (1)\n if <touching color (#660000)?> then\n change y by (-3)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#ffff00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#000008)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <touching color (#00cc44)?> then\n change y by ((y) * (-1))\n set [can going? v] to [1]\n set [y v] to [0]\n end\n if <(can going?) = [0]> then\n if <touching color (#660000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n end\n change y by (-0.5)\n if <<<touching color (#ffff00)?> or <touching color (#000008)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n if <<touching color (#00ffff)?> and <key (up arrow v) pressed?>> then\n set [y v] to [3]\n end\n change y by (0.5)\n if <not <<touching color (#ff00bf)?> and <touching color (#003fff)?>>> then\n if <touching color (#ff00bf)?> then\n set [y v] to ((y) * (-1))\n end\n if <touching color (#003fff)?> then\n if <(y) < [0]> then\n set [y v] to [16]\n else\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n end\n else\n set [y v] to ((y) * (-1))\n end\n if <touching color (#ff0000)?> then\n go to x: (-224) y: (104)\n set [can going? v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching color (#00ff55)?> or <touching color (#ff9999)?>> then\n switch backdrop to (next backdrop v)\n go to x: (-224) y: (104)\n set [can going? v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\n end\nend\n\nwait until <not >\n\nwait until <not >\n\n
You are the blue square.\nArrow keys to Move.\nSwim: Left and right arrow keys to go left and right, up arrow to swim up, down arrow to swim down.\nGo to lightgreen to next level\nR to Restart the Level\n\nBlack - Ground with Wall Jump\nRed - Lava (Do not Touch)\nLightblue - Water (In Water you can swim)\nYellow - ground WITHOUT Wall Jump\nDarkblue - Super Jump\nPurple - Trampoline\nDarkgreen and Brown - When you are in a level and you touch darkgreen, you can go trough\n
BUNNY PLATFORMER
@Stage\n\n@Bunny\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [deaths v]\n\nwhen flag clicked\nrepeat (10)\n play sound [Martin Garrix David Guetta - So Far Away feat Jamie Scott Romy Dya Official Video.mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nhide\nwait (9) seconds\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-203) y: (-96)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen flag clicked\nforever\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 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 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 [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nwait (9) seconds\nbroadcast (START OF GAME! v)\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n next costume\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-203) y: (-96)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-203) y: (-92)\n change [deaths v] by (1)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [16]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide variable [deaths v]\n\n@FINISH LINE\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nrepeat (10)\n set size to (600) %\n repeat (4)\n change size by (3)\n end\n repeat (2)\n change size by (2)\n end\n repeat (6)\n change size by (0.5)\n end\n repeat (4)\n change size by (-3)\n end\n repeat (2)\n change size by (-2)\n end\n repeat (6)\n change size by (-0.5)\n end\nend\nhide\n\nwhen flag clicked\nshow\nrepeat (10)\n point in direction (90)\n repeat (7)\n turn right (1) degrees\n end\n repeat (7)\n turn right (-1) degrees\n end\n repeat (7)\n turn right (-1) degrees\n end\n repeat (7)\n turn right (1) degrees\n end\nend\n\n@LAVA-1\n\nwhen backdrop switches to [backdrop4 v]\nshow\nforever\n go to x: (66) y: (110)\n glide (0.5) secs to x: (68) y: (-96)\n glide (1) secs to x: (66) y: (110)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@LAVA-2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nforever\n go to x: (52) y: (117)\n glide (0.5) secs to x: (52) y: (-101)\n glide (1) secs to x: (52) y: (117)\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@LAVA-3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nforever\n go to x: (72) y: (64)\n glide (0.5) secs to x: (74) y: (-153)\n glide (1) secs to x: (72) y: (64)\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Evil Person\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nshow\nforever\n go to x: (-42) y: (29)\n glide (0.5) secs to x: (127) y: (32)\n glide (0.5) secs to x: (-42) y: (29)\nend\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\n@randomness\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Block\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop17 v]\nshow\nforever\n go to x: (-67) y: (5)\n wait (1) seconds\n glide (1) secs to x: (130) y: (7)\n wait (1) seconds\n glide (1) secs to x: (-67) y: (5)\nend\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nforever\n wait (0.2) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (40)\nhide\nwait (9) seconds\nshow\n\nwhen flag clicked\nif <touching color (#ffff00)?> then\n go to x: (-203) y: (-55)\nend\n\nwhen I receive [start of game! v]\nshow\ngo to x: (-214) y: (-48)\nforever\n change x by (((([x position v] of [bunny v]) - (x position)) - (10)) / (5))\n change y by (((([y position v] of [bunny v]) - (y position)) + (50)) / (5))\nend\n\n
DO NOT put it on fullscreen. It WILL lag\nGet home to your carrot.\nDo not touch the red\nBounce on trampolines!\nBeware of the evil laughing man.\nGo off with your ghost bunny companion to help you find your carrot.
Space - A Platformer
@Stage\n\nwhen I receive [animation v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [black v]\nswitch backdrop to (backdrop3 v)\nwait (2) seconds\nswitch backdrop to (backdrop4 v)\nforever\n if <key (space v) pressed?> then\n broadcast (start v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nrepeat (4)\n wait (0.5) seconds\n switch backdrop to (backdrop5 v)\n wait (0.5) seconds\n switch backdrop to (backdrop4 v)\nend\nwait (1) seconds\nswitch backdrop to (backdrop6 v)\n\nwhen flag clicked\nforever\n play sound [Chaoz-Fantasy-8-Bit Onacona v] until done\nend\n\n@talker\n\nwhen flag clicked\ngo to x: (-7) y: (10)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume2 v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nswitch costume to (costume3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nswitch costume to (costume4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nswitch costume to (costume5 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nhide\nbroadcast (Animation v)\nstop [this script v]\n\n@spaceship crash\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nshow\ngo to [front v] layer\nrepeat (99)\n next costume\nend\nwait (0.2) seconds\nhide\nbroadcast (spaceship2 v)\n\n@crash\n\nwhen I receive [spaceship2 v]\nshow\nswitch costume to (crash-0 v)\nrepeat (43)\n next costume\nend\nswitch costume to (crash-42 v)\nwait (1) seconds\nhide\nbroadcast (black v)\n\nwhen flag clicked\nhide\nset size to (200) %\n\n@player\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (-185) y: (7)\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 (#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 if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-185) y: (7)\n end\n if <touching color (#ff0000)?> then\n broadcast (back to start v)\n end\n if <touching color (#808080)?> then\n broadcast (back to start v)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [29]\n end\n if <touching color (#00ffff)?> then\n set [xv v] to [10]\n end\n if <touching color (#ff9400)?> then\n switch backdrop to (backdrop20 v)\n end\nend\n\nwhen I receive [back to start v]\ngo to x: (-185) y: (7)\n\nwhen backdrop switches to [backdrop20 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@end\n\nwhen flag clicked\nforever\n go to x: (230) y: (0)\n set [ghost v] effect to (100)\n go [backward v] (99) layers\nend\n\n@youwon\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\ngo [backward v] (1) layers\ngo to x: (-13) y: (73)\nforever\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change size by (5)\n change [ghost v] effect by (-5)\n end\nend\n\n@Sprite5\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@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (-126) y: (-146)\nset size to (50) %\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop20 v]\nshow\ngo [backward v] (1) layers\nforever\n repeat (20)\n change size by (-2.5)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change size by (2.5)\n change [ghost v] effect by (-5)\n end\nend\n\n
Jedi Platformer 2
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (giphy \(1\)-3 v)\nforever\n play sound [Never Mind v] until done\nend\n\nwhen I receive [slider v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in stage v]\nset volume to (100) %\nwait (0) seconds\nforever\n play sound [Star Wars - Cantina Song2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n set [y v] to [20]\n end\n if <<<touching color (#cc5722)?> or <(y position) < [-176]>> or <touching color (#666666)?>> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n switch costume to (costume3 v)\n set size to (78) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-220) y: (-120)\n broadcast (dead v)\n end\n if <key (r v) pressed?> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n switch costume to (costume3 v)\n set size to (78) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-220) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n if <([costume # v] of [ground v]) < [13]> then\n go to x: (-182) y: (-80)\n broadcast (level complete v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00cc44)?> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n switch costume to (costume3 v)\n set size to (78) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-220) y: (-120)\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [13]> then\n broadcast (menu v)\n stop [this script v]\n end\nend\n\ndefine Settings\ngo to [front v] layer\nswitch costume to (costume3 v)\ngo [backward v] (5) layers\nshow\nset [level v] to [1]\ngo to x: (-220) y: (-112)\nset size to (78) %\nset [color v] effect to (0)\npoint in direction (90)\nset [slip v] to [.9]\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [begin v]\nSettings\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (slip))\n change x by (x)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> 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 [12]\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 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?> or <key (w v) pressed?>> and <touching color (#b2b2b2)?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume2 v)\ngo [backward v] (5) layers\nforever\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\nend\n\nwhen I receive [level complete v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (-513) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (5))\nend\nbroadcast (begin v)\ndelete this clone\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [slider v]\ncreate clone of (_myself_ v)\n\n@Narrative\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ngo [backward v] (7) layers\nforever\n hide\n if <([costume # v] of [ground v]) = [1]> then\n show\n switch costume to (1 v)\n end\n if <([costume # v] of [ground v]) = [2]> then\n switch costume to (2 v)\n show\n end\n if <([costume # v] of [ground v]) = [8]> then\n switch costume to (3 v)\n show\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n glide (1.5) secs to x: (-88) y: (-172)\n glide (1.5) secs to x: (102) y: (-172)\nend\n\nwhen flag clicked\nset size to (40) %\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [ground v]) = [9]> then\n point in direction (90)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n glide (1.5) secs to x: (60) y: (10)\n glide (1.5) secs to x: (160) y: (10)\nend\n\nwhen I start as a clone\nset size to (40) %\nswitch costume to (costume3 v)\nforever\n hide\n if <([costume # v] of [ground v]) = [10]> then\n show\n turn right (15) degrees\n end\n if <([costume # v] of [ground v]) = [12]> then\n show\n turn right (15) degrees\n end\nend\n\n@Menu\n\nwhen flag clicked\nshow\n\nwhen I receive [intro over v]\nswitch costume to (2 v)\nset size to (100) %\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (5)\n end\n if <mouse down?> then\n broadcast (slider v)\n forever\n hide\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n go to x: (-19) y: (-20)\nend\n\n@Confetti\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete\nhide\nforever\n go to x: (pick random (-240) to (240)) y: (200)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [color v] to (pick random (0) to (4))\nforever\n switch costume to ((1) + ((color) * (5)))\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete\n\ndefine delete\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (pick random (0) to (360))\nset size to (50) %\ngo to [front v] layer\nshow\nset [particle y vel v] to [0]\nset [y speed v] to ((pick random (-6) to (-2)) / (10))\nrepeat (pick random (25) to (40))\n change [particle y vel v] by (y speed)\n change y by (particle y vel)\nend\nrepeat (2)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\n@Shadow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (115) %\ngo to [front v] layer\nshow\n\nwhen I receive [begin v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset size to (290.3) %\ngo [backward v] (40) layers\nhide\nforever\n go to x: (116) y: (-170)\n set [brightness v] effect to (-)\nend\n\n@Sprite4\n\nwhen [timer v] > (0.3)\nstart sound [Rewind v]\nwait (0.03) seconds\nset [brightness v] effect to (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nclear graphic effects\nshow\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\nend\n\ndefine up and down\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\nend\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nset size to (100) %\nwait (1) seconds\nup and down\nbroadcast (intro over v)\n\nwhen I receive [intro over v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n set size to (50) %\n hide\nend\n\nshow\npoint in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\nchange y by ([sin v] of (rfvdcsx) )\nchange size by ([sin v] of (rfvdcsx) )\nchange [rfvdcsx v] by (10)\n\n
-- Yeah... This kinda got ruined in 3.0 :(
ASCB Platformer
@Stage\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ highscore v]\nset [time v] to [0]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro v]\nchange [time v] by (0)\nchange [time v] by (-0.1)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\nhide variable [time v]\nhide variable [☁ highscore v]\n\nwhen I receive [started v]\nwait (0.5) seconds\nswitch backdrop to (backdrop1 v)\nshow variable [time v]\nforever\n repeat until <<(Level) = [12]> or <([costume name v] of [updates v]) = [Show]>>\n change [time v] by (0.1)\n if <(☁ HighScore) < [15]> then\n if <(Time) < (☁ HighScore)> then\n set [☁ highscore v] to (Time)\n end\n end\n if <(☁ HighScore) < [15]> then\n set [☁ highscore v] to (Time)\n end\n wait (0.1) seconds\n end\nend\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset size to (100) %\n\nwhen I receive [intro v]\nhide\nset [e2 v] to [1]\ngo to x: (-150) y: (-35)\nrepeat until <(backdrop [name v]) = [backdrop1]>\n if <touching (mouse-pointer v)?> then\n broadcast (e2 v)\n show\n change [e2 v] by (-1)\n wait (20) seconds\n end\nend\n\nwhen I receive [started v]\nhide\nwait (0.45) seconds\ngo to x: (-214) y: (177)\nshow\nforever\n go to [front v] layer\n repeat until <(backdrop [name v]) = [backdrop2]>\n if <(Game) = [1]> then\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (-5)\n if <touching color (#7f7f7f)?> then\n change x by ((xv) * (-1))\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 if <touching color (#7f7f7f)?> then\n change y by (1)\n end\n change y by (yv)\n if <touching color (#7f7f7f)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#7f7f7f)?> then\n if <key (space v) pressed?> then\n set [yv v] to [7]\n end\n end\n change y by (1)\n if <(Level) < [12]> then\n if <(x position) > [235]> then\n if <<(y position) < [-106]> or <(y position) = [-106]>> then\n change y by (1)\n if <<(y position) < [-106]> or <(y position) = [-106]>> then\n change y by (1)\n if <<(y position) < [-106]> or <(y position) = [-106]>> then\n change y by (4)\n set [yv v] to [4]\n set x to (-222)\n broadcast (NextLevel v)\n end\n end\n set [yv v] to [4]\n broadcast (NextLevel v)\n set x to (-222)\n set [yv v] to [0]\n set [xv v] to [0]\n else\n broadcast (NextLevel v)\n set x to (-222)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n end\n if <(y position) = [-178]> then\n hide\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (Started v)\n end\n if <touching color (#ff0000)?> then\n if <touching color (#ff0000)?> then\n broadcast (Started v)\n hide\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <touching color (#ff00bf)?> then\n if <touching color (#ff00bf)?> then\n set [yv v] to [13]\n end\n end\n if <touching color (#99b2ff)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (2)\n end\n end\n end\n end\nend\n\nwhen I receive [stop v]\nforever\n hide\nend\n\nwhen I receive [e2 v]\nrepeat until <(backdrop [name v]) = [backdrop1]>\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 (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (-5)\n if <touching color (#7f7f7f)?> then\n change x by ((xv) * (-1))\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 if <touching color (#7f7f7f)?> then\n change y by (1)\n end\n change y by (yv)\n if <touching color (#7f7f7f)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#7f7f7f)?> then\n if <key (space v) pressed?> then\n set [yv v] to [7]\n end\n end\n change y by (1)\nend\n\n@Level\n\nwhen I receive [nextlevel v]\nnext costume\nif <<[1] < (Level)> or <(Level) < [12]>> then\n change [level v] by (1)\nend\n\nwhen I receive [started v]\nhide\ngo to x: (-94) y: (-170)\nswitch costume to (costume1 v)\nshow variable [level v]\nshow variable [☁ highscore v]\nwait (0.66) seconds\nshow\nset [ghost v] effect to (80)\nrepeat (25)\n change y by (((0.5) - (y position)) * (0.02))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [intro v]\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\nhide variable [level v]\n\nwhen flag clicked\nhide\nset [level v] to [1]\nhide variable [level v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait until <(Level) = [12]>\nbroadcast (end v)\n\n@HouseDoor\n\nwhen flag clicked\nswitch costume to (txt1 v)\ngo to x: (558) y: (-237)\nhide\nclear graphic effects\n\nwhen I start as a clone\nswitch costume to (txt2 v)\nwait (5) seconds\nbroadcast (STOP v)\n\nwhen I receive [end v]\ngo to x: (114) y: (7)\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (25)\n create clone of (_myself_ v)\n else\n switch costume to (txt1 v)\n end\nend\n\n@Title\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\ngo to x: (-403) y: (187)\nshow\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-2) - (x position)) * (0.07))\n change y by (((-2) - (y position)) * (0.03))\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (e1 v)\n\nwhen I receive [started v]\ngo to x: (-67) y: (86)\nset [ghost v] effect to (0)\nrepeat (25)\n change x by (((-2) + (x position)) * (0.07))\n change y by (((-2) + (y position)) * (0.03))\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nbroadcast (Intro v)\nhide\n\n@Play!!\n\nwhen this sprite clicked\nbroadcast (Started v)\nset [game v] to [1]\nrepeat (25)\n change y by (((-2) - (y position)) / (-0.2))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro v]\nshow\ngo to x: (94) y: (-101)\nset [ghost v] effect to (100)\nrepeat (25)\n change y by (((3) - (y position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset volume to (80) %\nforever\n if <([costume name v] of [music v]) = [On]> then\n set volume to (80) %\n end\n if <([costume name v] of [music v]) = [Off]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\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 flag clicked\nforever\n play sound [RetroVision - Puzzle \[NCS Release\].mp3 v] until done\nend\n\n@Menu\n\nwhen I receive [started v]\nset size to (100) %\nshow\ngo to x: (147) y: (191)\nset [ghost v] effect to (80)\nrepeat (25)\n change y by (((3) - (y position)) * (0.009))\n change [ghost v] effect by (-10)\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 this sprite clicked\nset [ghost v] effect to (0)\nrepeat (25)\n change y by (((3) + (y position)) * (0.009))\n change [ghost v] effect by (10)\nend\nbroadcast (Intro v)\nhide\n\nwhen flag clicked\nhide\n\n@Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [e1 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (100) %\nshow\ngo to x: (320) y: (65)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((3) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nrepeat (25)\n change x by (((3) + (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait (1.5) seconds\nhide\n\nwhen I receive [e2 v]\nif <(e2) = [0]> then\n switch costume to (costume2 v)\n go to [front v] layer\n set size to (100) %\n show\n go to x: (320) y: (65)\n set [ghost v] effect to (80)\n repeat (25)\n change x by (((3) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n repeat (25)\n change x by (((3) + (x position)) * (0.2))\n change [ghost v] effect by (-10)\n end\n hide\nend\n\n@version\n\nwhen flag clicked\nshow\nforever\n go to x: (-20) y: (-46)\n go to [front v] layer\n if <key (l v) pressed?> then\n wait until <key (o v) pressed?>\n wait until <key (g v) pressed?>\n hide\n wait until <key (c v) pressed?>\n show\n end\nend\n\nwhen I receive [intro v]\nwait (0.25) seconds\n\nwhen I receive [started v]\ngo to x: (-20) y: (-46)\n\n@Thumb\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.05) seconds\nend\nhide\n\nwhen I start as a clone\nswitch costume to (wip v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.5) seconds\nend\nset [stop v] to [0]\nwait (2) seconds\nstop [all v]\n\nwhen flag clicked\nswitch costume to (wip v)\nset [stop v] to [0]\nhide variable [stop v]\nwait (2) seconds\nforever\n if <(STOP) = [0]> then\n switch costume to (wip v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n end\n if <(STOP) = [1]> then\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [stop v]\nset [stop v] to [1]\nclear graphic effects\nswitch costume to (#shamelessplug v)\nshow\ncreate clone of (_myself_ v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.5) seconds\nend\nhide\nforever\n if <(STOP) = [0]> then\n switch costume to (wip v)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [updates v]) = [Show]> then\n set [stop v] to [1]\n go to [front v] layer\n switch costume to (i'm too lazy to delete this because i might need it in the future. v)\n wait until <([costume name v] of [updates v]) = [hide]>\n set [stop v] to [0]\n end\nend\n\n@UPDATES\n\nwhen flag clicked\nswitch costume to (hide v)\nforever\n if <key (l v) pressed?> then\n wait until <key (o v) pressed?>\n wait until <key (g v) pressed?>\n switch costume to (show v)\n wait (0.25) seconds\n go to [front v] layer\n wait until <key (c v) pressed?>\n switch costume to (hide v)\n end\nend\n\n@MenuBlock1\n\nwhen flag clicked\ngo to x: (-166) y: (-56)\nhide\n\nwhen I receive [intro v]\ngo to x: (-171) y: (-4)\nshow\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-2) - (x position)) * (0.07))\n change y by (((45) - (y position)) * (0.07))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [started v]\nset [ghost v] effect to (0)\nrepeat (25)\n change x by (((2) + (x position)) * (0.09))\n change y by (((-45) + (y position)) * (0.09))\n change [ghost v] effect by (5)\nend\nhide\n\n@MenuBlock2\n\nwhen I receive [intro v]\ngo to x: (185) y: (-245)\nshow\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-2) - (x position)) * (0.04))\n change y by (((-2) - (y position)) * (0.05))\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\ngo to x: (185) y: (-245)\n\nwhen I receive [started v]\nset [ghost v] effect to (0)\nrepeat (25)\n change x by (((2) + (x position)) * (0.07))\n change y by (((2) + (y position)) * (0.07))\n change [ghost v] effect by (5)\nend\nhide\n\n@MenuSquare\n\nwhen I receive [intro v]\ngo to x: (-296) y: (-11)\nshow\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-50) - (x position)) * (0.07))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [started v]\nset [ghost v] effect to (0)\nrepeat (25)\n change x by (((-50) + (x position)) * (0.07))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Music\n\nwhen I receive [intro v]\nswitch costume to (on v)\nset size to (100) %\nshow\ngo to x: (18) y: (191)\nset [ghost v] effect to (80)\nrepeat (25)\n change y by (((3) - (y position)) * (0.009))\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\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\nif <(costume [number v]) = [1]> then\n switch costume to (off v)\nelse\n switch costume to (on v)\nend\n\n
The light and dark ~ platformer Part 1 - Beginning
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Nenshou v] until done\nend\n\nwhen I receive [flashy the flash v]\nwait (0.5) seconds\nnext backdrop\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [16]>\nbroadcast (End v)\n\n@all powerful line\n\nwhen flag clicked\ngo to x: (12) y: (-1)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@It\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.85)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.85)\nend\nset [xv v] to ((Xv) * (0.87))\nchange x by (Xv)\nif <<touching color (#000000)?> or <touching (sprite4 v)?>> then\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\nchange y by (Yv)\nif <touching color (#ff0000)?> then\n broadcast (Die v)\nend\nif <touching (all powerful line v)?> then\n broadcast (Next Level v)\nend\nif <<touching color (#000000)?> or <touching (sprite4 v)?>> then\n change y by ((Yv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Yv) < [0.1]> then\n if <not <touching color (#ff6642)?>> then\n set [yv v] to [13]\n end\n end\n else\n if <(Yv) < [0.1]> then\n set [yv v] to [0]\n else\n change [yv v] by (-1)\n end\n end\nend\nchange [yv v] by (-1)\nif <<touching color (#7f00ff)?> or <touching color (#ffc984)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [3]\n end\nend\nif <touching color (#7f00ff)?> then\n if <not <key (up arrow v) pressed?>> then\n set [yv v] to [-3]\n end\nend\nif <touching color (#ff9400)?> then\n change [yv v] by (24)\nend\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\ngo to x: (217) y: (-143)\nforever\n Physics\nend\n\nwhen I receive [die v]\ngo to x: (217) y: (-143)\n\nwhen I receive [next level v]\ngo to x: (217) y: (-143)\n\nwhen [r v] key pressed\ngo to x: (217) y: (-143)\n\nwhen I receive [end v]\nhide\n\nhide\n\n@Other it\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.85)\nend\nif <key (left arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.85)\nend\nset [xv v] to ((Xv) * (0.87))\nchange x by (Xv)\nif <<touching (sprite4 v)?> or <touching color (#ffffff)?>> then\n change x by ((Xv) * (-1))\n set [xv v] to [0]\nend\nchange y by (Yv)\nif <touching color (#ff0000)?> then\n broadcast (Die v)\nend\nif <touching (all powerful line v)?> then\n broadcast (Next Level v)\nend\nif <<touching (sprite4 v)?> or <touching color (#ffffff)?>> then\n change y by ((Yv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Yv) < [0.1]> then\n if <not <touching color (#ff6642)?>> then\n set [yv v] to [13]\n end\n end\n else\n if <(Yv) < [0.1]> then\n set [yv v] to [0]\n else\n change [yv v] by (-1)\n end\n end\nend\nchange [yv v] by (-1)\nif <<touching color (#7f00ff)?> or <touching color (#ffc984)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [3]\n end\nend\nif <touching color (#7f00ff)?> then\n if <not <key (up arrow v) pressed?>> then\n set [yv v] to [-3]\n end\nend\nif <touching color (#ff9400)?> then\n change [yv v] by (24)\nend\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\ngo to x: (-217) y: (-143)\nforever\n Physics\nend\n\nwhen I receive [die v]\ngo to x: (-217) y: (-143)\n\nwhen I receive [next level v]\ngo to x: (-217) y: (-143)\n\nwhen [r v] key pressed\ngo to x: (-217) y: (-143)\n\nwhen I receive [end v]\nhide\n\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\ngo to [front v] layer\nshow\n\nnext costume\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (-282) y: (-126)\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nshow\nglide (2) secs to x: (-89) y: (-126)\n\nwhen I receive [flashy the flash v]\nwait (0.5) seconds\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (258) y: (-148)\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nshow\nglide (2) secs to x: (63) y: (-148)\nwait (0.5) seconds\nbroadcast (enddddd v)\n\nwhen I receive [earth v]\nglide (3) secs to x: (-266) y: (-148)\nbroadcast (END IT ALREADY v)\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (24) y: (-11)\n\nwhen I receive [enddddd v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nswitch costume to (costume2 v)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nswitch costume to (costume3 v)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nswitch costume to (costume4 v)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nswitch costume to (costume5 v)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nswitch costume to (costume7 v)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\nbroadcast (Flashy the flash v)\nwait (0.5) seconds\nswitch costume to (costume6 v)\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nwait (1) seconds\nhide\nbroadcast (Earth v)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [flashy the flash v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.06) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end it already v]\nshow\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (-157)\nset [ghost v] effect to (100)\n\n
Use the arrow keys, get to the middle. My recommendation to make this easier is focus on the one on the white side, that goes the normal direction of the player. And remember, dont rage quit, you wont, its not too hard.\nPart 2: https://scratch.mit.edu/projects/221263030/
Happy birthday scratch ~~A platformer~~
@Stage\n\n@Sprite1\n\ndefine Respawn\nhide\nset [ghost v] effect to (100)\ngo to x: (-210) y: (0)\nshow\npoint in direction (90)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [c. v]\nsay [Another one?? Wath do this mean?] for (2) seconds\nswitch backdrop to (next backdrop v)\nbroadcast (message1 v)\nswitch backdrop to (arrière-plan5 v)\ngo to x: (-211) y: (-96)\n\nwhen I receive [s. v]\nsay [What's this? A letter?Just don't care about it, and continue.] for (2) seconds\nwait (1) seconds\nswitch backdrop to (next backdrop v)\nbroadcast (message1 v)\nRespawn\n\nwhen flag clicked\nforever\n if <touching (lutin5 v)?> then\n hide\n set [ghost v] effect to (100)\n go to x: (-217) y: (-97)\n show\n point in direction (90)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lutin6 v)?> or <touching (lutin7 v)?>> then\n Respawn\n end\nend\n\nwhen I receive [a. v]\nbroadcast (message1 v)\nswitch backdrop to (next backdrop v)\nRespawn\nsay [I'm starting to remember the date of scratch birthday...I think it was in aprtil or maybe in mai...] for (3.5) seconds\n\nwhen flag clicked\nforever\n if <<<(x position) < [-210]> and <(y position) > [160]>> and <(backdrop [name v]) = [arrière-plan8]>> then\n go to x: (-200) y: (100)\n switch backdrop to (next backdrop v)\n broadcast (message1 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <<<(backdrop [name v]) = [arrière-plan7]> and <touching (_edge_ v)?>> and <(x position) > [220]>> then\n switch backdrop to (next backdrop v)\n broadcast (message1 v)\n go to x: (-222) y: (-33)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <(y position) < [-170]>> then\n Respawn\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lutin8 v)?> or <touching (lutin9 v)?>> then\n change [ghost v] effect by (100)\n hide\n go to x: (-207) y: (120)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(x position) < [-220]> and <(y position) > [140]>> and <touching (_edge_ v)?>> and <(backdrop [name v]) = [arrière-plan8]>> then\n set [ghost v] effect to (100)\n hide\n go to x: (-210) y: (120)\n switch backdrop to (next backdrop v)\n broadcast (message1 v)\n show\n repeat (4)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [arrière-plan7]> then\n if <<(x position) > [60]> and <(x position) < [170]>> then\n broadcast (prout v) and wait\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [arrière-plan13]> then\n if <<(x position) > [110]> and <(x position) < [180]>> then\n broadcast (prout2 v) and wait\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <<touching (lutin4 v)?> and <(y position) < [-70]>>> then\n change [ghost v] effect by (100)\n hide\n go to x: (-212) y: (57)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <<(y position) < [30]> and <touching (lutin14 v)?>>> then\n set [ghost v] effect to (100)\n hide\n go to x: (-25) y: (78)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lutin13 v)?> then\n Respawn\n end\nend\n\nwhen flag clicked\nforever\n if <touching (s-glow v)?> then\n broadcast (s v) and wait\n end\n if <touching (lutin3 v)?> then\n broadcast (c v) and wait\n end\n if <touching (a-glow v)?> then\n broadcast (a v) and wait\n end\n if <touching (lutin10 v)?> then\n broadcast (at v) and wait\n end\n if <touching (lutin15 v)?> then\n broadcast (ch v)\n end\nend\n\nwhen I receive [ch. v]\nsay [ Oh! My bad scratch birthday is today So HAPPY BIRTHDAY SCRATCH!!!] for (6) seconds\n\nwhen I receive [at. v]\ngo to x: (-210) y: (57)\nbroadcast (message1 v)\nswitch backdrop to (arrière-plan10 v)\nsay [Yes it was in may I'm sure now I just need a litlle thing to completly remember ,continue!] for (4) seconds\n\ndefine sol toucher <up?>\nchange [tomber v] by (1)\nrepeat until <not <touching (lutin1 v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [tomber v] to [0]\n end\n set [vitesse y v] to [0]\nend\n\ndefine marcher (direction) (vitesse)\npoint in direction (direction)\nchange x by (vitesse)\nset [inclinaison v] to [0]\nrepeat until <<(inclinaison) = [8]> or <not <touching (lutin1 v)?>>>\n change y by (1)\n change [inclinaison v] by (1)\nend\nif <(inclinaison) = [8]> then\n change x by ((0) - (vitesse))\n change y by ((0) - (inclinaison))\n if <<key (up arrow v) pressed?> and <([abs v] of (vitesse) ) > [3]>> then\n if <(walljump) = [0]> then\n set [vitesse horizonthale v] to ((-1.2) * (vitesse))\n set [vitesse y v] to [11]\n set [tomber v] to [6]\n set [walljump v] to [15]\n end\n else\n set [vitesse horizonthale v] to [0]\n end\nend\nif <(vitesse) < [0]> then\n change [frame v] by ((vitesse) / (-8))\nelse\n change [frame v] by ((vitesse) / (8))\nend\n\ndefine mettre costume\nif <(tomber) < [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 <(vitesse y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(x position) > [230]> and <touching (_edge_ v)?>> and <<not <(backdrop [name v]) = [arrière-plan2]>> and <<not <(backdrop [name v]) = [arrière-plan4]>> and <<not <(backdrop [name v]) = [arrière-plan6]>> and <<not <(backdrop [name v]) = [arrière-plan8]>> and <<not <(backdrop [name v]) = [arrière-plan7]>> and <<not <(backdrop [name v]) = [arrière-plan9]>> and <not <(backdrop [name v]) = [arrière-plan15]>>>>>>>>> then\n go to x: (-200) y: (0)\n switch backdrop to (next backdrop v)\n broadcast (message1 v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (images v)?> or <<touching (lutin12 v)?> or <touching (lutin11 v)?>>> then\n Respawn\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [arrière-plan6]> then\n if <<(x position) > [-165]> and <(x position) < [-80]>> then\n broadcast (prout v) and wait\n end\n end\nend\n\nwhen I receive [go v]\nset [frame v] to [0]\nset rotation style [left-right v]\nset [vitesse y v] to [0]\nset [tomber v] to [10]\nforever\n switch costume to (hitbox v)\n change [vitesse y v] by (-1)\n change y by (vitesse y)\n sol toucher <(vitesse y) > [0]>\n if <(walljump) > [0]> then\n change [walljump v] by (-1)\n else\n set [vitesse horizonthale v] to ((vitesse horizonthale) * (0.7))\n if <key (left arrow v) pressed?> then\n change [vitesse horizonthale v] by (-1.5)\n if <key (a v) pressed?> then\n change [vitesse horizonthale v] by (-0.5)\n end\n end\n if <key (right arrow v) pressed?> then\n change [vitesse horizonthale v] by (1.5)\n if <key (d v) pressed?> then\n change [vitesse horizonthale v] by (0.5)\n end\n end\n end\n if <(vitesse horizonthale) < [-0.5]> then\n marcher (-90) (vitesse horizonthale)\n else\n if <(vitesse horizonthale) > [0.5]> then\n marcher (90) (vitesse horizonthale)\n else\n set [frame v] to [0]\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(jumpkey) = [0]> and <(tomber) < [3]>> then\n set [vitesse y v] to [14]\n set [tomber v] to [6]\n set [jumpkey v] to [1]\n end\n else\n set [jumpkey v] to [0]\n end\n mettre costume\nend\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (stand_1 v)\ngo to x: (-180) y: (-90)\nswitch backdrop to (arrière-plan1 v)\nthink [Hmm...] for (1) seconds\nsay [Hey! You!] for (1.5) seconds\nsay [Yes you!] for (1.5) seconds\nask [I have a problem,I don't remember the date of scratch birthday can you help me find it?] and wait\nsay [It's a joke you don't have the choice.] for (1) seconds\nbroadcast (go v)\n\n@Lutin1\n\nwhen flag clicked\ngo to x: (31) y: (12)\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@S-Glow\n\nwhen flag clicked\nhide\nset size to (70) %\ngo to x: (222) y: (-83)\nwait until <(backdrop [name v]) = [arrière-plan2]>\nshow\n\nwhen I receive [s v]\ngo to x: (-24) y: (119)\nplay sound [Musique - Wind Waker - Obtention de l'objet.mp3 v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (s. v)\n\n@images\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n switch costume to (hitbox v)\n switch costume to (images v)\nend\n\nwhen flag clicked\ngo to x: (130) y: (-99)\nhide\nwait until <(backdrop [name v]) = [arrière-plan3]>\nshow\nrepeat until <(backdrop [name v]) = [arrière-plan4]>\n point in direction (90)\n glide (1.2) secs to x: (-65) y: (-98)\n point in direction (-90)\n glide (1.2) secs to x: (130) y: (-98)\nend\nhide\ngo to x: (-100) y: (-74.5)\ngo to [front v] layer\nwait until <(backdrop [name v]) = [arrière-plan8]>\nshow\nrepeat until <(backdrop [name v]) = [arrière-plan9]>\n show\n point in direction (-90)\n glide (1.7) secs to x: (173) y: (-74.5)\n point in direction (90)\n glide (1.7) secs to x: (-100) y: (-74.5)\nend\nhide\ngo to x: (61) y: (-110)\nwait until <(backdrop [name v]) = [arrière-plan11]>\nshow\nrepeat until <(backdrop [name v]) = [arrière-plan12]>\n point in direction (90)\n glide (0.9) secs to x: (-50) y: (-110)\n point in direction (-90)\n glide (0.9) secs to x: (61) y: (-110)\nend\nhide\ngo to [front v] layer\ngo to x: (110) y: (-107)\nwait until <(backdrop [name v]) = [arrière-plan13]>\nshow\nrepeat until <(backdrop [name v]) = [arrière-plan14]>\n point in direction (90)\n glide (1.2) secs to x: (-14.28) y: (-107.5)\n point in direction (-90)\n glide (1.2) secs to x: (110) y: (-107.5)\nend\nhide\ngo to x: (213) y: (-109)\nshow\nrepeat until <(backdrop [name v]) = [arrière-plan15]>\n point in direction (90)\n glide (0.9) secs to x: (-7) y: (-109)\n point in direction (-90)\n glide (1) secs to x: (213) y: (-109)\nend\nhide\n\nwhen backdrop switches to [arrière-plan15 v]\nhide\n\nwhen backdrop switches to [arrière-plan14 v]\nhide\n\nwhen backdrop switches to [arrière-plan12 v]\nhide\n\nwhen backdrop switches to [arrière-plan9 v]\nhide\n\nwhen backdrop switches to [arrière-plan4 v]\nhide\n\n@Lutin2\n\nwhen flag clicked\nclear graphic effects\nhide\nwait until <(backdrop [name v]) = [arrière-plan3]>\nshow\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (20)\nend\nhide\n\n@Lutin3\n\nwhen flag clicked\ngo to x: (194) y: (141)\nhide\nwait until <(backdrop [name v]) = [arrière-plan4]>\nshow\n\nwhen I receive [c v]\ngo to x: (31) y: (125)\nplay sound [Musique - Wind Waker - Obtention de l'objet.mp3 v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (c. v)\n\n@Lutin4\n\nwhen flag clicked\ngo to x: (-85) y: (-41)\nswitch costume to (costume1 v)\nhide\nwait until <(backdrop [name v]) = [arrière-plan5]>\nshow\nwait until <(backdrop [name v]) = [arrière-plan6]>\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (sprite1 v)?>>\n switch costume to (costume1 v)\n end\nend\n\n@Lutin5\n\nwhen flag clicked\ngo to x: (82) y: (-90)\nhide\nwait until <(backdrop [name v]) = [arrière-plan5]>\nshow\nwait until <(backdrop [name v]) = [arrière-plan6]>\nhide\n\n@Lutin6\n\nwhen I receive [go v]\nswitch costume to (pic v)\ngo to x: (9) y: (-79)\nhide\nwait until <(backdrop [name v]) = [arrière-plan6]>\nshow\nwait until <not <(backdrop [name v]) = [arrière-plan6]>>\nhide\n\nwhen flag clicked\nhide\n\n@Lutin7\n\nwhen flag clicked\ngo to x: (-107) y: (116)\nhide\nwait until <(backdrop [name v]) = [arrière-plan6]>\nshow\nwait until <(backdrop [name v]) = [arrière-plan7]>\nhide\nwait until <(backdrop [name v]) = [arrière-plan13]>\ngo to x: (168) y: (120)\nshow\nwait until <(backdrop [name v]) = [arrière-plan14]>\nhide\n\nwhen I receive [prout v]\nglide (0.9) secs to x: (-107) y: (-65)\nglide (1.5) secs to x: (-107) y: (116)\n\nwhen I receive [prout2 v]\nglide (1.1) secs to x: (168) y: (-80)\nglide (1.6) secs to x: (168) y: (120)\n\n@A-Glow\n\nwhen I receive [a v]\ngo to x: (31) y: (125)\nplay sound [Musique - Wind Waker - Obtention de l'objet.mp3 v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (a. v)\n\nwhen flag clicked\ngo to x: (215) y: (-83)\nhide\nwait until <(backdrop [name v]) = [arrière-plan6]>\nshow\n\n@Lutin8\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [arrière-plan9]>\nshow\nwait until <(backdrop [name v]) = [arrière-plan10]>\nhide\n\n@Lutin9\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [arrière-plan9]>\nshow\nwait until <(backdrop [name v]) = [arrière-plan10]>\nhide\n\n@Lutin10\n\nwhen I receive [at v]\ngo to x: (26) y: (138)\nplay sound [Musique - Wind Waker - Obtention de l'objet.mp3 v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (at. v)\n\nwhen flag clicked\nhide\ngo to x: (210) y: (48)\nwait until <(backdrop [name v]) = [arrière-plan9]>\nshow\n\n@Lutin11\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [arrière-plan12]>\nshow\nwait until <(backdrop [name v]) = [arrière-plan13]>\nhide\n\n@Lutin12\n\nwhen flag clicked\nhide\nset rotation style [all around v]\ngo to x: (90) y: (-172)\nwait until <(backdrop [name v]) = [arrière-plan12]>\nshow\nrepeat until <(backdrop [name v]) = [arrière-plan13]>\n point in direction (90)\n glide (0.8) secs to x: (90) y: (50)\n point in direction (-90)\n glide (0.8) secs to x: (90) y: (-172)\n if <touching (lutin11 v)?> then\n hide\n wait (1) seconds\n show\n end\nend\nhide\n\nwhen backdrop switches to [arrière-plan13 v]\nhide\n\nwhen flag clicked\nforever\n play sound [musique-11-musique-de-film-daventure.mp3 v] until done\nend\n\n@Lutin13\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [arrière-plan14]>\nshow\nwait until <not <(backdrop [name v]) = [arrière-plan14]>>\nhide\n\n@Lutin14\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [arrière-plan14]>\nshow\nwait until <not <(backdrop [name v]) = [arrière-plan14]>>\nhide\n\n@Lutin15\n\nwhen flag clicked\ngo to x: (169) y: (-95)\nhide\nwait until <(backdrop [name v]) = [arrière-plan15]>\nshow\n\nwhen I receive [ch v]\ngo to x: (26) y: (138)\nplay sound [Musique - Wind Waker - Obtention de l'objet.mp3 v] until done\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (ch. v)\n\n@Lutin16\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nhide\n\nwhen I receive [ch. v]\nshow\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (-4)\nend\n\n
Up Left and right arrow to play. Everything else is explaind in the game!\nProject upload the 12 of may2018 (date of the scratch birthday)\n\n
Park Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky3 v)\n\nwhen I receive [no nyps v]\nswitch backdrop to (blue sky3 v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [6]>> then\n broadcast (hide frisbee v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (frisbee v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (waterfall v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (no waterfall2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) < [8]> then\n broadcast (no water v)\n end\nend\n\nwhen I receive [nyps v]\nif <(costume [number v]) < [10]> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [ 10]> then\n broadcast (no water v)\n broadcast (no nyps v) and wait\n end\nend\n\nwhen flag clicked\nforever\n play sound [804109_Rules-are-Simple-The-Wizar.mp3 v] until done\nend\n\nturn left (15) degrees\n\n@Platformer\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (frisbee v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#62d3ee)?> then\n go to x: (-230) y: (0)\n broadcast (NYPS v)\n end\nend\n\nwhen flag clicked\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-230) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <key (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 (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\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 (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 Set Costume\n else\n set [jump key v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#003fff)?> then\n set [speed x v] to [0]\n end\nend\n\nforever\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n go to x: (-230) y: (0)\n set [speed y v] to [0]\n end\nend\n\n@frisbee\n\nwhen flag clicked\nhide\n\nwhen I receive [frisbee v]\nshow\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n glide (3) secs to x: (150) y: (-86)\n wait (0.5) seconds\n glide (3) secs to x: (-80) y: (-86)\nend\n\nwhen I receive [hide frisbee v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
ARROW KEYS TO MOVE\n\n\n\n \n \n\n\n\n
Cloud (a platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Kuba Te - Silence.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-147)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume1 v)\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?> 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?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen I receive [message1 v]\ngo to x: (-183) y: (-128)\n\nwhen flag clicked\nforever\n if <touching color (#282828)?> then\n start sound [Death JingleBL v]\n go to x: (-183) y: (-128)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-183) y: (-128)\nstart sound [Death JingleBL v]\n\nwhen I receive [the ende v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-147)\nforever\n change [y v] by (-0.5)\n if <key (a v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n if <key (d v) pressed?> then\n change [x v] by (1)\n switch costume to (costume1 v)\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 (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 (w v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\n@Sprite2\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (mama v)\n end\nend\n\nwhen I receive [the ende v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [the ende v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n change [ghost v] effect by (25)\nend\n\nwhen I receive [mama v]\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (the ende v)\n hide\n stop [this script v]\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the ende v]\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
ARROW KEYS - MOVE\nUP KEY - JUMP R - RESTART\n===================GAME=======================\nTHIS IS A CONTEST BY ARCHIVAL\n------STORY IS YOU NEED TO GO AND FIND YOUR PARENTS------\n ITS SHORT SORRY THO :P
Psyker (Pixel Platformer)
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nstop all sounds\n\n@Mika\n\nwhen flag clicked\nset [level v] to [1]\nset size to (300) %\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 (-1)\n change y by (-5)\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <not <touching color (#00ffff)?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-0.3)\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 set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (1.2)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-0.6)\n end\n set [yv v] to ((Yv) * (0.8))\n end\nend\n\nwhen flag clicked\ngo to x: (-230) y: (-50)\nforever\n if <[235] < (x position)> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-230) y: (-50)\n end\n if <<<(y position) < [-179]> or <<touching color (#ff0000)?> and <not <(level) = [24]>>>> or <touching (water boomerangs v)?>> then\n go to x: (-230) y: (-50)\n broadcast (death v)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-222) y: (62)\n\nwhen [o v] key pressed\nbroadcast (next level v)\nchange [level v] by (1)\ngo to x: (-230) y: (-50)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-225) y: (120)\n\nwhen [space v] key pressed\nif <(curr_power) = [2]> then\n broadcast (light laser v)\nend\nwait (1) seconds\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (-189) y: (-134)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-221) y: (84)\n\nwhen I receive [death v]\nif <(level) = [4]> then\n go to x: (-222) y: (62)\nend\nif <(level) = [9]> then\n go to x: (-225) y: (120)\nend\nif <(level) = [12]> then\n go to x: (-221) y: (84)\nend\nif <(level) = [24]> then\n go to x: (-189) y: (-134)\nend\n\nwhen I receive [boss battle v]\nforever\n if <touching (fireballs v)?> then\n change [mikahp v] by (-1)\n wait (0.15) seconds\n end\n if <touching (fire boomerang v)?> then\n change [mikahp v] by (-1.5)\n wait (0.15) seconds\n end\nend\n\nwhen I receive [boss battle v]\ngo to x: (-189) y: (-134)\nset [mikahp v] to [50]\nset [nikahp v] to [100]\n\n@Moving Objects\n\nwhen flag clicked\nset [whirl v] to [0]\nset size to (300) %\nhide\nswitch costume to (box v)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-171) y: (-111)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <<not <touching (mika v)?>> and <(y position) > [-150]>> then\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 end\n end\n end\n end\n end\n end\n if <not <touching color (#00ffff)?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-0.3)\n set [yv v] to ((Yv) * (0.8))\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 end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-123) y: (64)\ncreate clone of (_myself_ v)\ngo to x: (-191) y: (64)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (evil statue v)\ngo to x: (19) y: (-119)\ncreate clone of (_myself_ v)\ngo to x: (-43) y: (-119)\ncreate clone of (_myself_ v)\ngo to x: (45) y: (-119)\ncreate clone of (_myself_ v)\nswitch costume to (box v)\n\nwhen I start as a clone\nforever\n if <(whirl) = [100]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (box v)\ngo to x: (-174) y: (-109)\ncreate clone of (_myself_ v)\nswitch costume to (evil statue v)\ngo to x: (-45) y: (-87)\ncreate clone of (_myself_ v)\ngo to x: (64) y: (-90)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (box v)\ngo to x: (-144) y: (-121)\ncreate clone of (_myself_ v)\nswitch costume to (evil statue v)\ngo to x: (63) y: (-75)\ncreate clone of (_myself_ v)\ngo to x: (161) y: (-20)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (telekin v)?> then\n point towards (mouse-pointer v)\n move (5) steps\n change [xv v] by (((x position) - (oldx)) / (8))\n change [yv v] by (((y position) - (oldy)) / (8))\n if <(costume [number v]) = [2]> then\n change [whirl v] effect by (10)\n change [whirl v] by (10)\n end\n end\n set [oldx v] to (x position)\n set [oldy v] to (y position)\nend\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (box v)\ngo to x: (-134) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (box v)\ngo to x: (-112) y: (119)\ncreate clone of (_myself_ v)\ngo to x: (113) y: (119)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (ai v)?> then\n if <[3] < ([abs v] of (Yv) )> then\n broadcast (hit v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (box v)\ngo to x: (-148) y: (-110)\ncreate clone of (_myself_ v)\nswitch costume to (evil statue v)\ngo to x: (-148) y: (-73)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-51) y: (65)\ncreate clone of (_myself_ v)\nrepeat (2)\n change x by (30)\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop18 v]\nswitch costume to (box v)\ngo to x: (-127) y: (-132)\ncreate clone of (_myself_ v)\ngo to x: (154) y: (-135)\ncreate clone of (_myself_ v)\n\n@Selected Power\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen [z v] key pressed\nif <[9] < (level)> then\n next costume\n if <(level) < [22]> then\n if <(costume [number v]) = [3]> then\n switch costume to (1 v)\n end\n end\n set [curr_power v] to (costume [number v])\nend\nwait (0.25) seconds\n\n@Telekin\n\nwhen flag clicked\nset size to (150) %\nset [tele_on v] to [0]\nset [curr_power v] to [0]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nset [curr_power v] to [1]\nforever\n if <(curr_power) = [1]> then\n if <key (space v) pressed?> then\n set [tele_on v] to [1]\n generate telekenisis\n else\n set [tele_on v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nwait (0.02) seconds\ndelete this clone\n\ndefine generate telekenisis\ngo to (mika v)\nrepeat (15)\n if <touching color (#999900)?> then\n stop [this script v]\n end\n if <touching (nika v)?> then\n if <(pick random (1) to (2)) = [2]> then\n stop [this script v]\n end\n end\n show\n create clone of (_myself_ v)\n hide\n change x by (((mouse x) - (x position)) / (15))\n change y by (((mouse y) - (y position)) / (15))\nend\n\n@AI\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (27) y: (-113)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((Xv) * (0.8))\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 end\n end\n end\n end\n end\n end\n if <not <touching color (#00ffff)?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-0.3)\n set [yv v] to ((Yv) * (0.8))\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\nend\n\nwhen I start as a clone\nforever\n if <(immo) = [0]> then\n if <(distance to [mika v]) > [100]> then\n change [xv v] by ((((x position) - ([x position v] of [mika v])) / (300)) * (-1))\n if <(Yv) < [8]> then\n change [yv v] by ((((y position) - ([y position v] of [mika v])) / (900)) * (-1))\n else\n set [yv v] to [-4]\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (telekin v)?> then\n point towards (mouse-pointer v)\n move (5) steps\n change [xv v] by (((x position) - (oldx)) / (8))\n change [yv v] by (((y position) - (oldy)) / (8))\n end\n set [oldx v] to (x position)\n set [oldy v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n wait (pick random (0.8) to (1.5)) seconds\n set [sendx v] to (x position)\n set [sendy v] to (y position)\n broadcast (fireball v)\n end\n if <(costume [number v]) = [2]> then\n wait (pick random (1) to (1.5)) seconds\n set [sendx v] to (x position)\n set [sendy v] to (y position)\n broadcast (waterball v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<<touching (moving objects v)?> and <(tele_on) = [1]>> or <(y position) < [-170]>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (27) y: (-113)\ncreate clone of (_myself_ v)\ngo to x: (-55) y: (-115)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [hp v] to (pick random (2) to (3))\nforever\n if <touching (light lasers v)?> then\n change [hp v] by (-1)\n change [brightness v] effect by (50)\n wait (0.5) seconds\n change [brightness v] effect by (-50)\n end\nend\n\nwhen I start as a clone\nforever\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [hit v]\nif <touching (moving objects v)?> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (36) y: (28)\ncreate clone of (_myself_ v)\ngo to x: (123) y: (-52)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (64) y: (-116)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-186) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (191) y: (-114)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop13 v]\nset [immo v] to [1]\ngo to x: (14) y: (-115)\ncreate clone of (_myself_ v)\ngo to x: (216) y: (-114)\ncreate clone of (_myself_ v)\nset [immo v] to [0]\n\nwhen backdrop switches to [backdrop16 v]\nswitch costume to (water v)\ngo to x: (-41) y: (-135)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop17 v]\nset [immo v] to [1]\ngo to x: (-64) y: (87)\ncreate clone of (_myself_ v)\ngo to x: (171) y: (46)\ncreate clone of (_myself_ v)\ngo to x: (86) y: (-45)\ncreate clone of (_myself_ v)\nset [immo v] to [0]\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-48) y: (-136)\ncreate clone of (_myself_ v)\ngo to x: (208) y: (-138)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-120) y: (-137)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <touching color (#00ffff)?> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n if <(costume [number v]) = [2]> then\n if <not <touching color (#00ffff)?>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nswitch costume to (pyro v)\ngo to x: (-120) y: (-137)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\nswitch costume to (water v)\ngo to x: (0) y: (-44)\ncreate clone of (_myself_ v)\ngo to x: (155) y: (49)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop23 v]\nswitch costume to (pyro v)\ngo to x: (62) y: (92)\ncreate clone of (_myself_ v)\ngo to x: (-19) y: (1)\ncreate clone of (_myself_ v)\ngo to x: (169) y: (-64)\ncreate clone of (_myself_ v)\n\nwhen I receive [pyro appear v]\nif <(clone?) = [0]> then\n go to x: (-7) y: (80)\n switch costume to (pyro v)\n set [clone? v] to [1]\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\n\nwhen flag clicked\nset [immo v] to [0]\nset [clone? v] to [0]\nset size to (300) %\nswitch costume to (pyro v)\nhide\n\nwhen I receive [boss battle v]\ndelete this clone\n\nwhen I receive [way out v]\ndelete this clone\n\n@Fireballs\n\nwhen flag clicked\nhide\nset size to (200) %\nset [clone? v] to [0]\nset [whirl v] to [0]\n\nwhen I receive [fireball v]\nif <(clone?) = [0]> then\n go to x: (sendx) y: (sendy)\n set [clone? v] to [1]\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\n\nwhen I start as a clone\nshow\npoint towards (mika v)\nrepeat (5)\n move (10) steps\nend\nrepeat until <<<<touching color (#000000)?> or <touching (_edge_ v)?>> or <touching (moving objects v)?>> or <touching (force field v)?>>\n move (10) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mika v)?> or <touching (light lasers v)?>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching color (#00ffff)?> then\n change [whirl v] effect by (10)\n change [whirl v] by (10)\n end\nend\n\nwhen I start as a clone\nforever\n if <(whirl) > [99]> then\n delete this clone\n end\nend\n\n@Light Lasers\n\nwhen flag clicked\nhide\nset size to (200) %\nset [clone? v] to [0]\n\nwhen I receive [light laser v]\nif <(clone?) = [0]> then\n go to (mika v)\n set [clone? v] to [1]\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\n\nwhen I start as a clone\nshow\npoint towards (mouse-pointer v)\nrepeat (5)\n move (10) steps\nend\nrepeat until <<<<touching color (#000000)?> or <touching (_edge_ v)?>> or <touching (moving objects v)?>> or <touching (force field v)?>>\n move (10) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (ai v)?> or <touching (fireballs v)?>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@Water Boomerangs\n\nwhen flag clicked\nhide\nset size to (200) %\nset [whirl v] to [0]\nset [clone? v] to [0]\n\nwhen I receive [waterball v]\nif <(clone?) = [0]> then\n go to x: (sendx) y: (sendy)\n set [clone? v] to [1]\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <<touching (mika v)?> or <touching (light lasers v)?>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\npoint towards (mika v)\nrepeat (5)\n turn right (5) degrees\n move (10) steps\n change [whirl v] by (1)\nend\nrepeat until <<<<touching color (#000000)?> or <touching (_edge_ v)?>> or <touching (moving objects v)?>> or <[24] < (whirl)>>\n turn right (5) degrees\n move (10) steps\n change [whirl v] by (1)\nend\nrepeat (whirl)\n move (-10) steps\n turn left (5) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Force Field\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop22 v]\nforever\n if <<key (space v) pressed?> and <(curr_power) = [3]>> then\n switch costume to (costume1 v)\n go to (mika v)\n show\n repeat (15)\n go to (mika v)\n next costume\n wait (0.33) seconds\n end\n hide\n wait (2) seconds\n end\nend\n\n@Nika\n\nwhen flag clicked\nset size to (300) %\ngo to x: (-17) y: (-44)\nhide\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumped? v] to [30]\n\nwhen I receive [boss battle v]\nforever\n if <<(y position) < (([y position v] of [mika v]) - (100))> or <(([y position v] of [mika v]) - (-100)) < (y position)>> then\n if <(jumped?) < [1]> then\n set [yv v] to [15]\n set [jumped? v] to [30]\n end\n end\nend\n\nwhen I receive [boss battle v]\ngo to x: (-17) y: (-44)\nforever\n change [jumped? v] by (-1)\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 (-1)\n change y by (-5)\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <not <touching color (#00ffff)?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-0.3)\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\nend\n\nwhen backdrop switches to [backdrop24 v]\nshow\n\nwhen I receive [boss battle v]\nforever\n if <(distance to [mika v]) > [50]> then\n change [xv v] by ((((x position) - ([x position v] of [mika v])) / (300)) * (-1))\n end\nend\n\nwhen I receive [boss battle v]\nforever\n if <touching (telekin v)?> then\n change [nikahp v] by (-0.05)\n end\n if <touching (light lasers v)?> then\n change [nikahp v] by (-1)\n end\nend\n\nwhen I receive [boss battle v]\nforever\n wait (pick random (3.9) to (5)) seconds\n repeat (2)\n set [sendx v] to (x position)\n set [sendy v] to (y position)\n broadcast (fireball v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [boss battle v]\nforever\n wait (pick random (1.9) to (3)) seconds\n repeat (3)\n broadcast (fire boomerang v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [boss battle v]\nrepeat (2)\n wait (pick random (4.1) to (7)) seconds\n broadcast (summon pyro v)\nend\n\nwhen I receive [boss battle v]\nwait (1) seconds\nforever\n if <(nikahp) < [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (way out v)\n end\nend\n\nwhen I receive [way out v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Boss Text\n\nwhen flag clicked\ngo to x: (-10) y: (153)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [boss battle v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen backdrop switches to [backdrop24 v]\nshow\nforever\n wait until <key (v v) pressed?>\n repeat (10)\n change [whirl v] effect by (10)\n end\n next costume\n repeat (10)\n change [whirl v] effect by (-10)\n end\n if <(costume [number v]) = [4]> then\n wait (0.75) seconds\n broadcast (boss battle v)\n end\nend\n\n@render \n\nwhen I receive [boss battle v]\nforever\n erase all\n mika health\n nika health\nend\n\ndefine mika health\ngo to x: (([x position v] of [mika v]) - (15)) y: (([y position v] of [mika v]) + (30))\nset pen size to (5)\nset pen color to (#dddede)\npen down\nchange x by (30)\npen up\ngo to x: (([x position v] of [mika v]) - (15)) y: (([y position v] of [mika v]) + (30))\nset pen size to (1)\nset pen color to (#5cb712)\npen down\nchange x by ((mikahp) / (1.66))\npen up\n\nwhen flag clicked\nerase all\n\ndefine nika health\ngo to x: (([x position v] of [nika v]) - (15)) y: (([y position v] of [nika v]) + (30))\nset pen size to (5)\nset pen color to (#dddede)\npen down\nchange x by (30)\npen up\ngo to x: (([x position v] of [nika v]) - (15)) y: (([y position v] of [nika v]) + (30))\nset pen size to (1)\nset pen color to (#5cb712)\npen down\nchange x by ((nikahp) / (3.33))\npen up\n\nwhen I receive [way out v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Fire Boomerang\n\nwhen flag clicked\nhide\nset size to (200) %\nset [whirl v] to [0]\nset [clone? v] to [0]\n\nwhen I receive [fire boomerang v]\nif <(clone?) = [0]> then\n go to (nika v)\n set [clone? v] to [1]\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\npoint towards (mika v)\nrepeat (5)\n turn right (5) degrees\n move (10) steps\n change [whirl v] by (1)\nend\nrepeat until <<<<touching color (#000000)?> or <touching (_edge_ v)?>> or <touching (moving objects v)?>> or <[24] < (whirl)>>\n turn right (5) degrees\n move (10) steps\n change [whirl v] by (1)\nend\nrepeat (whirl)\n move (-10) steps\n turn left (5) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<<touching (mika v)?> or <touching (light lasers v)?>> or <touching (force field v)?>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@orb\n\nwhen flag clicked\nhide\nset size to (300) %\n\nwhen I receive [summon pyro v]\nclear graphic effects\ngo to (nika v)\nshow\nglide (1) secs to x: (-7) y: (80)\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\nend\nbroadcast (pyro appear v)\nhide\n\nwhen I receive [way out v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Blackness\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [boss battle v]\nforever\n if <(mikahp) < [1]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (boss battle v)\n set [ghost v] effect to (100)\n hide\n end\nend\n\n@Way out\n\nwhen flag clicked\ngo to x: (224) y: (59)\nhide\nset [ghost v] effect to (100)\ngo [backward v] (100000) layers\n\nwhen I receive [way out v]\nerase all\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
NOTE: Aim telekinesis with mouse!\nThe official studio: https://scratch.mit.edu/studios/5075667/ \nThe teaser trailer for the next one (Psyker II): https://scratch.mit.edu/projects/222174709/\nLink to the next one (Psyker II): https://scratch.mit.edu/projects/222564166/\nPysker - My first battle oriented platformer...\nIn the game, you take on the role of a Psyker (Someone who can control psychic energy) who is on a quest to save the world from the evil pyromancer (fire controller), Nika. Throughout the game you encounter various enemies and challenges you have to tackle with your skills. \n\nInstructions:\nUse the arrow keys to move *WASD support added!\nZ key to switch skills\nSpace to use a skill
Basic Platformer Physics: Collision [EXAMPLE]
@Stage\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = []>> then\n if <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [2]> then\n switch backdrop to (backdrop2 v)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [jumping? v] to [false]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset [max velocity v] to [15]\nset [gravity v] to [-1]\nset [move speed v] to [5]\nset rotation style [left-right v]\nforever\n if <(Jumping?) = [true]> then\n change y by (Y Velocity)\n change [y velocity v] by (gravity)\n end\n if <(Jumping?) = [false]> then\n if <key (up arrow v) pressed?> then\n set [jumping? v] to [true]\n set [y velocity v] to (max velocity)\n end\n end\n Resolve Y\n if <key (left arrow v) pressed?> then\n change [x velocity v] by ((move speed) * (-1))\n point in direction (-90)\n change x by (X Velocity)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (move speed)\n point in direction (90)\n change x by (X Velocity)\n end\n Resolve X\nend\n\ndefine Resolve Y\nswitch costume to (costume2 v)\nif <touching color (#000000)?> then\n if <<(Y Velocity) < [0]> or <(Y Velocity) = [0]>> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\n set [y velocity v] to [0]\n set [jumping? v] to [false]\n end\n if <[0] < (Y Velocity)> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n set [y velocity v] to [0]\n set [jumping? v] to [true]\n end\nelse\n if <(Jumping?) = [false]> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n set [y velocity v] to [0]\n set [jumping? v] to [true]\n end\n change y by (1)\n end\nend\nswitch costume to (costume1 v)\n\ndefine Resolve X\nswitch costume to (costume2 v)\nif <color (#ff0000) is touching (#000000)?> then\n if <<(X Velocity) < [0]> or <(X Velocity) = [0]>> then\n repeat until <not <color (#ff0000) is touching (#000000)?>>\n change x by (1)\n end\n end\n if <[0] < (X Velocity)> then\n repeat until <not <color (#ff0000) is touching (#000000)?>>\n change x by (-1)\n end\n end\nend\nif <color (#00ff55) is touching (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n end\nend\nset [x velocity v] to [0]\nswitch costume to (costume1 v)\n\n
This example extends my last example of basic platformer jumping physics with basic collision detecting and resolving. Click "see inside" so see the code and comments describing the process\n\nleft and right to move\nup to jump
LAVA (A platformer) Version 1.3
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Ball\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\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 if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n 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 (#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 [10]\n end\n end\n if <touching color (#003fff)?> then\n go to x: (-208) y: (-77)\n change [☁ worldwidedeaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <(x position) > [235]> then\n broadcast (nextlevel v)\n go to x: (-208) y: (-77)\n end\n change y by (1)\nend\n\nwhen I receive [got you v]\nwait (5) seconds\nhide\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\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 if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n 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 (#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 [10]\n end\n end\n if <touching color (#003fff)?> then\n go to x: (-208) y: (-77)\n change [☁ worldwidedeaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <(x position) > [235]> then\n broadcast (nextlevel v)\n go to x: (-208) y: (-77)\n end\n change y by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
==================================================\nYoung ball you have been chosen to become the great LAVA BALL you will have to complete these levels and at the end become the LAVA BALL MASTER. If you do then comment down below to add more levels so you can become the SUPER LAVA BALL MASTER!\n==================================================\nUse arrow keys to move and jump. don't touch the water or you will die. (You can go through yellow) ------- GOOD LUCK!\n==================================================\nThanks to ScratcherMaker22 for inspiring to make this!\n\nHave fun going through awesome levels of parkour!
My Platformer
@Stage\n\n@Platformer head\n\nwhen I receive [go right v]\nrepeat until <key (right arrow v) pressed?>\n if <key (left arrow v) pressed?> then\n turn left (10) degrees\n end\nend\nbroadcast (go left v)\n\nwhen I receive [go left v]\nrepeat until <key (left arrow v) pressed?>\n if <key (right arrow v) pressed?> then\n turn right (10) degrees\n end\nend\nbroadcast (go right v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume2 v)\nshow\ngo to x: (-235) y: (-111)\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 switch costume to (base intro2 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (base intro v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> 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?> 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: (-227) y: (41)\n change [death count v] by (1)\n end\n if <(x position) > [222]> then\n next backdrop\n go to x: (-235) y: (-111)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nbroadcast (go right v)\n\nchange size by (-10)\n\nchange size by (10)\n\nwhen flag clicked\nforever\n if <touching color (#009933)?> then\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#003fff)?> then\n broadcast (secret v)\n end\nend\n\nnext backdrop\n\nhide\n\nwhen flag clicked\nforever\n play sound [TheFatRat_-_Xenogenesis_ v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nshow\n\nshow\nhide\n\nset [ghost v] effect to (-100)\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [secret v]\nstop all sounds\nshow\n\n
This is my First attempt at a platformer \n\nPlz dont hate\n\nRight arrow Key to go forward Left backwards up arrow = Jump \n\nUse the hair to Jump farther\n\n\n
Dust particals platformer {HARD!}
@Stage\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop1]> then\n stop [all v]\n end\nend\n\n@Floor\n\nwhen flag clicked\nforever\n go to x: (-3) y: (-18)\nend\n\nwhen flag clicked\nif then\nend\nif then\nelse\nend\n\nstop [all v]\n\nreset timer\n\nwhen flag clicked\nreset timer\nforever\n set [timer v] to (timer)\nend\n\nwait (1) seconds\n\nif then\nend\n\nchange [timer v] by (1)\n\nchange [timer v] by (1)\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (10)\nend\n\nwhen flag clicked\nforever\n glide (pick random (-180) to (180)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n glide (pick random (pick random (1) to (10)) to (pick random (1) to (10))) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (3) seconds\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n glide (2) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n glide (pick random (pick random (1) to (10)) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n glide <(pick random (1) to (10)) > [5]> secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite18\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite19\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite20\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite21\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite22\n\nwhen flag clicked\nappear\nforever\n dissapear\n wait (1) seconds\n appear\n wait (1) seconds\nend\n\ndefine appear\nshow\n\ndefine dissapear\nhide\n\n@Sprite23\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite24\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#e81818)?> then\n stop [all v]\n end\n if <touching (sprite2 v)?> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (-164) y: (-116)\nset [y v] to [0]\nset [x 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 change x by (x)\n if <touching color (#000000)?> then\n change y by (4)\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 [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#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 [10]\n end\n change y by (1)\n if <(x position) > [270]> then\n broadcast (next level v)\n go to x: (-164) y: (-116)\n end\n if <key (r v) pressed?> then\n go to x: (-164) y: (-116)\n end\nend\n\nwhen flag clicked\ngo to x: (-224) y: (-150)\nset size to (300) %\n\nwhen flag clicked\nwait until <touching (objective v)?>\nswitch backdrop to (backdrop1 v)\n\n@Objective\n\nwhen flag clicked\nforever\n set x to (-237)\n set y to (175)\nend\n\n@Sprite27\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite28\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite29\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite30\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite31\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite32\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite33\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite34\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite35\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@bar tab\n\nwhen flag clicked\ngo to x: (-226) y: (-165)\nrepeat (1)\n wait (1) seconds\nend\nforever\n glide (1) secs to x: (-226) y: (-165)\n wait (1) seconds\n glide (1) secs to x: (227) y: (-162)\n wait (1) seconds\nend\n\n@Sprite36\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite37\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite38\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite39\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite40\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite41\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n@Sprite42\n\nwhen flag clicked\nforever\n glide (pick random (1) to (10)) secs to x: (pick random (240) to (-240)) y: (pick random (-180) to (180))\nend\n\n
i just thnk this is soothing. Use the arrow keys to move. get to the \ngreen box in the top-left cormer to finish the game. click to start i'm not sure myself \nif it's even possible\n21/05/2018- finally i finished it myself!\nFollow me Please!\nDon't touch the red spark or you will Die.\nCan we get top-loved???\nComment your time in the comments\n
Magic Hatter - A platformer
@Stage\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [17]>\n play sound [Sovereign v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop17 v]\nforever\n if <<(☁ High Score) < (score)> and <(cheat) = [0]>> then\n set [☁ high score v] to (score)\n end\nend\n\nwhen flag clicked\nhide variable [☁ high score v]\n\nwhen backdrop switches to [backdrop17 v]\nstop all sounds\n\nwhen flag clicked\nset [cheat v] to [0]\n\n@Magic Hat \n\nwhen I receive [hat 1 found v]\nswitch costume to (magic hat guy 1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [speed v] to [0.6]\n set [jump v] to [8]\n end\nend\n\nwhen [1 v] key pressed\nswitch costume to (magic hat guy v)\n\nwhen [2 v] key pressed\nif <(hat 1) = [1]> then\n switch costume to (magic hat guy 1 v)\nend\n\nwhen flag clicked\nhide variable [deaths v]\nforever\n if <(costume [number v]) = [1]> then\n set [speed v] to [0.4]\n set [jump v] to [7]\n end\nend\n\nwhen I receive [hat 2 found v]\nswitch costume to (magic hat guy2 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n set [speed v] to [0.4]\n set [jump v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n set [speed v] to [0.7]\n set [jump v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n set [speed v] to [1.2]\n set [jump v] to [10]\n end\nend\n\nwhen [3 v] key pressed\nif <(hat 2) = [1]> then\n switch costume to (magic hat guy2 v)\nend\n\nwhen I receive [hat 3 found v]\nswitch costume to (magic hat guy3 v)\n\nwhen I receive [hat 2 found v]\nswitch costume to (magic hat guy2 v)\n\nwhen I receive [hat 4 found v]\nswitch costume to (magic hat guy4 v)\n\nwhen [5 v] key pressed\nif <(hat 4) = [1]> then\n switch costume to (magic hat guy4 v)\nend\n\nwhen I receive [hat 5 found v]\nswitch costume to (magic hat guy5 v)\n\nwhen [6 v] key pressed\nif <(hat 5) = [1]> then\n switch costume to (magic hat guy5 v)\nend\n\nwhen [4 v] key pressed\nif <(hat 3) = [1]> then\n switch costume to (magic hat guy3 v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n set [speed v] to [0.7]\n set [jump v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n set [dead v] to [1]\n change [deaths v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\ngo to x: (-212) y: (-20)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (150) %\nswitch costume to (magic hat guy v)\n\nwhen flag clicked\nforever\n if <touching color (#006622)?> then\n point in direction (Safe Direction)\n go to x: (Safe X ) y: (Safe Y)\n else\n set [safe x v] to (x position)\n set [safe y v] to (y position)\n set [safe direction v] to (direction)\n end\nend\n\nwhen flag clicked\nset [speed v] to [0.3]\nset [jump v] to [6]\nset [hat 1 v] to [0]\nset [hat 2 v] to [0]\nset [hat 4 v] to [0]\nset [hat 3 v] to [0]\nset [dead v] to [0]\nset [deaths v] to [0]\nset [hat 5 v] to [0]\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen [space v] key pressed\nwait (0.5) seconds\ngo to x: (-212) y: (-20)\nshow\n\nwhen I receive [hide guy v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set [xx v] to (Xv)\nend\n\nwhen flag clicked\nforever\n set [yy v] to (Yv)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((-1) * (speed))\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change x by ((Xv) * (-0.5))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-2]\n else\n set [xv v] to [2]\n end\n set [yv v] to (jump)\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#006622)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#006622)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to (jump)\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n go to x: (-212) y: (-68)\n switch backdrop to (next backdrop v)\n end\n if <(dead) = [1]> then\n go to x: (-212) y: (-68)\n set [dead v] to [0]\n end\nend\n\n@cloud 1\n\nwhen flag clicked\nshow\ngo to x: (170) y: (100)\nset size to (200) %\ngo [backward v] (5) layers\n\nwhen flag clicked\nforever\n set [cloud movement v] to ((pick random (0.5) to (3)) * (0.9))\nend\n\nif <(x position) > [240]> then\n go to x: (214) y: (90)\n hide\n wait (1) seconds\n go to x: (-240) y: (90)\n show\nend\n\nwhen backdrop switches to [backdrop17 v]\nstop [other scripts in sprite v]\nhide\n\nmove (cloud movement) steps\n\n@Cloud 2\n\nwhen backdrop switches to [backdrop17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-180) y: (85)\nset size to (200) %\ngo [backward v] (5) layers\n\n@Cloud 3\n\nwhen backdrop switches to [backdrop17 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (50) y: (85)\nset size to (200) %\ngo [backward v] (5) layers\n\n@Cloud 4\n\nwhen flag clicked\nshow\ngo to x: (-65) y: (100)\nset size to (200) %\ngo [backward v] (5) layers\n\nwhen backdrop switches to [backdrop17 v]\nstop [other scripts in sprite v]\nhide\n\n@Text for hats\n\nwhen I receive [hat 1 found v]\nbroadcast (hide guy v)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [hat 2 found v]\nbroadcast (hide guy v)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [hat 3 found v]\nbroadcast (hide guy v)\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [hat 4 found v]\nbroadcast (hide guy v)\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [hat 5 found v]\nbroadcast (hide guy v)\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nshow\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (100) layers\nif <(pick random (1) to (4)) = [1]> then\n switch costume to (star v)\nend\nif <(pick random (1) to (4)) = [2]> then\n switch costume to (heart v)\nend\nif <(pick random (1) to (4)) = [3]> then\n switch costume to (smile v)\nend\nif <(pick random (1) to (4)) = [4]> then\n switch costume to (speach v)\nend\nset size to (pick random (2) to (12)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (2) to (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen backdrop switches to [backdrop17 v]\nforever\n forever\n forever\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nwait (1) seconds\nforever\n play sound [Red Lights- Tiesto v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\n if <<(backdrop [name v]) = [backdrop 18]> and <(Ninja Dead?) = [0]>> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\nbroadcast (Ninja v)\n\nwhen I receive [ninja v]\nif <(backdrop [name v]) = [backdrop 18]> then\n repeat until <<(Ninja Dead?) = [1]> or <(backdrop [name v]) = <not <(backdrop [name v]) = [18]>>>>\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@hit box\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((-1) * (speed))\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change x by ((Xv) * (-0.5))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-2]\n else\n set [xv v] to [2]\n end\n set [yv v] to (jump)\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#006622)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#006622)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to (jump)\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n go to x: (-212) y: (-68)\n switch backdrop to (next backdrop v)\n end\n if <(dead) = [1]> then\n go to x: (-212) y: (-68)\n set [dead v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set x to (Xx)\n set y to (Yy)\nend\n\n@display\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nset [ghost v] to [100]\nrepeat (10)\n stamp (score) at (0) (0) size (600) gap (6) allign (0) ghost (ghost)\nend\n\nwhen flag clicked\nbroadcast (start v)\ngo to x: (0) y: (152)\nforever\n go to [front v] layer\nend\n\ndefine None\n\nwhen flag clicked\nforever\n set [score v] to ((500) - (deaths))\nend\n\ndefine None\nif <(length of (string)) > [0]> then\n erase all\n if <(a) = [2]> then\n go to x: (x) y: (y)\n else\n if <(a) = [3]> then\n go to x: ((x) - (((length of (string)) - (1)) * ((g) * ((s) / (100))))) y: (y)\n else\n go to x: (((x) - (((length of (string)) / (2)) * ((g) * ((s) / (100))))) + (((g) / (2)) * ((s) / (100)))) y: (y)\n end\n end\n if <not <(size) = (s)>> then\n set size to (s) %\n end\n set [_l v] to [1]\n repeat (length of (string))\n if <not <(_t) = (join [] (letter (_l) of (string)))>> then\n set [_t v] to (join [] (letter (_l) of (string)))\n switch costume to (join [] (_t))\n end\n stamp\n change x by ((g) * ((s) / (100)))\n change [_l v] by (1)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [score v] to [0]\nrepeat until <(backdrop [name v]) = [backdrop17]>\n stamp (score) at (0) (152) size (600) gap (6) allign (0) ghost (0)\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\nwait (0.01) seconds\nforever\n stamp (☁ High Score) at (1) (152) size (600) gap (600) allign (0) ghost (0)\nend\n\n@display2\n\ndefine None\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nset size to (300) %\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\nrepeat until <touching (magic hat v)?>\n switch costume to (costume3 v)\nend\nhide\nbroadcast (hat 3 found v)\nset [hat 3 v] to [1]\n\nwhen backdrop switches to [backdrop11 v]\nshow\nrepeat until <touching (magic hat v)?>\n switch costume to (costume4 v)\nend\nhide\nbroadcast (hat 4 found v)\nset [hat 4 v] to [1]\n\nwhen backdrop switches to [backdrop2 v]\nshow\nrepeat until <touching (magic hat v)?>\n switch costume to (costume1 v)\nend\nhide\nbroadcast (hat 1 found v)\nset [hat 1 v] to [1]\n\nwhen backdrop switches to [backdrop5 v]\nshow\nrepeat until <touching (magic hat v)?>\n switch costume to (costume2 v)\nend\nhide\nbroadcast (hat 2 found v)\nset [hat 2 v] to [1]\n\nwhen backdrop switches to [backdrop14 v]\nshow\nrepeat until <touching (magic hat v)?>\n switch costume to (costume5 v)\nend\nhide\nbroadcast (hat 5 found v)\nset [hat 5 v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\n\n
-Use W, A, S, D or the arrow keys to control the Guy.\n-To switch between the hats you have picked up use \n-the number keys 1-6\n-everything is possible!\n-Heart or Star it if you liked it!\n-WARNING: you may need to switch hats mid-jump to complete levels\n- Don't switch hats while climbing!\n-press space to restart a level\n- Thanks for three thousand views!\n-Credit to whoever made the score
Clash - a Platformer
@Stage\n\nwhen flag clicked\nbroadcast (start project v)\n\nwhen backdrop switches to [backdrop3 v]\nwait (0.5) seconds\nforever\n play sound [Geometra v] until done\nend\n\nwhen I receive [start project v]\nswitch backdrop to (backdrop1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nset [color v] effect to (pick random (0) to (200))\nif <(level) = [11]> then\n set [color v] effect to (170)\nend\nif <(level) = [16]> then\n clear graphic effects\n switch backdrop to (backdrop2 v)\nend\nif <(level) > [16]> then\n clear graphic effects\nend\n\nwhen I receive [start project v]\nrepeat until <(backdrop [name v]) = [backdrop2]>\n play sound [Geometra v] until done\nend\n\nwhen I receive [realwinner! v]\nstop all sounds\n\nwhen backdrop switches to [backdrop2 v]\nstop all sounds\n\nwhen I receive [fight v]\nwait (0.01) seconds\nrepeat until <(fightstat) = [complete]>\n play sound [Beat Shadow! v] until done\nend\n\n@Player\n\nwhen I receive [next speech v]\nSpeech [She's guarding that orb! It must be what's causing all this trouble.] (0.001)\nSpeech [I have to get it!] (0.001)\nbroadcast (nextnextspeech v)\n\nwhen flag clicked\nset [level v] to [1]\nset [move? v] to [yes]\n\ndefine Speech (text) (speed)\nset [output v] to []\nset [counter v] to [1]\nrepeat (length of (text))\n set [output v] to (join (Output) (letter (Counter) of (text)))\n change [counter v] by (1)\n say (Output)\n start sound [High Talk v]\n wait (speed) seconds\nend\nwait until <key (space v) pressed?>\nsay []\nstop [this script v]\n\nwhen backdrop switches to [backdrop2 v]\nforever\n wait until <touching (spectrorb v)?>\n broadcast (winner! v)\n set [move? v] to [no]\n stop [this script v]\nend\n\nwhen I receive [start project v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-223) y: (-106)\nset [xv v] to [0]\nset [yv v] to [0]\nrepeat until <(backdrop [name v]) = [bqckdrop3]>\n if <(move?) = [yes]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\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 (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> or <touching (ground2 v)?>> or <touching (pedestal v)?>> 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 (bouncy stuff v)?> then\n set [yv v] to [22]\n end\n if <(backdrop [name v]) = [backdrop3]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n set [move? v] to [no]\n set [xv v] to [0]\n set [yv v] to [0]\n switch costume to (costume1 v)\n go to x: (-240) y: (-106)\n glide (1) secs to x: (-170) y: (-106)\nend\n\nwhen I receive [start project v]\nrepeat until <(level) = [17]>\n wait until <<touching (bad stuff v)?> or <touching (bad stuff2 v)?>>\n broadcast (fail v)\n set [yv v] to [0]\n switch costume to (costume1 v)\n go to x: (-223) y: (-106)\n wait until <not <(x position) > [218]>>\nend\n\nwhen [r v] key pressed\nbroadcast (fail v)\nset [yv v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-223) y: (-106)\nwait until <not <(x position) > [218]>>\n\nwhen backdrop switches to [backdrop3 v]\nforever\n wait until <touching color (#ff0000)?>\n broadcast (fail v)\n set [yv v] to [0]\n switch costume to (costume1 v)\n go to x: (-223) y: (-106)\n wait until <not <(x position) > [218]>>\nend\n\nwhen I receive [start project v]\nrepeat until <(level) = [21]>\n wait until <(x position) > [218]>\n change [level v] by (1)\n broadcast (nextlvl v)\n switch costume to (costume1 v)\n go to x: (-223) y: (-106)\n wait until <not <(x position) > [218]>>\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <touching (spectra v)?> then\n broadcast (fail v)\n set [yv v] to [0]\n switch costume to (costume1 v)\n go to x: (-223) y: (-106)\n wait until <not <(x position) > [218]>>\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nforever\n go to [front v] layer\n if <(move?) = [yes]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\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 (#00ff55)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff55)?> 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 (#ff00bf)?> then\n set [yv v] to [22]\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n if <touching (evil rays v)?> then\n change [xv v] by (-35)\n end\nend\n\nwhen I receive [fightpt2 v]\nforever\n if <(fight) = [2]> then\n wait until <touching (spectrorb v)?>\n broadcast (realwinner! v)\n set [move? v] to [no]\n wait (0.01) seconds\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\ngo to x: (-181) y: (-50)\nwait (1.5) seconds\nshow\nset [xv v] to [0]\ngo to x: (-181) y: (-50)\nset [move? v] to [yes]\nwait (0.5) seconds\nset [xv v] to [0]\n\n@text\n\nwhen I receive [start project v]\nshow\nswitch costume to (backdrop1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\ngo to x: (0) y: (0)\nwait until <(level) = [5]>\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (backdrop6 v)\n\nwhen I receive [nextlvl v]\nnext costume\nif <(level) = [15]> then\n show\n go to [front v] layer\n switch costume to (backdrop5 v)\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n hide\nend\n\n@ground\n\nwhen I receive [start project v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nwait (0.01) seconds\nif <(level) = [16]> then\n switch costume to (costume16 v)\n clear graphic effects\n clear graphic effects\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen I receive [nextlvl v]\nset [color v] effect to (pick random (0) to (200))\nnext costume\nif <(level) = [6]> then\n wait (0.01) seconds\n go to [front v] layer\nend\nif <(level) = [11]> then\n set [color v] effect to (150)\nend\nif <(level) = [13]> then\n set [color v] effect to (0)\nend\nif <(level) = [14]> then\n set [color v] effect to (0)\nend\nif <(level) > [16]> then\n clear graphic effects\nend\n\n@ground2\n\nwhen I receive [start project v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nset [color v] effect to (pick random (0) to (200))\nnext costume\nif <(level) = [5]> then\n go [backward v] (10) layers\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [10]> then\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n set [color v] effect to (0)\nend\nif <(level) = [11]> then\n set [color v] effect to (75)\nend\nif <(level) = [12]> then\n set [color v] effect to (68)\nend\nif <(level) = [13]> then\n set [color v] effect to (140)\n go to [front v] layer\n repeat until <(level) = [14]>\n glide (3) secs to x: (389) y: (0)\n wait (1) seconds\n glide (3) secs to x: (0) y: (0)\n wait (1) seconds\n end\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [14]> then\n go to x: (0) y: (0)\n set [color v] effect to (75)\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n hide\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [17]> then\n hide\nend\n\n@bad stuff\n\nwhen I receive [start project v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nif <(level) = [15]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [nextlvl v]\nnext costume\nset [color v] effect to (pick random (0) to (200))\nif <(level) = [5]> then\n go [backward v] (10) layers\nend\nif <(level) = [6]> then\n go to [front v] layer\nend\nif <(level) = [10]> then\n set [color v] effect to (0)\nend\nif <(level) = [11]> then\n wait (0.01) seconds\n go to [front v] layer\n set [color v] effect to (150)\nend\nif <(level) = [13]> then\n set [color v] effect to (75)\nend\nif <(level) = [14]> then\n go to [front v] layer\n set [color v] effect to (140)\n go to x: (0) y: (0)\n repeat until <(level) = [15]>\n glide (1) secs to x: (-70) y: (0)\n glide (1) secs to x: (70) y: (0)\n end\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n hide\nend\nif <(level) > [16]> then\n clear graphic effects\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen I receive [nextlvl v]\nif <(level) = [17]> then\n hide\nend\n\n@bad stuff2\n\nwhen I receive [nextlvl v]\nnext costume\nset [color v] effect to (pick random (0) to (200))\nif <(level) = [10]> then\n wait (0.01) seconds\n go [backward v] (10) layers\nend\n\nwhen I receive [start project v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n hide\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [17]> then\n hide\nend\n\n@nothing\n\nwhen I receive [start project v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nset [color v] effect to (pick random (0) to (200))\nnext costume\nif <(level) = [12]> then\n set [color v] effect to (68)\n wait (0.01) seconds\n go to [front v] layer\nend\nif <(level) = [15]> then\n go [backward v] (10) layers\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n hide\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [17]> then\n hide\nend\n\n@bouncy stuff\n\nwhen I receive [start project v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [nextlvl v]\nset [color v] effect to (pick random (0) to (200))\nnext costume\nif <(level) = [13]> then\n set [color v] effect to (190)\n go [backward v] (10) layers\nend\nif <(level) = [14]> then\n set [color v] effect to (190)\n go [backward v] (10) layers\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [16]> then\n hide\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [17]> then\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (90) y: (0)\nclear graphic effects\nset [ghost v] effect to (70)\nforever\n change [color v] effect by (3)\nend\n\nwhen I receive [nextlvl v]\nif <(level) = [15]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\nend\nif <(level) = [16]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n go to [front v] layer\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Spectra\n\ndefine None\nif <(speech_mode) = [1]> then\n set [output v] to []\n set [counter v] to [1]\n repeat (length of (text))\n set [output v] to (join (Output) (letter (Counter) of (text)))\n change [counter v] by (1)\n say (Output)\n start sound [Low Talk v]\n wait (speed) seconds\n end\n wait until <key (space v) pressed?>\n say []\n stop [this script v]\nelse\n set [output v] to []\n set [counter v] to [1]\n repeat (length of (text))\n set [output v] to (join (Output) (letter (Counter) of (text)))\n change [counter v] by (1)\n say (Output)\n start sound [Low Talk v]\n wait (speed) seconds\n end\n wait ((10) * (speed)) seconds\n say []\n stop [this script v]\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (179) y: (-10)\nSpeech [Hey! Who are you? How did you get here?] (0.001)\nSpeech [.........Never mind. I'll dispose of you myself.] (0.001)\nbroadcast (next speech v)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen I receive [nextnextspeech v]\nSpeech [Mwahahaha!] (0.001)\nset [move? v] to [yes]\nset [fight v] to [1]\nbroadcast (fight v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [speech_mode v] to [1]\n\nwhen I receive [winner! v]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\nset [speech_mode v] to [2]\nSpeech [Not on my watch!] (0.05)\nbroadcast (fightpt2 v)\n\nwhen I receive [realwinner! v]\nset [move? v] to [no]\nset [fightstat v] to [complete]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nSpeech [Noooooooo!!] (0.05)\nSpeech [I could have ruled this place!] (0.05)\nSpeech [The colors are returning to normal! Why--] (0.05)\nbroadcast (-> v)\n\nwhen flag clicked\nset [fightstat v] to [incomplete]\n\n@spectrorb\n\nwhen flag clicked\nhide\nforever\n change [color v] effect by (2)\nend\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (99) y: (-41)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@pedestal\n\nwhen flag clicked\nhide\ngo to x: (0) y: (52)\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo [backward v] (10) layers\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite2\n\nwhen I receive [realwinner! v]\nshow\nrepeat (300)\n change [ghost v] effect by (-0.4)\nend\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop3 v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@new levels\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlvl v]\nnext costume\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\n\n@Sprite3\n\nwhen I receive [start project v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (60))\nswitch costume to (pick random (1) to (4))\nset [y v] to (pick random (-172) to (180))\ngo to x: (249) y: (y)\nglide (pick random (5) to (5.7)) secs to x: (-298) y: (y)\nhide\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (0) y: (0)\ngo [backward v] (10) layers\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@evil rays\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nwait (0.01) seconds\nrepeat until <(move?) = [no]>\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1)) seconds\nend\n\nwhen I receive [fightpt2 v]\nwait (0.01) seconds\nrepeat (20)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [move? v] to [yes]\nend\nset [fight v] to [2]\nwait (2) seconds\nrepeat until <<(move?) = [no]> and <(fight) = [2]>>\n repeat (10)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n wait (2) seconds\nend\n\nwhen I receive [winner! v]\nstop [other scripts in sprite v]\nwait (0.01) seconds\nhide\n\nif <(fight) = [1]> then\nelse\n show\n switch costume to (costume1 v)\n go to x: (129) y: (-12)\n point towards (player v)\n repeat until <<touching (player v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\ngo to x: (129) y: (-12)\npoint towards (player v)\nrepeat until <<touching (player v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (4) y: (-1)\n\n
Ball Platformer v1.7
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n start sound [UNDERSWAP - Bonetrousle EXTENDED \(NerdyLizardePerson\).mp3 v]\n set [lvl v] to (backdrop [number v])\nend\n\nwhen backdrop switches to [backdrop35 v]\nbroadcast (end v)\nhide variable [lvl v]\n\n@Sprite1\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n play sound [Pirates Of The Caribbean Theme Song.mp3 v] until done\nend\n\nwhen I receive [greenflag v]\nforever\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 flag clicked\n\nwhen I receive [greenflag v]\nswitch costume to (costume2 v)\ngo to x: (-215) y: (160)\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nswitch backdrop to (level1 v)\nforever\n if <touching color (#ff0000)?> then\n broadcast (death v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n go to x: (-215) y: (160)\n set [xv v] to [0]\n set [yv v] to [0]\n end\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) * (0.85))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n end\n change y by (2)\n end\n if <key (up arrow v) pressed?> then\n change y by (-5)\n if <touching color (#000000)?> then\n set [yv v] to [10]\n end\n change y by (5)\n end\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (yv)\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000000)?>> then\n end\n change y by (2)\n end\n if <touching color (#000000)?> then\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n end\n if <touching color (#ffff02)?> then\n go to x: (-215) y: (160)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next level v)\n end\n if <touching color (#00ffff)?> then\n change [xv v] by (-0.5)\n create clone of (object - water effect v)\n end\n if <touching color (#66004c)?> then\n change y by (-5)\n if <touching color (#000000)?> then\n set [yv v] to [20]\n end\n change y by (-5)\n end\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 (w v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\ngo to x: (-225) y: (160)\nforever\n if <touching color (#ff0000)?> then\n wait (1) seconds\n go to x: (-225) y: (165)\n end\n if <touching color (#00ffff)?> then\n change [x v] by (-0.8)\n end\n if <touching color (#ffff00)?> then\n go to x: (-225) y: (165)\n broadcast (next level v)\n end\n if <touching color (#66004c)?> then\n change [y v] by (15)\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)\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?> 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?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n change [y v] by (-0.5)\n if <key (a v) pressed?> then\n change [x v] by (-1)\n end\n if <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 (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 (w v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen I receive [next level v]\ngo to x: (-215) y: (160)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen [s v] key pressed\nbroadcast (next level v)\n\nwhen [r v] key pressed\ngo to x: (-215) y: (160)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nshow\nset [effect_grv v] to (pick random (1) to (10))\nset [effect_hsp v] to (pick random (-5) to (5))\nforever\n set [ghost v] effect to (10)\n turn right (60) degrees\n change x by (effect_hsp)\n change y by (effect_grv)\n change [effect_grv v] by (-0.5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [death v]\nrepeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [downsize v]\nforever\n switch costume to (costume3 v)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop34 v]\nshow\nsay [TIME TO DIE] for (2) seconds\nsay [YOU SHALL NOT PASS] for (2) seconds\n\nwhen backdrop switches to [backdrop34 v]\nwait (4) seconds\nforever\n point towards (sprite1 v)\n move (3) steps\n if <touching color (#cc99ff)?> then\n go to x: (108) y: (6)\n end\nend\n\nwhen backdrop switches to [backdrop35 v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nshow\n\nwhen I receive [thumbnail v]\nshow\ngo to [front v] layer\n\nbroadcast (thumbnail v)\n\n@Cheating Engine\n\nwhen [timer v] > (0.5)\nset [cheat v] to [None]\n\nwhen flag clicked\nbroadcast (GreenFlag v)\nhide\nif <(username) = [Deathstriding]> then\n broadcast (yup v)\n stop [other scripts in sprite v]\n stop [this script v]\nelse\n broadcast (nope v)\nend\n\nwhen I receive [yup v]\nhide\ngo to x: (0) y: (0)\nforever\n if <<(mouse y) < [180]> and <(mouse x) = [240]>> then\n show\n go to [front v] layer\n set [cheat v] to [Cheating]\n end\nend\n\nwhen I receive [nope v]\nforever\n if <(Cheat) = [None]> then\n stop [this script v]\n end\nend\n\nwhen I receive [nope v]\nforever\n reset timer\nend\n\nwhen I receive [nope v]\nforever\n if <<(Cheat) = [Cheating]> and <not <(username) = [Deathstriding]>>> then\n show\n go to [front v] layer\n end\nend\n\nstop [all v]\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen [c v] key pressed\nask [Cheat code?] and wait\nif <(answer) = [downsize]> then\n broadcast (downsize v)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@BackGround Effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nrepeat (100)\n go [backward v] (50) layers\nend\nhide\n\nwhen I start as a clone\nsize (100) spd (10)\n\nwhen I receive [end v]\nwait (0.1) seconds\nshow\nset size to (0) %\nset [cloneid v] to [0]\nhide\ncreate clone of (_myself_ v)\nrepeat (4)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\nwait (1) seconds\nshow\ncreate clone of (_myself_ v)\nrepeat (4)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (backemerge v)\nsize (100) spd (10)\nwait (2) seconds\nstop [this script v]\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n wait (0) seconds\n switch costume to (open1 v)\n set size to (100) %\n go to x: (-240) y: (0)\n go to [front v] layer\n show\n Glide To (x (-4) , y (0) ) speed (7)\n wait (0.3) seconds\n Glide To (x (-228) , y (0) ) speed (6)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(cloneID) = [1]> then\n wait (0) seconds\n switch costume to (open2 v)\n set size to (100) %\n go to x: (240) y: (0)\n go to [front v] layer\n show\n Glide To (x (4) , y (0) ) speed (7)\n wait (0.3) seconds\n Glide To (x (230) , y (0) ) speed (6)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(cloneID) = [2]> then\n show\n switch costume to (boom v)\n wait (0.2) seconds\n size (100) spd (8)\n wait (0.5) seconds\n size (1) spd (1)\n hide\n else\n if <(cloneID) = [3]> then\n hide\n switch costume to (endbackground v)\n go to x: (0) y: (0)\n wait (0.9) seconds\n show\n repeat (50)\n go [backward v] (99) layers\n end\n hide\n else\n if <(cloneID) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n set [brightness v] effect to (5)\n set size to (100) %\n switch costume to (topfade v)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n else\n if <(cloneID) = [5]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\n switch costume to (bottomfade v)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n else\n if <(cloneID) = [6]> then\n wait (0.3) seconds\n set size to (100) %\n switch costume to (topbar v)\n go to x: (240) y: (180)\n point in direction (90)\n wait (0.1) seconds\n go to [front v] layer\n Glide To (x (0) , y (10) ) speed (7)\n else\n wait (0.3) seconds\n set size to (100) %\n switch costume to (bottombar v)\n go to x: (-240) y: (-180)\n point in direction (90)\n wait (0.1) seconds\n go to [front v] layer\n Glide To (x (0) , y (0) ) speed (7)\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine None\nrepeat until <(round (size)) = (siz)>\n change size by (((siz) - (size)) / (s))\nend\nset size to (siz) %\n\n@@DeathStriding's Outro - Made by @npjensen\n\ndefine None\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\ndefine None\nrepeat until <(round (direction)) = (t)>\n turn right (((t) - (direction)) / (s)) degrees\nend\npoint in direction (t)\n\ndefine None\nrepeat until <(round (size)) = (siz)>\n change size by (((siz) - (size)) / (s))\nend\nset size to (siz) %\n\nwhen I start as a clone\nif <<<(cloneID) = [2]> or <(cloneID) = [3]>> or <(cloneID) = [4]>> then\n size (80) spd (5)\nend\n\nwhen I start as a clone\nif <<(cloneID) = [0]> or <(cloneID) = [1]>> then\n wait (0.1) seconds\n size (50) spd (5)\nend\n\nwhen I start as a clone\nif <<(cloneID) = [0]> or <(cloneID) = [1]>> then\n turn (90) spd (35)\nend\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n go to x: (0) y: (75)\n wait (0.1) seconds\n Glide x (100) y (-50) spd (10)\nelse\n if <(cloneID) = [1]> then\n wait (0.1) seconds\n go to x: (0) y: (75)\n Glide x (-100) y (-50) spd (10)\n end\nend\n\nwhen I receive [end v]\nwait (3.9) seconds\nbroadcast (endpt3 v)\ncreate clone of (_myself_ v)\nrepeat (5)\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nset [cloneid v] to [0]\nwait (1.8) seconds\nbroadcast (endpt2 v)\n\nwhen I receive [endpt2 v]\nsize (75) spd (10)\n\nwhen I receive [endpt2 v]\nturn (90) spd (7)\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n switch costume to (stext v)\n set size to (0) %\n wait (0.1) seconds\n forever\n point in direction ((([cos v] of (c) ) * (8)) + (90))\n set y to ((([cos v] of (c) ) * (12)) - (50))\n set size to ((([cos v] of (c) ) * (8)) + (40)) %\n change [c v] by (7)\n end\nelse\n if <(cloneID) = [1]> then\n switch costume to (dtext v)\n set size to (0) %\n wait (0.1) seconds\n forever\n point in direction ((([sin v] of (c) ) * (8)) + (90))\n set y to ((([cos v] of (c) ) * (12)) - (50))\n set size to ((([cos v] of (c) ) * (8)) + (40)) %\n change [c v] by (7)\n end\n else\n if <(cloneID) = [2]> then\n go to x: (0) y: (-999)\n hide\n wait (0.2) seconds\n point in direction (90)\n switch costume to (follo v)\n show\n set size to (0) %\n set [brightness v] effect to (-10)\n Glide x (0) y (-110) spd (5)\n forever\n point in direction ((([tan v] of (c) ) * (10)) + (90))\n set size to ((([sin v] of (c) ) * (25)) + (80)) %\n change [c v] by (3)\n end\n else\n if <(cloneID) = [3]> then\n go to x: (100) y: (-999)\n hide\n point in direction (90)\n wait (0.1) seconds\n switch costume to (unfortunate bungee jumper v)\n show\n set size to (0) %\n set [brightness v] effect to (-10)\n Glide x (-100) y (-110) spd (5)\n forever\n point in direction ((([tan v] of (c) ) * (10)) + (90))\n set size to ((([sin v] of (c) ) * (25)) + (80)) %\n change [c v] by (3)\n end\n else\n if <(cloneID) = [4]> then\n go to x: (-100) y: (-999)\n hide\n point in direction (90)\n wait (0.1) seconds\n switch costume to (luv v)\n show\n set size to (0) %\n set [brightness v] effect to (-10)\n Glide x (100) y (-110) spd (5)\n forever\n point in direction ((([tan v] of (c) ) * (10)) + (90))\n set size to ((([sin v] of (c) ) * (25)) + (80)) %\n change [c v] by (3)\n end\n else\n if <(cloneID) = [5]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (ds background v)\n go [backward v] (10) layers\n set size to (120) %\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n point in direction ((([sin v] of (c) ) * (5)) + (90))\n set y to ((([cos v] of (c) ) * (5)) + (0))\n set size to ((([sin v] of (c) ) * (5)) + (115)) %\n change [c v] by (3)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nforever\n play sound [Aero Chord - Shooting Star v] until done\nend\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nset size to (1) %\npoint in direction (-90)\nhide\n\nwhen I receive [endpt2 v]\nswitch costume to (logo v)\nshow\nset [c v] to [0]\nGlide x (0) y (0) spd (7)\nGlide x (0) y (75) spd (6)\nforever\n point in direction ((([sin v] of (c) ) * (10)) + (90))\n set y to ((([cos v] of (c) ) * (10)) + (75))\n set size to ((([sin v] of (c) ) * (10)) + (75)) %\n change [c v] by (10)\nend\n\n
  ❤︎       ★       ✚\n  Love      Favorite    Follow\n\n[Arrow Keys] to move\n[S] to skip\n[R] to restart\n\nLOVED BY @Za-Chary! WHAT!??!\nPlay without lag: https://sulfurous.aau.at/#223179317
~Fire (Platformer)~
@Stage\n\nwhen flag clicked\nplay sound [The Beginning of the End.mp3 v] until done\nstop all sounds\nplay sound [Vicetone - United We Dance.mp3 v] until done\nstop all sounds\n\nwhen flag clicked\nbroadcast (start v)\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop24 v]\nbroadcast (THUMBNAIL ACTIVATE v)\n\n@Fire\n\nwhen I receive [start v]\ngo to x: (-210) y: (-110)\nshow\nforever\n if <(y position) = [-180]> then\n broadcast (death v)\n go to x: (-210) y: (-110)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (ball right v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (ball left v)\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 (#cc0000)?> then\n change y by (1)\n if <touching color (#cc0000)?> then\n change y by (1)\n if <touching color (#cc0000)?> then\n change y by (1)\n if <touching color (#cc0000)?> then\n change y by (1)\n if <touching color (#cc0000)?> then\n change y by (1)\n if <touching color (#cc0000)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#cc0000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#cc0000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#00ffff)?> then\n broadcast (death v)\n go to x: (-210) y: (-110)\n end\n if <(x position) > [230]> then\n go to x: (-210) y: (-110)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ffff99)?> then\n set [y v] to [24]\n end\n if <touching color (#ffcccc)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen I receive [death v]\ngo to x: (-210) y: (-110)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (death v)\n end\nend\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [thumbnail activate v]\nwait (5) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nshow\n\n@Ground\n\nwhen flag clicked\nshow\n\ngo to x: (0) y: (0)\n\n
~MUST READ!~\n\n-Arrow keys to move.\n-Don't touch blue.\n-You can swim in lava.\n-Yellow is bouncy.\n-Press r to restart your current level.\n∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆∆\n\nBackground:\n You are a fire creature. Raised secretly in a volcano, you are tough, hardy and never give up. One of your mysterious caretakers (you don't know who they were) told you a story when you were little that you still believe. Here's the story:\n\nOne day, a long time ago, there was a town near an ocean, a town near a volcano, and a town near a beautiful forest. These towns weren't ordinary - everyone in the forest town could control nature, everyone in the ocean town could control water, and everyone in the volcano town could control fire. However, far away, there was a being called the darkness. The darkness was mean and heartless. He would wander into the towns from time to time, bringing destruction and death. One day, the darkness decided to wipe out the three towns of all life - little did he know that three creatures survived. One was a water creature, another a nature creature, and the third a fire creature.\nYou are that fire creature.\n\nºººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººº\n©2018\n(Copyright strictly enforced by the copyright beaver.)
Escape
@Stage\n\nplay sound [pop v] until done\n\n@You\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-125) y: (-44)\ngo to x: (-124) y: (-49)\npoint in direction (90)\ngo to x: (-125) y: (-44)\nset size to (400) %\nwait (5) seconds\nforever\n play sound [545395_Midnight v] until done\nend\n\nwhen I receive [you win v]\nswitch costume to (costume3 v)\nset size to (500) %\nset x to (0)\nset y to (0)\ngo to [front v] layer\nstop [other scripts in sprite v]\nstart sound [545395_Midnight v]\npoint in direction (90)\nforever\n switch costume to (costume3 v)\n wait (0.2) seconds\n go to [front v] layer\n next costume\n wait (0.19) seconds\nend\n\nwhen I receive [start v]\nbroadcast (message1 v)\nshow\nswitch backdrop to (backdrop1 v)\nset size to (125) %\ngo to x: (-213) y: (-70)\nswitch costume to (costume1 v)\nset [y v] to [0]\nset [x v] to [0]\ngo to [front v] layer\nforever\n go to [front v] layer\n if <touching (portal v)?> then\n show\n switch backdrop to (backdrop1 v)\n set size to (125) %\n go to x: (-213) y: (-70)\n switch costume to (costume1 v)\n set [y v] to [0]\n set [x v] to [0]\n go to [front v] layer\n broadcast (message1 v)\n end\n switch costume to (costume1 v)\n set rotation style [left-right v]\n if <key (space v) pressed?> then\n switch costume to (costume2 v)\n change [y v] by (0.1)\n if <(direction) = [90]> then\n change [x v] by (3)\n else\n change [x v] by (-3)\n end\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (0.5)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n broadcast (dead v)\n wait (1.7) seconds\n show\n switch backdrop to (backdrop1 v)\n set size to (125) %\n go to x: (-213) y: (-70)\n switch costume to (costume1 v)\n set [y v] to [0]\n set [x v] to [0]\n point in direction (90)\n wait (1.7) seconds\n end\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n 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 (#7f7f7f)?> 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 (#7f7f7f)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\n@backround\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nerase all\nstamp\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [you win v]\nswitch costume to (costume3 v)\ngo [backward v] (1) layers\nstop [other scripts in sprite v]\n\n@level\n\nwhen flag clicked\nset [leveld v] to [0]\nswitch costume to (costume1 v)\nset x to (0)\nset y to (0)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [message1 v]\n\nwhen I receive [message1 v]\nnext costume\nset x to (0)\nset y to (0)\nchange [leveld v] by (1)\nif <(leveld) = [11]> then\n broadcast (you win v)\nend\n\nnext costume\n\n@portal\n\nwhen flag clicked\ngo to x: (165) y: (-47)\nset size to (300) %\nset [whirl v] effect to (600)\nforever\n repeat (200)\n change [whirl v] effect by (1)\n end\n repeat (200)\n change [whirl v] effect by (-1)\n end\nend\n\nwhen I receive [start v]\nset size to (100) %\ngo to x: (212) y: (-109)\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <(size) < [120]> then\n change size by (2)\n end\n else\n if <(size) > [100]> then\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nset x to (0)\nset y to (0)\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (polp v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [dead v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n
You have been trapped in a lab for 2 years.\nYou want to escape, but you are Kept inside an enclosed room, and even if you make it out of there you will still have to make it past traps and lasers. But one day this portal appears. Where will it lead? It doesn't matter, because at least it will help you ESCAPE!!!\n\nIf you like this, check out http://scratch.mit.edu/projects/22896917/\nESCAPE 2 - https://scratch.mit.edu/projects/23175613/\nESCAPE 3 - https://scratch.mit.edu/projects/59614358/\n\nhttps://scratch.mit.edu/projects/127002680/ i spent lots of time on this\nI know about the rocket + wall glitch but I don't know how to fix it so please stop commenting on it\n\n\n\n\n\n
Panda Quest (A Mario-Style Platform Game)
@Stage\n\nwhen I receive [nextlevel v]\nset volume to (0) %\nstop all sounds\nwait (3) seconds\nset volume to (50) %\nstop [other scripts in stage v]\n\nwhen I receive [level1_forest/bamboo v]\nstop all sounds\nwait (3) seconds\nset volume to (50) %\nforever\n play sound [Level1 v] until done\nend\n\nwhen I receive [level2_mountain/floating v]\nstop all sounds\nwait (3) seconds\nset volume to (50) %\nforever\n play sound [Chinese Music v] until done\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (_scene1 v)\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene2 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene3 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene4 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene4 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (mainmenu v)\nwait until <<(Level) = [3]> and <<(Scroll_Y) < [-1584]> and <(Scroll_X) < [-1950]>>>\nshow\nbroadcast (cutscene2 v)\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (_scene5 v)\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene6 v)\nclear graphic effects\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene7 v)\nclear graphic effects\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (_scene9 v)\nclear graphic effects\nwait (0.3) seconds\nwait until <key (space v) pressed?>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nswitch costume to (_scene10 v)\n\n@Start_Menu\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (select_level v)\n hide\nend\nif <(costume [number v]) = [4]> then\n broadcast (start_game v)\n broadcast (level1_forest/bamboo v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [5]> then\n broadcast (start_game v)\n broadcast (level2_mountain/floating v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [7]> then\n broadcast (start_game v)\n broadcast (level3_snowy v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [select_level v]\nif <(costume [number v]) = [1]> then\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n show\n clear graphic effects\nend\n\nwhen I receive [select_level v]\nclear graphic effects\nif <(costume [number v]) = [6]> then\n switch costume to (bamboo forest v)\n create clone of (_myself_ v)\n switch costume to (floating mountain v)\n create clone of (_myself_ v)\n switch costume to (snowy v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (-90) y: (46)\nshow\nset [ghost v] effect to (0)\nset [start no start v] to [no start]\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n show\n set x to (-300)\n set y to (100)\n clear graphic effects\n set [y_vel v] to [0]\n repeat (16.5)\n change [y_vel v] by (2)\n end\nend\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n show\n set x to (-300)\n set y to (0)\n clear graphic effects\n set [y_vel v] to [0]\n repeat (16.5)\n change [y_vel v] by (2)\n end\nend\nif <(costume [number v]) = [7]> then\n go to [front v] layer\n show\n set x to (-300)\n set y to (-100)\n clear graphic effects\n set [y_vel v] to [0]\n repeat (16.5)\n change [y_vel v] by (2)\n end\nend\nforever\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-120)\n if <(start no start) = [no start]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n repeat until <(size) = [130]>\n change size by (5)\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\n end\n if <(costume [number v]) = [4]> then\n if <(start no start) = [no start]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n repeat until <(size) = [130]>\n change size by (5)\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\n end\n if <(costume [number v]) = [5]> then\n if <(start no start) = [no start]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n repeat until <(size) = [130]>\n change size by (5)\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\n end\n if <(costume [number v]) = [7]> then\n if <(start no start) = [no start]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n repeat until <(size) = [130]>\n change size by (5)\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\n end\n end\nend\n\nwhen I receive [level1_forest/bamboo v]\nset [start no start v] to [start]\nif <(costume [number v]) = [1]> then\n repeat (10)\n set size to (100) %\n change [brightness v] effect by (10)\n end\n switch costume to (fade v)\n repeat (10)\n set size to (100) %\n change [ghost v] effect by (10)\n end\nend\nif <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [7]>> then\n repeat (10)\n set size to (100) %\n change [brightness v] effect by (10)\n end\n hide\nend\n\nwhen I receive [start_game v]\nset [start no start v] to [start]\nif <(costume [number v]) = [1]> then\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [brightness v] effect by (10)\n end\n switch costume to (fade v)\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (10)\n end\nend\nif <(costume [number v]) = [2]> then\n repeat (10)\n set size to (100) %\n change [brightness v] effect by (10)\n end\n hide\nend\nif <<<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [7]>> then\n repeat (10)\n set size to (100) %\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [mainmenu v]\ngo to x: (0) y: (0)\nswitch costume to (start v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (costume5 v)\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [4]> then\n set [y_vel v] to ((Y_Vel) * (0.9))\n change x by (Y_Vel)\n end\n if <(costume [number v]) = [5]> then\n set [y_vel v] to ((Y_Vel) * (0.9))\n change x by (Y_Vel)\n end\n if <(costume [number v]) = [7]> then\n set [y_vel v] to ((Y_Vel) * (0.9))\n change x by (Y_Vel)\n end\nend\n\nwhen I receive [cutscene2 v]\nhide\n\n@Player\n\nwhen I receive [start_game v]\nset rotation style [left-right v]\nset [walk_frame_speed v] to [0]\nset [moving_ability v] to [yes]\ngo to (hitbox v)\nshow\nset size to (40) %\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nset [death_costume v] to [0]\nwait (3) seconds\nset [death_costume v] to [0]\nwait (3) seconds\ngo to [front v] layer\nswitch costume to (stand_1 v)\nforever\n go to (hitbox v)\nend\n\nwhen I receive [start_game v]\nforever\n set [fall_costume v] to [20]\n wait (0.1) seconds\n set [fall_costume v] to [21]\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nset [death_costume v] to [0]\nset [enemy_sensor v] to [1]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n set [climb_costume v] to [26]\n wait (0.1) seconds\n set [climb_costume v] to [27]\n wait (0.1) seconds\n set [climb_costume v] to [28]\n wait (0.1) seconds\n set [climb_costume v] to [29]\n wait (0.1) seconds\nend\n\nwhen I receive [start_game v]\nset [pound_costume v] to [-]\nforever\n set [walk_costume v] to [2]\n repeat until <(Walk_Costume) = [18]>\n change [walk_costume v] by (2)\n wait (Walk_Frame_Speed) seconds\n end\nend\n\nwhen I receive [turn_pound v]\nset rotation style [all around v]\nrepeat (9)\n turn left (40) degrees\nend\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Respawn Player\nset size to (10) %\nset [moving_ability v] to [no]\nrepeat (7)\n set [death_costume v] to [0]\n switch costume to (death_1 v)\n change size by (13)\nend\nset [death/life v] to [not die]\nset [death_costume v] to [0]\nset size to (50) %\nhide\nset [death/life v] to [not die]\nwait (2) seconds\nset [scroll_x v] to (Position_X)\nset [scroll_y v] to (Position_Y)\nset [moving_ability v] to [yes]\nset [death/life v] to [not die]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start_game v]\nforever\n if <(Death_Costume) > [0]> then\n switch costume to (Death_Costume)\n end\nend\n\nwhen I receive [lose_all_lives v]\nRespawn Player\n\nwhen I receive [hit_top v]\nrepeat until <(In_Air) = [0]>\n switch costume to (Fall_Costume)\nend\n\nwhen I receive [select_level v]\nhide\n\nwhen I receive [level2_mountain/floating v]\ngo [backward v] (40) layers\nshow\nwait (0.9) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [nextlevel v]\nhide\n\ndefine Set_Correct_Costume\nif <<(Pound_Costume) = [-]> and <(Wall_Jump) = [-]>> then\n if <not <touching (ladder v)?>> then\n if <<not <(Death_Costume) > [0]>> and <(Death/Life) = [not die]>> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> and <not <touching (ladder v)?>>> then\n switch costume to (jump v)\n end\n if <<<(In_Air) > [1]> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> and <not <touching (ladder v)?>>> then\n switch costume to (Fall_Costume)\n end\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\n if <<(In_Air) > [10]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (Fall_Costume)\n end\n if <<touching (ladder v)?> and <not <touching (levels_hitbox v)?>>> then\n switch costume to (Climb_Costume)\n end\n if <<<touching (ladder v)?> and <touching (levels_hitbox v)?>> and <<not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> and <not <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (stand_1 v)\n end\n if <<<(In_Air) > [1]> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> and <not <touching (moving_platform v)?>>> then\n switch costume to (Fall_Costume)\n end\n end\n end\n if <(Death/Life) = [not die]> then\n set size to (40) %\n if <<(In_Air) < [10]> and <not <(Death_Costume) > [0]>>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> then\n point in direction (-90)\n if <not <(In_Air) > [0]>> then\n switch costume to (Walk_Costume)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> then\n point in direction (90)\n if <not <(In_Air) > [0]>> then\n switch costume to (Walk_Costume)\n end\n end\n end\n if <<<<not <key (a v) pressed?>> and <<not <key (d v) pressed?>> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>>> and <(In_Air) = [0]>> and <(Death_Costume) = [0]>> then\n switch costume to (stand_1 v)\n end\n if <<key (up arrow v) pressed?> and <touching (ladder v)?>> then\n switch costume to (Climb_Costume)\n go to [front v] layer\n end\n end\n if <(Death/Life) = [die]> then\n switch costume to (death_1 v)\n end\nend\nif <(Pound_Costume) = [+]> then\n switch costume to (pound_1 v)\nend\nif <(Pound_Costume) = [next pound]> then\n switch costume to (pound_2 v)\nend\nif <(Wall_Jump) = [+]> then\n switch costume to (wall_jump_1 v)\nend\n\nwhen I receive [start_game v]\nforever\n set [enemy_sensor v] to [1]\n if <(Death/Life) = [not die]> then\n if <(Enemy_Sensor) = [1]> then\n if <touching (levels_danger v)?> then\n wait (0.1) seconds\n if <touching (levels_danger v)?> then\n Die\n end\n end\n if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n wait (0.1) seconds\n if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n wait (0.1) seconds\n if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n wait (0.1) seconds\n if <<<touching (enemy v)?> and <<not <(costume [number v]) = [21]>> and <not <(costume [number v]) = [22]>>>> and <<not <(costume [number v]) = [30]>> and <not <(costume [number v]) = [31]>>>> then\n Die\n end\n end\n end\n end\n if <touching (enemy_coconut v)?> then\n Die\n end\n end\n end\nend\n\ndefine Die\nset [enemy_sensor v] to [0]\nset [death_costume v] to [23]\nwait (0.1) seconds\nset [death_costume v] to [24]\nwait (0.1) seconds\nbroadcast (lose_life v)\nset [death_costume v] to [25]\nwait (3) seconds\nset [death_costume v] to [24]\nwait (0.1) seconds\nset [death_costume v] to [23]\nwait (0.1) seconds\nset [death_costume v] to [0]\nwait (0.1) seconds\nrepeat (6)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\nset [enemy_sensor v] to [1]\n\nwhen I receive [platform_crush v]\nRespawn Player\n\nwhen I receive [start_game v]\nforever\n Set_Correct_Costume\nend\n\nwhen I receive [level3_snowy v]\nshow\n\nwhen I receive [start_game v]\n\nset x to ([x position v] of [hitbox v])\n\nwhen I receive [cutscene2 v]\nhide\n\nwhen I receive [level3_snowy v]\ngo to (hitbox v)\n\n@Hitbox\n\nwhen I receive [hit_top v]\nswitch costume to (hitbox v)\nchange [scroll_y v] by (21)\nset [in_air v] to [10]\nwait until <touching (levels_hitbox v)?>\n\nwhen I receive [start_game v]\ngo to x: (0) y: (0)\nset [level_status v] to [Not_End]\nshow\nset [ghost v] effect to (100)\nforever\n Move\n if <<<(In_Air) > [3]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> and <(Wall_Jump) = [-]>> then\n broadcast (Turn_Pound v)\n set [pound_costume v] to [+]\n set [scroll_y v] to (Scroll_Y)\n wait (0.3) seconds\n repeat until <<touching (levels_hitbox v)?> or <touching (moving_platform v)?>>\n set [pound_costume v] to [+]\n change [scroll_y v] by (20)\n end\n set [pound_costume v] to [next pound]\n repeat (2)\n change [scroll_y v] by (-20)\n wait (0.01) seconds\n change [scroll_y v] by (20)\n wait (0.01) seconds\n end\n wait (0.4) seconds\n set [pound_costume v] to [-]\n end\n if <(Level_Status) = [Not_End]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Scroll_X) = [-7690]>> then\n change x by (5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Scroll_X) = [-7690]>> then\n change x by (-5)\n end\n if <(x position) < [0]> then\n set x to (0)\n end\n end\nend\n\nwhen I receive [start_game v]\nforever\n if <<(Wall_Jump) = [+]> and <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> then\n repeat (3)\n change [scroll_y v] by (-20)\n change [scroll_x v] by (-10)\n end\n set [in_air v] to [0]\n end\nend\n\nwhen I receive [start_game v]\nforever\n if <<(Wall_Jump) = [+]> and <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>>> then\n repeat (3)\n change [scroll_y v] by (-20)\n change [scroll_x v] by (10)\n end\n set [in_air v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start_game v]\nforever\n repeat until <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>>\n set [speed_y v] to [-20]\n end\n if <not <touching (levels_hitbox v)?>> then\n change [speed_y v] by (0.3)\n end\nend\n\nwhen I receive [start_game v]\nset rotation style [left-right v]\nset [scroll_x v] to [0]\ngo to x: (0) y: (0)\nshow\nset size to (40) %\nset [scroll_y v] to [-30]\nforever\n set [ghost v] effect to (100)\n repeat until <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>>\n set [in_air v] to [0]\n end\n change [in_air v] by (1)\nend\n\nwhen I receive [start_game v]\nforever\n show\n set [ghost v] effect to (100)\n if <<<<<not <touching (levels_hitbox v)?>> and <not <touching (ladder v)?>>> and <(Pound_Costume) = [-]>> and <(Wall_Jump) = [-]>> and <not <touching (moving_platform v)?>>> then\n change [scroll_y v] by (9)\n end\n if <<(Wall_Jump) = [+]> and <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>> then\n set [in_air v] to [9]\n change [scroll_y v] by (1)\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nwait until <(x position) > [215]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nset [level_status v] to [End]\nbroadcast (nextLevel v)\nwait (1) seconds\nset [level_status v] to [Not_End]\nbroadcast (Reset_Lives v)\nbroadcast (Level3_Snowy v)\ngo to x: (0) y: (0)\nstop [this script v]\n\nwhen I receive [level1_forest/bamboo v]\nwait until <(x position) > [215]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nset [level_status v] to [End]\nbroadcast (nextLevel v)\nwait (1) seconds\nset [level_status v] to [Not_End]\nbroadcast (Reset_Lives v)\nbroadcast (Level2_Mountain/Floating v)\ngo to x: (0) y: (0)\nstop [this script v]\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\n\nwhen I receive [nextlevel v]\nif <(Level) = [1]> then\n go to x: (0) y: (0)\nend\nif <(Level) = [2]> then\n go to x: (0) y: (0)\nend\n\nwhen I receive [start_game v]\nif <(Level) = [1]> then\n go to x: (0) y: (0)\nend\nif <(Level) = [2]> then\n go to x: (0) y: (0)\nend\n\ndefine Move\nif <(Wall_Jump) = [-]> then\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(In_Air) < [11]>> and <not <([costume # v] of [player v]) > [22]>>> and <not <touching (ladder v)?>>> then\n change [scroll_y v] by (Speed_Y)\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ladder v)?>> then\n change [scroll_y v] by (-10)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <touching (ladder v)?>> then\n change [scroll_y v] by (10)\nend\n\nwhen I receive [level3_snowy v]\ngo to x: (0) y: (0)\n\n@Levels_Hitbox\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n delete this clone\nend\nCreate Proper Clones (23) (1)\n\ndefine Create Proper Clones (\(number_of_clones\)) (starting costume)\nswitch costume to (starting costume)\nrepeat ((\(number_of_clones\)) - (1))\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level2_mountain/floating v]\nswitch costume to (bamboo1 v)\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [start_game v]\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\n\nwhen I receive [level2_mountain/floating v]\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nwait until <(Scroll_X) < [-4310]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [35.5] to [position_y v]\nadd [-4310] to [position_x v]\nwait until <(Scroll_X) < [-6870]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-647] to [position_y v]\nadd [-6880] to [position_x v]\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n delete this clone\nend\nCreate Proper Clones (22) (24)\n\nwhen I start as a clone\nif <(costume [number v]) = [46]> then\n set size to (100) %\nend\n\nwhen I receive [level1_forest/bamboo v]\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\nwait until <(Scroll_X) < [-2090]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-206.6] to [position_y v]\nadd [-2090] to [position_x v]\nwait until <(Scroll_X) < [-3509]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-166] to [position_y v]\nadd [-3520] to [position_x v]\nwait until <(Scroll_X) < [-6590]>\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [-500] to [position_y v]\nadd [-6590] to [position_x v]\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n if <(costume [number v]) = [1]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [2]> then\n Position (1) (0)\n end\n if <(costume [number v]) = [3]> then\n Position (1) (0.8)\n end\n if <(costume [number v]) = [4]> then\n Position (2) (0)\n end\n if <(costume [number v]) = [5]> then\n Position (3) (0)\n end\n if <(costume [number v]) = [6]> then\n Position (3.5) (3.6)\n end\n if <(costume [number v]) = [7]> then\n go to x: ((Scroll_X) + ((480) * (3))) y: ((Scroll_Y) + ((480) * (0.7)))\n end\n if <(costume [number v]) = [8]> then\n go to x: ((Scroll_X) + ((480) * (2))) y: ((Scroll_Y) + ((480) * (1)))\n end\n if <(costume [number v]) = [9]> then\n go to x: ((Scroll_X) + ((480) * (1))) y: ((Scroll_Y) + ((480) * (1)))\n end\n if <(costume [number v]) = [10]> then\n Position (4.7) (3.6)\n end\n if <(costume [number v]) = [11]> then\n Position (5.5) (3.6)\n end\n if <(costume [number v]) = [12]> then\n Position (6.5) (3.6)\n end\n if <(costume [number v]) = [13]> then\n Position (7.5) (6.04)\n end\n if <(costume [number v]) = [14]> then\n Position (8.4) (11)\n end\n if <(costume [number v]) = [15]> then\n Position (9.4) (11)\n end\n if <(costume [number v]) = [16]> then\n Position (9.4) (7)\n end\n if <(costume [number v]) = [17]> then\n Position (10.4) (7)\n end\n if <(costume [number v]) = [18]> then\n Position (11.1) (12.53)\n end\n if <(costume [number v]) = [19]> then\n Position (12.1) (14)\n end\n if <(costume [number v]) = [20]> then\n Position (13) (13)\n end\n if <(costume [number v]) = [21]> then\n Position (14) (13)\n end\n if <(costume [number v]) = [22]> then\n Position (15) (13)\n end\n if <(costume [number v]) = [23]> then\n Position (16) (13)\n end\nend\n\nwhen I receive [level3_snowy v]\ndelete (all) of [position_y v]\ndelete (all) of [position_x v]\nadd [0] to [position_y v]\nadd [0] to [position_x v]\n\nwhen I start as a clone\nshow\nclear graphic effects\nforever\n if <(costume [number v]) = [24]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [25]> then\n Position (0.7) (0)\n end\n if <(costume [number v]) = [26]> then\n Position (1.6) (0)\n end\n if <(costume [number v]) = [27]> then\n Position (3) (0)\n end\n if <(costume [number v]) = [28]> then\n Position (3.4) (4)\n end\n if <(costume [number v]) = [29]> then\n Position (3.8) (6)\n end\n if <(costume [number v]) = [30]> then\n Position (4.5) (9)\n end\n if <(costume [number v]) = [31]> then\n Position (5.5) (9)\n end\n if <(costume [number v]) = [32]> then\n Position (6.5) (8)\n end\n if <(costume [number v]) = [33]> then\n Position (7.5) (6)\n end\n if <(costume [number v]) = [34]> then\n Position (8.5) (0)\n end\n if <(costume [number v]) = [35]> then\n Position (8.6) (9)\n end\n if <(costume [number v]) = [36]> then\n Position (9.5) (3)\n end\n if <(costume [number v]) = [37]> then\n Position (10.2) (4.3)\n end\n if <(costume [number v]) = [38]> then\n Position (11.2) (8)\n end\n if <(costume [number v]) = [39]> then\n Position (11.2) (16)\n end\n if <(costume [number v]) = [40]> then\n Position (11.8) (22)\n end\n if <(costume [number v]) = [41]> then\n Position (12.4) (22)\n end\n if <(costume [number v]) = [42]> then\n Position (13.3) (22)\n end\n if <(costume [number v]) = [43]> then\n Position (14.4) (23)\n end\n if <(costume [number v]) = [44]> then\n Position (14.86) (40)\n end\n if <(costume [number v]) = [45]> then\n Position (16.2) (50)\n end\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\nCreate Proper Clones (1) (57)\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\n\ndefine Position (x) (y)\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((30) * (y)))\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nif <(costume [number v]) = [57]> then\n switch costume to (costume1 v)\n set size to (1000) %\n switch costume to (snowmain2 v)\nend\nforever\n if <(costume [number v]) = [58]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [46]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [47]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [48]> then\n Position (1) (0)\n end\n if <(costume [number v]) = [49]> then\n Position (1) (9)\n end\n if <(costume [number v]) = [50]> then\n Position (2.4) (9)\n end\n if <(costume [number v]) = [51]> then\n Position (3.4) (9)\n end\n if <(costume [number v]) = [52]> then\n Position (2) (0)\n end\n if <(costume [number v]) = [53]> then\n Position (3) (0)\n end\n if <(costume [number v]) = [54]> then\n Position (4) (0)\n end\n if <(costume [number v]) = [55]> then\n Position (5.4) (9)\n end\n if <(costume [number v]) = [56]> then\n Position (6.4) (3)\n end\nend\n\n@Levels\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n delete this clone\nend\nset [level v] to [1]\nCreate Proper Clones (23) (1)\n\ndefine Create Proper Clones (\(number_of_clones\)) (starting costume)\nswitch costume to (starting costume)\nrepeat ((\(number_of_clones\)) - (1))\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level2_mountain/floating v]\nswitch costume to (costume1b v)\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n delete this clone\nend\nCreate Proper Clones (22) (24)\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [1]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [2]> then\n Position (1) (0)\n end\n if <(costume [number v]) = [3]> then\n Position (1) (0.8)\n end\n if <(costume [number v]) = [4]> then\n Position (2) (0)\n end\n if <(costume [number v]) = [5]> then\n Position (3) (0)\n end\n if <(costume [number v]) = [6]> then\n Position (3.5) (3.6)\n end\n if <(costume [number v]) = [7]> then\n go to x: ((Scroll_X) + ((480) * (3))) y: ((Scroll_Y) + ((480) * (0.7)))\n end\n if <(costume [number v]) = [8]> then\n go to x: ((Scroll_X) + ((480) * (2))) y: ((Scroll_Y) + ((480) * (1)))\n end\n if <(costume [number v]) = [9]> then\n go to x: ((Scroll_X) + ((480) * (1))) y: ((Scroll_Y) + ((480) * (1)))\n end\n if <(costume [number v]) = [10]> then\n Position (4.7) (3.6)\n end\n if <(costume [number v]) = [11]> then\n Position (5.5) (3.6)\n end\n if <(costume [number v]) = [12]> then\n Position (6.5) (3.6)\n end\n if <(costume [number v]) = [13]> then\n Position (7.5) (6.04)\n end\n if <(costume [number v]) = [14]> then\n Position (8.4) (11)\n end\n if <(costume [number v]) = [15]> then\n Position (9.4) (11)\n end\n if <(costume [number v]) = [16]> then\n Position (9.4) (7)\n end\n if <(costume [number v]) = [17]> then\n Position (10.4) (7)\n end\n if <(costume [number v]) = [18]> then\n Position (11.1) (12.53)\n end\n if <(costume [number v]) = [19]> then\n Position (12.1) (14)\n end\n if <(costume [number v]) = [20]> then\n Position (13) (13)\n end\n if <(costume [number v]) = [21]> then\n Position (14) (13)\n end\n if <(costume [number v]) = [22]> then\n Position (15) (13)\n end\n if <(costume [number v]) = [23]> then\n Position (16) (13)\n end\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\nCreate Proper Clones (1) (47)\nhide\n\nif <(username) = [chipm0nk]> then\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [46]> then\n Position (0) (0)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [47]> then\n switch costume to (costume1 v)\n set size to (1000) %\n switch costume to (snowmain2 v)\nend\nforever\n if <(costume [number v]) = [47]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [24]> then\n Position (0) (0)\n end\n if <(costume [number v]) = [25]> then\n Position (0.7) (0)\n end\n if <(costume [number v]) = [26]> then\n Position (1.6) (0)\n end\n if <(costume [number v]) = [27]> then\n Position (3) (0)\n end\n if <(costume [number v]) = [28]> then\n Position (3.4) (4)\n end\n if <(costume [number v]) = [29]> then\n Position (3.8) (6)\n end\n if <(costume [number v]) = [30]> then\n Position (4.5) (9)\n end\n if <(costume [number v]) = [31]> then\n Position (5.5) (9)\n end\n if <(costume [number v]) = [32]> then\n Position (6.5) (8)\n end\n if <(costume [number v]) = [33]> then\n Position (7.5) (6)\n end\n if <(costume [number v]) = [34]> then\n Position (8.5) (0)\n end\n if <(costume [number v]) = [35]> then\n Position (8.6) (9)\n end\n if <(costume [number v]) = [36]> then\n Position (9.5) (3)\n end\n if <(costume [number v]) = [37]> then\n Position (10.2) (4.3)\n end\n if <(costume [number v]) = [38]> then\n Position (11.2) (8)\n end\n if <(costume [number v]) = [39]> then\n Position (11.2) (16)\n end\n if <(costume [number v]) = [40]> then\n Position (11.8) (22)\n end\n if <(costume [number v]) = [41]> then\n Position (12.4) (22)\n end\n if <(costume [number v]) = [42]> then\n Position (13.3) (22)\n end\n if <(costume [number v]) = [43]> then\n Position (14.4) (23)\n end\n if <(costume [number v]) = [44]> then\n Position (14.86) (40)\n end\n if <(costume [number v]) = [45]> then\n Position (16.2) (50)\n end\nend\n\ndefine Position (x) (y)\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((30) * (y)))\n\nwhen I receive [nextlevel v]\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [cutscene2 v]\nhide\n\n@Moving_Platform\n\nwhen flag clicked\nset [my_y_moving_platform v] to [3.3]\nhide\n\nwhen I receive [level1_forest/bamboo v]\nshow\nforever\n if <(Level) = [1]> then\n if <(Scroll_X) > [-4000]> then\n switch costume to (mp1 v)\n Position (7.63) (My_Y_Moving_Platform)\n end\n if <(Scroll_X) < [-4000]> then\n switch costume to (mp1 v)\n Position (10.423) ((My_Y_Moving_Platform) - (1.6))\n end\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nshow\nforever\n if <(Level) = [2]> then\n if <(Scroll_X) > [-1500]> then\n show\n switch costume to (mp2 v)\n Position (My_X_Moving_Platform) (-3)\n end\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nset [level v] to [2]\nforever\n if <(Level) = [2]> then\n set [my_x_moving_platform v] to [2.1]\n set [moving_x v] to [Right]\n repeat (53)\n change [my_x_moving_platform v] by (0.01)\n end\n set [moving_x v] to [Stop]\n wait (2) seconds\n set [moving_x v] to [Left]\n repeat (53)\n change [my_x_moving_platform v] by (-0.01)\n end\n set [moving_x v] to [Stop]\n wait (2) seconds\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nshow\nwait (0.5) seconds\nforever\n if <(Level) = [2]> then\n if <<(Scroll_X) < [-3001]> and <(Scroll_X) > [-6000]>> then\n show\n repeat until <<<touching (player v)?> and <([costume # v] of [player v]) = [31]>> or <(Scroll_X) > [-750]>>\n switch costume to (mp3 v)\n Position (8.13) (2)\n end\n if <<(Scroll_X) < [-3001]> and <(Scroll_X) > [-6000]>> then\n repeat until <touching (_edge_ v)?>\n change y by (-30)\n end\n hide\n stop [this script v]\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset x to ((Scroll_X) + ((480) * (x)))\nset y to ((Scroll_Y) + ((30) * (y)))\n\nwhen I receive [level1_forest/bamboo v]\nforever\n if <(Level) = [1]> then\n set [moving_y v] to [Up]\n repeat (40)\n change [my_y_moving_platform v] by (0.2)\n end\n wait (2) seconds\n set [moving_y v] to [Down]\n repeat (40)\n change [my_y_moving_platform v] by (-0.2)\n end\n set [my_y_moving_platform v] to [3.3]\n wait (2) seconds\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nforever\n if <(Scroll_X) < [-6500]> then\n set [moving_y v] to [Up]\n repeat (120)\n change [my_y_moving_platform v] by (0.2)\n end\n wait (2) seconds\n set [moving_y v] to [Down]\n repeat (120)\n change [my_y_moving_platform v] by (-0.2)\n end\n set [my_y_moving_platform v] to [3.3]\n wait (2) seconds\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nshow\nforever\n if <(Level) = [2]> then\n if <(Scroll_X) < [-6500]> then\n show\n switch costume to (mp4 v)\n Position (14.8) ((My_Y_Moving_Platform) + (16))\n end\n end\n if <<(Scroll_X) < [-4220]> and <(Scroll_X) > [-5000]>> then\n hide\n end\nend\n\nwhen I receive [level3_snowy v]\nforever\n if <(Level) = [3]> then\n if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n show\n switch costume to (mp5 v)\n Position ((My_X_Moving_Platform) + (2.06)) (15)\n end\n end\n if <(Level) = [3]> then\n if <(Scroll_Y) > [1000]> then\n show\n switch costume to (mp5 v)\n Position (1.2) ((My_Y_Moving_Platform) - (55))\n end\n end\nend\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nforever\n if <(Level) = [3]> then\n set [my_x_moving_platform v] to [2.1]\n if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n set [moving_x v] to [Left]\n if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n repeat (80)\n if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n change [my_x_moving_platform v] by (-0.01)\n end\n end\n set [moving_x v] to [Stop]\n wait (2) seconds\n set [moving_x v] to [Right]\n if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n repeat (80)\n if <<(Scroll_X) > [-2500]> and <(Scroll_Y) < [0]>> then\n change [my_x_moving_platform v] by (0.01)\n end\n end\n set [moving_x v] to [Stop]\n wait (2) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nforever\n if <(Level) = [3]> then\n if <(Scroll_Y) > [1000]> then\n set [my_y_moving_platform v] to [13]\n set [moving_y v] to [Down]\n repeat (60)\n change [my_y_moving_platform v] by (-0.2)\n set [moving_y v] to [Down]\n end\n set [moving_y v] to [Stop]\n wait (2) seconds\n set [moving_y v] to [Up]\n repeat (60)\n change [my_y_moving_platform v] by (0.2)\n end\n set [moving_y v] to [Stop]\n wait (2) seconds\n end\n end\nend\n\nwhen I receive [level3_snowy v]\nset [level v] to [3]\nforever\n if <not <(Scroll_Y) < [0]>> then\n set [moving_x v] to [Stop]\n end\nend\n\nset [moving_y v] to [Up]\n\n@Player_Sensor\n\nwhen I start as a clone\nshow\nforever\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [3]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to (hitbox v)\n if <<<touching (moving_platform v)?> and <(Moving_Y) = [Up]>> or <touching (levels_hitbox v)?>> then\n broadcast (hit_top v)\n end\n end\nend\n\nwhen I receive [start_game v]\nrepeat (1)\n delete this clone\nend\ngo to (hitbox v)\nswitch costume to (sensor_left v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_right v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_top v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_bottom v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_top2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sensor_bottom2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [6]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to (hitbox v)\n if <<<<touching (moving_platform v)?> and <(Moving_Y) = [Down]>> and <([y position v] of [moving_platform v]) < (([y position v] of [hitbox v]) + (50))>> and <([costume # v] of [moving_platform v]) = [1]>> then\n broadcast (platform_crush v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [7]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to (hitbox v)\n if <<<(In_Air) > [5]> and <touching (levels_hitbox v)?>> and <([direction v] of [player v]) = [-90]>> then\n repeat until <<(In_Air) = [0]> or <not <touching (levels_hitbox v)?>>>\n set [wall_jump v] to [+]\n end\n set [wall_jump v] to [-]\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n if <not <([costume # v] of [player v]) > [22]>> then\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [1]> then\n point in direction (90)\n go to (hitbox v)\n if <<(Scroll_X) > [-7690]> and <(Moving_Ability) = [yes]>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>> then\n change [scroll_x v] by (-10)\n end\n end\n if <<<touching (levels_hitbox v)?> or <touching (moving_platform v)?>> and <<([direction v] of [hitbox v]) = [90]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n change [scroll_x v] by (10)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n if <not <([costume # v] of [player v]) > [22]>> then\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [2]> then\n point in direction (90)\n go to (hitbox v)\n if <<(Scroll_X) > [-7690]> and <(Moving_Ability) = [yes]>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>> then\n change [scroll_x v] by (10)\n end\n end\n if <<<touching (levels_hitbox v)?> or <touching (moving_platform v)?>> and <<([direction v] of [hitbox v]) = [-90]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n change [scroll_x v] by (-10)\n end\n end\n if <<<(Scroll_X) = [-7690]> and <key (left arrow v) pressed?>> and <([x position v] of [hitbox v]) = [0]>> then\n set [scroll_x v] to [-7680]\n end\n end\n end\nend\n\nif <(Level) < [3]> then\nelse\n if <<(Scroll_X) > [-2130]> and <(Moving_Ability) = [yes]>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<not <touching (levels_hitbox v)?>> and <not <touching (moving_platform v)?>>> then\n change [scroll_x v] by (10)\n end\n end\n if <<<touching (levels_hitbox v)?> or <touching (moving_platform v)?>> and <<([direction v] of [hitbox v]) = [-90]> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n change [scroll_x v] by (-10)\n end\n if <(Level) < [3]> then\n else\n if <<<(Scroll_X) = [-2130]> and <key (left arrow v) pressed?>> and <([x position v] of [hitbox v]) = [0]>> then\n set [scroll_x v] to [-2130]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to (hitbox v)\n if <touching (levels_hitbox v)?> then\n change [scroll_y v] by (-5)\n end\n if <<touching (moving_platform v)?> and <(Moving_Y) = [Up]>> then\n change [scroll_y v] by (-7)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [5]> then\n set [ghost v] effect to (100)\n point in direction (90)\n go to (hitbox v)\n if <<<(In_Air) > [5]> and <touching (levels_hitbox v)?>> and <([direction v] of [player v]) = [90]>> then\n repeat until <<(In_Air) = [0]> or <not <touching (levels_hitbox v)?>>>\n set [wall_jump v] to [+]\n end\n set [wall_jump v] to [-]\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\n set size to ([size v] of [hitbox v]) %\n if <(costume [number v]) = [8]> then\n point in direction (90)\n go to (hitbox v)\n if <<touching (moving_platform v)?> and <<([costume # v] of [moving_platform v]) = [2]> or <([costume # v] of [moving_platform v]) = [6]>>> then\n if <(Moving_X) = [Right]> then\n change [scroll_x v] by (-4.9)\n end\n if <(Moving_X) = [Left]> then\n change [scroll_x v] by (4.9)\n end\n if <(Moving_X) = [Stop]> then\n change [scroll_x v] by (0)\n end\n end\n end\n if <(Scroll_X) < [-7690]> then\n set [scroll_x v] to [-7680]\n end\nend\n\n@Screen\n\nwhen I receive [level3_snowy v]\nerase all\nshow\n\nwhen I receive [select_level v]\nerase all\nhide\n\nwhen I receive [nextlevel v]\nerase all\nhide\n\nwhen I receive [level2_mountain/floating v]\nerase all\nshow\n\nwhen flag clicked\nerase all\nhide\ngo to [front v] layer\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [start_game v]\nshow\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n hide\n show\n reset timer\nend\n\nwhen I receive [cutscene2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (200) layers\nswitch costume to (cloud v)\ncreate clone of (_myself_ v)\nswitch costume to (forest v)\ncreate clone of (_myself_ v)\nswitch costume to (extra2 v)\ncreate clone of (_myself_ v)\nswitch costume to (snowy v)\ncreate clone of (_myself_ v)\nswitch costume to (empty v)\nhide\n\nwhen I receive [level1_forest/bamboo v]\nif <not <(costume [number v]) = [1]>> then\n show\nend\nstop [other scripts in sprite v]\nforever\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (70)\n set x to (650)\n set y to (pick random (-200) to (200))\n glide (80) secs to x: (-350) y: (y position)\n end\n if <(costume [number v]) = [3]> then\n go [backward v] (100) layers\n go to x: (0) y: (0)\n end\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> then\n hide\n end\n if <(costume [number v]) = [5]> then\n hide\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nif <not <(costume [number v]) = [1]>> then\n show\nend\nstop [other scripts in sprite v]\nforever\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (70)\n set x to (650)\n set y to (pick random (-200) to (200))\n glide (80) secs to x: (-350) y: (y position)\n end\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> then\n show\n go [backward v] (100) layers\n go to x: (0) y: (0)\n end\n if <(costume [number v]) = [3]> then\n hide\n end\n if <(costume [number v]) = [5]> then\n hide\n end\nend\n\nwhen I receive [level3_snowy v]\nif <not <(costume [number v]) = [1]>> then\n show\nend\nwait (0.2) seconds\nstop [other scripts in sprite v]\nforever\n if <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (70)\n set x to (650)\n set y to (pick random (-200) to (200))\n glide (80) secs to x: (-350) y: (y position)\n end\n if <(costume [number v]) = [5]> then\n show\n go [backward v] (100) layers\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n end\n if <<<(costume [number v]) = [4]> or <(costume [number v]) = [8]>> or <(costume [number v]) = [3]>> then\n hide\n end\n go to [back v] layer\nend\n\nwhen I receive [cutscene2 v]\nhide\ndelete this clone\n\n@Bamboo\n\ndefine Bamboo_Clones (start) (bamboo)\nswitch costume to (start)\nrepeat (bamboo)\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nshow\nclear graphic effects\nwait until <touching (player v)?>\nchange [bamboo v] by (1)\nbroadcast (coin count v)\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((480) * (y)))\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n delete this clone\nend\nBamboo at X (0.8) Y (0.14)\nBamboo at X (5) Y (0.5)\nBamboo at X (6.2) Y (0.64)\nBamboo at X (6.2) Y (0.64)\nBamboo at X (8.4) Y (-0.05)\nBamboo at X (11.04) Y (0.45)\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nhide\n\ndefine Bamboo at X (x) Y (y)\nswitch costume to (lev_1_a v)\nset [bamboox v] to (x)\nset [bambooy v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n delete this clone\nend\nBamboo at X (0.8) Y (0.42)\nBamboo at X (2.9) Y (0.07)\nBamboo at X (2.7) Y (0.72)\nBamboo at X (9.7) Y (1.45)\nBamboo at X (11) Y (0.87)\nBamboo at X (1) Y (1.2)\n\nif <(costume [number v]) = [1]> then\n Position (0.8) (0.42)\nend\nif <(costume [number v]) = [2]> then\n Position (2.9) (0.07)\nend\nif <(costume [number v]) = [3]> then\n Position (2.7) (0.72)\nend\nif <(costume [number v]) = [4]> then\n Position (9.7) (1.45)\nend\nif <(costume [number v]) = [5]> then\n Position (11) (0.87)\nend\nif <(costume [number v]) = [6]> then\n Position (1) (1.2)\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: ((Scroll_X) + ((480) * (BambooX))) y: ((Scroll_Y) + ((480) * (BambooY)))\nend\n\nchange [score_keeper v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\nBamboo at X (1.3) Y (0)\nBamboo at X (1.5) Y (0)\nBamboo at X (1.7) Y (0)\nBamboo at X (4) Y (1)\nBamboo at X (4.2) Y (1)\nBamboo at X (4.4) Y (1)\n\n@Rain\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\nforever\n set size to (40) %\n switch costume to (costume1 v)\n set [ghost v] effect to (60)\n set y to (160)\n set x to (pick random (-200) to (200))\n repeat until <touching (levels_hitbox v)?>\n change y by (-5)\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 if <touching (_edge_ v)?> then\n hide\n end\n end\n switch costume to (costume2 v)\n if <not <touching (levels_hitbox v)?>> then\n hide\n end\n wait (0.1) seconds\n switch costume to (costume3 v)\n if <not <touching (levels_hitbox v)?>> then\n hide\n end\n wait (0.1) seconds\n switch costume to (costume4 v)\n if <not <touching (levels_hitbox v)?>> then\n hide\n end\n wait (0.1) seconds\n switch costume to (costume5 v)\n if <not <touching (levels_hitbox v)?>> then\n hide\n end\n wait (0.1) seconds\n switch costume to (costume6 v)\n if <not <touching (levels_hitbox v)?>> then\n hide\n end\n wait (0.1) seconds\n switch costume to (costume7 v)\n if <not <touching (levels_hitbox v)?>> then\n hide\n end\n wait (0.1) seconds\n delete this clone\nend\n\nwhen I receive [rain v]\nset y to (160)\nshow\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\nend\n\nbroadcast (rain v)\n\n@Scorekeeper\n\nwhen flag clicked\nhide\nforever\n switch costume to (scorekeeper v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [start_game v]\nset [score_keeper v] to [1]\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n go [backward v] (50) layers\nend\nif <(costume [number v]) = [2]> then\n go [backward v] (40) layers\nend\nshow\n\nwhen I receive [level2_mountain/floating v]\nshow\n\nwhen I receive [nextlevel v]\nswitch costume to (00 v)\nhide\n\nwhen I start as a clone\nhide\nforever\n go to x: (-13) y: (-4)\n switch costume to ((Score_Keeper) + (1))\n go to [front v] layer\nend\n\nwhen I receive [select_level v]\nhide\n\nwhen I receive [lose_all_lives v]\nswitch costume to (00 v)\n\ncreate clone of (_myself_ v)\nhide\nforever\n switch costume to (scorekeeper v)\n go to x: (0) y: (0)\n go [backward v] (50) layers\n go to [front v] layer\nend\n\nwhen I receive [level3_snowy v]\nshow\n\nwhen I receive [cutscene2 v]\nhide\n\n@Lives\n\nwhen flag clicked\nswitch costume to (3 v)\nset size to (60) %\npoint in direction (90)\nset rotation style [left-right v]\ngo [backward v] (200) layers\nhide\nset [death/life v] to [not die]\nforever\n go to x: (-130) y: (115)\n if <(costume [number v]) = [4]> then\n set [death/life v] to [die]\n broadcast (Lose_All_Lives v)\n wait (2.5) seconds\n set [death/life v] to [not die]\n switch costume to (3 v)\n end\nend\n\nwhen I receive [lose_life v]\nLose_Life\n\nwhen I receive [platform_crush v]\nswitch costume to (0 v)\n\ndefine Lose_Life\nnext costume\nwait (0.25) seconds\nswitch costume to ((costume [number v]) - (1))\nwait (0.25) seconds\nnext costume\nwait (0.25) seconds\nswitch costume to ((costume [number v]) - (1))\nwait (0.25) seconds\nnext costume\n\nwhen I receive [start_game v]\nswitch costume to (3 v)\nshow\nwait (1.6) seconds\ngo to [front v] layer\nforever\n wait (0.3) seconds\nend\n\nwhen I receive [select_level v]\nhide\n\nwhen I receive [reset_lives v]\nswitch costume to (3 v)\n\nwhen I receive [nextlevel v]\nhide\n\nwhen I receive [level2_mountain/floating v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [lose_all_lives v]\nswitch costume to (0 v)\nwait (1) seconds\nswitch costume to (3 v)\n\nwhen I receive [level3_snowy v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [cutscene2 v]\nhide\n\n@ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [start_game v]\nforever\n if <(costume [number v]) = [1]> then\n go to x: ((Scroll_X) + ((480) * (2.57))) y: ((Scroll_Y) + ((480) * (0.7)))\n end\nend\n\n@Levels_Danger\n\nwhen flag clicked\nhide\n\ndefine None\ngo to x: ((Scroll_X) + ((480) * (x))) y: ((Scroll_Y) + ((30) * (y)))\n\ndefine None\nswitch costume to (starting_costume)\nrepeat (clones)\n create clone of (_myself_ v)\n next costume\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (6) layers\nforever\n if <(costume [number v]) = [8]> then\n Levels_Dangers_Position (0.7) (0.2)\n end\n if <(costume [number v]) = [9]> then\n Levels_Dangers_Position (7.6) (3.9)\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n Levels_Dangers_Position (1.7) (0)\n end\n if <(costume [number v]) = [2]> then\n Levels_Dangers_Position (3.5) (3.88)\n end\n if <(costume [number v]) = [3]> then\n Levels_Dangers_Position (2.45) (8.84)\n end\n if <(costume [number v]) = [4]> then\n Levels_Dangers_Position (4.3) (6.1)\n end\n if <(costume [number v]) = [5]> then\n Levels_Dangers_Position (6.05) (3.95)\n end\n if <(costume [number v]) = [6]> then\n Levels_Dangers_Position (10) (18.57)\n end\n if <(costume [number v]) = [7]> then\n Levels_Dangers_Position (14) (10.6)\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n delete this clone\nend\nLevels_Dangers_Clones (8) (1)\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n delete this clone\nend\nLevels_Dangers_Clones (1) (6)\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\n\n@Fade\n\nwhen flag clicked\nset [scroll_y v] to [0]\nset [scroll_x v] to [0]\n\nwhen I receive [start_game v]\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (-500)\n if <(Level) < [3]> then\n repeat until <(y position) > [-1]>\n go to x: (0) y: ((Scroll_Y) + ((480) * (-0.3)))\n go to [front v] layer\n hide\n end\n else\n repeat until <(y position) > [20]>\n go to x: (0) y: ((Scroll_Y) + ((820) * (-2.5)))\n go to [front v] layer\n hide\n end\n end\n go to x: (0) y: (-324)\n broadcast (lose_all_lives v)\n wait (1) seconds\n broadcast (reset_lives v)\n set [scroll_x v] to (Position_X)\n set [scroll_y v] to (Position_Y)\n end\nend\n\nwhen I start as a clone\nhide\n\nwhen I receive [nextlevel v]\nif <(costume [number v]) = [2]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (2.5)\n end\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nhide\nwait (0.1) seconds\nforever\n if <(costume [number v]) = [2]> then\n show\n go to x: (0) y: (0)\n end\nend\n\n@Enemy\n\nwhen flag clicked\nset [dead/notdead v] to [Notdead]\nset size to (80) %\nhide\n\nwhen I start as a clone\nforever\n if <<(Enemy_Type) = [15]> or <(Enemy_Type) = [0]>> then\n set x to ((Scroll_X) + ((480) * ((X_Enemy) + (Scroll_X_Enemy))))\n set y to ((Scroll_Y) + ((480) * (Scroll_Y_Enemy)))\n else\n set x to ((Scroll_X) + ((480) * (Scroll_X_Enemy)))\n set y to ((Scroll_Y) + ((480) * (Scroll_Y_Enemy)))\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Enemy_Type) = [15]> or <(Enemy_Type) = [0]>> then\n if <(distance to [hitbox v]) > [240]> then\n set [x_enemy v] to [1]\n repeat (50)\n if <(distance to [hitbox v]) > [240]> then\n change [x_enemy v] by (0.005)\n point in direction (90)\n switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n end\n end\n repeat (50)\n if <(distance to [hitbox v]) > [240]> then\n change [x_enemy v] by (-0.005)\n point in direction (-90)\n switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<touching (hitbox v)?> and <([y position v] of [hitbox v]) > ((y position) + (10))>> and <<<([costume # v] of [player v]) = [21]> or <([costume # v] of [player v]) = [20]>> or <<([costume # v] of [player v]) = [30]> or <([costume # v] of [player v]) = [31]>>>> then\n wait (0.01) seconds\n if <<<touching (hitbox v)?> and <([y position v] of [hitbox v]) > ((y position) + (10))>> and <<<([costume # v] of [player v]) = [21]> or <([costume # v] of [player v]) = [20]>> or <<([costume # v] of [player v]) = [30]> or <([costume # v] of [player v]) = [31]>>>> then\n if <(costume [number v]) < [14]> then\n set [dead/notdead v] to [Dead]\n switch costume to (squishleopard1 v)\n wait (0.1) seconds\n switch costume to (squishleopard2 v)\n wait (0.1) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (1)\n delete this clone\n end\n wait (0.1) seconds\n set [dead/notdead v] to [Notdead]\n end\n if <<(costume [number v]) > [15]> and <(costume [number v]) < [29]>> then\n set [dead/notdead v] to [Dead]\n switch costume to (squishjackal1 v)\n wait (0.1) seconds\n switch costume to (squishjackal2 v)\n wait (0.1) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (1)\n delete this clone\n end\n wait (0.1) seconds\n set [dead/notdead v] to [Notdead]\n end\n end\n end\nend\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n delete this clone\nend\nSnowLeopard At x (4.5) y (0.45)\nSnowLeopard At x (10) y (0.86)\nwait (3) seconds\nSnowLeopard At x (10) y (0.86)\nSnowLeopard At x (-0.5) y (1.17)\nSnowLeopard At x (14) y (0.97)\n\nwhen I start as a clone\nset [x_enemy v] to [1]\nshow\nclear graphic effects\nwait (pick random (1) to (3)) seconds\nforever\n if <<(Enemy_Type) = [15]> or <(Enemy_Type) = [0]>> then\n if <(Dead/Notdead) = [Notdead]> then\n if <<(distance to [hitbox v]) < [240]> and <(distance to [hitbox v]) > [40]>> then\n point towards (hitbox v)\n if <(direction) > [0]> then\n point in direction (90)\n if <(X_Enemy) < [2.1]> then\n change [x_enemy v] by (0.005)\n switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n end\n if <(X_Enemy) > [2.1]> then\n if <(Enemy_Type) = [15]> then\n switch costume to (stand_jackal v)\n end\n if <(Enemy_Type) = [0]> then\n switch costume to (stand_leopard v)\n end\n end\n end\n if <(direction) < [0]> then\n point in direction (-90)\n if <(X_Enemy) > [0.75]> then\n change [x_enemy v] by (-0.005)\n switch costume to ((Walk_Costume_Enemy) + (Enemy_Type))\n end\n if <(X_Enemy) < [0.75]> then\n if <(Enemy_Type) = [15]> then\n switch costume to (stand_jackal v)\n end\n if <(Enemy_Type) = [0]> then\n switch costume to (stand_leopard v)\n end\n end\n end\n if <(direction) = [0]> then\n if <(Enemy_Type) = [15]> then\n switch costume to (stand_jackal v)\n end\n if <(Enemy_Type) = [0]> then\n switch costume to (stand_leopard v)\n end\n end\n end\n if <(distance to [hitbox v]) < [40]> then\n if <(Enemy_Type) = [15]> then\n switch costume to (stand_jackal v)\n end\n if <(Enemy_Type) = [0]> then\n switch costume to (stand_leopard v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(x position) > [230]> then\n hide\n end\n if <<(x position) > [-240]> and <(x position) < [240]>> then\n show\n end\n if <(x position) < [-240]> then\n hide\n end\nend\n\nwhen I receive [lose_all_lives v]\nwait (0) seconds\nif <(Level) = [1]> then\n repeat (1)\n delete this clone\n end\n SnowLeopard At x (4.5) y (0.45)\n SnowLeopard At x (10) y (0.86)\n wait (3) seconds\n SnowLeopard At x (10) y (0.86)\n SnowLeopard At x (-0.5) y (1.17)\n SnowLeopard At x (14) y (0.97)\nend\nif <(Level) = [2]> then\n repeat (1)\n delete this clone\n end\n Jackal at X (3.5) Y (0.436)\n Jackal at X (9.1) Y (0.175)\n Monkey at X (13.3) Y (1.293)\n Monkey at X (10.8) Y (0.18)\n Monkey at X (14.5) Y (2.5)\nend\nif <(Level) = [3]> then\n repeat (1)\n delete this clone\n end\nend\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n delete this clone\nend\nwait (2) seconds\nJackal at X (3.5) Y (0.436)\nJackal at X (9.1) Y (0.175)\nMonkey at X (13.3) Y (1.293)\nMonkey at X (10.8) Y (0.18)\nMonkey at X (14.5) Y (2.5)\n\nwhen I start as a clone\nforever\n point towards (hitbox v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset size to (80) %\nset [dead/notdead v] to [notdead]\nset [walk_costume_enemy v] to [2]\nforever\n change [walk_costume_enemy v] by (1)\n if <(Walk_Costume_Enemy) = [1]> then\n change [walk_costume_enemy v] by (1)\n end\n if <(Walk_Costume_Enemy) = [13]> then\n set [walk_costume_enemy v] to [2]\n end\n wait (0.05) seconds\nend\n\nset [scroll_x_enemy v] to [15.25]\nset [scroll_y_enemy v] to [2.48]\ncreate clone of (_myself_ v)\n\ndefine SnowLeopard At x (x) y (y)\nset [enemy_type v] to [0]\nset [scroll_x_enemy v] to (x)\nset [scroll_y_enemy v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <(Enemy_Type) = [30]> then\n if <<touching (sword v)?> and <<([costume # v] of [sword v]) = [2]> or <([costume # v] of [sword v]) = [3]>>> then\n broadcast (deadcoconut v)\n delete this clone\n end\n end\nend\n\ndefine Jackal at X (x) Y (y)\nset [enemy_type v] to [15]\nset [scroll_x_enemy v] to (x)\nset [scroll_y_enemy v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Monkey at X (x) Y (y)\nset [enemy_type v] to [30]\nset [scroll_x_enemy v] to (x)\nset [scroll_y_enemy v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <(Enemy_Type) = [30]> then\n if <<(distance to [hitbox v]) < [240]> and <(distance to [hitbox v]) > [40]>> then\n switch costume to (monkey1 v)\n repeat (13)\n next costume\n wait (0) seconds\n if <(costume [number v]) = [41]> then\n broadcast (throwcoconut v)\n end\n end\n switch costume to (monkey1 v)\n wait (0.3) seconds\n end\n end\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\nMonkey at X (1.7) Y (0.94)\nMonkey at X (2.7) Y (0.94)\nMonkey at X (4.5) Y (-0.03)\nSnowLeopard At x (0.7) y (-0.07)\nSnowLeopard At x (2.5) y (-2.53)\n\nshow\n\ndelete this clone\n\n@Enemy_Coconut\n\nwhen I start as a clone\nhide\nforever\n go to x: ((Scroll_X) + ((480) * ((Scroll Coconut X) + (Coconut X)))) y: ((Scroll_Y) + ((480) * (Scroll Coconut Y)))\nend\n\nwhen I receive [throwcoconut v]\nif <<(costume [number v]) = [1]> and <(distance to [player v]) < [400]>> then\n switch costume to (coconut v)\n create clone of (_myself_ v)\n hide\n switch costume to (coconut_spawn v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level2_mountain/floating v]\nhide\nrepeat (1)\n delete this clone\nend\nswitch costume to (coconut_spawn v)\nCoconut at X (13.3) Y (1.293)\nCoconut at X (10.8) Y (0.18)\nCoconut at X (14.5) Y (2.5)\nswitch costume to (clear v)\nhide\n\ndefine Coconut at X (x) Y (y)\nset [scroll coconut x v] to (x)\nset [scroll coconut y v] to (y)\ncreate clone of (_myself_ v)\n\nset [scroll coconut x v] to [13.3]\nset [scroll coconut y v] to [1.293]\ncreate clone of (_myself_ v)\nset [scroll coconut x v] to [10.8]\nset [scroll coconut y v] to [0.18]\ncreate clone of (_myself_ v)\nset [scroll coconut x v] to [14.5]\nset [scroll coconut y v] to [2.5]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (100)\nend\nif <(costume [number v]) = [2]> then\n clear graphic effects\n show\n set rotation style [left-right v]\n point towards (player v)\n set [coconut x v] to [0]\n repeat until <<touching (_edge_ v)?> or <touching (levels_hitbox v)?>>\n if <(direction) > [0]> then\n change [coconut x v] by (0.03)\n else\n change [coconut x v] by (-0.03)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<(distance to [sword v]) < [50]> and <<([costume # v] of [sword v]) = [3]> or <([costume # v] of [sword v]) = [2]>>> then\n delete this clone\n end\nend\n\nwhen I receive [level3_snowy v]\nhide\nrepeat (1)\n delete this clone\nend\nswitch costume to (coconut_spawn v)\nCoconut at X (1.7) Y (0.94)\nCoconut at X (2.7) Y (0.94)\nCoconut at X (4.5) Y (-0.03)\nswitch costume to (clear v)\nhide\n\nCoconut at X (2.6) Y (-3.449)\n\nwhen I receive [deadcoconut v]\nif <<(distance to [sword v]) < [50]> and <<([costume # v] of [sword v]) = [3]> or <([costume # v] of [sword v]) = [2]>>> then\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Instructions\n\nwhen flag clicked\n\nwhen I receive [level1_forest/bamboo v]\nrepeat (1)\n delete this clone\nend\nClone (1) at X (0.1) Y (-2)\nClone (2) at X (1.2) Y (0)\nClone (3) at X (1.65) Y (3)\nClone (4) at X (2.85) Y (2.5)\nClone (5) at X (4.75) Y (8.4)\nClone (6) at X (7.2) Y (6.04)\n\nwhen I start as a clone\nforever\n if <(distance to [player v]) < [80]> then\n if <(size) < [50]> then\n show\n change size by (10)\n else\n show\n end\n else\n if <(size) > [20]> then\n change size by (-10)\n else\n if <(size) < [20]> then\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((Scroll_X) + ((480) * (InstrucX))) y: ((Scroll_Y) + ((30) * (InstrucY)))\nend\n\ndefine Clone (costumenumber) at X (x) Y (y)\nswitch costume to (costumenumber)\nset [instrucx v] to (x)\nset [instrucy v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level2_mountain/floating v]\nrepeat (1)\n delete this clone\nend\nClone (7) at X (3.86) Y (7.5)\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\nClone (8) at X (2.7) Y (0.1)\n\n@BambooCount\n\nwhen flag clicked\nset [bamboo v] to [0]\nhide\n\ndefine number of coins\ncreate clones\n\nwhen I start as a clone\nswitch costume to (letter (Bamboo number) of (Bamboo))\nshow\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [start_game v]\nrepeat (1)\n delete this clone\nend\nbroadcast (coin count v)\n\ngo to [front v] layer\n\nwhen I receive [coin count v]\nrepeat (1)\n delete this clone\nend\nnumber of coins\n\ndefine create clones\nset [bamboo number v] to [0]\ngo to x: (136) y: (101)\nif <(Bamboo) < [10]> then\n switch costume to (costume0 v)\n create clone of (_myself_ v)\n change x by (22)\n switch costume to (costume0 v)\n create clone of (_myself_ v)\n change x by (22)\nend\nif <<(Bamboo) < [100]> and <(Bamboo) > [9]>> then\n switch costume to (costume0 v)\n create clone of (_myself_ v)\n change x by (22)\nend\nrepeat (length of (Bamboo))\n change [bamboo number v] by (1)\n create clone of (_myself_ v)\n change x by (22)\nend\n\nwhen I receive [level3_snowy v]\nrepeat (1)\n delete this clone\nend\nhide\n\nwhen I receive [cutscene2 v]\nhide\n\n@Sword\n\nwhen I receive [level3_snowy v]\nswitch costume to (icicle v)\nrepeat until <touching (hitbox v)?>\n point in direction (90)\n switch costume to (icicle v)\n show\n go to x: ((Scroll_X) + ((480) * (3.18))) y: ((Scroll_Y) + ((360) * (0.15)))\nend\nbroadcast (sword v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [sword v]\nforever\n if <key (space v) pressed?> then\n set size to (75) %\n point in direction ([direction v] of [player v])\n show\n if <(direction) = [90]> then\n switch costume to (slash v)\n repeat (12)\n turn right (30) degrees\n end\n else\n switch costume to (slash2 v)\n repeat (12)\n turn left (30) degrees\n end\n end\n switch costume to (icicle v)\n hide\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [sword v]\nswitch costume to (icicle v)\nforever\n go to (hitbox v)\nend\n\n@Red Panda\n\n@Characters\n\nwhen flag clicked\nhide\n\n
100,000+ views!! :O\nAnd 4500+ loves!!! :D Thanks, everyone!\n\nEnglish:\nInstructions are in the game.\n\nI recommend you play 'Bamboo Forest' (level 1) first if you don't know how to play.\n\nPlease comment about any problems interfering with the game.\n\nFrancais:\nLes instructions sont dans le jeu.\n\nJe vous recommande de jouer d'abord à 'Bamboo Forest' (niveau 1) si vous ne savez pas comment jouer.\n\nS'il vous plaît signaler tout problème interférant avec le jeu.
Shadow Ball Platformer 2
@Stage\n\nwhen flag clicked\nrepeat until <key (j v) pressed?>\n play sound (pick random (1) to (5)) until done\nend\n\nwhen [g v] key pressed\nforever\n if <(username) = [Popfiz910]> then\n switch backdrop to (shadow ball2 v)\n end\nend\n\nwhen I receive [next! level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n broadcast (cutscene v)\n set [state v] to [Cutscene]\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (j v) pressed?> then\n stop all sounds\n play sound [Tobu - Sweet Story.mp3 v] until done\n broadcast (music v)\n end\n end\nend\n\nwhen I receive [music v]\nrepeat until <key (j v) pressed?>\n play sound (pick random (1) to (5)) until done\nend\n\n@Ball\n\nwhen flag clicked\nset [level v] to [0]\nset [lives v] to [5]\nset [yvelocity v] to [0]\ngo to x: (-181) y: (-36)\nforever\n change y by (yvelocity)\n if <<key (up arrow v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#666666)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <<key (space v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#666666)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <touching color (#666666)?> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-4]\n end\n end\n repeat until <not <touching color (#666666)?>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-193) y: (-140)\n\nwhen backdrop switches to [game over v]\nhide variable [level v]\nhide variable [lives v]\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [lives v]\nshow variable [level v]\n\nwhen flag clicked\nif <(hardcore) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (q v) pressed?> then\n switch backdrop to (shadow ball2 v)\n end\n end\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide variable [lives v]\nhide variable [level v]\n\nwhen backdrop switches to [start screen2 v]\nhide\n\nwhen backdrop switches to [start screen v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop13 v]\nif <touching (sprite13 v)?> then\n go to x: (-193) y: (-140)\n change [lives v] by (-1)\nend\nif <<touching (sprite13 v)?> and <[costume] = [3]>> then\n change [lives v] by (-1)\nend\n\nwhen backdrop switches to [backdrop12 v]\nshow variable [level v]\nshow variable [lives v]\nset [level v] to [5]\n\nwhen flag clicked\nif <(lives) = [0]> then\n switch backdrop to (game over v)\nend\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (x v) pressed?> then\n switch backdrop to (backdrop12 v)\n set [lives v] to [100000000000000000 ]\n end\n if <key (z v) pressed?> then\n broadcast (Time To Win v)\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [win v]\nset [level v] to [WIN]\n\nwhen I receive [cutscene v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nset [level v] to [12]\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-193) y: (91)\n\nwhen flag clicked\nset [xvelocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [scrollx v] by (3)\n set [xvelocity v] to [15]\n end\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to [-15]\n end\n set [xvelocity v] to ((xvelocity) / (2))\n change x by (xvelocity)\n if <touching color (#666666)?> then\n change x by ((0) - (xvelocity))\n set [xvelocity v] to [0]\n end\n if <touching color (#330066)?> then\n change [level v] by (1)\n broadcast (Next! level v)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <<touching color (#ff0000)?> and <not <(level) = [6]>>> then\n go to x: (-193) y: (-140)\n change [lives v] by (-1)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <<touching color (#ff0000)?> and <(level) = [6]>> then\n go to x: (-193) y: (-160)\n change [lives v] by (-1)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <(lives) < [1]> then\n switch backdrop to (game over v)\n stop [all v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(backdrop [name v]) = [backdrop5]> then\n forever\n hide\n wait (1.2) seconds\n show\n wait (0.5) seconds\n end\n else\n hide\n if <(backdrop [name v]) > [backdrop5]> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [shadow ball2]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [backdrop5]>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [state v] to [Game Play]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [cutscene v]\nforever\n hide variable [level v]\n hide variable [lives v]\n show\n switch costume to (costume1 v)\n wait (2) seconds\n forever\n switch costume to (costume2 v)\n end\nend\n\n
Arrow Keys To Move \n\n\n\n STORY\n_______________________________________________________\nAfter You Found Your Friend You Did Not Know Where You Were\nNext Thing You Knew Your Friend Was No were To Be Seen!
The Greatest Showman Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [The Greatest Show \(from The Greatest Showman Soundtrack\) Official Audio.mp3 v] until done\n play sound [Come Alive \(from The Greatest Showman Soundtrack\) \[Official Audio\].mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (q v) pressed?> then\n switch backdrop to (thumbnail v)\n end\n end\nend\n\nwhen I receive [next! level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdropwin v]\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [0]\nset [lives v] to [5]\nset [yvelocity v] to [0]\ngo to x: (-181) y: (-36)\nforever\n change y by (yvelocity)\n if <<key (up arrow v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#666666)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <<key (space v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#666666)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <touching color (#666666)?> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-4]\n end\n end\n repeat until <not <touching color (#666666)?>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-193) y: (-140)\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [lives v]\nshow variable [level v]\n\nwhen backdrop switches to [backdrop8 v]\nif <not <(hardcore) = [1]>> then\n set [lives v] to [5]\nend\n\nwhen flag clicked\nforever\n set [hardcore v] to [0]\n if <<(username) = [Enderlord2017]> and <key (1 v) pressed?>> then\n set [hardcore v] to [1]\n end\n if <<(username) = [Enderlord2017]> and <key (2 v) pressed?>> then\n set [hardcore v] to [0]\n end\nend\n\nwhen flag clicked\nif <(hardcore) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (q v) pressed?> then\n switch backdrop to (shadow ball2 v)\n end\n end\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide variable [lives v]\nhide variable [level v]\n\nwhen backdrop switches to [start screen2 v]\nhide\n\nwhen backdrop switches to [start screen v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop13 v]\nif <touching (sprite13 v)?> then\n go to x: (-193) y: (-140)\n change [lives v] by (-1)\nend\nif <<touching (sprite13 v)?> and <[costume] = [3]>> then\n change [lives v] by (-1)\nend\n\nwhen flag clicked\nif <(lives) = [0]> then\n switch backdrop to (game over v)\nend\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (x v) pressed?> then\n switch backdrop to (backdrop12 v)\n set [lives v] to [100000000000000000 ]\n end\n if <key (z v) pressed?> then\n broadcast (Time To Win v)\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [win v]\nset [level v] to [WIN]\n\nwhen flag clicked\nset [xvelocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [scrollx v] by (3)\n set [xvelocity v] to [15]\n end\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to [-15]\n end\n set [xvelocity v] to ((xvelocity) / (2))\n change x by (xvelocity)\n if <touching color (#666666)?> then\n change x by ((0) - (xvelocity))\n set [xvelocity v] to [0]\n end\n if <touching color (#000000)?> then\n change [level v] by (1)\n broadcast (Next! level v)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <<touching color (#ff0000)?> and <not <(level) = [6]>>> then\n go to x: (-193) y: (-140)\n change [lives v] by (-1)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <<touching color (#ff0000)?> and <(level) = [6]>> then\n go to x: (-193) y: (-160)\n change [lives v] by (-1)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <(lives) < [1]> then\n switch backdrop to (gameover v)\n stop [all v]\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-163) y: (-157)\n\nwhen flag clicked\nshow variable [lives v]\nshow variable [level v]\nset [level v] to [1]\n\nwhen flag clicked\nset [lives v] to [5]\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-162) y: (-143)\n\nwhen backdrop switches to [gameover v]\nhide variable [level v]\nhide variable [lives v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide variable [level v]\nhide variable [lives v]\n\n
Arrow Keys To Move \n\n\n\n STORY\n___________________________________________\nYou Are Looking For The Bearded Lady For Your Show! \nLike In The Movie!\n___________________________________________
Disappear (a platformer)2
@Stage\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [cheat v]\nnext backdrop\n\nwhen I receive [how to play v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [deaths v]\n\nwhen I receive [變數 v]\nforever\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\nend\n\nwhen flag clicked\n\nbroadcast (exit v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n broadcast (ball start v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n broadcast (trap v)\n end\nend\n\nwhen flag clicked\nhide variable [☁ player's name v]\nshow list [back v]\ndelete (all) of [back v]\nset [name v] to (username)\nadd (name) to [player v]\nadd (backdrop [number v]) to [back v]\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n ask [skip level?] and wait\n if <(answer) = [yes]> then\n broadcast (cheat v)\n else\n end\n end\nend\n\nwhen I receive [logo v]\nwait (5) seconds\nhide variable [time v]\nset [deaths v] to [0]\nhide variable [deaths v]\nrepeat until <(backdrop [number v]) = [25]>\n wait (1) seconds\n change [time v] by (1)\nend\nforever\n if <(backdrop [name v]) = [exit]> then\n broadcast (exit v) and wait\n end\nend\n\nwhen flag clicked\nset [☁ player's name v] to [0]\nforever\n if <(backdrop [number v]) = [25]> then\n broadcast (變數 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n broadcast (trap disa v)\n end\nend\n\nwhen I receive [touch red v]\nchange [deaths v] by (1)\n\nwhen I receive [square v]\nswitch backdrop to (space_craft v)\nwait (5) seconds\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (space_craft v)\n\nwhen flag clicked\nforever\n play sound [Vexento-Pollen.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n broadcast (next v)\n go to x: (-192) y: (-131)\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change [ghost v] effect by (5)\n wait (0.1) seconds\n end\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nhide\ngo to x: (-215) y: (-131)\nforever\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 (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> 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 (#b2b2b2)?> 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 (#b2b2b2)?> and <key (up arrow v) pressed?>> or <<touching color (#b2b2b2)?> and <key (w v) pressed?>>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen I receive [cheat v]\ngo to x: (-215) y: (-131)\n\nwhen I receive [ball start v]\ngo to x: (-215) y: (-131)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-131)\n broadcast (touch red v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-215) y: (-131)\n broadcast (touch red v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n broadcast (tele v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7f00ff)?> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [tele v]\ngo to x: (-200) y: (67)\n\nwhen I receive [square v]\nshow\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [5]\n else\n set [y v] to [-1]\n end\n end\nend\n\n@角色1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nbroadcast (start button v) and wait\n\nwhen I receive [logo v]\nbroadcast (square v)\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [how to play v]\nhide\n\n@角色2\n\nwhen I receive [square v]\nshow\nerase all\ngo to [front v] layer\ngo to x: (-65) y: (-60)\npoint in direction (0)\nDraw Spiral of size (150)\nwait (0.3) seconds\nerase all\nhide\n\ngo to x: (0) y: (0)\n\ndefine None\nset pen size to (1)\nset pen color to (#bb42c3)\npen down\nmove (size) steps\nturn right (28) degrees\npen up\nif <(size) > [3]> then\n Draw Spiral of size ((size) * (0.95))\nend\n\n@角色3\n\nwhen I receive [start button v]\ngo to x: (0) y: (0)\nswitch costume to (造型1 v)\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (造型2 v)\n else\n switch costume to (造型1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (1) seconds\n broadcast (logo v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\nhide\n\n@角色4\n\nwhen flag clicked\nhide\n\nwhen I receive [logo v]\nshow\nforever\n go to x: (11) y: (-185)\n wait (5) seconds\n hide\nend\n\nwhen I receive [how to play v]\nhide\n\n@角色7\n\nwhen flag clicked\nhide\n\nwhen I receive [logo v]\nshow\nforever\n go to x: (98) y: (119)\n wait (5) seconds\n hide\nend\n\nwhen I receive [how to play v]\nhide\n\n@角色8\n\nwhen flag clicked\nhide\n\nwhen I receive [logo v]\nshow\nforever\n go to x: (-143) y: (18)\n wait (5) seconds\n hide\nend\n\nwhen I receive [how to play v]\nhide\n\n@角色9\n\nwhen flag clicked\nhide\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [logo v]\nshow\nforever\n go to x: (-18) y: (11)\n wait (5) seconds\n hide\nend\n\n@角色10\n\nwhen flag clicked\nshow\nswitch costume to (造型1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (造型2 v)\n else\n switch costume to (造型1 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (1) seconds\n broadcast (how to play v)\n hide\n end\nend\n\nstop [this script v]\n\nbroadcast (logo v)\n\nwhen I receive [how to play v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (183) y: (-8)\nswitch costume to (costume1 v)\n\nwhen I receive [trap v]\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [touch red v]\nswitch costume to (costume1 v)\n\nwhen I receive [trap disa v]\nhide\n\n
~~~~~~~~~~~~~Disappear (a platformer)2~~~~~~~~~~~~~~~\n-Arrow keys or WASD to move -green is the finish line\n-red is bad\n-blue is water\n-purple is bouncy\n-Haven't played part1 yet? play it here! https://scratch.mit.edu/projects/222591994/
Stickman Platformer WIP
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [game over v]\nswitch backdrop to (die v)\nstop [all v]\n\nwhen I receive [cheat 6 v]\nhide list [levels v]\nask [What Level] and wait\nswitch backdrop to (answer)\nshow list [levels v]\n\nwhen flag clicked\ndelete (all) of [levels v]\nadd [Level 1] to [levels v]\nadd [Level 2] to [levels v]\nadd [Level 3] to [levels v]\nadd [Level 4] to [levels v]\nadd [Level 5] to [levels v]\nadd [Level 6] to [levels v]\nadd [Level 7] to [levels v]\nadd [Level 8] to [levels v]\nadd [Level 9] to [levels v]\nadd [Level 10] to [levels v]\nadd [Level 11] to [levels v]\nadd [Level 12] to [levels v]\nadd [Level 13] to [levels v]\nadd [Level 14] to [levels v]\nadd [Level 15] to [levels v]\nadd [Level 16] to [levels v]\nadd [Level 17] to [levels v]\nadd [Level 18] to [levels v]\nadd [Level 19] to [levels v]\nadd [Level 20] to [levels v]\n\nwhen flag clicked\nshow list [levels v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [end v]\nswitch backdrop to (level 21 v)\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\n@Player\n\nwhen I receive [game start v]\nforever\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 [game start v]\nforever\n if <key (space v) pressed?> then\n switch costume to (shooting v)\n end\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (Walk)\n end\n if <(yvelocity) > [2]> then\n switch costume to (jump v)\n end\n if <(yvelocity) < [-3]> then\n switch costume to (fall v)\n end\n if <<(yvelocity) < <[0] > [-0.5]>> and <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (space v) pressed?>>>> then\n switch costume to (player v)\n end\nend\n\nwhen I receive [game start v]\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n wait (0.05) seconds\n if <(Walk) > [7]> then\n set [walk v] to [4]\n end\nend\n\nwhen flag clicked\nset size to (90) %\nforever\n if <<key (c v) pressed?> and <<<(username) = [Enderlord2017]> or <(username) = [Popfiz910]>> or <<(username) = [TheBlackAvenger9]> or <(username) = [dallinj15]>>>> then\n ask [] and wait\n if <(answer) = [Help]> then\n broadcast (help v)\n end\n if <(answer) = [Fun]> then\n broadcast (cheat 1 v)\n end\n if <(answer) = [Big W]> then\n broadcast (cheat 2 v)\n end\n if <(answer) = [GoldHeart]> then\n broadcast (cheat 3 v)\n end\n if <(answer) = [Small]> then\n broadcast (cheat 4 v)\n end\n if <(answer) = [Flash]> then\n broadcast (cheat 5 v)\n end\n if <(answer) = [Level]> then\n broadcast (cheat 6 v)\n end\n if <(answer) = [GoldStar Members]> then\n broadcast (cheat 7 v)\n end\n if <(answer) = [Fly]> then\n broadcast (cheat 8 v)\n end\n else\n if <key (t v) pressed?> then\n ask [] and wait\n say (answer) for (3) seconds\n if <(answer) = [Smol]> then\n broadcast (cheat 4 v)\n end\n else\n if <key (d v) pressed?> then\n repeat until <key (w v) pressed?>\n switch costume to (Walk)\n point in direction (pick random (90) to (-90))\n wait (0.01) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset rotation style [all around v]\npoint in direction (pick random (180) to (-180))\nrepeat (10)\n move (10) steps\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [cheat 2 v]\nrepeat until <key (0 v) pressed?>\n change [whirl v] effect by (1)\nend\nif <key (0 v) pressed?> then\n set [whirl v] effect to (0)\nend\n\nwhen I receive [game start v]\nforever\n go to (hitbox v)\n go to [front v] layer\nend\n\nwhen I receive [cheat 1 v]\nrepeat until <key (0 v) pressed?>\n create clone of (_myself_ v)\nend\n\nwhen I receive [cheat 4 v]\nrepeat until <key (0 v) pressed?>\n set size to (25) %\nend\nif <key (0 v) pressed?> then\n set size to (90) %\nend\n\nwhen flag clicked\ndelete (all) of [cheats v]\nshow list [cheats v]\nadd [Fun] to [cheats v]\nadd [Big W] to [cheats v]\nadd [GoldHeart] to [cheats v]\nadd [Small] to [cheats v]\nadd [Flash] to [cheats v]\nadd [Level] to [cheats v]\nadd [GoldStar Members] to [cheats v]\nadd [Fly] to [cheats v]\n\nwhen I receive [help v]\nhide list [cheats v]\nforever\n if <key (0 v) pressed?> then\n show list [cheats v]\n end\nend\n\nwhen I receive [cheat 5 v]\nrepeat until <key (0 v) pressed?>\n set [flash v] to [1]\nend\nif <key (0 v) pressed?> then\n set [flash v] to [0]\nend\n\nwhen I receive [game start v]\nset [goldstar? v] to [yes]\nset size to (90) %\nset rotation style [left-right v]\npoint in direction (90)\nshow\nset [level v] to [1]\nset [lives v] to [12]\nset [yvelocity v] to [0]\ngo to x: (-181) y: (-36)\npoint in direction (90)\nforever\n change y by (yvelocity)\n if <<key (up arrow v) pressed?> and <(yvelocity) < [0]>> then\n if <<touching color (#b2b2b2)?> or <touching color (#9c9c9c)?>> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <<touching color (#b2b2b2)?> or <touching color (#9c9c9c)?>> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-4]\n end\n end\n repeat until <not <<touching color (#b2b2b2)?> or <touching color (#9c9c9c)?>>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\n if <<touching color (#ff0000)?> or <touching color (#3b9647)?>> then\n wait (0) seconds\n broadcast (DiE!!!!!! v)\n set [goldstar? v] to [no]\n point in direction (90)\n end\n if <(Lives) < [1]> then\n broadcast (game over v)\n hide\n end\n repeat until <(backdrop [name v]) = [Level 20]>\n if <touching color (#330066)?> then\n broadcast (next level v)\n change [lives v] by (1)\n point in direction (90)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [cheat 6 v]\ngo to x: (-181) y: (-36)\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<(backdrop [name v]) = [Level 20]> and <touching color (#330066)?>> then\n hide\n stop [other scripts in sprite v]\n if <<<(GoldStar?) = [yes]> and <not <<(username) = (GoldStar Members)> or <(username) < (GoldStar Members)>>>> and <(Zombies) = [5]>> then\n broadcast (goldstar v)\n else\n broadcast (end scene v)\n end\n end\nend\n\nwhen I receive [cheat 7 v]\nhide list [goldstar members v]\nforever\n if <key (0 v) pressed?> then\n show list [goldstar members v]\n end\nend\n\nwhen I receive [cheat 8 v]\nhide\n\nwhen I receive [cheat 8 off v]\nshow\n\nwhen I receive [game over v]\nhide\n\n@HitBox\n\nwhen I receive [next level v]\ngo to x: (-181) y: (-36)\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game start v]\nshow\nset size to (90) %\nset [ghost v] effect to (100)\nset [level v] to [1]\nset [lives v] to [12]\nset [yvelocity v] to [0]\ngo to x: (-181) y: (-36)\nforever\n change y by (yvelocity)\n if <<key (up arrow v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#b2b2b2)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <touching color (#b2b2b2)?> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-4]\n end\n end\n repeat until <not <touching color (#b2b2b2)?>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\n if <<touching color (#ff0000)?> or <touching color (#019313)?>> then\n wait (0) seconds\n broadcast (DiE!!!!!! v)\n change [lives v] by (-1)\n go to x: (-181) y: (-36)\n point in direction (90)\n end\nend\n\nwhen I receive [cheat 4 v]\nrepeat until <key (0 v) pressed?>\n set size to (25) %\nend\nif <key (0 v) pressed?> then\n set size to (90) %\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [cheat 8 off v]\nset rotation style [left-right v]\nshow\nset size to (90) %\nset [ghost v] effect to (100)\nset [level v] to [1]\nset [lives v] to [12]\nset [yvelocity v] to [0]\nforever\n change y by (yvelocity)\n if <<key (up arrow v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#b2b2b2)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <touching color (#b2b2b2)?> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-4]\n end\n end\n repeat until <not <touching color (#b2b2b2)?>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\n if <<touching color (#ff0000)?> or <touching color (#019313)?>> then\n wait (0) seconds\n change [lives v] by (-1)\n go to x: (-181) y: (-36)\n point in direction (90)\n end\nend\n\nwhen I receive [cheat 8 off v]\nset [xvelocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [scrollx v] by (3)\n set [xvelocity v] to [15]\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set [xvelocity v] to [-15]\n end\n set [xvelocity v] to ((xvelocity) / (2))\n change x by (xvelocity)\n if <touching color (#b2b2b2)?> then\n change x by ((0) - (xvelocity))\n set [xvelocity v] to [0]\n end\nend\n\nwhen I receive [cheat 8 v]\nstop [other scripts in sprite v]\nwait (0.005) seconds\nset rotation style [don't rotate v]\nrepeat until <key (0 v) pressed?>\n if <<touching color (#ff0000)?> or <touching color (#019313)?>> then\n wait (0) seconds\n broadcast (DiE!!!!!! v)\n change [lives v] by (-1)\n go to x: (-181) y: (-36)\n point in direction (90)\n end\n point towards (mouse-pointer v)\n if <mouse down?> then\n move (10) steps\n end\nend\nif <key (0 v) pressed?> then\n broadcast (Cheat 8 off v)\nend\n\nwhen I receive [game start v]\nset [xvelocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [scrollx v] by (3)\n set [xvelocity v] to [15]\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set [xvelocity v] to [-15]\n end\n set [xvelocity v] to ((xvelocity) / (2))\n change x by (xvelocity)\n if <touching color (#b2b2b2)?> then\n change x by ((0) - (xvelocity))\n set [xvelocity v] to [0]\n end\nend\n\n@Lives\n\nwhen flag clicked\nhide\nforever\n go to x: (-184) y: (163)\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <(Lives) = [12]> then\n switch costume to (lives v)\n end\n if <(Lives) = [11]> then\n switch costume to (lives2 v)\n end\n if <(Lives) = [10]> then\n switch costume to (lives3 v)\n end\n if <(Lives) = [9]> then\n switch costume to (lives4 v)\n end\n if <(Lives) = [8]> then\n switch costume to (lives5 v)\n end\n if <(Lives) = [7]> then\n switch costume to (lives6 v)\n end\n if <(Lives) = [6]> then\n switch costume to (lives7 v)\n end\n if <(Lives) = [5]> then\n switch costume to (lives8 v)\n end\n if <(Lives) = [4]> then\n switch costume to (lives9 v)\n end\n if <(Lives) = [3]> then\n switch costume to (lives10 v)\n end\n if <(Lives) = [2]> then\n switch costume to (lives11 v)\n end\n if <(Lives) = [1]> then\n switch costume to (lives12 v)\n end\n if <(Lives) = [0]> then\n switch costume to (dead v)\n broadcast (Game Over v)\n end\nend\n\nwhen I receive [done v]\nforever\n if <(Lives) = [12]> then\n switch costume to (lives v)\n end\n if <(Lives) = [11]> then\n switch costume to (lives2 v)\n end\n if <(Lives) = [10]> then\n switch costume to (lives3 v)\n end\n if <(Lives) = [9]> then\n switch costume to (lives4 v)\n end\n if <(Lives) = [8]> then\n switch costume to (lives5 v)\n end\n if <(Lives) = [7]> then\n switch costume to (lives6 v)\n end\n if <(Lives) = [6]> then\n switch costume to (lives7 v)\n end\n if <(Lives) = [5]> then\n switch costume to (lives8 v)\n end\n if <(Lives) = [4]> then\n switch costume to (lives9 v)\n end\n if <(Lives) = [3]> then\n switch costume to (lives10 v)\n end\n if <(Lives) = [2]> then\n switch costume to (lives11 v)\n end\n if <(Lives) = [1]> then\n switch costume to (lives12 v)\n end\n if <(Lives) = [0]> then\n switch costume to (dead v)\n broadcast (Game Over v)\n end\nend\n\nwhen I receive [cheat 3 v]\nstop [other scripts in sprite v]\nrepeat until <key (0 v) pressed?>\n switch costume to (gold heart v)\n set [lives v] to [12]\nend\nbroadcast (Done v)\nforever\n go to x: (-184) y: (163)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [lives v] to [12]\n\nwhen I receive [game start v]\nshow\n\n@Zombie\n\nwhen flag clicked\nset [five v] to [0]\nhide\n\nwhen backdrop switches to [level 4 v]\npoint in direction (90)\nshow\ngo to x: (36) y: (-105)\nforever\n if <(Flash) = [0]> then\n repeat (50)\n move (2) steps\n end\n point in direction (-90)\n repeat (50)\n move (2) steps\n end\n point in direction (90)\n else\n repeat (500)\n move (0.2) steps\n end\n point in direction (-90)\n repeat (500)\n move (0.2) steps\n end\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [level 4 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [level 4 v]\nforever\n if <touching (energy bullet v)?> then\n hide\n change [five v] by (1)\n change [zombies v] by (1)\n end\nend\n\nwhen flag clicked\nset [zombies v] to [0]\nforever\n if <(backdrop [name v]) > [Level 4]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 5 v]\npoint in direction (-90)\nshow\ngo to x: (219) y: (95)\nforever\n if <(Flash) = [0]> then\n repeat (65)\n move (2) steps\n end\n point in direction (90)\n repeat (65)\n move (2) steps\n end\n point in direction (-90)\n else\n repeat (6500)\n move (0.2) steps\n end\n point in direction (90)\n repeat (6500)\n move (0.2) steps\n end\n point in direction (-90)\n end\nend\n\nwhen backdrop switches to [level 5 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [level 5 v]\nforever\n if <touching (energy bullet v)?> then\n hide\n change [zombies v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) > [Level 5]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\n@Pic\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset x to (0)\nset y to (0)\ngo to [front v] layer\n\nwhen I receive [game start v]\nhide\n\n@Start Button\n\nwhen this sprite clicked\nbroadcast (Game Start v)\nhide\n\nwhen flag clicked\ngo to x: (-11) y: (-94)\nshow\nrepeat (2)\n go to [front v] layer\nend\n\n@Music\n\nwhen I receive [music v]\nrepeat until <<key (s v) pressed?> and <<(username) = [Enderlord2017]> or <(username) = [Popfiz910]>>>\n play sound (pick random (1) to (14)) until done\nend\n\nwhen I receive [game start v]\nforever\n if <<(username) = [Enderlord2017]> or <(username) = [Popfiz910]>> then\n if <key (s v) pressed?> then\n stop all sounds\n wait (0.01) seconds\n play sound [Tobu - Sweet Story.mp3 v] until done\n broadcast (Music v)\n end\n end\nend\n\nwhen I receive [game start v]\nrepeat until <<key (s v) pressed?> and <<(username) = [Enderlord2017]> or <(username) = [Popfiz910]>>>\n play sound (pick random (1) to (14)) until done\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 6 v]\npoint in direction (90)\nshow\ngo to x: (37) y: (-106)\nforever\n if <(Flash) = [0]> then\n repeat (17)\n move (2) steps\n end\n point in direction (-90)\n repeat (17)\n move (2) steps\n end\n point in direction (90)\n else\n repeat (170)\n move (0.2) steps\n end\n point in direction (-90)\n repeat (170)\n move (0.2) steps\n end\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [level 6 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [level 6 v]\nforever\n if <touching (energy bullet v)?> then\n hide\n change [zombies v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) > [Level 6]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 8 v]\ngo to x: (42) y: (100)\npoint in direction (90)\nshow\nforever\n if <(Flash) = [0]> then\n repeat (75)\n move (2) steps\n end\n point in direction (-90)\n repeat (75)\n move (2) steps\n end\n point in direction (90)\n else\n repeat (7500)\n move (0.2) steps\n end\n point in direction (-90)\n repeat (7500)\n move (0.2) steps\n end\n point in direction (90)\n end\nend\n\nwhen backdrop switches to [level 8 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [level 8 v]\nforever\n if <touching (energy bullet v)?> then\n hide\n change [zombies v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) > [Level 8]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\n@lava\n\nwhen backdrop switches to [level 10 v]\nhide\ngo to x: (0) y: (-2000)\nswitch costume to (backdrop [name v])\ngo to x: (0) y: (-2000)\nset [lava v] to [1]\nshow\nrepeat until <not <(backdrop [name v]) = [Level 10]>>\n if <(Flash) = [0]> then\n change y by (0.5)\n else\n change y by (0.05)\n end\nend\n\nwhen flag clicked\nset [stop v] to [0]\nhide\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [die!!!!!! v]\nif <<(backdrop [name v]) = [Level 12]> or <(backdrop [name v]) = [Level 10]>> then\n go to x: (0) y: (-2000)\nend\n\nwhen backdrop switches to [level 12 v]\nhide\ngo to x: (0) y: (-2000)\nswitch costume to (backdrop [name v])\ngo to x: (0) y: (-2000)\nset [lava v] to [1]\nshow\nrepeat until <not <(backdrop [name v]) = [Level 12]>>\n if <(Flash) = [0]> then\n change y by (0.5)\n else\n change y by (0.05)\n end\nend\n\nwhen I receive [game start v]\nshow\ngo to [back v] layer\nforever\n if <not <<(backdrop [name v]) = [Level 12]> or <(backdrop [name v]) = [Level 10]>>> then\n switch costume to (backdrop [name v])\n go to x: (0) y: (0)\n end\nend\n\nwhen backdrop switches to [level 13 v]\nswitch costume to (level 20 v)\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [level 11 v]\nswitch costume to (level 20 v)\ngo to x: (0) y: (0)\n\nswitch backdrop to (level 9 v)\n\nwhen I receive [next level v]\nhide\nwait (0.01) seconds\nshow\n\n@Zombie5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 20 v]\ngo to x: (-110) y: (-110)\npoint in direction (90)\nshow\nforever\n if <(Flash) = [0]> then\n repeat (80)\n move (2) steps\n end\n point in direction (90)\n repeat (80)\n move (2) steps\n end\n point in direction (-90)\n else\n repeat (8000)\n move (0.2) steps\n end\n point in direction (90)\n repeat (8000)\n move (0.2) steps\n end\n point in direction (-90)\n end\nend\n\nwhen backdrop switches to [level 20 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [level 20 v]\nforever\n if <touching (energy bullet v)?> then\n hide\n change [zombies v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) > [Level 20]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\n@Cut Scene\n\nwhen I receive [end scene v]\nshow\nwait (5) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (End v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n go to x: (-2) y: (0)\n go to [front v] layer\n set size to (100) %\nend\n\nwhen I receive [goldstar v]\nshow\nswitch costume to (goldstar v)\nif <not <<(username) = (GoldStar Members)> or <(username) < (GoldStar Members)>>> then\n add (username) to [goldstar members v]\nend\nwait (4) seconds\nswitch costume to (costume1 v)\nbroadcast (End Scene v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (150) %\nset [ghost v] effect to (100)\nwait (0.05) seconds\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nstop [all v]\n\n@Gold Star\n\nwhen I receive [game start v]\nhide\ngo to x: (222) y: (159)\nif <<(username) = (GoldStar Members)> or <(username) < (GoldStar Members)>> then\n go to [front v] layer\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow list [goldstar members v]\nhide variable [☁ gold star v]\n\n@Energy Bullet\n\nwhen flag clicked\nset [fly v] to [0]\nset rotation style [left-right v]\nhide\ngo to (hitbox v)\n\nwhen I start as a clone\nif <(Fly) = [0]> then\n point in direction ([direction v] of [player v])\n go to (hitbox v)\nelse\n point in direction ([direction v] of [fly v])\n go to (fly v)\nend\ngo [backward v] (1) layers\nshow\nrepeat until <<touching (_edge_ v)?> or <touching color (#9c9c9c)?>>\n if <(Flash) = [0]> then\n move (20) steps\n else\n move (3) steps\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [flash v] to [0]\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [end scene v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [cheat 8 v]\nset [fly v] to [1]\nset rotation style [all around v]\nstop [other scripts in sprite v]\nrepeat until <(Fly) = [0]>\n go to (fly v)\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\nif <(Fly) = [Off]> then\n stop [this script v]\nend\n\nwhen I receive [cheat 8 off v]\nhide\nforever\n go to (hitbox v)\nend\n\nwhen I receive [cheat 8 off v]\npoint in direction ([direction v] of [player v])\nstop [other scripts in sprite v]\nset rotation style [left-right v]\nset [flash v] to [0]\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [cheat 8 off v]\nset [fly v] to [0]\n\n@Fly\n\nwhen flag clicked\nhide\nforever\n go to (hitbox v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [cheat 8 off v]\nhide\n\nwhen I receive [cheat 8 v]\nshow\nforever\n if <touching color (#330066)?> then\n broadcast (Next Level v)\n end\nend\n\n@Cape\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\nforever\n go to (hitbox v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [cheat 8 off v]\nhide\n\nwhen I receive [cheat 8 v]\nshow\nforever\n if <mouse down?> then\n next costume\n else\n switch costume to (fly4 v)\n end\n if <touching color (#330066)?> then\n broadcast (Next Level v)\n end\nend\n\n
Instructions\n-------------------------------------------------------------------------\nArrow Key to move\nSpacebar to Shoot your energy Pistol \nT to text\nD to Dance\nW to Stop dancing\n Story\n-------------------------------------------------------------------------\nYou are in a zombie apocalypse During a eruption. You are trying to get to an escape helicopter that will take you to a safehouse, Where scientists are working on a cure, You are carrying a hard drive with valuable information that you believe will finish the cure that the scientists are working on.\n ------------------------------------------------------------------------
Blue platformer
@Stage\n\n@Blue PL\n\nwhen flag clicked\nswitch backdrop to (lvl 1 v)\ngo to x: (-195) y: (-151)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\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 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 <not <touching color (#00cccc)?>> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n switch backdrop to (next backdrop v)\n go to x: (-195) y: (-151)\n end\nend\n\nwhen flag clicked\nforever\n if <([backdrop # v] of [_stage_ v]) = [1]> then\n say [Hello! Move with arrow keys or with WASD. Reach the orange line to go to the next level.] for (5) seconds\n wait until <([backdrop # v] of [_stage_ v]) = [2 ]>\n end\n if <([backdrop # v] of [_stage_ v]) = [4]> then\n say [Watch out! Red can kill you!] for (2) seconds\n wait until <([backdrop # v] of [_stage_ v]) = [5]>\n end\n if <([backdrop # v] of [_stage_ v]) = [9]> then\n say [It's possible.] for (1) seconds\n wait until <([backdrop # v] of [_stage_ v]) = [10]>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [water drop v]\n go to x: (-195) y: (-151)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-195) y: (-151)\n\n@Love\n\nwhen flag clicked\npoint in direction (90)\nwait (0.5) seconds\nturn left (1) degrees\nforever\n repeat (5)\n turn right (2) degrees\n end\n repeat (5)\n turn left (2) degrees\n end\nend\n\nwhen flag clicked\ngo to x: (-45) y: (62)\nforever\n if <([backdrop # v] of [_stage_ v]) = [13]> then\n show\n else\n hide\n end\nend\n\n@Favorite\n\nwhen flag clicked\ngo to x: (60) y: (64)\nforever\n if <([backdrop # v] of [_stage_ v]) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nturn left (1) degrees\nforever\n repeat (5)\n turn right (2) degrees\n end\n repeat (5)\n turn left (2) degrees\n end\nend\n\n@Fondo PL\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
Move with arrow keys or with WASD. \nReach the orange line to go to the next level.\nRed can kill you.\nALL LEVELS ARE POSSIBLE.
Element - Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nclear graphic effects\nforever\n if <(Music) = [0]> then\n play sound [Laura Shigihara - The Great World v] until done\n else\n wait (1) seconds\n end\nend\n\nwhen I receive [reload v]\nset [brightness v] effect to (30)\nrepeat (5)\n change [brightness v] effect by (-5)\n wait (0.02) seconds\nend\nclear graphic effects\n\nwhen I receive [newlevel v]\nif <(Level) = [Volcanic 1]> then\n switch backdrop to (cave v)\nend\nif <(Level) = [Volcanic 2]> then\n switch backdrop to (cave2 v)\nend\nif <(Level) = [Volcanic 6]> then\n switch backdrop to (sky v)\nend\nwait (0.05) seconds\nif <(Level) = [Volcanic 1]> then\n switch backdrop to (cave v)\nend\nif <(Level) = [Volcanic 2]> then\n switch backdrop to (cave2 v)\nend\nif <(Level) = [Volcanic 6]> then\n switch backdrop to (sky v)\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nrepeat until <key (any v) pressed?>\n reset timer\nend\nwait (1) seconds\nwait until <(Level) = [Volcanic 6]>\nset [time v] to (timer)\nshow variable [time v]\n\nwhen flag clicked\nforever\n if <not <(Music) = [0]>> then\n stop all sounds\n end\nend\n\n@Player\n\nwhen flag clicked\nforever\n go to x: (X) y: (Y)\n if <(Direction) = [0]> then\n if <<(Yv) = [0]> and <(OnGround) > [0]>> then\n switch costume to (stillforward v)\n else\n switch costume to (bounceforward v)\n end\n else\n if <(Direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <<(Yv) = [0]> and <(OnGround) > [0]>> then\n switch costume to (stillside v)\n else\n switch costume to (bounceside v)\n end\n end\n if <key (q v) pressed?> then\n broadcast (Reload v)\n end\n if <(Colour) < [30]> then\n set [color v] effect to ((Colour) - (5))\n else\n set [color v] effect to ((Colour) + (50))\n end\nend\n\n@Hitbox\n\nwhen flag clicked\ngo to x: (-220) y: (-60)\ngo [backward v] (99) layers\nset [level# v] to [1]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.3)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change 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 (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n set [onground v] to [1]\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [8.4]\n end\n else\n set [onground v] to [0]\n end\n if <<touching (blue v)?> and <(Colour) = [25]>> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [1]\n end\n end\n if <<touching (red v)?> and <(Colour) = [50]>> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [1]\n end\n end\n set [x v] to (x position)\n set [y v] to (y position)\n change y by (1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (95)\nforever\n if <<<touching (red v)?> and <not <(Colour) = [50]>>> or <<touching (blue v)?> and <(Colour) = [50]>>> then\n broadcast (Reload v)\n end\n if <(round (Xv)) = [0]> then\n set [direction v] to [0]\n else\n set [direction v] to (Xv)\n end\n if <(x position) > [235]> then\n if <(Level#) = [6]> then\n set [level# v] to [20]\n else\n change [level# v] by (1)\n end\n go to x: (-220) y: (-60)\n broadcast (NewLevel v)\n end\n if <(y position) < [-175]> then\n if <(Level#) = [6]> then\n go to x: (-220) y: (-60)\n set [level# v] to [10]\n broadcast (NewLevel v)\n else\n broadcast (Reload v)\n end\n end\n if <touching (blue v)?> then\n set [xv v] to ((Xv) * (0.9))\n set [yv v] to ((Yv) * (0.6))\n end\n if <touching (red v)?> then\n set [xv v] to ((Xv) * (0.9))\n end\nend\n\nwhen I receive [reload v]\ngo to x: (-220) y: (-60)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Platform\n\nwhen flag clicked\nswitch costume to (g1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [Mist 6]> then\n set [level# v] to [6]\n switch costume to (w1 v)\nelse\n if <(Level) = [World Gateway]> then\n switch costume to (w1 v)\n else\n next costume\n end\n if <(Level) = [Mist 1]> then\n switch costume to (m1 v)\n else\n if <(Level) = [Volcanic 1]> then\n switch costume to (v1 v)\n end\n end\nend\n\n@Orb\n\nwhen flag clicked\nset [colour v] to [0]\nhide\n\nwhen I start as a clone\nwait until <touching (hitbox v)?>\nrepeat (8)\n change [ghost v] effect by (12)\nend\nclear graphic effects\nset [colour v] to ((costume [number v]) * (25))\ndelete this clone\n\nwhen I receive [reload v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n repeat (2)\n change y by (1)\n wait (0.04) seconds\n end\n repeat (2)\n change y by (-1)\n wait (0.04) seconds\n end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [reload v]\nRefresh\n\ndefine Refresh\nwait (0.01) seconds\nif <(Level#) = [3]> then\n switch costume to (blue v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\nend\nif <(Level#) = [4]> then\n switch costume to (yellow v)\n go to x: (-40) y: (-59)\n create clone of (_myself_ v)\nend\nif <(Level#) = [5]> then\n set [colour v] to [75]\n switch costume to (red v)\n go to x: (-155) y: (45)\n create clone of (_myself_ v)\nend\nif <(Level#) = [12]> then\n set [colour v] to [50]\n switch costume to (blue v)\n go to x: (-155) y: (25)\n create clone of (_myself_ v)\nend\nif <(Level#) = [14]> then\n set [colour v] to [25]\n switch costume to (red v)\n go to x: (-135) y: (60)\n create clone of (_myself_ v)\n switch costume to (yellow v)\n go to x: (180) y: (-75)\n create clone of (_myself_ v)\nend\nif <(Level#) = [21]> then\n set [colour v] to [75]\n switch costume to (red v)\n go to x: (-120) y: (100)\n create clone of (_myself_ v)\nend\nif <(Level#) = [25]> then\n set [colour v] to [50]\n switch costume to (blue v)\n go to x: (160) y: (-75)\n create clone of (_myself_ v)\nend\n\nwhen I receive [newlevel v]\nRefresh\n\n@Red\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\ngo [backward v] (99) layers\nwait until <(Level#) = [3]>\nswitch costume to (3 v)\nshow\nwait until <(Level#) = [4]>\nhide\nwait until <(Level#) = [5]>\nswitch costume to (5 v)\nshow\nwait until <(Level#) = [6]>\nswitch costume to (6 v)\nwait until <(Level#) = [10]>\nhide\nwait until <(Level#) = [12]>\nswitch costume to (12 v)\nshow\nwait until <(Level#) = [13]>\nhide\nwait until <(Level#) = [14]>\nswitch costume to (14 v)\nshow\nwait until <(Level#) = [6]>\nswitch costume to (6 v)\nwait until <(Level#) = [20]>\nhide\nwait until <(Level#) = [21]>\nswitch costume to (21 v)\nshow\nwait until <(Level#) = [22]>\nhide\n\n@Blue\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo [backward v] (99) layers\nwait until <(Level#) = [6]>\ngo to x: (0) y: (0)\nswitch costume to (6 v)\nshow\nwait until <(Level#) = [10]>\ngo to x: (-96) y: (-70)\nswitch costume to (10 v)\nwait until <(Level#) = [11]>\nhide\nwait until <(Level#) = [12]>\ngo to x: (0) y: (0)\nswitch costume to (12 v)\nshow\nwait until <(Level#) = [13]>\nhide\nwait until <(Level#) = [14]>\nswitch costume to (2 v)\nshow\nwait until <(Level#) = [6]>\nswitch costume to (6 v)\nwait until <(Level#) = [20]>\nhide\nwait until <(Level#) = [22]>\nswitch costume to (22 v)\nshow\nwait until <(Level#) = [23]>\nhide\n\n@FallingPlatform\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo [backward v] (99) layers\nwait until <(Level#) = [10]>\ngo to x: (0) y: (0)\nswitch costume to (m1 v)\nshow\nrepeat until <(Level#) = [11]>\n if <touching (player v)?> then\n change y by (-3)\n else\n if <(y position) < [0]> then\n change y by (1)\n end\n end\nend\nhide\n\nwhen flag clicked\n\n@Text Prompt\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n change y by (5)\n change [ghost v] effect by (9)\nend\nwait (0.1) seconds\nclear graphic effects\nhide\nwait (1.25) seconds\ngo [backward v] (999) layers\ngo to x: (0) y: (0)\nforever\n if <(Level#) < [6]> then\n set [level v] to (join [Grass ] (Level#))\n else\n if <(Level#) = [6]> then\n set [level v] to [World Gateway]\n else\n if <(Level#) < [16]> then\n set [level v] to (join [Mist ] ((Level#) - (9)))\n else\n set [level v] to (join [Volcanic ] ((Level#) - (19)))\n end\n end\n end\nend\n\nwhen I receive [newlevel v]\nset [ghost v] effect to (100)\nhide\nswitch costume to (Level#)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\nwait (1) seconds\nswitch costume to (Level#)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Level#) = [21]>\nwait (0.1) seconds\ngo to [front v] layer\nwait until <(Level#) = [22]>\nwait (0.1) seconds\ngo [backward v] (999) layers\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (9)\nend\nhide\nclear graphic effects\n\n
Arrow keys to move.\n\n[Update 2019] Fixed for Scratch 3.
Mirage Platformer
@Stage\n\nwhen flag clicked\nset [leavel v] to [1]\nswitch backdrop to (backdrop1 v)\nwait until <(Leavel) = [2]>\nswitch backdrop to (backdrop2 v)\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (backdrop1 v)\nset [deaths v] to [0]\nhide variable [time v]\ngo to x: (3) y: (0)\nshow\nswitch costume to (costume1 v)\nset size to (20) %\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <touching (sphinx v)?>\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 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 (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> 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 (#fff5b3)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#fff5b3)?> then\n change y by (Yv)\n if <touching color (#fff5b3)?> then\n change y by (Yv)\n if <touching color (#fff5b3)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#fff5b3)?> 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\nwait (1) seconds\nforever\n if <touching color (#ff0000)?> then\n hide\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nforever\n set [random v] to (pick random (1) to (20))\n wait (1) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching color (#1e2112)?> then\n set [leavel v] to [2]\n end\nend\n\nwhen flag clicked\nset [leavel v] to [1]\nwait until <(Leavel) = [2]>\ngo to x: (-199) y: (109)\n\nwhen I receive [correct v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 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 (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> then\n change y by (0.5)\n if <touching color (#fff5b3)?> 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 (#fff5b3)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#fff5b3)?> then\n change y by (Yv)\n if <touching color (#fff5b3)?> then\n change y by (Yv)\n if <touching color (#fff5b3)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#fff5b3)?> 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\nwait (1) seconds\nforever\n if <touching color (#98accb)?> then\n hide\n broadcast (Win v)\n end\nend\n\n@Sprite3\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nset [leavel v] to [1]\ngo [backward v] (100) layers\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <touching (sprite2 v)?> then\n hide\n wait (60) seconds\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite4\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [1]> or <<(Random) = [2]> or <(Random) = [3]>>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite5\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [4]> or <(Random) = [5]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite6\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [6]> or <(Random) = [7]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite7\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [8]> or <(Random) = [9]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite8\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [10]> or <(Random) = [11]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite9\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [12]> or <(Random) = [13]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite10\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [14]> or <(Random) = [15]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite11\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <<(Random) = [16]> or <(Random) = [17]>> then\n hide\n wait (5) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite12\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <(Random) = [18]> then\n hide\n wait (3) seconds\n show\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite13\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\ngo [backward v] (100) layers\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <touching (sprite2 v)?> then\n hide\n wait until <touching (sprite14 v)?>\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite14\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\ngo [backward v] (100) layers\nswitch costume to (costume2 v)\nrepeat until <(Leavel) = [2]>\n if <touching (sprite2 v)?> then\n hide\n wait until <touching (sprite3 v)?>\n else\n switch costume to (costume2 v)\n show\n end\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [win v]\nswitch costume to (costume2 v)\nshow\n\n@Sprite15\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nset [leavel v] to [1]\nhide\nforever\n if <(Leavel) = [2]> then\n if <touching (sprite2 v)?> then\n hide\n wait (20) seconds\n else\n switch costume to (costume2 v)\n show\n end\n end\nend\n\n@Sprite16\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nhide\ngo [backward v] (100) layers\nwait until <(Leavel) = [2]>\nforever\n if <touching (sprite2 v)?> then\n hide\n wait (20) seconds\n else\n switch costume to (costume2 v)\n show\n end\nend\n\n@Sphinx\n\nwhen flag clicked\nset [leavel v] to [1]\nhide\nwait until <(Leavel) = [2]>\nshow\nforever\n if <touching (sprite2 v)?> then\n ask [What walks on four legs then 2 legs then 3 legs?] and wait\n if <<(answer) = [Humans]> or <<(answer) = [humans]> or <<(answer) = [People]> or <(answer) = [people]>>>> then\n broadcast (Correct v)\n hide\n wait (10) seconds\n show\n else\n broadcast (Death v)\n end\n end\nend\n\n
Use the arrow keys to move. Avoid Red,Get to the Oasis to unlock level 2. To win get to Cairo.\n\nIf this project hits 100 loves, 10 random scratchers who love this project will win a follow from me @okapi11.
The Scratch Platformer!!!!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky2 v)\n\nwhen I receive [start v]\nswitch backdrop to (blue sky v)\n\n@Title \n\nwhen flag clicked\nset [lives v] to [9]\nshow\ngo to x: (-4) y: (57)\n\nwhen I receive [start v]\nhide\n\n@Play\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-8) y: (8)\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 (Start v)\nhide\n\n@Cat1\n\nwhen I receive [start v]\nshow\ngo to x: (-160) y: (-32)\nset [lives v] to [9]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x velocity v] by (1)\n end\n if <(x position) > [240]> then\n broadcast (Next v)\n switch backdrop to (next backdrop v)\n repeat (45)\n go to x: (-178) y: (-31)\n end\n end\n if <touching color (#ff0000)?> then\n change [lives v] by (-1)\n go to x: (-178) y: (-31)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change x by ((X velocity) * (-1))\n change y by (-6)\n if <key (up arrow v) pressed?> then\n if <(X velocity) > [0]> then\n change [x velocity v] by (-5)\n else\n change [x velocity v] by (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 end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching color (#663b00)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching color (#663b00)?> then\n if <key (up arrow v) pressed?> then\n set [y velocity v] to [15]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Lives) = [0]> then\n switch backdrop to (backdrop1 v)\n hide\n end\nend\n\n@Heart\n\nwhen backdrop switches to [blue sky8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(Lives) = [0]> then\n hide\nend\n\n@Star1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky8 v]\nshow\n\nwhen flag clicked\nif <(Lives) = [0]> then\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-476) y: (0)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.5) secs to x: (-476) y: (0)\nhide\n\n
===================================================\nClick Play \nArrow Keys to move \nIts Scratch the cat with nine Lives\n===================================================\nBe Sure To Love And favorite Pls =D
Moonlight Platformer - UPDATED!!!
@Stage\n\nwhen flag clicked\nforever\n play sound [Pans_Labyrinth_-_Lullaby_Music_Box\[SaveInMP3.com\].mp3 v] until done\nend\n\n@Lose\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 change [ghost v] effect by (-1.3)\nend\ngo to x: (x) y: (y)\n\nwhen I receive [looose v]\ngo to [front v] layer\ngo [backward v] (90) layers\ngo to [front v] layer\nSmooth Glide x: (0) y: (0) speed: (8)\nset [oof v] to [1]\n\nwhen flag clicked\nset [oof v] to [0]\ngo to x: (0) y: (-345)\nhide\nshow\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nset [oof v] to [0]\ngo to x: (0) y: (-345)\nhide\nshow\nset [ghost v] effect to (100)\nset [dead v] to [no]\nbroadcast (Reset v)\n\n@Ground2\n\ndefine Instant\nset [blocks v] to [0]\nhide\nerase all\nset [height v] to (pick random (0) to (2))\ngo to x: (-227) y: ((Height) * (27))\nrepeat (20)\n set y to ((Height) * (27))\n switch costume to (grass v)\n stamp\n if <(Blocks) > [0]> then\n if <(pick random (1) to (3)) = [1]> then\n change y by (27)\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (wheat v)\n else\n switch costume to (lava v)\n end\n stamp\n change y by (-27)\n end\n end\n repeat (pick random (1) to (pick random (1) to (2)))\n if <not <(y position) < [-140]>> then\n change y by (-27)\n switch costume to (dirt v)\n stamp\n end\n end\n repeat until <(y position) < [-179]>\n change y by (-27)\n switch costume to (pick random (3) to (pick random (3) to (pick random (3) to (pick random (3) to (5)))))\n stamp\n end\n change x by (25)\n if <not <(Height) > [4]>> then\n change [height v] by (pick random (pick random (-1) to (1)) to (pick random (-1) to (pick random (-1) to (pick random (-1) to (1)))))\n else\n change [height v] by (pick random (-1) to (0))\n end\n change [blocks v] by (1)\nend\n\nwhen flag clicked\nset [levels v] to [0]\nset size to (200) %\nInstant\n\nwhen I receive [nl v]\nchange [levels v] by (1)\nInstant\n\nset y to ((Height) * (27))\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <touching (sprite2 v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (sprite2 v)?> then\n hide\n end\nend\n\nwhen I receive [reset v]\nInstant\n\n@Player2\n\nwhen flag clicked\nset size to (25) %\nhide\nclear graphic effects\nset [gravity v] to [0]\ngo to x: (-230) y: (180)\nswitch costume to (still v)\nhide\nshow\nclear graphic effects\nset [wait time v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n point in direction (90)\n change [xv v] by (1.4)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right v)\n point in direction (-90)\n change [xv v] by (-1.4)\n next costume\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <(Gravity) = [0]> then\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n else\n end\n if <(Gravity) = [0]> then\n switch costume to (costume1 v)\n change [yv v] by (-1)\n change y by (Yv)\n else\n end\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (NL v)\n go to x: (-230) y: (180)\n switch costume to (costume1 v)\n show\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#a83a21)?> then\n hide\n broadcast (Looose v)\n hide\n forever\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [nl v]\nset [score v] to ((Score) + (1))\n\nwhen flag clicked\nforever\n if <(Score) > (☁ Highscore)> then\n set [☁ highscore v] to (Score)\n set [☁ highscoreuser v] to (username)\n end\nend\n\nwhen I receive [reset v]\nset size to (25) %\nhide\nclear graphic effects\nset [gravity v] to [0]\ngo to x: (-230) y: (180)\nswitch costume to (still v)\nhide\nshow\nclear graphic effects\nset [wait time v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n point in direction (90)\n change [xv v] by (1.4)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right v)\n point in direction (-90)\n change [xv v] by (-1.4)\n next costume\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <(Gravity) = [0]> then\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by (1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n else\n end\n if <(Gravity) = [0]> then\n switch costume to (costume1 v)\n change [yv v] by (-1)\n change y by (Yv)\n else\n end\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#177339)?> or <touching color (#4c280c)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (NL v)\n go to x: (-230) y: (180)\n switch costume to (costume1 v)\n show\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#a83a21)?> then\n hide\n broadcast (Looose v)\n hide\n forever\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [reset1 v]\ngo to x: (-230) y: (180)\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\nshow\n\nwhen this sprite clicked\nbroadcast (Reset1 v)\n\nwhen I receive [looose v]\nhide\n\nwhen I receive [reset v]\nshow\nset [score v] to [0]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (149)\nset [ghost v] effect to (100)\n\n@Capture\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nhide\n\n
Arrow keys or WASD to move.\nDon't go onto the red (lava)!
Easy Platformer 1.0
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [TheFatRat - Xenogenesis.mp3 v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nif <not <[] = [leafybay]>> then\n\n@Player\n\ndefine Touch Ground <up>\nchange [falling v] by (1)\nrepeat until <not <<touching color (#fbd595)?> or <touching color (#33ff77)?>>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\ngo to x: (-162) y: (60)\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n forever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(PenEnable) = [1]>> then\n Walk (-90) (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(PenEnable) = [1]>> then\n change y by (18)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [251]> and <(Level) < [11]>> then\n go to x: (-251) y: (y position)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff3838)?> then\n broadcast (restart v)\n wait (1.5) seconds\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (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\nif <<key (left 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\nelse\n set [speed x v] to [0]\nend\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\ndefine Touch Ground <up>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nerase all\nforever\n if <(PenEnable) = [1]> then\n wait (5e-16) seconds\n go to [front v] layer\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) < [-251]> and <(Level) > [1]>> then\n go to x: (251) y: (y position)\n broadcast (previous level v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(PenEnable) = [1]>> then\n Walk (90) (10)\n end\nend\n\nwhen I start as a clone\nrepeat (8)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [restart v]\nset [penenable v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ngo to x: (-200) y: (-90)\nrepeat (20)\n change [ghost v] effect by (-10)\nend\nset [penenable v] to [1]\n\ngo to x: (-230) y: (-90)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [penenable v] to [1]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (1)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nbroadcast (TextGo v)\nswitch costume to (Level)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (ghy v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [9]> then\n broadcast (hlava v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [6]> or <(costume [number v]) < [3]>> then\n broadcast (hlava v)\n end\nend\n\nwhen I receive [previous level v]\nif <(Level) > [1]> then\n change [level v] by (-1)\n broadcast (TextGo-1 v)\nend\nswitch costume to (Level)\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n go to x: (0) y: (5)\nend\nif <(Level) = [3]> then\n broadcast (slava v)\n go to x: (0) y: (3)\nend\nif <(Level) = [4]> then\n broadcast (lavas v)\n go to x: (0) y: (5)\nend\nif <(Level) = [5]> then\n broadcast (slavas v)\n go to x: (0) y: (1)\nend\nif <(Level) = [6]> then\n broadcast (ball start v)\nelse\n broadcast (ball stop v)\nend\nif <(Level) = [7]> then\n broadcast (the big lava v)\n go to x: (0) y: (2)\nend\nif <(Level) = [8]> then\n broadcast (cooll v)\n go to x: (0) y: (4)\nend\nif <(Level) = [9]> then\n broadcast (the big thing v)\nend\nif <(Level) = [11]> then\n go to x: (0) y: (1)\nend\nstop [this script v]\n\nwhen I receive [previous level v]\nif <(Level) = [3]> then\n broadcast (slava v)\nend\nif <(Level) = [4]> then\n broadcast (lavas v)\nend\nif <(Level) = [5]> then\n broadcast (slavas v)\nend\nif <(Level) = [6]> then\n broadcast (ball start v)\nelse\n broadcast (ball stop v)\nend\nif <(Level) = [7]> then\n broadcast (the big lava v)\nend\nif <(Level) = [8]> then\n broadcast (cooll v)\nend\nif <(Level) = [9]> then\n broadcast (the big thing v)\nend\nstop [this script v]\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [slava v]\nshow\nswitch costume to (costume1 v)\ngo to x: (177) y: (-66)\n\nwhen I receive [lavas v]\nshow\nswitch costume to (costume2 v)\ngo to x: (80) y: (-66)\n\nwhen I receive [hlava v]\nhide\n\nwhen I receive [slavas v]\nshow\nswitch costume to (costume3 v)\ngo to x: (47) y: (59)\n\nwhen I receive [the big lava v]\nshow\nswitch costume to (costume4 v)\ngo to x: (-12) y: (-84)\n\nwhen I receive [cooll v]\nshow\nswitch costume to (costume5 v)\ngo to x: (124) y: (-6)\n\nwhen I receive [the big thing v]\nshow\nswitch costume to (costume6 v)\ngo to x: (-4) y: (0)\n\nwhen I receive [ball boom v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@Lava Ball 1\n\nwhen I receive [ball start v]\nforever\n show\n go to (random position v)\n wait (0.5) seconds\nend\n\nwhen I receive [ball stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ball boom v]\nshow\n\n@Some Lava\n\nwhen flag clicked\nhide\ngo to x: (-14) y: (1)\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\n@Lava Ball 2\n\nwhen I receive [ball start v]\nforever\n show\n go to (random position v)\n wait (0.5) seconds\nend\n\nwhen I receive [ball stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ball boom v]\nshow\n\n@Lava Ball 3\n\nwhen I receive [ball start v]\nforever\n show\n go to (random position v)\n wait (0.5) seconds\nend\n\nwhen I receive [ball stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ball boom v]\nshow\n\n@Lava Ball 4\n\nwhen I receive [ball start v]\nforever\n show\n go to (random position v)\n wait (0.5) seconds\nend\n\nwhen I receive [ball stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ball boom v]\nshow\n\n@Lava Ball 5\n\nwhen I receive [ball start v]\nforever\n show\n go to (random position v)\n wait (0.5) seconds\nend\n\nwhen I receive [ball stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ball boom v]\nshow\n\n@Lava Ball 6\n\nwhen I receive [ball start v]\nforever\n show\n go to (random position v)\n wait (0.5) seconds\nend\n\nwhen I receive [ball stop v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ball boom v]\nshow\n\n@Level\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide variable [level v]\nforever\n if <(Level) = [11]> then\n hide\n else\n show\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (1)\nshow\nforever\n switch costume to (Level)\nend\n\n
Arrow keys or WASD to move.\nAvoid the red.\nClick R to restart a level.\nEvery Level is possible, I have beat every! ❤️⭐️I\nIf you think it is too hard, comment and I'll give you tips on how to beat the level you're stuck on.
mirror - a platformer [HACKED edition]
@Stage\n\nwhen flag clicked\nset volume to (100) %\nhide variable [volume v]\nset [language v] to [english]\nset [volume v] to [100]\nbroadcast (menu music v)\nbroadcast (menu v)\n\nwhen I receive [menu music v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Amadeus - Legendary.mp3 v] until done\nend\n\nwhen I receive [control v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [JJD - Velocity.mp3 v] until done\nend\n\nwhen I receive [options v]\nforever\n set volume to (volume) %\nend\n\n@menu/credits\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n forever\n wait (1) seconds\n switch costume to (title2 v)\n wait (1) seconds\n switch costume to (title v)\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to x: (-105) y: (-40)\n set size to (140) %\n switch costume to (1 v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (1\(2\) v)\n if <mouse down?> then\n broadcast (control v)\n end\n else\n switch costume to (1 v)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to x: (105) y: (-40)\n set size to (140) %\n switch costume to (2 v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (2\(2\) v)\n if <mouse down?> then\n broadcast (options v)\n go to x: (170) y: (-130)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (return2menu\(2\) v)\n if <mouse down?> then\n broadcast (menu v)\n end\n else\n switch costume to (return2menu v)\n end\n end\n end\n else\n switch costume to (2 v)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n set size to (140) %\n go to x: (-88) y: (-18)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n if <(volume) < [100]> then\n change [volume v] by (1)\n end\n end\n else\n set size to (140) %\n end\n end\nend\nif <(costume [number v]) = [10]> then\n set size to (140) %\n go to x: (-153) y: (-18)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n if <(volume) > [0]> then\n change [volume v] by (-1)\n end\n end\n else\n set size to (140) %\n end\n end\nend\nif <(costume [number v]) = [12]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <(language) = [english]> then\n switch costume to (text \(english\) v)\n end\n if <(language) = [german]> then\n switch costume to (text \(german\) v)\n end\n end\nend\nif <(costume [number v]) = [13]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [language v] to [english]\n end\n end\n end\nend\nif <(costume [number v]) = [14]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [language v] to [german]\n end\n end\n end\nend\n\nwhen I receive [menu v]\nhide variable [volume v]\nwait (0.01) seconds\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (iamnotabot v)\n\nwhen I receive [options v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n delete this clone\nend\n\nwhen I receive [control v]\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen flag clicked\nset size to (140) %\nhide\nswitch costume to (iamnotabot v)\ngo to x: (0) y: (0)\n\nwhen I receive [options v]\nif <(costume [number v]) = [11]> then\n show variable [volume v]\n switch costume to (louder v)\n create clone of (_myself_ v)\n switch costume to (quiet v)\n create clone of (_myself_ v)\n switch costume to (text \(english\) v)\n create clone of (_myself_ v)\n switch costume to (english v)\n create clone of (_myself_ v)\n switch costume to (german v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [won v]\nset size to (100) %\nswitch costume to (credits v)\nshow\nwait (5) seconds\nhide\nbroadcast (menu music v)\nbroadcast (menu v)\nset size to (140) %\n\nswitch costume to (screen v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\n@mirror\n\nwhen I receive [control v]\nshow\ngo to [front v] layer\nforever\n boost it\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\ndefine boost it\nset size to (55) %\ngo to x: ([x position v] of [hit-box v]) y: (([y position v] of [hit-box v]) + (4))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (-8)\n end\n end\n end\n end\nend\nset x to (([x position v] of [hit-box v]) * (-1))\nset size to (58) %\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\n\n@hit-box\n\nwhen I receive [control v]\nreboot player list\nclear graphic effects\npoint in direction (90)\ngo to x: (210) y: (-130)\nset size to (60) %\nhide\nforever\n if <touching color (#000000)?> then\n change y by (10)\n if <touching color (#000000)?> then\n change y by (-10)\n replace item (2) of [player v] with (((item (2) of [player v]) * (-1)) * (0.8))\n change y by (item (2) of [player v])\n else\n change y by (-10)\n if <key (up arrow v) pressed?> then\n replace item (2) of [player v] with [8]\n else\n replace item (2) of [player v] with [0]\n end\n end\n end\n if <touching color (#00ff55)?> then\n replace item (2) of [player v] with [14]\n end\n change y by (item (2) of [player v])\n replace item (2) of [player v] with ((item (2) of [player v]) - (0.5))\n change y by (2)\n if <key (left arrow v) pressed?> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1.5))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n end\n if <key (right arrow v) pressed?> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1.5))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n end\n replace item (1) of [player v] with ((item (1) of [player v]) * (0.8))\n change x by (item (1) of [player v])\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (4)\n if <touching color (#000000)?> then\n if <touching color (#000000)?> then\n change y by (((item (2) of [player v]) * (-2)) - (10))\n if <touching color (#000000)?> then\n change y by ((item (2) of [player v]) * (2))\n change x by ((item (1) of [player v]) * (-1))\n if <touching color (#000000)?> then\n replace item (1) of [player v] with ((item (1) of [player v]) * (-2))\n replace item (2) of [player v] with ((item (2) of [player v]) * (-1))\n change x by (item (1) of [player v])\n end\n else\n replace item (2) of [player v] with ((item (2) of [player v]) * (-1))\n end\n end\n else\n replace item (2) of [player v] with ((item (2) of [player v]) * (0.6))\n end\n end\n end\n end\n if <(item (3) of [player v]) < [0.1]> then\n replace item (3) of [player v] with ((item (3) of [player v]) * (1.4))\n end\n change y by (-2)\n if <touching color (#cc0000)?> then\n reboot player list\n start sound [1 v]\n go to x: (210) y: (-130)\n end\n if <touching color (#ffff00)?> then\n reboot player list\n start sound [laser1 v]\n go to x: ([x position v] of [items v]) y: ([y position v] of [items v])\n end\n if <([costume # v] of [level v]) = [15]> then\n if <(x position) < [-237]> then\n broadcast (won v)\n reboot player list\n go to x: (210) y: (-130)\n end\n else\n if <(x position) < [14]> then\n broadcast (next level v)\n reboot player list\n go to x: (210) y: (-130)\n end\n end\nend\n\nreplace item (1) of [player v] with ((item (1) of [player v]) + (2))\nreplace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\nchange x by (item (1) of [player v])\nchange x by (item (1) of [player v])\nif <touching color (#000000)?> then\n change y by (10)\nend\n\nwhen I receive [next level v]\nif <([costume # v] of [level v]) < [15]> then\n go to [front v] layer\n hide\n clear graphic effects\n wait (40) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n wait (10) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n forever\n wait (2) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n end\nend\n\nif <(x position) < [-239]> then\n if <<not <([costume # v] of [level v]) = [8]>> and <not <([costume # v] of [level v]) = [20]>>> then\n set x to ((x position) * (-1))\n replace item (1) of [player v] with ((item (1) of [player v]) + (2))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n change x by (item (1) of [player v])\n change x by (item (1) of [player v])\n if <touching color (#000000)?> then\n change y by (10)\n end\n end\nend\n\ndefine reboot player list\ndelete (all) of [player v]\ninsert [x] at (1) of [player v] \ninsert [0] at (2) of [player v] \ninsert [step] at (3) of [player v] \n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nset volume to (volume) %\nhide\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [won v]\nhide\ndelete this clone\n\nwhen I receive [control v]\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nswitch costume to (16 v)\npoint in direction (-90)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [1]> then\n delete this clone\nend\n\n@items\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [control v]\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [level v]) = [11]>\npoint in direction (90)\ngo to x: (140) y: (-5)\nset size to (120) %\nswitch costume to (11 v)\nshow\nrepeat until <([costume # v] of [level v]) > [11]>\n turn right (-5) degrees\nend\npoint in direction (90)\nswitch costume to (lift v)\ngo to x: (220) y: (-25)\nrepeat until <([costume # v] of [level v]) > [12]>\n repeat (100)\n change y by (1)\n end\n wait (2) seconds\n repeat (100)\n change y by (-1)\n end\n go to x: (220) y: (-25)\n wait (2) seconds\nend\n\nwhen I receive [control v]\nwait until <([costume # v] of [level v]) = [13]>\nstop [other scripts in sprite v]\nhide\ngo to x: (70) y: (152)\nwait until <([costume # v] of [level v]) = [14]>\ngo to x: (240) y: (130)\n\nwhen I start as a clone\nset rotation style [all around v]\nwait until <([costume # v] of [level v]) = [11]>\npoint in direction (-90)\ngo to x: (-140) y: (-5)\nset size to (120) %\nswitch costume to (11 v)\nshow\nrepeat until <([costume # v] of [level v]) > [11]>\n turn right (5) degrees\nend\npoint in direction (-90)\nswitch costume to (lift2 v)\ngo to x: (-220) y: (-25)\nset rotation style [left-right v]\nrepeat until <([costume # v] of [level v]) > [12]>\n repeat (100)\n change y by (1)\n end\n wait (2) seconds\n repeat (100)\n change y by (-1)\n end\n go to x: (-220) y: (-25)\n wait (2) seconds\nend\n\nwhen I start as a clone\nwait until <([costume # v] of [level v]) = [13]>\ndelete this clone\n\n
Click on the "options button", to see the instructions.\nKlick auf den "Option Knopf", um die Anleitung zu sehen.\n\nThis is way easier\n\n~~~Updates~~~\n- 14.06.2018 shared
above and below - a platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nhide variable [volume v]\nset [language v] to [english]\nset [volume v] to [100]\nbroadcast (menu music v)\nbroadcast (menu v)\n\nwhen I receive [menu music v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [control v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Tobu - Infectious \[NCS Release\].mp3 v] until done\nend\n\nwhen I receive [options v]\nforever\n set volume to (volume) %\nend\n\n@menu\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n forever\n wait (1) seconds\n switch costume to (title2 v)\n wait (1) seconds\n switch costume to (title v)\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to x: (-150) y: (40)\n set size to (140) %\n switch costume to (1 v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (1\(2\) v)\n if <mouse down?> then\n broadcast (control v)\n end\n else\n switch costume to (1 v)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to x: (150) y: (-40)\n set size to (140) %\n switch costume to (2 v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (2\(2\) v)\n if <mouse down?> then\n broadcast (options v)\n go to x: (170) y: (-130)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (return2menu\(2\) v)\n if <mouse down?> then\n broadcast (menu v)\n end\n else\n switch costume to (return2menu v)\n end\n end\n end\n else\n switch costume to (2 v)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n set size to (140) %\n go to x: (-88) y: (-18)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n if <(volume) < [100]> then\n change [volume v] by (1)\n end\n end\n else\n set size to (140) %\n end\n end\nend\nif <(costume [number v]) = [10]> then\n set size to (140) %\n go to x: (-153) y: (-18)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n if <(volume) > [0]> then\n change [volume v] by (-1)\n end\n end\n else\n set size to (140) %\n end\n end\nend\nif <(costume [number v]) = [12]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <(language) = [english]> then\n switch costume to (text \(english\) v)\n end\n if <(language) = [german]> then\n switch costume to (text \(german\) v)\n end\n end\nend\nif <(costume [number v]) = [13]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [language v] to [english]\n end\n end\n end\nend\nif <(costume [number v]) = [14]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [language v] to [german]\n end\n end\n end\nend\n\nwhen I receive [menu v]\nhide variable [volume v]\nwait (0.01) seconds\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (iamnotabot v)\n\nwhen I receive [options v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n delete this clone\nend\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n hide\nend\n\nwhen I receive [options v]\nif <(costume [number v]) = [11]> then\n show variable [volume v]\n switch costume to (louder v)\n create clone of (_myself_ v)\n switch costume to (quiet v)\n create clone of (_myself_ v)\n switch costume to (text \(english\) v)\n create clone of (_myself_ v)\n switch costume to (english v)\n create clone of (_myself_ v)\n switch costume to (german v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [control v]\ndelete this clone\n\nwhen flag clicked\nset size to (140) %\nhide\nswitch costume to (iamnotabot v)\ngo to x: (0) y: (0)\n\nwhen I receive [menu v]\ndelete this clone\n\nswitch costume to (screen v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\n@mirror\n\nwhen flag clicked\nswitch costume to (2 v)\nhide\n\ndefine boost it\nset size to (55) %\ngo to x: ([x position v] of [hit-box v]) y: (([y position v] of [hit-box v]) * (-1))\nset size to (58) %\nchange y by (-5)\nif <(item (2) of [player v]) < [-10]> then\n change y by (-5)\nend\nif <(item (2) of [player v]) < [-15]> then\n change y by (-5)\nend\nif <(item (2) of [player v]) < [-20]> then\n change y by (-5)\nend\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [control v]\nshow\ngo to [front v] layer\nforever\n boost it\n go to [front v] layer\nend\n\n@hit-box\n\nwhen I receive [control v]\nreboot player list\nclear graphic effects\npoint in direction (90)\ngo to x: (-202) y: (5)\nset size to (60) %\nhide\nforever\n if <touching color (#00cc44)?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (5)\n if <touching color (#000000)?> then\n change x by (-5)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-5)\n if <touching color (#000000)?> then\n change x by (5)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (5)\n if <touching color (#000000)?> then\n change y by (-5)\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (-5)\n if <touching color (#000000)?> then\n change y by (5)\n end\n end\n reboot player list\n else\n if <touching color (#000000)?> then\n change y by (10)\n if <touching color (#000000)?> then\n change y by (-10)\n replace item (2) of [player v] with (((item (2) of [player v]) * (-1)) * (0.8))\n change y by (item (2) of [player v])\n else\n change y by (-10)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n replace item (2) of [player v] with [8]\n else\n replace item (2) of [player v] with [0]\n end\n end\n end\n if <touching color (#00ff55)?> then\n replace item (2) of [player v] with [12]\n end\n change y by (item (2) of [player v])\n replace item (2) of [player v] with ((item (2) of [player v]) - (0.5))\n change y by (2)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1.5))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1.5))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n end\n replace item (1) of [player v] with ((item (1) of [player v]) * (0.8))\n change x by (item (1) of [player v])\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (4)\n if <touching color (#000000)?> then\n if <touching color (#000000)?> then\n change y by (((item (2) of [player v]) * (-2)) - (10))\n if <touching color (#000000)?> then\n change y by ((item (2) of [player v]) * (2))\n change x by ((item (1) of [player v]) * (-1))\n if <touching color (#000000)?> then\n replace item (1) of [player v] with ((item (1) of [player v]) * (-2))\n replace item (2) of [player v] with ((item (2) of [player v]) * (-1))\n change x by (item (1) of [player v])\n end\n else\n replace item (2) of [player v] with ((item (2) of [player v]) * (-1))\n end\n end\n else\n replace item (2) of [player v] with ((item (2) of [player v]) * (0.6))\n end\n end\n end\n end\n if <(item (3) of [player v]) < [0.1]> then\n replace item (3) of [player v] with ((item (3) of [player v]) * (1.4))\n end\n change y by (-2)\n end\n if <(x position) > [230]> then\n broadcast (next level v)\n reboot player list\n go to x: (-202) y: (5)\n end\n if <touching color (#cc0000)?> then\n reboot player list\n start sound [1 v]\n go to x: (-202) y: (5)\n end\n if <touching color (#ffff00)?> then\n reboot player list\n start sound [laser1 v]\n go to x: ([x position v] of [items v]) y: ([y position v] of [items v])\n end\nend\n\nreplace item (1) of [player v] with ((item (1) of [player v]) + (2))\nreplace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\nchange x by (item (1) of [player v])\nchange x by (item (1) of [player v])\nif <touching color (#000000)?> then\n change y by (10)\nend\n\nwhen I receive [next level v]\nif <([costume # v] of [level v]) < [15]> then\n go to [front v] layer\n hide\n clear graphic effects\n wait (40) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n wait (10) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n forever\n wait (2) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n end\nend\n\nif <(x position) < [-239]> then\n if <<not <([costume # v] of [level v]) = [8]>> and <not <([costume # v] of [level v]) = [20]>>> then\n set x to ((x position) * (-1))\n replace item (1) of [player v] with ((item (1) of [player v]) + (2))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n change x by (item (1) of [player v])\n change x by (item (1) of [player v])\n if <touching color (#000000)?> then\n change y by (10)\n end\n end\nend\n\ndefine reboot player list\ndelete (all) of [player v]\ninsert [x] at (1) of [player v] \ninsert [0] at (2) of [player v] \ninsert [step] at (3) of [player v] \n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nset volume to (volume) %\nhide\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\n\n@level\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [control v]\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [16]> then\n broadcast (hide items v)\nend\nif <(costume [number v]) = [17]> then\n broadcast (won v)\n wait (5) seconds\n hide\n broadcast (menu music v)\n broadcast (menu v)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\n@items\n\nwhen I receive [control v]\nwait until <([costume # v] of [level v]) = [8]>\nstop [other scripts in sprite v]\nhide\nwait until <([costume # v] of [level v]) = [12]>\nswitch costume to (red spinning thing v)\ngo to x: (0) y: (60)\nset size to (50) %\nshow\nrepeat until <([costume # v] of [level v]) = [13]>\n turn right (-5) degrees\nend\nhide\npoint in direction (90)\nwait until <([costume # v] of [level v]) = [13]>\nset [message v] to (join (☁ cloud_data1/1) [ scratcher played this level])\nshow variable [message v]\nwait until <([costume # v] of [level v]) = [14]>\nhide variable [message v]\nif <not <(username) = [WINDSEEKER]>> then\n change [☁ cloud_data1/1 v] by (1)\nend\nwait until <([costume # v] of [level v]) = [15]>\nswitch costume to (destroying thing v)\nset size to (120) %\nshow\ngo to x: (0) y: (0)\nforever\n change y by (-6)\n repeat (8)\n change y by (-9)\n end\n change y by (6)\n repeat (8)\n change y by (9)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide variable [message v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [control v]\npoint in direction (90)\nset size to (120) %\nwait until <([costume # v] of [level v]) = [6]>\ngo to x: (-177) y: (126)\nwait until <([costume # v] of [level v]) = [7]>\nshow\nswitch costume to (lift v)\nforever\n go to x: (150) y: (40)\n repeat (220)\n change x by (-1)\n end\n repeat (220)\n change x by (1)\n end\nend\n\nwhen I receive [hide items v]\nstop [other scripts in sprite v]\nhide\n\n
Click on the "options button", to see the instructions.\nKlick auf den "Option Knopf", um die Anleitung zu sehen.\n\n~~~Updates~~~\n- 08.07.2018 updated the options\n- 28.02.2020 able to jump with S
Terrain (A platformer)
@Stage\n\n@Tiles\n\ndefine Render\nshow\ngo to x: (-232) y: (-172)\nerase all\nset [h v] to (pick random (7) to (9))\nrepeat (30)\n switch costume to (stone v)\n repeat (h)\n switch costume to (pick random (2) to (pick random (2) to (pick random (2) to (pick random (3) to (6)))))\n stamp\n change y by (16)\n end\n switch costume to (dirt v)\n repeat (3)\n stamp\n change y by (16)\n end\n switch costume to (grass v)\n stamp\n change y by (16)\n if <(pick random (1) to (25)) = [1]> then\n switch costume to (wood v)\n stamp\n else\n if <(pick random (1) to (10)) = [1]> then\n switch costume to (spike v)\n stamp\n else\n end\n end\n change x by (16)\n set y to (-172)\n set [h v] to ((h) + (pick random (-1) to (1)))\n if <(h) > [15]> then\n set [h v] to [15]\n end\nend\nhide\n\nwhen I receive [message1 v]\nset size to (105) %\nRender\n\n@Player\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nset [speed x v] to [0]\nshow\nset size to (100) %\ngo to x: (-231) y: (170)\nset [speed y v] to [0]\nforever\n switch costume to (costume2 v)\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n set [speed x v] to [5]\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume4 v)\n set [speed x v] to [-5]\n end\n set [speed x v] to ((speed x) * (0.9))\n change x by (speed x)\n if <touching color (#55c055)?> then\n change y by (1)\n if <touching color (#55c055)?> then\n change y by (1)\n if <touching color (#55c055)?> then\n change y by (1)\n if <touching color (#55c055)?> then\n change x by ((speed x) * (-1))\n change y by (-3)\n end\n end\n end\n end\n Gravity <>\n if <key (up arrow v) pressed?> then\n if <(falling?) < [3]> then\n set [speed y v] to [10]\n set [falling? v] to [6]\n set [jumping? v] to [1]\n end\n end\n if <touching color (#7c7c7c)?> then\n go to x: (-231) y: (170)\n end\n if <(x position) > [240]> then\n broadcast (message1 v)\n end\nend\n\ndefine Gravity <up?>\nchange [falling? v] by (1)\nif <<(speed y) < [4]> 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)\nrepeat until <not <touching color (#55c055)?>>\n change y by (1)\n set [speed y v] to [0]\n set [falling? v] to [0]\nend\n\n@Untitled drawing\n\nwhen flag clicked\nhide\n\n
Arrow keys to move\nDon't touch the spikes\n\nInspired by @-Handle-\n
my Platformer :D
@Stage\n\nwhen flag clicked\nforever\n play sound [work from.mp3 v] until done\nend\n\n@Jumper\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [nxtlvl v]\ngo to x: (-215) y: (-75)\n\nwhen I receive [start v]\nset [y v] to [0]\nset [x v] to [0]\nset size to (65) %\nshow\ngo to x: (-215) y: (-50)\nhide variable [level v]\nhide variable [x v]\nhide variable [y v]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume1 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n end\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n end\n end\n end\n if <touching color (#006622)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#006622)?> then\n change y by ((Y) * (-1))\n set [y v] to [1]\n end\n change y by (-1)\n if <touching color (#006622)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\n if <<<touching color (#ff0202)?> or <touching color (#cc0000)?>> or <touching (beetle v)?>> then\n go to x: (-215) y: (-70)\n change [death : v] by (1)\n end\n if <<touching color (#003fff)?> or <<touching color (#0240ff)?> or <touching color (#0033cc)?>>> then\n set [y v] to [25]\n end\n if <(x position) > [234]> then\n broadcast (NxtLvl v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [30]> then\n if <key (b v) pressed?> then\n set size to (50) %\n wait (5) seconds\n set size to (65) %\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<([costume # v] of [ground v]) = [25]> or <([costume # v] of [ground v]) = [26]>> then\n if <key (h v) pressed?> then\n broadcast (c suivant v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [35]> then\n if <key (o v) pressed?> then\n broadcast (burger!!!!!! v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <touching color (#003fff)?>> then\n end\nend\n\nwhen flag clicked\n\nwhen I receive [music 3 v]\n\nwhen flag clicked\nplay drum (2 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (4 v) for (0.25) beats\nplay drum (2 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (4 v) for (0.25) beats\nplay drum (2 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (4 v) for (0.25) beats\nplay drum (2 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (4 v) for (0.25) beats\nplay drum (4 v) for (0.25) beats\nplay drum (2 v) for (0.25) beats\nplay drum (1 v) for (0.25) beats\nplay drum (4 v) for (0.25) beats\n\nwhen I receive [start v]\nwait (1.5) seconds\nsay [You can past 2 level when you press "o"] for (3) seconds\nsay [When you hate butterflies press space ;\) ] for (3) seconds\nsay [to remove the shield press 0] for (3) seconds\nchange y by (30)\n\nwhen flag clicked\nhide variable [☁ best score : v]\n\nwhen I receive [start v]\nchange [☁ total games playing : v] by (1)\n\nwhen flag clicked\nchange [☁ total games playing : v] by (1)\n\nwhen I receive [music 2 v]\n\nplay drum (4 v) for (0.25) beats\n\nplay drum (4 v) for (0.25) beats\nwait (1) seconds\nplay drum (4 v) for (0.25) beats\nwait (1) seconds\nplay drum (4 v) for (0.25) beats\n\nstop all sounds\nstart sound [space ripple v]\nwait (3.73) seconds\nstart sound [space ripple v]\nwait (3.73) seconds\nstart sound [space ripple v]\nwait (3.73) seconds\nstart sound [buzz whir v]\nwait (0.81) seconds\nrepeat (2)\n play sound [drive around v] until done\nend\nplay sound [techno2 v] until done\nplay sound [techno2 v] until done\nbroadcast (music 2 v)\nplay sound [C bass v] until done\nplay sound [C bass v] until done\nplay sound [dance slow mo v] until done\nplay sound [dance head nod v] until done\nforever\n play sound [drum satellite v] until done\n broadcast (music 3 v)\nend\n\nstart sound [dance head nod v]\nwait (5.65) seconds\nplay drum (4 v) for (0.25) beats\nstart sound [dance head nod v]\nwait (5.65) seconds\n\nbroadcast (NxtLvl v)\n\nbroadcast (NxtLvl v)\n\nwhen I receive [start v]\n\n@Ground\n\nwhen I receive [nxtlvl v]\nnext costume\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\ngo [backward v] (3) layers\n\nwhen I receive [start v]\ngo [backward v] (3) layers\ngo [backward v] (3) layers\ngo [backward v] (3) layers\nshow\nswitch costume to (costume10 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume10 v)\ngo [backward v] (3) layers\ngo [backward v] (3) layers\n\nwhen flag clicked\nhide\ngo [backward v] (3) layers\n\n@burger2\n\nwhen flag clicked\nhide variable [turn burger v]\nset [turn burger v] to [0]\nhide\n\nwhen I receive [start v]\nforever\n hide variable [my best score : v]\n go to [front v] layer\nend\n\nwhen I start as a clone\nstart sound [pop v]\nset size to (pick random (7.5) to (15)) %\npoint in direction (turn burger)\ngo to (random position v)\nset [ghost v] effect to (50)\nrepeat (2)\n repeat (pick random (10) to (20))\n repeat (10)\n move (10) steps\n if on edge, bounce\n show\n end\n change [color v] effect by (25)\n end\n change size by (2.5)\nend\ndelete this clone\n\nwhen I receive [burger!!!!!! v]\nsay [Best score of burger-pro : 17 death, he use 1 "o" ;\) can you beat me ?]\nshow variable [my best score : v]\nforever\n set [turn burger v] to (pick random (1) to (360))\n repeat (pick random (7) to (22))\n create clone of (_myself_ v)\n end\n wait (pick random (1) to (3)) seconds\nend\n\nsay [Best score of burger-pro : 17 death and use 1 "o" ar]\n\n@Lutin1\n\nwhen flag clicked\nshow list [players v]\nset [death : v] to [0]\nhide variable [death : v]\nhide variable [passer lvl v]\nset [passer lvl v] to [0]\nhide\n\nwhen I receive [c suivant v]\ngo to [front v] layer\nshow\ngo to x: (11) y: (-14)\nwait (4) seconds\nhide\n\nwhen I receive [c suivant v]\n\nforever\n if <([costume # v] of [ground v]) = [26]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nhide variable [passer lvl v]\nshow variable [death : v]\nset [passer lvl v] to [0]\nforever\n if <key (o v) pressed?> then\n broadcast (NxtLvl v)\n change [passer lvl v] by (1)\n broadcast (passe lvl v)\n stop [this script v]\n end\nend\n\nwhen I receive [passe lvl v]\nwait (1) seconds\nhide variable [passer lvl v]\nset [passer lvl v] to [1]\nforever\n if <key (o v) pressed?> then\n broadcast (NxtLvl v)\n change [passer lvl v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(passer lvl) = [2]> or <(passer lvl) < [2]>> then\n set [passer lvl v] to [max lvl passed ;\)]\n end\nend\n\nwhen I receive [start v]\n\nwhen I receive [start v]\nadd (username) to [players v]\n\nwhen I receive [burger!!!!!! v]\nhide list [players v]\n\nforever\n if <touching color (#ff0000)?> then\n change [death : v] by (1)\n end\nend\n\n@Dove2\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n add (pick random (0) to (10)) to [pigeon v]\n broadcast (bla v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <<(length of [pigeon v]) > [2]> or <(length of [pigeon v]) = [2]>> then\n delete (last) of [pigeon v]\n end\nend\n\nwhen I receive [bla v]\nforever\n replace item (1) of [pigeon v] with (pick random (0) to (10))\n wait (pick random (9.5) to (11.59)) seconds\nend\n\n@Butterfly1\n\nwhen flag clicked\nhide variable [my best score : v]\n\nwhen I start as a clone\nforever\n wait (pick random (0.19) to (0.24)) seconds\n switch costume to (butterfly1-b v)\n wait (pick random (0.19) to (0.24)) seconds\n switch costume to (butterfly1-a v)\nend\n\nwhen I start as a clone\nshow\nchange [color v] effect by (pick random (10) to (40))\ngo to x: (-250) y: (pick random (150) to (120))\nglide (pick random (2) to (3)) secs to x: (250) y: (pick random (150) to (120))\ndelete this clone\n\nwhen I receive [pap2.2 v]\nrepeat (20)\n change [color v] effect by (25)\n wait (0.2) seconds\nend\n\nwhen I receive [pap 2 ,1 v]\nrepeat (30)\n change [color v] effect by (25)\n wait (0.2) seconds\nend\n\nwhen I receive [pap2.3 v]\nrepeat (20)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nrepeat (20)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\n\nwhen I receive [start v]\nhide variable [my best score : v]\nforever\n show list [players v]\nend\n\nwhen I start as a clone\nforever\n if <touching (lutin2 v)?> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lutin2 v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (balle v)?> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset [color v] effect to (0)\nforever\n hide\n if <(item (1) of [pigeon v]) = [0]> then\n set size to (60) %\n create clone of (_myself_ v)\n wait (6.5) seconds\n end\n if <(item (1) of [pigeon v]) = [1]> then\n set size to (61) %\n create clone of (_myself_ v)\n wait (6.5) seconds\n end\n if <(item (1) of [pigeon v]) = [2]> then\n set size to (62) %\n create clone of (_myself_ v)\n wait (24.8) seconds\n end\n if <(item (1) of [pigeon v]) = [3]> then\n set size to (63) %\n create clone of (_myself_ v)\n wait (12.7) seconds\n end\n if <(item (1) of [pigeon v]) = [4]> then\n set size to (64) %\n create clone of (_myself_ v)\n wait (8.7) seconds\n end\n if <(item (1) of [pigeon v]) = [5]> then\n set size to (65) %\n create clone of (_myself_ v)\n wait (9.6) seconds\n end\n if <(item (1) of [pigeon v]) = [6]> then\n set size to (66) %\n create clone of (_myself_ v)\n wait (8.6) seconds\n end\n if <(item (1) of [pigeon v]) = [7]> then\n set size to (67) %\n create clone of (_myself_ v)\n wait (9.7) seconds\n end\n if <(item (1) of [pigeon v]) = [8]> then\n set size to (69) %\n create clone of (_myself_ v)\n wait (8.2) seconds\n end\n if <(item (1) of [pigeon v]) = [9]> then\n set size to (71) %\n create clone of (_myself_ v)\n wait (8) seconds\n end\n if <(item (1) of [pigeon v]) = [10]> then\n set size to (75) %\n create clone of (_myself_ v)\n wait (7.5) seconds\n end\nend\n\n@Butterfly2\n\nwhen flag clicked\nset [papillon 2 v] to [0]\nhide variable [papillon 2 v]\n\nwhen I start as a clone\npoint in direction (-90)\nforever\n switch costume to (butterfly1-a v)\n wait (pick random (0.19) to (0.24)) seconds\n switch costume to (butterfly1-b v)\n wait (pick random (0.19) to (0.24)) seconds\nend\n\nwhen I start as a clone\nwait (pick random (1.2) to (2.1)) seconds\nshow\nchange [color v] effect by (pick random (10) to (40))\ngo to x: (250) y: (pick random (150) to (120))\nglide (pick random (2) to (3)) secs to x: (-250) y: (pick random (150) to (120))\ndelete this clone\n\nnext costume\nswitch costume to (butterfly1-b v)\n\nwhen flag clicked\nforever\n change [papillon 2 v] by (pick random (1) to (3))\n wait (5) seconds\n set [papillon 2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(papillon 2) = [1]> then\n broadcast (pap 2 ,1 v)\n wait (5.1) seconds\n end\n if <(papillon 2) = [2]> then\n broadcast (pap2.2 v)\n wait (5.1) seconds\n end\n if <(papillon 2) = [3]> then\n broadcast (pap2.3 v)\n wait (5.1) seconds\n end\nend\n\nwhen I receive [pap 2 ,1 v]\nrepeat (20)\n change [color v] effect by (25)\n wait (0.2) seconds\nend\n\nwhen I receive [pap2.2 v]\nrepeat (20)\n change [ghost v] effect by (2)\n wait (0.02) seconds\nend\nrepeat (20)\n change [ghost v] effect by (-2)\n wait (0.02) seconds\nend\n\nwhen I receive [pap2.3 v]\nrepeat (30)\n change [color v] effect by (25)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (lutin2 v)?> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lutin2 v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (balle v)?> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [start v]\npoint in direction (-90)\npoint in direction (90)\nset [color v] effect to (0)\nforever\n hide\n if <(item (1) of [pigeon v]) = [0]> then\n set size to (60) %\n create clone of (_myself_ v)\n wait (10.6) seconds\n end\n if <(item (1) of [pigeon v]) = [1]> then\n set size to (61) %\n create clone of (_myself_ v)\n wait (9) seconds\n end\n if <(item (1) of [pigeon v]) = [2]> then\n set size to (62) %\n create clone of (_myself_ v)\n wait (8) seconds\n end\n if <(item (1) of [pigeon v]) = [3]> then\n set size to (63) %\n create clone of (_myself_ v)\n wait (7) seconds\n end\n if <(item (1) of [pigeon v]) = [4]> then\n set size to (64) %\n create clone of (_myself_ v)\n wait (9) seconds\n end\n if <(item (1) of [pigeon v]) = [5]> then\n set size to (65) %\n create clone of (_myself_ v)\n wait (10) seconds\n end\n if <(item (1) of [pigeon v]) = [6]> then\n set size to (66) %\n create clone of (_myself_ v)\n wait (6.5) seconds\n end\n if <(item (1) of [pigeon v]) = [7]> then\n set size to (67) %\n create clone of (_myself_ v)\n wait (7) seconds\n end\n if <(item (1) of [pigeon v]) = [8]> then\n set size to (69) %\n create clone of (_myself_ v)\n wait (6.5) seconds\n end\n if <(item (1) of [pigeon v]) = [9]> then\n set size to (71) %\n create clone of (_myself_ v)\n wait (7) seconds\n end\n if <(item (1) of [pigeon v]) = [10]> then\n set size to (75) %\n create clone of (_myself_ v)\n wait (6.5) seconds\n end\nend\n\n@Lutin2\n\nwhen flag clicked\nhide\nforever\n go to (jumper v)\nend\n\nwhen [space v] key pressed\nshow\ngo to [front v] layer\nshow\nshow\ngo to [front v] layer\nshow\ngo to [front v] layer\ngo to [front v] layer\n\nwhen [0 v] key pressed\nhide\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n show\n go to [front v] layer\n end\nend\n\n@Balle\n\nwhen I start as a clone\ngo to [front v] layer\nset [papillon v] to (pick random (1) to (2))\ngo to (jumper v)\npoint in direction (10)\nif <(papillon) = [1]> then\n point towards (butterfly1 v)\n turn right (pick random (0) to (360)) degrees\nend\nif <(papillon) = [2]> then\n point towards (butterfly2 v)\n turn right (pick random (0) to (360)) degrees\nend\nstart sound [Laser v]\nshow\nrepeat until <<<touching (_edge_ v)?> or <touching (butterfly1 v)?>> or <touching (butterfly2 v)?>>\n move (30) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nhide variable [papillon v]\nset [papillon v] to [0]\n\nwhen I receive [start v]\nforever\n if <key (2 v) pressed?> then\n create clone of (_myself_ v)\n wait (0.000004) seconds\n end\nend\n\n@Beetle\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <([costume # v] of [ground v]) = [31]> then\n show\n repeat (30)\n create clone of (_myself_ v)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (balle v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (45) %\ngo to x: (pick random (-200) to (150)) y: (pick random (-130) to (150))\nshow\nsay [Kill we] for (2) seconds\n\nwhen flag clicked\nhide\nhide\n\n@burger3\n\nwhen flag clicked\nhide\nwait (0.25) seconds\nshow\ngo to [front v] layer\nset size to (1) %\ngo to x: (0) y: (0)\nswitch costume to (burger v)\nrepeat (20)\n change size by (5)\nend\nrepeat (22)\n change size by (-4)\nend\nrepeat (5)\n change size by (5)\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nrepeat (35)\n change [ghost v] effect by (3)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (50) %\nswitch costume to (signe2 v)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (25)\n change size by (7.5)\nend\nbroadcast (START v)\n\n
I reshare this and upgrade the game ( especially the design )\n\n ~~ Controls ~~\n\n✯ Use arrow keys to move \n\n✯ "o" to skip 2 levels ;)\n\n✯ space to active the shield\n\n✯ "0" to remove the shield \n\n✯ "2" to fire !!!\n~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-\n\n Good luck :D\n\n ✿ ✿ ✿ ✿ ✿ ✿\n\nDon't forget ⭐️ and ❤️\n\n==============================================\n@burger-pro\n \n
Skyscraper (Platformer)
@Stage\n\nwhen flag clicked\nset [hitboxghost v] to [100]\nswitch backdrop to (titlescreen v)\nwait (3) seconds\nforever\n if <(Level) < [5]> then\n switch backdrop to (backdrop1 v)\n end\n if <<(Level) = [5]> or <(Level) = [6]>> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) > [6]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen [z v] key pressed\nrepeat until <not <key (z v) pressed?>>\n show variable [level v]\n show variable [musicsector v]\n show variable [hitboxghost v]\n show variable [playeryvel v]\n show variable [cutscene v]\nend\nhide variable [level v]\nhide variable [musicsector v]\nhide variable [playeryvel v]\nhide variable [cutscene v]\nhide variable [hitboxghost v]\n\nwhen flag clicked\nhide variable [☁ besttime v]\nhide variable [☁ mostdeaths v]\nhide variable [☁ bestscore v]\nhide variable [yourtime v]\nhide variable [yourdeaths v]\nhide variable [yourscore v]\nset [yourdeaths v] to [0]\nset [yourscore v] to [0]\nset [yourtime v] to [0]\nset [deaths v] to [0]\nwait (2) seconds\nrepeat until <(CutScene) = [3]>\n set [yourtime v] to (round (timer))\n set [yourdeaths v] to (Deaths)\n set [yourscore v] to (((1000) - (YourTime)) - ((YourDeaths) * (5)))\n if <(Timer) = [0]> then\n broadcast (TryAgain v)\n end\nend\nif <<(☁ BestTime) > [0]> and <(YourTime) < (☁ BestTime)>> then\n set [☁ besttime v] to (YourTime)\nend\nif <<(☁ MostDeaths) > [0]> and <(☁ MostDeaths) < (YourDeaths)>> then\n set [☁ mostdeaths v] to (YourDeaths)\nend\nif <<(☁ BestScore) > [0]> and <(☁ BestScore) < (YourScore)>> then\n set [☁ bestscore v] to (YourScore)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(CutScene) = [0]>\nset [musicsector v] to [1]\nset [prevmusicsector v] to [1]\nrepeat until <not <(CutScene) = [0]>>\n set [prevmusicsector v] to (MusicSector)\n broadcast (MusicReset v)\n if <(MusicSector) = [1]> then\n start sound [underground-super-mario-world-edit v]\n end\n if <(MusicSector) = [2]> then\n start sound [3-26 Vah Ruta v]\n end\n if <(MusicSector) = [3]> then\n start sound [239-ice-mountain v]\n end\n if <(MusicSector) = [4]> then\n start sound [204-capture-the-grand-star v]\n end\n wait until <not <(MusicSector) = (PrevMusicSector)>>\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <not <(CutScene) = [0]>> then\n set [musicsector v] to [0]\n else\n if <<(Level) = [1]> or <(Level) = [2]>> then\n set [musicsector v] to [1]\n end\n if <<<(Level) = [3]> or <(Level) = [4]>> or <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>>> then\n set [musicsector v] to [2]\n end\n if <<(Level) = [9]> or <(Level) = [10]>> then\n set [musicsector v] to [3]\n end\n if <(Level) > [10]> then\n set [musicsector v] to [4]\n end\n end\nend\n\nwhen I receive [musicreset v]\nset [musictimer v] to [0]\n\nwhen flag clicked\nset [musictimer v] to [0]\nrepeat until <(CutScene) = [2]>\n wait (1) seconds\n change [musictimer v] by (1)\n if <<(MusicTimer) > [48]> and <(MusicSector) = [1]>> then\n set [prevmusicsector v] to [-1]\n end\n if <<(MusicTimer) > [210]> and <(MusicSector) = [2]>> then\n set [prevmusicsector v] to [-1]\n end\n if <<(MusicTimer) > [88]> and <(MusicSector) = [3]>> then\n set [prevmusicsector v] to [-1]\n end\n if <<(MusicTimer) > [32]> and <(MusicSector) = [4]>> then\n set [prevmusicsector v] to [-1]\n end\nend\n\n@Sprite1\n\n@Worker\n\ndefine TouchGround <up?>\nchange [air v] by (1)\nswitch costume to (hitbox v)\nrepeat until <not <<touching (ground v)?> or <touching (specialground v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [air v] to [0]\n end\n set [playeryvel v] to [0]\n if <<touching (ladder v)?> and <key (up arrow v) pressed?>> then\n change y by (-2)\n end\nend\nswitch costume to (right v)\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> and <<<(Level) = [1]> or <(Level) = [3]>> or <<(Level) = [5]> or <<(Level) = [7]> or <(Level) = [9]>>>>> then\n broadcast (loadstage v)\n set x to (-238)\n set [level v] to ((Level) + (1))\n end\n if <<(x position) < [-240]> and <<<(Level) = [2]> or <(Level) = [4]>> or <<(Level) = [6]> or <<(Level) = [8]> or <(Level) = [10]>>>>> then\n broadcast (loadstage v)\n set x to (238)\n set [level v] to ((Level) - (1))\n end\n if <(y position) > [182]> then\n broadcast (loadstage v)\n set [level v] to ((Level) + (2))\n hide\n wait (0.1) seconds\n set y to (-170)\n show\n end\n if <(y position) < [-182]> then\n broadcast (loadstage v)\n set [level v] to ((Level) - (2))\n hide\n wait (0.1) seconds\n set y to (170)\n show\n end\n if <(Level) = [14]> then\n set [level v] to [10]\n go to x: (-160) y: (90)\n broadcast (loadstage v)\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching (ground v)?> or <touching (specialground v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change y by ((0) - (Slope))\n change x by ((0) - (speed))\nend\n\nwhen flag clicked\nforever\n if <touching (ladder v)?> then\n repeat until <not <touching (ladder v)?>>\n set [playeryvel v] to [0]\n if <key (up arrow v) pressed?> then\n change y by (5)\n end\n if <key (down arrow v) pressed?> then\n change y by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (30) %\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\nwait (3.5) seconds\nshow\nset rotation style [left-right v]\nif <not <(backdrop [name v]) = [TitleScreen]>> then\n show\nend\nset [playeryvel v] to [0]\nforever\n if <(CutScene) = [0]> then\n if <<(PlayerYVel) < [4]> or <key (up arrow v) pressed?>> then\n change [playeryvel v] by (-1)\n else\n change [playeryvel v] by (-1.5)\n end\n end\n change y by (PlayerYVel)\n TouchGround <(PlayerYVel) > [0]>\n TouchDeath\nend\n\nwhen I receive [message1 v]\nwait (0) seconds\nchange y by ((10) - (PlayerYVel))\n\nwhen [up arrow v] key pressed\nif <<(Air) < [3]> and <(CutScene) = [0]>> then\n if <touching (ladder v)?> then\n set [playeryvel v] to [0]\n else\n set [playeryvel v] to [15]\n end\nend\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n if <(CutScene) = [0]> then\n Walk (-90) (-5)\n end\nend\n\ndefine TouchDeath\nif <<touching (bug v)?> or <touching (lock v)?>> then\n set [prevmusicsector v] to (MusicSector)\n change [deaths v] by (1)\n broadcast (Death v)\n broadcast (loadstage v)\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n if <(CutScene) = [0]> then\n Walk (90) (5)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset rotation style [left-right v]\nswitch costume to (right v)\n\nwhen flag clicked\nset [level v] to [2]\npoint in direction (90)\ngo to x: (-150) y: (-60)\nset [oldcpl v] to [2]\nset [newcpl v] to [2]\nset [oldcpx v] to [-150]\nset [newcpx v] to [-150]\nset [oldcpy v] to [-60]\nset [newcpy v] to [-60]\n\nwhen I receive [loadstage v]\nwait until <([abs v] of (PlayerYVel) ) < [1]>\nset [oldcpl v] to (NewCPL)\nset [newcpl v] to (Level)\nset [oldcpx v] to (NewCPX)\nset [newcpx v] to (x position)\nset [oldcpy v] to (NewCPY)\nset [newcpy v] to (y position)\n\nwhen I receive [death v]\nset [level v] to (OldCPL)\ngo to x: (OldCPX) y: (OldCPY)\n\nwhen [d v] key pressed\nbroadcast (Death v)\nbroadcast (loadstage v)\n\nwhen I receive [unlockedcutscene v]\ndelete all of [pastpos v]\nwait (2) seconds\nrepeat (10)\n add (x position) to [pastpos v]\n add (y position) to [pastpos v]\n add (Level) to [pastpos v]\nend\nforever\n delete (1) of [pastpos v]\n delete (1) of [pastpos v]\n delete (1) of [pastpos v]\n add (x position) to [pastpos v]\n add (y position) to [pastpos v]\n add (Level) to [pastpos v]\n wait (0.02) seconds\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nset [level v] to [3]\n\nwhen I receive [unlockedcutscene v]\nwait (2) seconds\nforever\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set [ghost v] effect to (HitBoxGhost)\nend\n\n@SpecialGround\n\nwhen flag clicked\nforever\n go to x: (-30) y: (120)\n point in direction (((30) * ([cos v] of ((timer) / (0.01)) )) - (-90))\n if <(Level) = [6]> then\n switch costume to (Level)\n else\n switch costume to (1 v)\n end\nend\n\n@Ladder\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (HitBoxGhost)\n switch costume to (Level)\nend\n\n@Lock\n\nwhen flag clicked\nforever\n next costume\n wait (0.03) seconds\n if <<(Level) = [10]> and <(length of [toolsleft v]) > [0]>> then\n show\n set [disttolock v] to (distance to [worker v])\n else\n set [disttolock v] to [300]\n hide\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nrepeat (6)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (70) to (170)) %\ngo to x: (pick random (-120) to (120)) y: (pick random (-150) to (150))\nset [ghost v] effect to (60)\nforever\n move (pick random (-2) to (2)) steps\n wait (0.5) seconds\n if <(Level) > [8]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [loadstage v]\ngo to x: (pick random (-120) to (120)) y: (pick random (-150) to (150))\n\n@Chains\n\nwhen flag clicked\nforever\n go to x: (-30) y: (120)\n point in direction (((30) * ([cos v] of ((timer) / (0.01)) )) - (-90))\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Cage\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\ngo to [front v] layer\ngo [backward v] (4) layers\nset size to (75) %\ngo to x: (30) y: (-110)\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [unlockedcutscene v]\nswitch costume to (open v)\ngo [backward v] (2) layers\n\n@Key\n\nwhen flag clicked\nset [keycollected v] to [0]\nset rotation style [all around v]\ngo to x: (-160) y: (98)\nset size to (30) %\nrepeat until <touching (worker v)?>\n if <(Level) = [12]> then\n show\n else\n hide\n end\n point in direction (((15) * ([cos v] of ((timer) / (0.01)) )) - (-90))\nend\nset [keycollected v] to [1]\nrepeat (25)\n turn right (15) degrees\n wait (0) seconds\n change [ghost v] effect by (4)\nend\nhide\nbroadcast (UnlockedCutscene v)\n\n@Cutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [cutscene v] to [1]\nstart sound [1-34 Impa's Story v]\ngo to [front v] layer\nswitch costume to (intro v)\nwait (6) seconds\nswitch costume to (intro2 v)\nwait (5.5) seconds\nstop all sounds\nset [cutscene v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [unlockedcutscene v]\nset [cutscene v] to [2]\nswitch costume to (freed v)\nset [ghost v] effect to (100)\nshow\nwait (0.2) seconds\nstart sound [1-41 Watch Out for the Flowers v]\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.02) seconds\nend\nset [ghost v] effect to (0)\nwait (5) seconds\nswitch costume to (button1 v)\nwait (0.15) seconds\nswitch costume to (button2 v)\nwait (0.15) seconds\nswitch costume to (button3 v)\nwait (0.15) seconds\nswitch costume to (button4 v)\nwait (0.15) seconds\nswitch costume to (button5 v)\nwait (0.8) seconds\nswitch costume to (warn v)\nwait (5) seconds\nset [cutscene v] to [0]\nbroadcast (StartTimer v)\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.02) seconds\nend\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nrepeat until <(CutScene) = [3]>\n go to [front v] layer\nend\n\nwhen I receive [wincutscene v]\nswitch costume to (white v)\nset [cutscene v] to [3]\nstop all sounds\nstart sound [Demolition of Storms and Knapp Hall2 v]\ngo to [front v] layer\nshow\nwait (0.5) seconds\nrepeat (6)\n switch costume to (towerdown1 v)\n wait (0.04) seconds\n repeat (9)\n next costume\n wait (0.04) seconds\n end\nend\ngo to [front v] layer\nswitch costume to (black v)\nwait (4) seconds\nstop all sounds\nstart sound [1-04 Bonneton v]\nswitch costume to (thanks1 v)\nwait (5.5) seconds\nswitch costume to (thanks2 v)\nwait (6) seconds\nswitch costume to (endscreen v)\nwait (1) seconds\nshow variable [yourtime v]\nif <(☁ BestTime) > [0]> then\n wait (1) seconds\n show variable [☁ besttime v]\nend\nwait (1) seconds\nshow variable [yourdeaths v]\nif <(☁ MostDeaths) > [0]> then\n wait (1) seconds\n show variable [☁ mostdeaths v]\nend\nwait (1) seconds\nshow variable [yourscore v]\nif <(☁ BestScore) > [0]> then\n wait (2.5) seconds\n show variable [☁ bestscore v]\nend\n\nwhen I receive [starttimer v]\nset [musicsector v] to [0]\nstop all sounds\nwait (0.3) seconds\nstart sound [Enter Bowser Jr. v]\nforever\n set [musicsector v] to [0]\nend\n\nwhen I receive [tryagain v]\nstop all sounds\n\n@Exit\n\nwhen flag clicked\nhide\n\nwhen I receive [unlockedcutscene v]\nset y to (-95)\nrepeat until <touching (worker v)?>\n if <(Level) = [3]> then\n set x to (((2) * ([cos v] of ((timer) / (0.002)) )) - (202))\n show\n end\n if <(Level) = [4]> then\n set x to (((2) * ([cos v] of ((timer) / (0.002)) )) - (-202))\n show\n end\n if <<(Level) > [4]> or <(Level) < [3]>> then\n hide\n end\nend\nbroadcast (WinCutscene v)\n\n@Bug\n\nwhen flag clicked\nset size to (40) %\nforever\n wait (0) seconds\n next costume\n set y to (((8) * ([cos v] of ((timer) / (0.004)) )) - (0))\n set x to (((20) * ([cos v] of ((timer) / (0.015)) )) - (0))\n if <<<<(Level) = [6]> or <(Level) = [7]>> or <<(Level) = [10]> or <(Level) = [12]>>> or <<(Level) = [8]> and <(KeyCollected) = [1]>>> then\n show\n else\n hide\n end\n if <(Level) = [6]> then\n change x by (20)\n change y by (-50)\n end\n if <(Level) = [7]> then\n change x by (-70)\n change y by (45)\n end\n if <(Level) = [10]> then\n change x by (5)\n change y by (-70)\n end\n if <(Level) = [8]> then\n change x by (160)\n change y by (-80)\n end\n point towards (worker v)\n set rotation style [left-right v]\n turn right (180) degrees\nend\n\nset x to (0)\n\n@Tool\n\nwhen flag clicked\nhide\ndelete all of [toolsleft v]\nadd [1] to [toolsleft v]\nadd [5] to [toolsleft v]\nadd [6] to [toolsleft v]\nadd [7] to [toolsleft v]\nadd [8] to [toolsleft v]\nadd [9] to [toolsleft v]\nset size to (30) %\nforever\n hide\n if <<(Level) = [1]> and <[toolsleft v] contains (Level)?>> then\n switch costume to (screwdriver v)\n go to x: (25) y: (85)\n show\n end\n if <<(Level) = [5]> and <[toolsleft v] contains (Level)?>> then\n switch costume to (screwdriver v)\n go to x: (-200) y: (40)\n show\n end\n if <<(Level) = [6]> and <[toolsleft v] contains (Level)?>> then\n switch costume to (hammer v)\n go to x: (90) y: (-10)\n show\n end\n if <<(Level) = [7]> and <[toolsleft v] contains (Level)?>> then\n switch costume to (hammer v)\n go to x: (-70) y: (-165)\n show\n end\n if <<(Level) = [8]> and <[toolsleft v] contains (Level)?>> then\n switch costume to (screwdriver v)\n go to x: (160) y: (-50)\n show\n end\n if <<(Level) = [9]> and <[toolsleft v] contains (Level)?>> then\n switch costume to (hammer v)\n go to x: (25) y: (-100)\n show\n end\n if <not <<<(Level) = [1]> or <<(Level) = [5]> or <(Level) = [6]>>> or <<<(Level) = [7]> or <(Level) = [8]>> or <(Level) = [9]>>>> then\n hide\n end\n point in direction (((15) * ([cos v] of ((timer) / (0.006)) )) - (-90))\n if <touching (worker v)?> then\n broadcast (ToolGet v) and wait\n end\n set [ghost v] effect to (0)\nend\n\nwhen I receive [toolget v]\ndelete (item # of (Level) in [toolsleft v]) of [toolsleft v]\nrepeat (20)\n turn right (15) degrees\n wait (0) seconds\n change [ghost v] effect by (5)\nend\nhide\n\n@Hostage\n\nwhen flag clicked\nhide\nset size to (30) %\ngo to [back v] layer\ngo [forward v] (4) layers\nset rotation style [left-right v]\n\nwhen I receive [unlockedcutscene v]\nwait (2) seconds\nshow\nforever\n if <(Level) = (item (3) of [pastpos v])> then\n show\n else\n hide\n end\n point towards (worker v)\n glide (0.02) secs to x: (item (1) of [pastpos v]) y: (item (2) of [pastpos v])\nend\n\n@Textbox\n\nwhen flag clicked\nhide\nset [disttolock v] to [300]\ngo to [front v] layer\nset [ghost v] effect to (10)\ngo to x: (0) y: (0)\nforever\n if <(DistToLock) < [85]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [loadstage v]\nrepeat (10)\n hide\nend\n\n@Countdown\n\nwhen flag clicked\nhide\nset size to (40) %\ngo to x: (0) y: (130)\ngo to [front v] layer\nset [timer v] to [17]\nswitch costume to (17 v)\nset [ghost v] effect to (40)\nforever\n switch costume to (Timer)\n if <(Timer) = [0]> then\n broadcast (TryAgain v)\n end\nend\n\nwhen I receive [starttimer v]\nset [timer v] to [17]\nshow\nrepeat until <<(CutScene) = [3]> or <(Timer) = [0]>>\n if <(Timer) < [6]> then\n set size to (100) %\n go to x: (0) y: (0)\n else\n set size to (40) %\n go to x: (0) y: (130)\n end\n wait (1) seconds\n change [timer v] by (-1)\nend\nhide\n\nwhen I receive [tryagain v]\nset [timer v] to [17]\nset [oldcpl v] to [12]\nset [oldcpx v] to [-160]\nset [oldcpy v] to [95]\nset [newcpl v] to [12]\nset [newcpx v] to [-160]\nset [newcpy v] to [95]\nbroadcast (Death v)\nbroadcast (StartTimer v)\n\n
The ol' boss has been taken to the top of the unfinished skyscraper by evil bugs. You need to help him!\n\nControls:\n• Arrow Keys to move\n• Up and Down Arrow Keys for ladder movement\n• Up arrow to jump
Speed Platformer - 100% Pen
@Stage\n\n@Custom Levels\n\ndefine None\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round ((255) * (0.5))) * (65536))) + ((round ((175) * (0.5))) * (256))) + (round ((0) * (0.5)))) to [levels v]\nchange [currentindex v] by (1)\nadd ((size) + (3)) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round (255)) * (65536))) + ((round (175)) * (256))) + (round (0))) to [levels v]\nchange [currentindex v] by (1)\nadd (size) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\n\ndefine None\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round ((90) * (0.5))) * (65536))) + ((round ((150) * (0.5))) * (256))) + (round ((0) * (0.5)))) to [levels v]\nchange [currentindex v] by (1)\nadd ((size) + (3)) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round (90)) * (65536))) + ((round (150)) * (256))) + (round (0))) to [levels v]\nchange [currentindex v] by (1)\nadd (size) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\n\ndefine None\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round ((255) * (0.5))) * (65536))) + ((round ((30) * (0.5))) * (256))) + (round ((0) * (0.5)))) to [levels v]\nchange [currentindex v] by (1)\nadd ((size) + (3)) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round (255)) * (65536))) + ((round (30)) * (256))) + (round (0))) to [levels v]\nchange [currentindex v] by (1)\nadd (size) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\n\ndefine New Level\nadd (currentIndex) to [levelindexpositions v]\n\ndefine End Level\nadd (currentIndex) to [levelindexpositions v]\n\ndefine None\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round ((255) * (0.5))) * (65536))) + ((round ((240) * (0.5))) * (256))) + (round ((200) * (0.5)))) to [levels v]\nchange [currentindex v] by (1)\nadd ((size) + (3)) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd ((y1) + (-120)) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round (255)) * (65536))) + ((round (240)) * (256))) + (round (200))) to [levels v]\nchange [currentindex v] by (1)\nadd (size) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd ((y2) + (-120)) to [levels v]\nchange [currentindex v] by (1)\n\nNew Level\nGround x1 (-235) y1 (0) x2 (235) y2 (0) size (15)\nLava x1 (-50) y1 (0) x2 (50) y2 (0) size (15)\nBounce x1 (-100) y1 (0) x2 (-50) size (15)\nEnd Level\n\nwhen I receive [customlevels v]\nset [level v] to [1]\n\n@Levels\n\ndefine NewLevel\nadd (currentIndex) to [levelindexpositions v]\n\ndefine EndLevel\nadd (currentIndex) to [levelindexpositions v]\n\ndefine None\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd (y1) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round ((r) * (0.5))) * (65536))) + ((round ((g) * (0.5))) * (256))) + (round ((b) * (0.5)))) to [levels v]\nchange [currentindex v] by (1)\nadd ((size) + (3)) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd (y2) to [levels v]\nchange [currentindex v] by (1)\nadd (x1) to [levels v]\nchange [currentindex v] by (1)\nadd (y1) to [levels v]\nchange [currentindex v] by (1)\nadd (((((round (255)) * (16777216)) + ((round (r)) * (65536))) + ((round (g)) * (256))) + (round (b))) to [levels v]\nchange [currentindex v] by (1)\nadd (size) to [levels v]\nchange [currentindex v] by (1)\nadd (x2) to [levels v]\nchange [currentindex v] by (1)\nadd (y2) to [levels v]\nchange [currentindex v] by (1)\n\ndefine Tutorial Levels\nNewLevel\nAddLine x1 (-235) y1 (groundY) x2 (235) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nEndLevel\nNewLevel\nAddLine x1 (-235) y1 (groundY) x2 (-75) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (-75) y1 (groundY) x2 (-75) y2 ((groundY) + (60)) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (-75) y1 ((groundY) + (60)) x2 (75) y2 ((groundY) + (60)) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (75) y1 ((groundY) + (60)) x2 (75) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (75) y1 (groundY) x2 (235) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nEndLevel\nNewLevel\nAddLine x1 (-235) y1 (groundY) x2 (-75) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (-75) y1 (groundY) x2 (235) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (-75) y1 (groundY) x2 (75) y2 (groundY) colour: r (255) g (30) b (0) size (15)\nEndLevel\nNewLevel\nAddLine x1 (-235) y1 (groundY) x2 (0) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (0) y1 (groundY) x2 (0) y2 ((groundY) + (200)) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (0) y1 ((groundY) + (200)) x2 (235) y2 ((groundY) + (200)) colour: r (90) g (150) b (0) size (15)\nEndLevel\nNewLevel\nAddLine x1 (-235) y1 (groundY) x2 (-75) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (0) y1 (groundY) x2 (75) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nAddLine x1 (150) y1 (groundY) x2 (235) y2 (groundY) colour: r (90) g (150) b (0) size (15)\nEndLevel\n\ndefine Levels 11 - 15\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (-200) y2 (groundY) size (15)\nGround x1 (-150) y1 (groundY) x2 (-150) y2 ((groundY) + (80)) size (10)\nGround x1 (-140) y1 ((groundY) + (80)) x2 (-160) y2 ((groundY) + (80)) size (15)\nGround x1 (-50) y1 (groundY) x2 (-50) y2 ((groundY) + (140)) size (10)\nGround x1 (-40) y1 ((groundY) + (140)) x2 (-60) y2 ((groundY) + (140)) size (15)\nGround x1 (50) y1 (groundY) x2 (50) y2 ((groundY) + (200)) size (10)\nGround x1 (40) y1 ((groundY) + (200)) x2 (60) y2 ((groundY) + (200)) size (15)\nGround x1 (225) y1 (groundY) x2 (225) y2 ((groundY) + (200)) size (10)\nGround x1 (215) y1 ((groundY) + (200)) x2 (235) y2 ((groundY) + (200)) size (15)\nEndLevel\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (235) y2 (groundY) size (15)\nGround x1 (-235) y1 ((groundY) + (120)) x2 (235) y2 ((groundY) + (120)) size (15)\nBounce x1 (-50) y1 ((groundY) + (2.5)) x2 (50) y2 ((groundY) + (2.5)) size (10)\nLava x1 (-50) y1 ((groundY) + (118.2)) x2 (50) y2 ((groundY) + (118.2)) size (10)\nEndLevel\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (-150) y2 (groundY) size (15)\nGround x1 (-235) y1 ((groundY) + (100)) x2 (-235) y2 ((groundY) + (200)) size (15)\nGround x1 (-150) y1 ((groundY) + (0)) x2 (-150) y2 ((groundY) + (200)) size (15)\nGround x1 (-65) y1 ((groundY) + (0)) x2 (-65) y2 ((groundY) + (200)) size (15)\nGround x1 (20) y1 ((groundY) + (0)) x2 (20) y2 ((groundY) + (200)) size (15)\nGround x1 (105) y1 ((groundY) + (0)) x2 (105) y2 ((groundY) + (200)) size (15)\nEndLevel\nNewLevel\nLava x1 (-235) y1 (groundY) x2 (235) y2 (groundY) size (15)\nGround x1 (-235) y1 ((groundY) + (2.5)) x2 (-200) y2 ((groundY) + (2.5)) size (10)\nGround x1 (-100) y1 ((groundY) + (2.5)) x2 (-65) y2 ((groundY) + (2.5)) size (10)\nGround x1 (65) y1 ((groundY) + (50)) x2 (100) y2 ((groundY) + (50)) size (10)\nGround x1 (0) y1 ((groundY) + (120)) x2 (35) y2 ((groundY) + (120)) size (10)\nGround x1 (-75) y1 ((groundY) + (120)) x2 (-235) y2 ((groundY) + (120)) size (10)\nGround x1 (235) y1 ((groundY) + (0)) x2 (235) y2 ((groundY) + (200)) size (10)\nGround x1 (200) y1 ((groundY) + (200)) x2 (235) y2 ((groundY) + (200)) size (10)\nGround x1 (-150) y1 ((groundY) + (220)) x2 (235) y2 ((groundY) + (220)) size (10)\nEndLevel\nNewLevel\nQuickSand x1 (-235) y1 (groundY) x2 (235) y2 (groundY) size (15)\nGround x1 (-235) y1 (groundY) x2 (-180) y2 (groundY) size (15)\nQuickSand x1 (-180) y1 ((groundY) + (220)) x2 (-130) y2 ((groundY) + (220)) size (15)\nQuickSand x1 (-180) y1 ((groundY) + (100)) x2 (-130) y2 ((groundY) + (100)) size (15)\nGround x1 (-180) y1 ((groundY) + (220)) x2 (-180) y2 (groundY) size (15)\nGround x1 (-130) y1 ((groundY) + (295)) x2 (-130) y2 ((groundY) + (160)) size (15)\nGround x1 (-120) y1 ((groundY) + (60)) x2 (235) y2 ((groundY) + (60)) size (15)\nLava x1 (0) y1 ((groundY) + (60)) x2 (80) y2 ((groundY) + (60)) size (15)\nGround x1 (-130) y1 ((groundY) + (160)) x2 (235) y2 ((groundY) + (160)) size (15)\nEndLevel\n\ndefine Levels 6 - 10\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (-200) y2 (groundY) size (15)\nGround x1 (-50) y1 (groundY) x2 (-15) y2 (groundY) size (15)\nGround x1 (135) y1 (groundY) x2 (170) y2 (groundY) size (15)\nEndLevel\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (-100) y2 ((groundY) + (50)) size (15)\nLava x1 (0) y1 ((groundY) + (200)) x2 (0) y2 ((groundY) + (80)) size (15)\nGround x1 (20) y1 (groundY) x2 (235) y2 (groundY) size (15)\nEndLevel\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (235) y2 (groundY) size (15)\nLava x1 (-150) y1 (groundY) x2 (-150) y2 ((groundY) + (80)) size (15)\nLava x1 (-50) y1 (groundY) x2 (-50) y2 ((groundY) + (80)) size (15)\nLava x1 (50) y1 (groundY) x2 (50) y2 ((groundY) + (80)) size (15)\nLava x1 (150) y1 (groundY) x2 (150) y2 ((groundY) + (80)) size (15)\nEndLevel\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (-150) y2 (groundY) size (15)\nGround x1 (-150) y1 (groundY) x2 (-150) y2 ((groundY) + (150)) size (15)\nGround x1 (-150) y1 ((groundY) + (150)) x2 (-120) y2 ((groundY) + (150)) size (15)\nGround x1 (-40) y1 ((groundY) + (150)) x2 (40) y2 ((groundY) + (150)) size (15)\nGround x1 (120) y1 ((groundY) + (150)) x2 (235) y2 ((groundY) + (150)) size (15)\nGround x1 (-235) y1 ((groundY) + (230)) x2 (235) y2 ((groundY) + (230)) size (15)\nEndLevel\nNewLevel\nGround x1 (-235) y1 (groundY) x2 (0) y2 (groundY) size (15)\nGround x1 (0) y1 (groundY) x2 (0) y2 ((groundY) + (200)) size (15)\nGround x1 (-50) y1 ((groundY) + (200)) x2 (0) y2 ((groundY) + (200)) size (15)\nGround x1 (200) y1 ((groundY) + (50)) x2 (235) y2 ((groundY) + (50)) size (15)\nBounce x1 (-100) y1 ((groundY) + (2.5)) x2 (-50) y2 ((groundY) + (2.5)) size (10)\nEndLevel\n\ndefine None\nAddLine x1 (x1) y1 (y1) x2 (x2) y2 (y2) colour: r (255) g (30) b (0) size (size)\n\ndefine GameLevels\nTutorial Levels\nLevels 6 - 10\nLevels 11 - 15\nLevels 16 - 20\nLevels 21 - 25\nLevels 26 - 30\nLast Levels\nbroadcast (CustomLevels v)\n\ndefine None\nAddLine x1 (x1) y1 (y1) x2 (x2) y2 (y2) colour: r (255) g (240) b (200) size (size)\n\ndefine None\nAddLine x1 (x1) y1 (y1) x2 (x2) y2 (y2) colour: r (255) g (175) b (0) size (size)\n\ndefine Levels 16 - 20\nNewLevel\nBounce Relative x1 (-235) y1 (0) +x (50) +y (0) size (15)\nLava Relative x1 (-235) y1 (230) +x (50) +y (0) size (15)\nQuickSand Relative x1 (-110) y1 (230) +x (60) +y (0) size (15)\nQuickSand Relative x1 (-110) y1 (50) +x (60) +y (0) size (15)\nGround Relative x1 (-110) y1 (230) +x (0) +y (-230) size (15)\nGround Relative x1 (-50) y1 (295) +x (0) +y (-150) size (15)\nGround Relative x1 (-50) y1 (50) +x (0) +y (-50) size (15)\nGround Relative x1 (-50) y1 (0) +x (80) +y (0) size (15)\nGround Relative x1 (30) y1 (0) +x (0) +y (100) size (15)\nGround Relative x1 (30) y1 (100) +x (80) +y (0) size (15)\nGround Relative x1 (110) y1 (0) +x (0) +y (100) size (15)\nGround Relative x1 (110) y1 (0) +x (125) +y (0) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (100) +y (100) size (15)\nGround Relative x1 (0) y1 (100) +x (100) +y (100) size (15)\nGround Relative x1 (235) y1 (295) +x (0) +y (-295) size (15)\nQuickSand Relative x1 (235) y1 (0) +x (-35) +y (0) size (15)\nEndLevel\nNewLevel\nLava Relative x1 (-235) y1 (0) +x (470) +y (0) size (15)\nGround Relative x1 (-235) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (50) y1 (50) +x (0) +y (30) size (15)\nEndLevel\nNewLevel\nBounce Relative x1 (-235) y1 (0) +x (90) +y (0) size (15)\nGround Relative x1 (-235) y1 (0) +x (40) +y (0) size (15)\nGround Relative x1 (-140) y1 (0) +x (0) +y (190) size (15)\nGround Relative x1 (-60) y1 (0) +x (0) +y (190) size (15)\nBounce Relative x1 (-60) y1 (0) +x (80) +y (0) size (15)\nGround Relative x1 (20) y1 (0) +x (0) +y (190) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (-150) y1 (75) +x (50) +y (0) size (15)\nGround Relative x1 (0) y1 (140) +x (50) +y (0) size (15)\nGround Relative x1 (150) y1 (215) +x (50) +y (0) size (15)\nQuickSand Relative x1 (-150) y1 (75) +x (-20) +y (10) size (15)\nQuickSand Relative x1 (0) y1 (140) +x (-20) +y (10) size (15)\nQuickSand Relative x1 (150) y1 (215) +x (-20) +y (10) size (15)\nEndLevel\n\nwhen flag clicked\nset [level v] to [1]\nset [currentindex v] to [1]\nset [groundy v] to [-120]\ndelete (all) of [levelindexpositions v]\ndelete (all) of [levels v]\nGameLevels\n\ndefine Levels 21 - 25\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (470) +y (0) size (15)\nQuickSand Relative x1 (-235) y1 (5) +x (470) +y (0) size (5)\nBounce Relative x1 (-150) y1 (5) +x (50) +y (0) size (5)\nLava Relative x1 (-50) y1 (5) +x (100) +y (0) size (5)\nBounce Relative x1 (150) y1 (5) +x (-50) +y (0) size (5)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (25) +y (0) size (15)\nGround Relative x1 (-50) y1 (100) +x (50) +y (0) size (15)\nBounce Relative x1 (-175) y1 (-55) +x (35) +y (0) size (15)\nLava Relative x1 (-50) y1 (0) +x (0) +y (100) size (15)\nLava Relative x1 (-50) y1 (170) +x (0) +y (125) size (15)\nGround Relative x1 (150) y1 (100) +x (85) +y (0) size (15)\nQuickSand Relative x1 (50) y1 (100) +x (0) +y (83) size (15)\nEndLevel\nNewLevel\nLava Relative x1 (-135) y1 (0) +x (370) +y (0) size (15)\nBounce Relative x1 (-135) y1 (0) +x (100) +y (1) size (15)\nGround Relative x1 (-135) y1 (75) +x (35) +y (0) size (15)\nGround Relative x1 (-235) y1 (0) +x (100) +y (0) size (15)\nGround Relative x1 (-135) y1 (0) +x (0) +y (200) size (15)\nGround Relative x1 (-235) y1 (75) +x (0) +y (25) size (15)\nGround Relative x1 (-135) y1 (200) +x (-35) +y (0) size (15)\nQuickSand Relative x1 (-60) y1 (150) +x (0) +y (100) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (50) y1 (50) +x (5) +y (0) size (15)\nGround Relative x1 (-50) y1 (150) +x (5) +y (0) size (15)\nGround Relative x1 (150) y1 (200) +x (5) +y (0) size (15)\nLava Relative x1 (235) y1 (0) +x (0) +y (200) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (-150) y1 (50) +x (50) +y (0) size (15)\nGround Relative x1 (-150) y1 (50) +x (50) +y (-50) size (15)\nGround Relative x1 (-150) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (-75) y1 (0) +x (0) +y (50) size (15)\nGround Relative x1 (-75) y1 (50) +x (50) +y (-12.5) size (15)\nGround Relative x1 (-75) y1 (25) +x (50) +y (12.5) size (15)\nGround Relative x1 (0) y1 (0) +x (0) +y (50) size (15)\nGround Relative x1 (0) y1 (50) +x (50) +y (0) size (15)\nGround Relative x1 (0) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (0) y1 (25) +x (50) +y (0) size (7.5)\nGround Relative x1 (75) y1 (0) +x (0) +y (50) size (15)\nGround Relative x1 (75) y1 (50) +x (50) +y (0) size (15)\nGround Relative x1 (75) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (75) y1 (25) +x (50) +y (0) size (7.5)\nGround Relative x1 (150) y1 (0) +x (0) +y (50) size (15)\nGround Relative x1 (150) y1 (50) +x (50) +y (-25) size (15)\nGround Relative x1 (150) y1 (0) +x (50) +y (25) size (15)\nQuickSand Relative x1 (-235) y1 (140) +x (470) +y (0) size (5)\nEndLevel\n\ndefine None\nAddLine x1 (x1) y1 (y1) x2 (x2) y2 (y2) colour: r (90) g (150) b (0) size (size)\n\ndefine None\nGround x1 (x1) y1 ((y1) + (groundY)) x2 ((x1) + (x2)) y2 (((y1) + (groundY)) + (y2)) size (size)\n\ndefine None\nLava x1 (x1) y1 ((y1) + (groundY)) x2 ((x1) + (x2)) y2 (((y1) + (groundY)) + (y2)) size (size)\n\ndefine None\nQuickSand x1 (x1) y1 ((y1) + (groundY)) x2 ((x1) + (x2)) y2 (((y1) + (groundY)) + (y2)) size (size)\n\ndefine None\nBounce x1 (x1) y1 ((y1) + (groundY)) x2 ((x1) + (x2)) y2 (((y1) + (groundY)) + (y2)) size (size)\n\ndefine Levels 26 - 30\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (100) +y (0) size (15)\nLava Relative x1 (-135) y1 (0) +x (0) +y (200) size (15)\nGround Relative x1 (-135) y1 (100) +x (0) +y (0) size (15)\nGround Relative x1 (-135) y1 (150) +x (0) +y (50) size (15)\nQuickSand Relative x1 (0) y1 (125) +x (0) +y (75) size (15)\nQuickSand Relative x1 (50) y1 (100) +x (0) +y (75) size (15)\nQuickSand Relative x1 (100) y1 (75) +x (0) +y (75) size (15)\nGround Relative x1 (235) y1 (0) +x (-50) +y (0) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (85) +y (0) size (15)\nGround Relative x1 (-150) y1 (0) +x (50) +y (200) size (15)\nGround Relative x1 (-50) y1 (0) +x (-50) +y (200) size (15)\nGround Relative x1 (-50) y1 (0) +x (100) +y (0) size (15)\nGround Relative x1 (50) y1 (0) +x (50) +y (200) size (15)\nGround Relative x1 (150) y1 (0) +x (-50) +y (200) size (15)\nGround Relative x1 (150) y1 (0) +x (85) +y (0) size (15)\nEndLevel\nNewLevel\nLava Relative x1 (0) y1 (0) +x (-135) +y (150) size (15)\nLava Relative x1 (0) y1 (0) +x (135) +y (150) size (15)\nGround Relative x1 (-235) y1 (0) +x (100) +y (150) size (15)\nGround Relative x1 (235) y1 (0) +x (-100) +y (150) size (15)\nBounce Relative x1 (-50) y1 (60) +x (100) +y (0) size (15)\nLava Relative x1 (0) y1 (190) +x (0) +y (105) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (100) +y (200) size (15)\nGround Relative x1 (-100) y1 (0) +x (-35) +y (200) size (15)\nGround Relative x1 (-135) y1 (200) +x (50) +y (-35) size (15)\nGround Relative x1 (-85) y1 (165) +x (50) +y (-25) size (15)\nGround Relative x1 (-35) y1 (140) +x (50) +y (-10) size (15)\nGround Relative x1 (65) y1 (130) +x (50) +y (10) size (15)\nGround Relative x1 (115) y1 (140) +x (50) +y (25) size (15)\nGround Relative x1 (165) y1 (165) +x (50) +y (35) size (15)\nGround Relative x1 (215) y1 (200) +x (20) +y (0) size (15)\nLava Relative x1 (15) y1 (130) +x (50) +y (0) size (15)\nEndLevel\nNewLevel\nGround Relative x1 (-235) y1 (0) +x (100) +y (0) size (15)\nGround Relative x1 (-135) y1 (0) +x (0) +y (100) size (15)\nGround Relative x1 (-135) y1 (100) +x (100) +y (0) size (15)\nGround Relative x1 (-35) y1 (100) +x (0) +y (-100) size (15)\nGround Relative x1 (-35) y1 (0) +x (135) +y (0) size (15)\nGround Relative x1 (100) y1 (0) +x (0) +y (200) size (15)\nGround Relative x1 (100) y1 (200) +x (135) +y (0) size (15)\nLava Relative x1 (-235) y1 (295) +x (100) +y (0) size (15)\nLava Relative x1 (-135) y1 (295) +x (0) +y (-125) size (15)\nLava Relative x1 (-135) y1 (170) +x (100) +y (0) size (15)\nLava Relative x1 (-35) y1 (170) +x (0) +y (100) size (15)\nLava Relative x1 (-35) y1 (275) +x (270) +y (0) size (15)\nEndLevel\n\ndefine Last Levels\nNewLevel\nLava Relative x1 (-135) y1 (200) +x (0) +y (-200) size (15)\nLava Relative x1 (-85) y1 (295) +x (0) +y (-220) size (15)\nLava Relative x1 (-20) y1 (0) +x (0) +y (200) size (15)\nGround Relative x1 (-235) y1 (0) +x (50) +y (0) size (15)\nGround Relative x1 (-185) y1 (0) +x (0) +y (200) size (15)\nGround Relative x1 (-185) y1 (200) +x (50) +y (0) size (15)\nGround Relative x1 (-135) y1 (0) +x (115) +y (0) size (15)\nGround Relative x1 (-20) y1 (200) +x (255) +y (0) size (15)\nQuickSand Relative x1 (-85) y1 (2.5) +x (50) +y (0) size (10)\nBounce Relative x1 (-65) y1 (2.5) +x (50) +y (0) size (10)\nEndLevel\nNewLevel\nBounce Relative x1 (-235) y1 (0) +x (470) +y (0) size (15)\nGround Relative x1 (-150) y1 (2.5) +x (50) +y (0) size (10)\nGround Relative x1 (150) y1 (2.5) +x (-50) +y (0) size (10)\nEndLevel\n\n@GameRender\n\ndefine None\nset pen color to (((((round (a)) * (16777216)) + ((round (r)) * (65536))) + ((round (g)) * (256))) + (round (b)))\n\ndefine RenderLevel\nset [levelindexposition v] to (item (((level) * (2)) - (1)) of [levelindexpositions v])\nset [currentstep v] to [0]\nrepeat ((item ((level) * (2)) of [levelindexpositions v]) - (item (((level) * (2)) - (1)) of [levelindexpositions v]))\n if <(currentStep) = [0]> then\n pen up\n set x to (item (levelIndexPosition) of [levels v])\n end\n if <(currentStep) = [1]> then\n set y to (item (levelIndexPosition) of [levels v])\n end\n if <(currentStep) = [2]> then\n set pen color to (item (levelIndexPosition) of [levels v])\n end\n if <(currentStep) = [3]> then\n set pen size to (item (levelIndexPosition) of [levels v])\n pen down\n end\n if <(currentStep) = [4]> then\n set [levelrender: targetx v] to (item (levelIndexPosition) of [levels v])\n end\n if <(currentStep) = [5]> then\n set [levelrender: targety v] to (item (levelIndexPosition) of [levels v])\n go to x: (levelRender: targetX) y: (levelRender: targetY)\n pen up\n end\n change [currentstep v] by (1)\n set [currentstep v] to ((currentStep) mod (6))\n change [levelindexposition v] by (1)\nend\n\ndefine None\ngo to x: ((playerX) - ((6) * (size))) y: ((playerY) - ((6) * (size)))\nset pen color | opacity: (255) red: (50) green: (50) blue: (50)\nset pen size to (15)\npen down\nchange x by (12)\nchange y by (12)\nchange x by (-12)\nchange y by (-12)\nset pen color | opacity: (255) red: (150) green: (150) blue: (150)\nset pen size to (12)\npen down\nchange x by (12)\nchange y by (12)\nchange x by (-12)\nchange y by (-12)\nset [eyepositionx v] to [0]\nset [eyepositiony v] to [0]\nset [eyeposstringindex v] to [0]\nrepeat (length of (eyepos))\n change [eyeposstringindex v] by (1)\n if <(letter (eyeposStringIndex) of (eyepos)) = [T]> then\n change [eyepositiony v] by (3)\n end\n if <(letter (eyeposStringIndex) of (eyepos)) = [B]> then\n change [eyepositiony v] by (-3)\n end\n if <(letter (eyeposStringIndex) of (eyepos)) = [R]> then\n change [eyepositionx v] by (3)\n end\n if <(letter (eyeposStringIndex) of (eyepos)) = [L]> then\n change [eyepositionx v] by (-3)\n end\nend\npen up\ngo to x: (playerX) y: (playerY)\nset pen color | opacity: (255) red: (255) green: (255) blue: (255)\nset pen size to (10)\nchange x by (4)\npen down\npen up\nchange x by (-8)\npen down\npen up\nchange x by (4)\nchange x by (eyePositionX)\nchange y by (eyePositionY)\nset pen size to (5)\nset pen color | opacity: (255) red: (50) green: (50) blue: (100)\nchange x by (4)\npen down\npen up\nchange x by (-8)\npen down\npen up\n\ndefine None\nset [playerheight v] to [0]\nchange x by (speed)\nrepeat until <<not <touching color (#5a9600)?>> or <(playerHeight) = [8]>>\n change y by (1)\n change [playerheight v] by (1)\nend\nif <(playerHeight) = [8]> then\n change y by (-8)\n change x by ((playerXVelocity) * (-0.5))\n if <<<([abs v] of (playerXVelocity) ) > [1]> and <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> and <not <touching color (#fff0c8)?>>> then\n if <(playerXVelocity) > [0]> then\n set [playerxvelocity v] to [-4]\n change x by (playerXVelocity)\n else\n set [playerxvelocity v] to [4]\n change x by (playerXVelocity)\n end\n set [playeryvelocity v] to [13]\n change [statistics: jumps v] by (1)\n else\n set [playerxvelocity v] to ((playerXVelocity) * (-1))\n change x by (playerXVelocity)\n change y by ((playerYVelocity) * (-0.75))\n end\nend\n\nwhen I receive [gameloop v]\nhide\nset [isinplay v] to [1]\nset [gravity v] to [-1]\nset [playerxvelocity v] to [0]\nset [playeryvelocity v] to [0]\nset [directionchangemultiplier v] to [-0.2]\nResetPlayerPos\nset [statistics: jumps v] to [0]\nset [statistics: deaths v] to [0]\nset [statistics: time v] to [0]\nreset timer\nrepeat until <(level) = (((length of [levelindexpositions v]) / (2)) + (1))>\n RenderBackground (50)\n RenderLevel\n CalculatePlayerCollider\n set [eyepos v] to []\n set [statistics: time v] to (timer)\n if <([abs v] of (playerXVelocity) ) > [1]> then\n if <(playerXVelocity) > [0]> then\n set [eyepos v] to [R]\n else\n set [eyepos v] to [L]\n end\n end\n if <([abs v] of (playerYVelocity) ) > [1]> then\n if <(playerYVelocity) > [0]> then\n set [eyepos v] to (join (eyepos) [T])\n else\n set [eyepos v] to (join (eyepos) [B])\n end\n end\n RenderPlayer (1) eyepos (eyepos)\n if <(currentSongVisible) = [1]> then\n if <not <(currentSongOpacity) = [255]>> then\n change [currentsongopacity v] by (2.5)\n else\n set [currentsongvisible v] to [0]\n end\n else\n if <not <(currentSongOpacity) = [0]>> then\n change [currentsongopacity v] by (-2.5)\n end\n end\n if <not <(currentSongOpacity) = [0]>> then\n broadcast (Music v)\n end\n if <<key (d v) pressed?> and <<key (e v) pressed?> and <key (v v) pressed?>>> then\n broadcast (developerCode v) and wait\n end\nend\nbroadcast (End v)\nset [gameloop v] to [0]\nResetPlayerPos\nset [isinplay v] to [0]\nRenderPlayer (1) eyepos []\nset [saymessage v] to [1]\nreset timer\nset [level v] to [1]\nRenderBackground (20)\nforever\n go to x: (-240) y: (-80)\n set pen color to (#000000)\n pen down\n set pen size to (175)\n go to x: (240) y: (-80)\n pen up\n RenderLevel\n CalculatePlayerCollider\n set [eyepos v] to []\n if <([abs v] of (playerXVelocity) ) > [1]> then\n if <(playerXVelocity) > [0]> then\n set [eyepos v] to [R]\n else\n set [eyepos v] to [L]\n end\n end\n if <([abs v] of (playerYVelocity) ) > [1]> then\n if <(playerYVelocity) > [0]> then\n set [eyepos v] to (join (eyepos) [T])\n else\n set [eyepos v] to (join (eyepos) [B])\n end\n end\n RenderPlayer (1) eyepos (eyepos)\n if <(currentSongVisible) = [1]> then\n if <not <(currentSongOpacity) = [255]>> then\n change [currentsongopacity v] by (2.5)\n else\n set [currentsongvisible v] to [0]\n end\n else\n if <not <(currentSongOpacity) = [0]>> then\n change [currentsongopacity v] by (-2.5)\n end\n end\n if <not <(currentSongOpacity) = [0]>> then\n broadcast (Music v)\n end\n if <(timer) > [4]> then\n set [saymessage v] to ((pick random (1) to (2)) - (1))\n set [currentmessage v] to (pick random (1) to (length of [messages v]))\n reset timer\n else\n end\n if <(sayMessage) = [1]> then\n set [ghost v] effect to (100)\n show\n say (item (currentMessage) of [messages v])\n change x by (4)\n change y by (4)\n end\nend\n\ndefine CollideGround\nif <not <touching color (#5a9600)?>> then\n set [playerfalling v] to [1]\nelse\n repeat until <not <touching color (#5a9600)?>>\n if <(playerYVelocity) > [0]> then\n change y by ((playerYVelocity) * (-1))\n else\n change y by (1)\n set [playerfalling v] to [0]\n end\n end\n set [playeryvelocity v] to [0]\nend\n\ndefine CalculatePlayerCollider\nshow\ngo to x: (playerX) y: (playerY)\nchange [playeryvelocity v] by (gravity)\nchange y by (playerYVelocity)\nCollideGround\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(item (4) of [developerfeatures v]) = [1]> then\n if <(playerXVelocity) < [0]> then\n change [playerxvelocity v] by ((1.25) + ((directionChangeMultiplier) * (playerXVelocity)))\n else\n change [playerxvelocity v] by (1.25)\n end\n else\n if <(playerXVelocity) < [0]> then\n change [playerxvelocity v] by ((0.5) + ((directionChangeMultiplier) * (playerXVelocity)))\n else\n change [playerxvelocity v] by (0.5)\n end\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(item (4) of [developerfeatures v]) = [1]> then\n if <(playerXVelocity) > [0]> then\n change [playerxvelocity v] by ((-1.25) + ((directionChangeMultiplier) * (playerXVelocity)))\n else\n change [playerxvelocity v] by (-1.25)\n end\n else\n if <(playerXVelocity) > [0]> then\n change [playerxvelocity v] by ((-0.5) + ((directionChangeMultiplier) * (playerXVelocity)))\n else\n change [playerxvelocity v] by (-0.5)\n end\n end\nend\nif <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [playerxvelocity v] to ((playerXVelocity) / (1.1))\nelse\n set [playerxvelocity v] to ((playerXVelocity) / (1.03))\nend\nif <(playerFalling) = [0]> then\n if <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <not <touching color (#fff0c8)?>> then\n if <(isInPlay) = [1]> then\n if <(item (3) of [developerfeatures v]) = [1]> then\n set [playeryvelocity v] to [18.5]\n else\n set [playeryvelocity v] to [14]\n end\n change [statistics: jumps v] by (1)\n else\n set [playeryvelocity v] to [10]\n end\n end\n end\nend\nif <([abs v] of (playerXVelocity) ) > [0]> then\n Move (playerXVelocity)\nend\nif <touching color (#ff1e00)?> then\n ResetPlayerPos\n change [statistics: deaths v] by (1)\nend\nif <(isInPlay) = [1]> then\n if <(x position) > [235]> then\n ResetPlayerPos\n change [level v] by (1)\n end\nend\nif <(y position) < [-170]> then\n change [statistics: deaths v] by (1)\n ResetPlayerPos\nend\nif <touching color (#ffaf00)?> then\n set [playeryvelocity v] to [20.5]\n change [statistics: jumps v] by (1)\nend\nif <touching color (#fff0c8)?> then\n set [playeryvelocity v] to ((playerYVelocity) * (0.1))\n set [playerxvelocity v] to ((playerXVelocity) * (0.4))\nend\nif <(item (1) of [developerfeatures v]) = [1]> then\n if <(item (2) of [developerfeatures v]) = [1]> then\n if <key (b v) pressed?> then\n change [playeryvelocity v] by (1.5)\n end\n end\nend\nset [playerx v] to (x position)\nset [playery v] to (y position)\nhide\n\nwhen flag clicked\nhide\n\ndefine ResetPlayerPos\nset [playerx v] to [-220]\nset [playery v] to [-70]\nset [playerxvelocity v] to [0]\nset [playeryvelocity v] to [0]\nset [playerfalling v] to [0]\nset x to (playerX)\nset y to (playerY)\n\nerase all\nRenderBackground (1)\nhide\npen up\nset pen size to (150)\ngo to x: (-240) y: (-180)\nset pen color | opacity: (255) red: (0) green: (200) blue: (255)\npen down\ngo to x: (240) y: (180)\npen up\nset [level v] to [14]\nset [playerx v] to [-90]\nset [playery v] to [-97]\nRenderLevel\nRenderPlayer (1) eyepos [T]\n\nwhen I receive [start v]\nRenderBackground (255)\nRenderLevel\n\ndefine Pen Down\nset pen color | opacity: (1) red: (0) green: (0) blue: (0)\npen down\n\ndefine None\nset pen color | opacity: (opacity) red: (0) green: (0) blue: (0)\nset pen size to (180)\ngo to x: (-240) y: (90)\nchange x by (480)\nPen Down\nset pen color | opacity: (opacity) red: (0) green: (0) blue: (0)\nchange x by (-480)\npen up\nchange y by (-180)\nPen Down\nset pen color | opacity: (opacity) red: (0) green: (0) blue: (0)\nchange x by (480)\npen up\n\n@BPTE\n\ndefine None\nset [#bezier.t v] to [0]\ngo to x: (((x1) * (((1) - (#bezier.t)) * ((1) - (#bezier.t)))) + ((((x3) * (2)) * (((1) - (#bezier.t)) * (#bezier.t))) + ((x2) * ((#bezier.t) * (#bezier.t))))) y: (((y1) * (((1) - (#bezier.t)) * ((1) - (#bezier.t)))) + ((((y3) * (2)) * (((1) - (#bezier.t)) * (#bezier.t))) + ((y2) * ((#bezier.t) * (#bezier.t)))))\npen down\nrepeat (q)\n change [#bezier.t v] by ((1) / (q))\n set [#bezier.t2 v] to ((1) - (#bezier.t))\n go to x: (((x1) * (((1) - (#bezier.t)) * ((1) - (#bezier.t)))) + ((((x3) * (2)) * (((1) - (#bezier.t)) * (#bezier.t))) + ((x2) * ((#bezier.t) * (#bezier.t))))) y: (((y1) * (((1) - (#bezier.t)) * ((1) - (#bezier.t)))) + ((((y3) * (2)) * (((1) - (#bezier.t)) * (#bezier.t))) + ((y2) * ((#bezier.t) * (#bezier.t)))))\nend\npen up\n\ndefine None\ngo to x: (x) y: (y)\nif <center> then\n INTERNAL | Get text length (str) (s) (w) (h)\n change x by (() - ((#print-text.len) / (2)))\n change y by (() - (((h) * ((s) / (25))) / (2)))\nend\nif <wrap> then\n INTERNAL | Split string (str) every [ ]\n INTERNAL | Get words lengths (s) (w) (h)\nend\nset pen size to (([floor v] of (((t) * ((s) / (100))) / (2)) ) * (2))\nset [#print-text.n v] to [0]\nset [#print-text.cur-word v] to [1]\nrepeat (length of (str))\n change [#print-text.n v] by (1)\n PRINT | Character code ([\['concatenate:with:', \['letter:of:', \['readvariable', '#print-text.n'\], \['getparam', 'str', 'r'\]\], ''\] v] of [bpte v]) at (x position) (y position) w&h (w) (h) size (s) italics (i)\n change x by (((2) * (((w) / (4)) * ((s) / (25)))) + (#print.len))\n if <wrap> then\n if <(letter (#print-text.n) of (str)) = [ ]> then\n change [#print-text.cur-word v] by (1)\n if <((x position) + (item (#print-text.cur-word) of [sizes v])) > (wp)> then\n set x to (wbp)\n change y by (() - (((h) + (4)) * ((s) / (25))))\n end\n end\n end\nend\n\ndefine None\nset [#print.x-size v] to (((w) / (4)) * ((s) / (25)))\nset [#print.y-size v] to (((h) / (8)) * ((s) / (25)))\nset [#print.len v] to ((letter (1) of (c)) * (#print.x-size))\nset [#print.n v] to [3]\nrepeat until <(letter (#print.n) of (c)) = []>\n if <(letter (#print.n) of (c)) = [L]> then\n go to x: ((((letter ((#print.n) + (1)) of (c)) * (#print.x-size)) + (((letter ((#print.n) + (2)) of (c)) * ((i) / (2))) * ((#print.y-size) / ([abs v] of (#print.y-size) )))) + (x)) y: (((letter ((#print.n) + (2)) of (c)) * (#print.y-size)) + (y))\n pen down\n go to x: ((((letter ((#print.n) + (3)) of (c)) * (#print.x-size)) + (((letter ((#print.n) + (4)) of (c)) * ((i) / (2))) * ((#print.y-size) / ([abs v] of (#print.y-size) )))) + (x)) y: (((letter ((#print.n) + (4)) of (c)) * (#print.y-size)) + (y))\n pen up\n change [#print.n v] by (5)\n else\n if <(letter (#print.n) of (c)) = [B]> then\n DRAW | Bezier Curve (Quadratic) | Path: ((((letter ((#print.n) + (1)) of (c)) * (#print.x-size)) + (((letter ((#print.n) + (2)) of (c)) * ((i) / (2))) * ((#print.y-size) / ([abs v] of (#print.y-size) )))) + (x)) (((letter ((#print.n) + (2)) of (c)) * (#print.y-size)) + (y)) ((((letter ((#print.n) + (5)) of (c)) * (#print.x-size)) + (((letter ((#print.n) + (6)) of (c)) * ((i) / (2))) * ((#print.y-size) / ([abs v] of (#print.y-size) )))) + (x)) (((letter ((#print.n) + (6)) of (c)) * (#print.y-size)) + (y)) Controling point: ((((letter ((#print.n) + (3)) of (c)) * (#print.x-size)) + (((letter ((#print.n) + (4)) of (c)) * ((i) / (2))) * ((#print.y-size) / ([abs v] of (#print.y-size) )))) + (x)) (((letter ((#print.n) + (4)) of (c)) * (#print.y-size)) + (y)) Quality: ((round ((3) * ((s) / (100)))) + (3))\n change [#print.n v] by (7)\n else\n set [#print.y-size v] to ((#print.y-size) * (-1))\n change [#print.n v] by (1)\n end\n end\nend\ngo to x: (x) y: (y)\n\ndefine None\nset [#print-text.len v] to [0]\nset [#text-len.n v] to [0]\nset [#text-len.width v] to (((w) / (4)) * ((s) / (25)))\nrepeat (length of (str))\n change [#text-len.n v] by (1)\n change [#print-text.len v] by ((letter (1) of ([\['concatenate:with:', \['letter:of:', \['readvariable', '#text-len.n'\], \['getparam', 'str', 'r'\]\], ''\] v] of [bpte v])) * (#text-len.width))\nend\nchange [#print-text.len v] by (((length of (str)) - (1)) * ((2) * (((w) / (4)) * ((s) / (25)))))\n\ndefine None\ngo to x: (x) y: (y)\nif <center> then\n INTERNAL | Get text length (str) (s) (w) (h)\n change x by (() - ((#print-text.len) / (2)))\n change y by (() - (((h) * ((s) / (25))) / (2)))\nend\nset pen size to (([floor v] of (((t) * ((s) / (100))) / (2)) ) * (2))\nset [#print-text.n v] to [0]\nrepeat (length of (str))\n change [#print-text.n v] by (1)\n PRINT | Character code ([\['concatenate:with:', \['letter:of:', \['readvariable', '#print-text.n'\], \['getparam', 'str', 'r'\]\], ''\] v] of [bpte v]) at (x position) (y position) w&h (w) (h) size (s) italics (i)\n change x by (((2) * (((w) / (4)) * ((s) / (25)))) + (#print.len))\nend\n\ndefine None\nset [#word-lens.n v] to [0]\ndelete (all) of [sizes v]\nrepeat (length of [_split v])\n change [#word-lens.n v] by (1)\n INTERNAL | Get text length (item (#word-lens.n) of [_split v]) (s) (w) (h)\n add (#print-text.len) to [sizes v]\nend\n\ndefine DATA | Setup font %m.list\nset [_index1 v] to [0]\nrepeat (length of [\['concatenate:with:', \['getparam', 'list', 'r'\], ''\] v])\n change [_index1 v] by (1)\n INTERNAL | Split string (item (_index1) of [\['concatenate:with:', \['getparam', 'list', 'r'\], ''\] v]) every [:]\n if <(item (1) of [_split v]) = [..]> then\n set [\['concatenate:with:', ':', ''\] v] to (item (2) of [_split v])\n else\n set [\['concatenate:with:', \['getline:oflist:', 1, '_split'\], ''\] v] to (item (2) of [_split v])\n end\nend\n\ndefine INTERNAL | Split string [] every []\nset [_index2 v] to [0]\ndelete (all) of [chars v]\ndelete (all) of [_split v]\nrepeat (length of (str))\n change [_index2 v] by (1)\n if <(letter (_index2) of (str)) = (char)> then\n add (chars) to [_split v]\n delete (all) of [chars v]\n else\n add (letter (_index2) of (str)) to [chars v]\n end\nend\nif <(length of [chars v]) > [0]> then\n add (chars) to [_split v]\nend\ndelete (all) of [chars v]\n\ndefine None\nset pen color to (((((round (a)) * (16777216)) + ((round (r)) * (65536))) + ((round (g)) * (256))) + (round (b)))\n\nwhen flag clicked\nhide\n\nwhen I receive [music v]\nif <(canDoMusic) = [1]> then\n set pen color | opacity: (currentSongOpacity) red: (255) green: (255) blue: (255)\n PRINT | Text (currentSong) at (-230) (-160) | Size (\%): (50) Width: (4) Height: (8) Italics: (0) Thickness: (4) Centered? \nelse\nend\n\nwhen I receive [end v]\nwait (2) seconds\nset [candomusic v] to [0]\nrepeat (25)\n pen up\n set pen color | opacity: (25) red: (255) green: (60) blue: (30)\n set pen size to (20)\n go to x: (-230) y: (160)\n pen down\n go to x: (50) y: (160)\n pen up\n set pen color | opacity: (25) red: (255) green: (200) blue: (30)\n go to x: (-230) y: (130)\n pen down\n go to x: (100) y: (130)\n pen up\n set pen color | opacity: (25) red: (0) green: (150) blue: (255)\n go to x: (-230) y: (100)\n pen down\n go to x: (150) y: (100)\n pen up\n set pen color | opacity: (25) red: (0) green: (200) blue: (255)\n go to x: (-230) y: (70)\n pen down\n go to x: (150) y: (70)\n pen up\n set pen color | opacity: (25) red: (0) green: (200) blue: (255)\n go to x: (-230) y: (40)\n pen down\n go to x: (150) y: (40)\nend\npen up\nset pen color | opacity: (255) red: (1) green: (1) blue: (1)\nPRINT (Slow) | Text (join [Your deaths: ] (Statistics: Deaths)) at (-230) (150) | Size (\%): (50) Width: (4) Height: (8) Italics: (0) Thickness: (7) Centered? Wrap? Wrapping point: (230) Wrap back point: (-230)\nPRINT (Slow) | Text (join [Your jumps: ] (Statistics: Jumps)) at (-230) (120) | Size (\%): (50) Width: (4) Height: (8) Italics: (0) Thickness: (7) Centered? Wrap? Wrapping point: (230) Wrap back point: (-230)\nPRINT (Slow) | Text (join [Your time: ] (Statistics: Time)) at (-230) (90) | Size (\%): (50) Width: (4) Height: (8) Italics: (0) Thickness: (7) Centered? Wrap? Wrapping point: (230) Wrap back point: (-230)\nPRINT (Slow) | Text (join [World best time: ] (☁ worldBestTime)) at (-230) (60) | Size (\%): (50) Width: (4) Height: (8) Italics: (0) Thickness: (7) Centered? Wrap? Wrapping point: (230) Wrap back point: (-230)\nbroadcast (GetBestPlayer v) and wait\nPRINT (Slow) | Text (join [Best Player: ] (bestPlayerName)) at (-230) (30) | Size (\%): (50) Width: (4) Height: (8) Italics: (0) Thickness: (7) Centered? Wrap? Wrapping point: (230) Wrap back point: (-230)\npen up\nset [candomusic v] to [1]\n\nwhen I receive [start v]\npen up\nset [candomusic v] to [1]\nwait (0.05) seconds\nset pen color | opacity: (255) red: (100) green: (0) blue: (0)\nPRINT | Text [Speed] at (0) (100) | Size (\%): (200) Width: (4) Height: (8) Italics: (3) Thickness: (10) Centered? <[] = []>\nset pen color | opacity: (255) red: (255) green: (100) blue: (0)\nPRINT (Slow) | Text [Speed] at (0) (100) | Size (\%): (200) Width: (4) Height: (8) Italics: (3) Thickness: (4) Centered? <[] = []> Wrap? Wrapping point: (230) Wrap back point: (-230)\nwait (1) seconds\nset pen color | opacity: (255) red: (100) green: (0) blue: (0)\nPRINT (Slow) | Text [Platformer] at (0) (-20) | Size (\%): (150) Width: (4) Height: (8) Italics: (3) Thickness: (10) Centered? <[] = []> Wrap? Wrapping point: (230) Wrap back point: (-230)\nset pen color | opacity: (255) red: (255) green: (150) blue: (0)\nPRINT (Slow) | Text [Platformer] at (0) (-20) | Size (\%): (150) Width: (4) Height: (8) Italics: (3) Thickness: (4) Centered? <[] = []> Wrap? Wrapping point: (230) Wrap back point: (-230)\nset pen size to (120)\nset pen color to (#000000)\ngo to x: (-240) y: (100)\nwait (1) seconds\npen down\nrepeat (24)\n change x by (20)\nend\npen up\ngo to x: (-240) y: (-20)\npen down\nrepeat (24)\n change x by (20)\nend\npen up\ngo to x: (-240) y: (-120)\n\n@Main\n\ndefine set pen color | opacity: (a) red: (r) green: (g) blue: (b)\nset pen color to (((((round (a)) * (16777216)) + ((round (r)) * (65536))) + ((round (g)) * (256))) + (round (b)))\n\nwhen flag clicked\nhide\nset [ghost v] effect to (90)\ngo to x: (0) y: (0)\nwait (0.1) seconds\nset [fade v] to [0]\nset [ismouseonplay v] to [0]\nset [gameloop v] to [0]\nerase all\nbroadcast (start v) and wait\nset [fade v] to [1]\nbroadcast (fade v)\nrepeat until <(GameLoop) = [1]>\n if <(Fade) = [1]> then\n go to x: (0) y: (0)\n show\n stamp\n hide\n end\n Draw Play Button\n Draw Logo Fast (190) (160) scaleFactor (0.5)\n if <<<[-45] < (mouse y)> and <(mouse y) < [65]>> and <<[-55] < (mouse x)> and <(mouse x) < [55]>>> then\n set [ismouseonplay v] to [1]\n else\n set [ismouseonplay v] to [0]\n end\n if <<mouse down?> and <[1] = (isMouseOnPlay)>> then\n set [gameloop v] to [1]\n end\n if <<key (d v) pressed?> and <<key (e v) pressed?> and <key (v v) pressed?>>> then\n broadcast (developercode v) and wait\n end\nend\nrepeat (25)\n go to x: (0) y: (0)\n show\n stamp\n hide\nend\nbroadcast (gameloop v)\nset [ismouseonplay v] to [0]\nset [fade v] to [0]\n\ndefine Draw Play Button\npen up\ngo to x: (0) y: (60)\nif <[1] = (isMouseOnPlay)> then\n change y by (10)\n change x by (10)\nend\nchange x by ((-50) - ((20) * (isMouseOnPlay)))\nset pen size to (28)\nset pen color | opacity: (50) red: (45) green: (75) blue: (0)\npen down\nchange y by ((-100) - ((20) * (isMouseOnPlay)))\nChange x: ((100) - ((-20) * (isMouseOnPlay))) y: (((50) - ((-20) * (isMouseOnPlay))) + ((-10) * (isMouseOnPlay)))\nChange x: ((-100) - ((20) * (isMouseOnPlay))) y: (((50) - ((-20) * (isMouseOnPlay))) + ((-10) * (isMouseOnPlay)))\npen up\ngo to x: (0) y: (60)\nif <[1] = (isMouseOnPlay)> then\n change y by (10)\n change x by (10)\nend\nchange x by ((-50) - ((20) * (isMouseOnPlay)))\nset pen size to (20)\nset pen color | opacity: (255) red: (90) green: (150) blue: (0)\npen down\nchange y by ((-100) - ((20) * (isMouseOnPlay)))\nChange x: ((100) - ((-20) * (isMouseOnPlay))) y: (((50) - ((-20) * (isMouseOnPlay))) + ((-10) * (isMouseOnPlay)))\nChange x: ((-100) - ((20) * (isMouseOnPlay))) y: (((50) - ((-20) * (isMouseOnPlay))) + ((-10) * (isMouseOnPlay)))\npen up\ngo to x: (0) y: (60)\nif <[1] = (isMouseOnPlay)> then\n change y by (10)\n change x by (10)\nend\nchange x by ((-50) - ((20) * (isMouseOnPlay)))\nset pen size to (10)\nset pen color | opacity: (255) red: (120) green: (200) blue: (0)\npen down\nchange y by ((-100) - ((20) * (isMouseOnPlay)))\nChange x: ((100) - ((-20) * (isMouseOnPlay))) y: (((50) - ((-20) * (isMouseOnPlay))) + ((-10) * (isMouseOnPlay)))\nChange x: ((-100) - ((20) * (isMouseOnPlay))) y: (((50) - ((-20) * (isMouseOnPlay))) + ((-10) * (isMouseOnPlay)))\npen up\n\nwhen I receive [end v]\nset [ghost v] effect to (95)\nif <(canMakeRecord) = [1]> then\n if <(Statistics: Time) < (☁ worldBestTime)> then\n set [☁ worldbesttime v] to (Statistics: Time)\n broadcast (setbestplayer v) and wait\n end\nend\nrepeat (50)\n go to x: (0) y: (0)\n show\n stamp\n hide\n change [ghost v] effect by (-0.1)\nend\nDraw Logo (190) (160) scaleFactor (0.5)\n\ndefine Draw Logo (x1) (y1) scaleFactor (scalefactor)\npen up\nset pen size to ((50) * (scalefactor))\nset pen color | opacity: (255) red: (0) green: (150) blue: (255)\ngo to x: (x1) y: (y1)\npen down\nrepeat (10)\n change x by (((50) / (10)) * (scalefactor))\nend\nrepeat (10)\n change y by (((-50) / (10)) * (scalefactor))\nend\nrepeat (10)\n change x by (((-50) / (10)) * (scalefactor))\nend\nrepeat (10)\n change y by (((50) / (10)) * (scalefactor))\nend\npen up\ngo to x: (x1) y: (y1)\nset pen size to ((20) * (scalefactor))\nset pen color | opacity: (255) red: (255) green: (255) blue: (255)\npen down\nrepeat (10)\n change y by (((-50) / (10)) * (scalefactor))\nend\nrepeat (10)\n change x by (((50) / (10)) * (scalefactor))\nend\npen up\nset pen size to ((8) * (scalefactor))\ngo to x: (((40) * (scalefactor)) + (x1)) y: (y1)\npen down\nrepeat (10)\n change x by (((15) / (10)) * (scalefactor))\nend\nrepeat (10)\n change y by (((-15) / (10)) * (scalefactor))\nend\npen up\n\ndefine Draw Logo Fast (x1) (y1) scaleFactor (scalefactor)\npen up\nset pen size to ((50) * (scalefactor))\nset pen color | opacity: (255) red: (0) green: (150) blue: (255)\ngo to x: (x1) y: (y1)\npen down\nchange x by ((50) * (scalefactor))\nchange y by ((-50) * (scalefactor))\nchange x by ((-50) * (scalefactor))\nchange y by ((50) * (scalefactor))\npen up\ngo to x: (x1) y: (y1)\nset pen size to ((20) * (scalefactor))\nset pen color | opacity: (255) red: (255) green: (255) blue: (255)\npen down\nchange y by ((-50) * (scalefactor))\nchange x by ((50) * (scalefactor))\npen up\nset pen size to ((8) * (scalefactor))\ngo to x: (((40) * (scalefactor)) + (x1)) y: (y1)\npen down\nchange x by ((15) * (scalefactor))\nchange y by ((-15) * (scalefactor))\npen up\n\nDraw Logo (-220) (160) scaleFactor (0.5)\n\nset [☁ worldbesttime v] to [1000]\nset [☁ best player v] to []\n\ndefine Change x: (x) y: (y)\ngo to x: ((x position) + (x)) y: ((y position) + (y))\n\n@Music\n\nwhen flag clicked\nset [currentsongvisible v] to [0]\nhide variable [currentsong v]\nif <(playerBefore) = [0]> then\n set [playerbefore v] to [1]\n play sound [City Lights v] until done\n play sound [Vexento - Spark \(320 kbps\).mp3 v] until done\n forever\n set [currentsongvisible v] to [1]\n set [currentsongopacity v] to [0]\n set [currentsong# v] to (pick random (1) to (7))\n set [currentsong v] to (item (currentSong#) of [songs v])\n play sound (currentSong#) until done\n end\nelse\n forever\n set [currentsongvisible v] to [1]\n set [currentsongopacity v] to [0]\n set [currentsong# v] to (pick random (1) to (7))\n set [currentsong v] to (item (currentSong#) of [songs v])\n play sound (currentSong#) until done\n end\nend\n\nset [playerbefore v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nshow\n\n@DeveloperMode\n\nwhen flag clicked\nset [canmakerecord v] to [1]\ndelete (all) of [developerfeatures v]\nadd [0] to [developerfeatures v]\nadd [0] to [developerfeatures v]\nadd [0] to [developerfeatures v]\nadd [0] to [developerfeatures v]\n\ndefine ParseDeveloperMessage []\nset [featurestate v] to (letter (1) of (message))\nset [featuremessage v] to []\nset [counterinkey v] to [4]\nrepeat ((length of (message)) - (4))\n change [counterinkey v] by (1)\n set [featuremessage v] to (join (featureMessage) (letter (counterInKey) of (message)))\nend\nset [currentdevelopercode v] to [0]\nset [counter v] to [1]\nrepeat (length of (featureMessage))\n set [foundkey v] to [0]\n set [counterinkey v] to [0]\n repeat until <<(counterInKey) > (length of [keys v])> or <(foundKey) = [1]>>\n change [counterinkey v] by (1)\n if <(item (counterInKey) of [keys v]) = (letter (counter) of (featureMessage))> then\n set [foundkey v] to [1]\n change [currentdevelopercode v] by (counterInKey)\n end\n end\n change [counter v] by (1)\nend\nif <[developerkeycodes v] contains (currentDeveloperCode)?> then\n set [counter v] to [0]\n repeat (length of [developerkeycodes v])\n change [counter v] by (1)\n if <(item (counter) of [developerkeycodes v]) = (currentDeveloperCode)> then\n replace item (counter) of [developerfeatures v] with (featureState)\n set [canmakerecord v] to [0]\n end\n end\nend\n\ndelete (all) of [developerkeycodes v]\n\nset [featuremessage v] to [NONE]\nset [currentdevelopercode v] to [0]\nset [counter v] to [1]\nrepeat (length of (featureMessage))\n set [foundkey v] to [0]\n set [counterinkey v] to [0]\n repeat until <<(counterInKey) > (length of [keys v])> or <(foundKey) = [1]>>\n change [counterinkey v] by (1)\n if <(item (counterInKey) of [keys v]) = (letter (counter) of (featureMessage))> then\n set [foundkey v] to [1]\n change [currentdevelopercode v] by (counterInKey)\n end\n end\n change [counter v] by (1)\nend\nadd (currentDeveloperCode) to [developermethodkeycodes v]\n\ndefine methodParse []\nset [featuremessage v] to []\nset [counterinkey v] to [0]\nrepeat (length of (message))\n change [counterinkey v] by (1)\n set [featuremessage v] to (join (featureMessage) (letter (counterInKey) of (message)))\nend\nset [currentdevelopercode v] to [0]\nset [counter v] to [1]\nrepeat (length of (featureMessage))\n set [foundkey v] to [0]\n set [counterinkey v] to [0]\n repeat until <<(counterInKey) > (length of [keys v])> or <(foundKey) = [1]>>\n change [counterinkey v] by (1)\n if <(item (counterInKey) of [keys v]) = (letter (counter) of (featureMessage))> then\n set [foundkey v] to [1]\n change [currentdevelopercode v] by (counterInKey)\n end\n end\n change [counter v] by (1)\nend\nif <[developermethodkeycodes v] contains (currentDeveloperCode)?> then\n set [counter v] to [0]\n repeat (length of [developermethodkeycodes v])\n change [counter v] by (1)\n if <(item (counter) of [developermethodkeycodes v]) = (currentDeveloperCode)> then\n if <(counter) = [1]> then\n change [level v] by (1)\n end\n if <(counter) = [2]> then\n change [level v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [developercode v]\ngo to x: ((playerX) + (20)) y: ((playerY) + (20))\nask [Developer Code? ... ] and wait\nset [currentdevelopercode v] to []\nif <(letter (1) of (answer)) = [1]> then\n ParseDeveloperMessage (answer)\nelse\n if <(letter (1) of (answer)) = [0]> then\n ParseDeveloperMessage (answer)\n else\n if <(item (1) of [developerfeatures v]) = [1]> then\n methodParse (answer)\n end\n end\nend\n\n@NameSaver\n\ndefine Save Name | name: []\nConvert to numbers | string: (name)\nset [☁ best player v] to (numbersOfString)\n\ndefine None\nset [stringofnumbers v] to []\nset [indexinstring v] to [1]\nrepeat ((length of (numbersofstring)) / (2))\n set [foundnumberinalphabet v] to [0]\n set [indexinalphabet v] to [1]\n repeat until <<(indexInAlphabet) > (length of [alphabet v])> or <(foundNumberInAlphabet) = [1]>>\n if <(round (join (letter (((indexInString) * (2)) - (1)) of (numbersofstring)) (letter ((indexInString) * (2)) of (numbersofstring)))) = (indexInAlphabet)> then\n set [foundnumberinalphabet v] to [1]\n else\n change [indexinalphabet v] by (1)\n end\n end\n if <(foundNumberInAlphabet) = [1]> then\n set [stringofnumbers v] to (join (stringOfNumbers) (item (indexInAlphabet) of [alphabet v]))\n end\n change [indexinstring v] by (1)\nend\n\ndefine Check case | char: []\nset [indexincapitals v] to [1]\nset [iscapital v] to [0]\nset [currentcasecheckstring v] to []\nrepeat (length of [capitals v])\n if <(item (indexInCapitals) of [capitals v]) = (char)> then\n set [currentcasecheckstring v] to (join (currentCaseCheckString) (char))\n else\n set [currentcasecheckstring v] to (join (currentCaseCheckString) (item (indexInCapitals) of [capitals v]))\n end\n change [indexincapitals v] by (1)\nend\nswitch costume to (notcapital v)\nswitch costume to (currentCaseCheckString)\nif <(costume [number v]) = [1]> then\n set [iscapital v] to [1]\nelse\n set [iscapital v] to [0]\nend\n\ndefine Convert to numbers | string: []\nset [numbersofstring v] to []\nset [currentnumber v] to []\nset [indexinstring v] to [1]\nrepeat (length of (string))\n set [foundnumberinalphabet v] to [0]\n set [indexinalphabet v] to [1]\n repeat until <<(indexInAlphabet) > (length of [alphabet v])> or <(foundNumberInAlphabet) = [1]>>\n if <(item (indexInAlphabet) of [alphabet v]) = (letter (indexInString) of (string))> then\n set [foundnumberinalphabet v] to [1]\n else\n change [indexinalphabet v] by (1)\n end\n end\n if <(foundNumberInAlphabet) = [1]> then\n Check case | char: (letter (indexInString) of (string))\n switch costume to (abcdefghijklmnopqrstuvwxyz v)\n if <<(isCapital) = [1]> and <not <[numbers v] contains (letter (indexInString) of (string))?>>> then\n change [indexinalphabet v] by (26)\n end\n set [currentnumber v] to (indexInAlphabet)\n if <(length of (currentNumber)) = [1]> then\n set [currentnumber v] to (join [0] (indexInAlphabet))\n else\n set [currentnumber v] to (indexInAlphabet)\n end\n set [numbersofstring v] to (join (numbersOfString) (currentNumber))\n end\n change [indexinstring v] by (1)\nend\n\ndefine None\nConvert to String | numbers: (numbersofstring)\n\nwhen I receive [setbestplayer v]\nSave Name | name: (username)\nswitch costume to (notcapital v)\n\nwhen I receive [getbestplayer v]\nGet Name | numbers: (☁ Best Player)\nset [bestplayername v] to (stringOfNumbers)\nswitch costume to (notcapital v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (notcapital v)\nhide\n\n
English & German controls: (Deutsch ↓)\n\n[Space | W | Up Arrow] - ▲ (Jump)\n[ D | Right Arrow] - ► (Move Right)\n[A | Left Arrow] - ◄ (Move left)\n[Jump + Move Right] - ▲► (Wall Jump)\n\nDeutsch:\n\n[Leertaste | W | Aufwärtspfeil] - ▲ (Springen)\n[D | Rechter Pfeil] - ► (Rechts bewegen)\n[A | Linker Pfeil] - ◄ (Links bewegen)\n[Springen + Rechts Bewegen) - ▲► ( "Wall Jump")\n\nDid you know, you can create your own levels? It's really easy, just click on the "Custom Levels" Sprite and voila, functions to create your own levels\n\nEnjoy
Indigo Island - A Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nstart sound [Sea Waves-SoundBible.com-946156036.mp3 v]\nrepeat (30)\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [message1 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nwait (3) seconds\nforever\n play sound [bensound-love.mp3 v] until done\nend\n\n@Sprite4\n\nwhen this sprite clicked\nrepeat (16)\n wait (0.1) seconds\n change [ghost v] effect by (5)\nend\nbroadcast (message1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nwait (4) seconds\nrepeat (16)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\nend\n\n@Sprite3\n\nwhen flag clicked\nset [touchingground? v] to [no]\nset [y speed v] to [0]\ngo to x: (0) y: (150)\nset [ghost v] effect to (100)\nswitch costume to (falling v)\ngo to [front v] layer\nshow\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (goingright v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (goingleft v)\n else\n if <key (up arrow v) pressed?> then\n switch costume to (jumping v)\n else\n switch costume to (falling v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nrepeat (15)\n change [ghost v] effect by (-5)\nend\nrepeat (10)\n set y to (150)\nend\n\ndefine Touching ground\nrepeat until <not <<<touching color (#fff4e6)?> or <touching color (#e5f5c7)?>> or <<touching color (#b3e45a)?> or <<touching color (#7f7f7f)?> or <touching color (#cccccc)?>>>>>\n change y by (1)\n set [y speed v] to [0]\nend\n\ndefine Check touching green\nchange y by (-5)\nif <<<touching color (#e5f5c7)?> or <touching color (#b3e45a)?>> or > then\n change [scrollvalue v] by (160)\n set y to (150)\nend\nchange y by (5)\n\ndefine Check touching ground\nchange y by (-7)\nif <<<touching color (#fff4e6)?> or <touching color (#b3e45a)?>> or <<touching color (#e5f5c7)?> or <<touching color (#7f7f7f)?> or <<touching color (#cccccc)?> or >>>> then\n set [touchingground? v] to [yes]\nelse\n set [touchingground? v] to [no]\nend\nchange y by (7)\n\nwhen flag clicked\nforever\n change y by (Y speed)\n change [y speed v] by (-1)\n Touching ground\n Check touching ground\n Check touching green\nend\n\nwhen [up arrow v] key pressed\nif <(touchingground?) = [yes]> then\n set [jumpspeed v] to [3.6]\n repeat (10)\n change [y speed v] by (jumpspeed)\n change [jumpspeed v] by (-0.4)\n end\n set [jumpspeed v] to [0]\nend\n\n@sand\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nchange [firstclone v] by (1)\nshow\nif <(firstclone) = [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nset [ghost v] effect to (0)\nscroll\n\ngo [backward v] (1) layers\n\nwhen I receive [message1 v]\nrepeat (8)\n create clone of (_myself_ v)\n change [scrollorder v] by (1)\n next costume\n go to [front v] layer\nend\nforever\n if <(nonspecificgoleft) = [1]> then\n change [scrollvalue v] by (changeby)\n end\n if <(nonspecificgoright) = [1]> then\n change [scrollvalue v] by ((changeby) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <(Scrollvalue) < [-3390]> then\n set [scrollvalue v] to [-3390]\n end\n if <(Scrollvalue) > [60]> then\n set [scrollvalue v] to [60]\n end\nend\n\ndefine scroll\nforever\n set x to ((Scrollvalue) + ((480) * (scrollorder)))\nend\n\nwhen flag clicked\nset [firstclone v] to [0]\ngo to x: (0) y: (-10)\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\ngo to [front v] layer\nset [scrollvalue v] to [0]\nset [scrollorder v] to [0]\n\n@Sprite6\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (-427) y: (1)\nset [goleft v] to [0]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nforever\n if <key (left arrow v) pressed?> then\n set [goleft v] to [1]\n else\n set [goleft v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set [nonspecificgoleft v] to (goleft)\nend\n\nwhen I receive [message1 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-4) y: (1)\nset [goright v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nforever\n if <key (right arrow v) pressed?> then\n set [goright v] to [1]\n else\n set [goright v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set [nonspecificgoright v] to (goright)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nhide\n\nwhen I receive [message1 v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Sprite8\n\nwhen flag clicked\ngo [backward v] (4565465465) layers\n\nwhen flag clicked\nset [changeby v] to [4]\n\nwhen I start as a clone\nchange [clone test v] by (1)\nshow\ngo [backward v] (123321) layers\nforever\n set x to (((Scrollvalue) / (4)) + ((480) * (backscrollorder)))\nend\n\nwhen flag clicked\nset [clone test v] to [0]\nset [backscrollvalue v] to [0]\nset [backscrollorder v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n change [backscrollorder v] by (1)\n next costume\nend\nforever\n if <(nonspecificgoleft) = [1]> then\n change [backscrollvalue v] by ((changeby) - (3))\n end\n if <(nonspecificgoright) = [1]> then\n change [backscrollvalue v] by (((changeby) * (-1)) + (5))\n end\nend\n\nbroadcast (message1 v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-222) y: (163)\nset volume to (100) %\nstart sound [Sea Waves-SoundBible.com-946156036.mp3 v]\nshow\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (3) seconds\nforever\n play sound [bensound-love.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n next costume\n wait (0.05) seconds\n go to [front v] layer\n go to [front v] layer\n else\n switch costume to (costume1 v)\n go to [front v] layer\n go to [front v] layer\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [0]> then\n set volume to (100) %\n go to [front v] layer\n go to [front v] layer\nelse\n set volume to (0) %\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\ngo to x: (-171) y: (158)\n\n
Welcome to Indigo Island! You have gotten lost in the vast beaches of this mysterious island, with no way to get back! You must brave the bushes and thorns and make your way back home. Good luck! :)\n\nPress PLAY to begin.\nUse the arrow keys to navigate (the UP arrow allows you to jump).\nAvoid the cacti strategically.\n\nSee inside for explanations of each script!\n\nAs always, let me know if you find any errors/bugs :)\n\n
The Ninja 2
@Stage\n\nwhen flag clicked\nset [ninja stars v] to [0]\nset [level v] to [1]\nswitch backdrop to (backdrop2 v)\nbroadcast (level change v)\n\nwhen I receive [level change v]\nerase all\nswitch backdrop to (backdrop2 v)\nset [powerups gone v] to [1]\nwait (0.05) seconds\nset [powerups gone v] to [0]\nswitch backdrop to ((Level) + (1))\n\nwhen [r v] key pressed\nbroadcast (level change v)\n\nwhen [a v] key pressed\nchange [level v] by (1)\nbroadcast (level change v)\n\nwhen flag clicked\nforever\n if <(powerups gone) = [1]> then\n set [ninja stars v] to [0]\n set [targets hit v] to [0]\n delete (all) of [ninjas y v]\n delete (all) of [ninjas x v]\n end\nend\n\nwhen [s v] key pressed\nchange [level v] by (-1)\nbroadcast (level change v)\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(x position) > [238]> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n broadcast (level change v) and wait\n end\n if <<(y position) < [-173]> and <touching (_edge_ v)?>> then\n broadcast (level change v) and wait\n end\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\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 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 if <not <touching color (#00cccc)?>> then\n set [yv v] to [10]\n end\n end\n end\n change y by (1)\n if <touching color (#663b00)?> then\n broadcast (level change v)\n end\nend\n\nswitch backdrop to ((backdrop [number v]) + (1))\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-219) y: (-103)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-219) y: (-103)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-217) y: (-118)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-217) y: (6)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-208) y: (-103)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-208) y: (110)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-221) y: (-119)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-222) y: (-85)\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n if <color (#001966) is touching (#00cccc)?> then\n change [yv v] by (0.07)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n start sound [recording1 v]\n set [yv v] to [4]\n wait (1) seconds\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.3)\n end\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-219) y: (91)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-212) y: (-102)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-218) y: (-130)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-225) y: (92)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-216) y: (-129)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (-219) y: (126)\n\nwhen I receive [blow upward v]\nset [yv v] to [0]\nchange y by (3)\nif <touching color (#000000)?> then\n change y by (-4)\nend\n\nwhen I receive [mini blow v]\nset [yv v] to [0]\nchange y by (fan power)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-220) y: (-120)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-223) y: (88)\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-222) y: (-23)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (-213) y: (-108)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-220) y: (68)\n\nwhen backdrop switches to [backdrop22 v]\ngo to x: (-225) y: (-121)\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (-222) y: (49)\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (-222) y: (49)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (-224) y: (-87)\n\nchange y by (3)\nif <touching color (#000000)?> then\n change y by (-4)\nend\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (-220) y: (109)\n\nwhen backdrop switches to [backdrop27 v]\ngo to x: (-224) y: (-121)\n\nwhen backdrop switches to [backdrop28 v]\ngo to x: (-215) y: (77)\n\nwhen backdrop switches to [backdrop29 v]\ngo to x: (-221) y: (-122)\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (-218) y: (-126)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-222) y: (-75)\n\nwhen I receive [level change v]\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Ninja music GREAT! v] until done\nend\n\nplay sound [ninja music v] until done\n\n@Sprite3\n\nwhen flag clicked\nset [ninja star thrown v] to [0]\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n if <(powerups gone) = [1]> then\n delete this clone\n end\n if <touching (sprite1 v)?> then\n start sound [recording1 v]\n change [ninja stars v] by (1)\n repeat (30)\n change y by (2)\n change [ghost v] effect by (3)\n turn right (20) degrees\n end\n delete this clone\n end\nend\n\nclear graphic effects\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-169) y: (73)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (50) y: (95)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (95)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (95)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (51) y: (101)\ncreate clone of (_myself_ v)\ngo to x: (102) y: (101)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-113) y: (74)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-123) y: (69)\ncreate clone of (_myself_ v)\ngo to x: (-152) y: (69)\ncreate clone of (_myself_ v)\ngo to x: (96) y: (67)\ncreate clone of (_myself_ v)\n\nset [ninja star thrown v] to [0]\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.2)\n turn right (5) degrees\n end\n repeat (30)\n change y by (-0.2)\n turn right (5) degrees\n end\nend\n\nset [ninja star thrown v] to [0]\n\nset [ninja star thrown v] to [1]\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (-195) y: (-144)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-70) y: (-77)\ncreate clone of (_myself_ v)\ngo to x: (-5) y: (-77)\ncreate clone of (_myself_ v)\n\nwhen I receive [level change v]\ndelete this clone\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nstart sound [recording1 v]\nset size to (70) %\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-158) y: (-169)\nshow\nset [show ninja stars v] to [1]\nforever\n go to [front v] layer\n if <(length of (ninja stars)) = [2]> then\n switch costume to ((letter (1) of (ninja stars)) + (1))\n else\n switch costume to (costume10 v)\n end\n if <(show ninja stars) = [1]> then\n show\n else\n hide\n end\nend\n\nchange [ninja stars v] by (1)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nhide\nshow\n\nwhen backdrop switches to [backdrop7 v]\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n if <(show ninja stars) = [1]> then\n switch costume to (costume1 v)\n else\n if <(show ninja stars) = [2]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset [sword gotten v] to [0]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nclear graphic effects\ngo to x: (-147) y: (-169)\nshow\nforever\n go to [front v] layer\n if <(length of (ninja stars)) = [2]> then\n switch costume to ((letter (2) of (ninja stars)) + (1))\n else\n switch costume to ((letter (1) of (ninja stars)) + (1))\n end\n if <(show ninja stars) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(sword gotten) = [1]> then\n if <key (z v) pressed?> then\n if <(spear gotten) = [1]> then\n if <(show ninja stars) = [1]> then\n set [show ninja stars v] to [2]\n else\n if <(show ninja stars) = [2]> then\n set [show ninja stars v] to [0]\n else\n set [show ninja stars v] to [1]\n end\n end\n else\n if <(show ninja stars) = [1]> then\n set [show ninja stars v] to [0]\n else\n set [show ninja stars v] to [1]\n end\n end\n end\n wait until <not <key (z v) pressed?>>\n end\nend\n\nset [show ninja stars v] to [1]\n\nset [spear gotten v] to [1]\n\n@Sprite6\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(ninja stars) > [0]> then\n if <(show ninja stars) = [1]> then\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 flag clicked\nhide\n\nwhen I start as a clone\nset [ninja star thrown v] to [1]\nstart sound [recording2 v]\npoint in direction (90)\ngo to (sprite1 v)\nclear graphic effects\nshow\nif <([direction v] of [sprite1 v]) = [90]> then\n change x by (10)\n repeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n turn right (20) degrees\n change x by (8)\n end\n change x by (5)\nelse\n change x by (-10)\n repeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n turn right (-20) degrees\n change x by (-8)\n end\n change x by (-5)\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\nwait (0.1) seconds\nset [ninja star thrown v] to [0]\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n if <not <touching color (#000000)?>> then\n change y by (-4)\n end\nend\ndelete this clone\n\nwhen I receive [level change v]\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(powerups gone) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nwait until <touching (sprite7 v)?>\nstart sound [recording3 v]\nchange [targets hit v] by (1)\nrepeat (6)\n next costume\n wait (0.02) seconds\nend\nhide\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-213) y: (28)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (220) y: (-6)\ncreate clone of (_myself_ v)\ngo to x: (197) y: (-128)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nshow\nswitch costume to (costume2 v)\nrepeat until <touching color (#1c1c1c)?>\n if <touching color (#1c1c1c)?> then\n if <not <(ninja star thrown) = [1]>> then\n start sound [recording3 v]\n change [targets hit v] by (1)\n repeat (6)\n next costume\n wait (0.02) seconds\n end\n hide\n end\n end\nend\nstart sound [recording3 v]\nchange [targets hit v] by (1)\nrepeat (6)\n next costume\n wait (0.02) seconds\nend\nhide\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (226) y: (125)\ncreate clone of (_myself_ v)\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nset [targets hit v] to [0]\nclear graphic effects\nswitch costume to (costume1 v)\ngo [backward v] (100000) layers\nshow\nwait until <(targets hit) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nset [targets hit v] to [0]\nclear graphic effects\nswitch costume to (costume2 v)\ngo [backward v] (100000) layers\nshow\nwait until <(targets hit) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen backdrop switches to [backdrop21 v]\nset [targets hit v] to [0]\nclear graphic effects\nswitch costume to (costume3 v)\ngo [backward v] (100000) layers\nshow\nwait until <(targets hit) = [3]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop26 v]\nset [targets hit v] to [0]\nclear graphic effects\nswitch costume to (costume4 v)\ngo [backward v] (100000) layers\nshow\nwait until <(targets hit) = [1]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(powerups gone) = [1]> then\n delete this clone\n end\nend\n\nwait (0.1) seconds\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-120) y: (3)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-225) y: (18)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n repeat (40)\n change y by (-2)\n end\n repeat (40)\n change y by (2)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nrepeat until <touching (sprite7 v)?>\nend\nstart sound [recording3 v]\nchange [targets hit v] by (1)\nrepeat (6)\n next costume\n wait (0.02) seconds\nend\nhide\n\nif <touching color (#1c1c1c)?> then\n if then\n start sound [recording3 v]\n change [targets hit v] by (1)\n repeat (6)\n next costume\n wait (0.02) seconds\n end\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <(distance to [sprite1 v]) < [100]> then\n point towards (sprite1 v)\n move (2) steps\n else\n turn right (pick random (1) to (-2)) degrees\n move (0.5) steps\n end\n if <touching (sprite1 v)?> then\n broadcast (level change v)\n end\n if <touching color (#000000)?> then\n move (-2.1) steps\n end\n if <not <touching color (#00cccc)?>> then\n change y by (-2.1)\n end\nend\n\nwait (0.2) seconds\n\nswitch costume to (costume2 v)\n\nhide\nplay sound [recording2 v] until done\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-91) y: (38)\ncreate clone of (_myself_ v)\ngo to x: (-43) y: (19)\ncreate clone of (_myself_ v)\ngo to x: (110) y: (17)\ncreate clone of (_myself_ v)\ngo to x: (-146) y: (24)\ncreate clone of (_myself_ v)\ngo to x: (14) y: (40)\ncreate clone of (_myself_ v)\ngo to x: (93) y: (35)\ncreate clone of (_myself_ v)\ngo to x: (52) y: (27)\ncreate clone of (_myself_ v)\ngo to x: (-16) y: (-34)\ncreate clone of (_myself_ v)\ngo to x: (-186) y: (39)\ncreate clone of (_myself_ v)\ngo to x: (101) y: (-66)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(powerups gone) = [1]> then\n delete this clone\n end\n if <touching color (#090909)?> then\n start sound [recording2 v]\n repeat (20)\n set rotation style [all around v]\n change size by (-5)\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n if <touching color (#666666)?> then\n hide\n play sound [recording2 v] until done\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (83) y: (-88)\ncreate clone of (_myself_ v)\ngo to x: (179) y: (-14)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (25) y: (-125)\ncreate clone of (_myself_ v)\ngo to x: (122) y: (-103)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (105) y: (-139)\ncreate clone of (_myself_ v)\ngo to x: (125) y: (-88)\ncreate clone of (_myself_ v)\ngo to x: (112) y: (-3)\ncreate clone of (_myself_ v)\ngo to x: (1) y: (35)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (179) y: (30)\ncreate clone of (_myself_ v)\ngo to x: (-207) y: (51)\ncreate clone of (_myself_ v)\ngo to x: (123) y: (13)\ncreate clone of (_myself_ v)\ngo to x: (-87) y: (18)\ncreate clone of (_myself_ v)\ngo to x: (-48) y: (51)\ncreate clone of (_myself_ v)\ngo to x: (38) y: (33)\ncreate clone of (_myself_ v)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nchange [ninjas out v] by (1)\nadd (y position) to [ninjas y v]\nadd (x position) to [ninjas x v]\nset rotation style [left-right v]\nclear graphic effects\nshow\nforever\n point towards (sprite1 v)\n if <(powerups gone) = [1]> then\n delete this clone\n end\n if <touching color (#410000)?> then\n delete (1) of [ninjas y v]\n delete (1) of [ninjas x v]\n change [ninjas out v] by (-1)\n start sound [recording2 v]\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-62) y: (-129)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (146) y: (-142)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (-159) y: (-130)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (183) y: (48)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (157) y: (-137)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (-38) y: (-38)\ncreate clone of (_myself_ v)\ngo to x: (-148) y: (-152)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop27 v]\ngo to x: (93) y: (-26)\ncreate clone of (_myself_ v)\ngo to x: (158) y: (-142)\ncreate clone of (_myself_ v)\n\ngo to x: (9) y: (67)\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (153) y: (-127)\ncreate clone of (_myself_ v)\n\n@Sprite14\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nhide\nforever\n if <(length of [ninjas y v]) > [0]> then\n set [which ninja? v] to [1]\n repeat (length of [ninjas y v])\n set x to (item (which ninja?) of [ninjas x v])\n set y to (item (which ninja?) of [ninjas y v])\n create clone of (_myself_ v)\n change [which ninja? v] by (1)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\npoint towards (sprite1 v)\nclear graphic effects\nshow\nrepeat until <<<touching color (#000000)?> or <touching (_edge_ v)?>> or <<touching (sprite17 v)?> or <touching (sprite22 v)?>>>\n move (4) steps\n if <touching (sprite1 v)?> then\n broadcast (level change v)\n end\nend\nif <touching (_edge_ v)?> then\n delete this clone\nend\nif <<touching (sprite17 v)?> or <touching (sprite22 v)?>> then\n turn right (180) degrees\n switch costume to (costume2 v)\n repeat (4)\n move (4) steps\n end\n repeat until <<touching color (#7f7f7f)?> or <touching (_edge_ v)?>>\n move (4) steps\n end\n move (8) steps\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n if <not <touching color (#000000)?>> then\n change y by (-4)\n point in direction (180)\n end\n end\n delete this clone\nelse\n move (8) steps\n wait (0.5) seconds\n repeat (50)\n change [ghost v] effect by (2)\n if <not <touching color (#000000)?>> then\n change y by (-4)\n point in direction (180)\n end\n end\n delete this clone\nend\n\nif <touching color (#7f7f7f)?> then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(powerups gone) = [1]> then\n delete this clone\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nset x to (0)\nset y to (0)\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-55) y: (63)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nwait until <touching (sprite1 v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\nend\nset [sword gotten v] to [1]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nstop [other scripts in sprite v]\nset [sword gotten v] to [1]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nstop [other scripts in sprite v]\nhide\n\nchange [brightness v] effect by (3)\n\n@Sprite17\n\nturn right (36) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\nforever\n if <(sword gotten) = [1]> then\n if <(show ninja stars) = [0]> then\n if <key (space v) pressed?> then\n start sound [recording2 v]\n set size to (100) %\n show\n point in direction ([direction v] of [sprite1 v])\n go to (sprite1 v)\n turn left (180) degrees\n repeat (15)\n go to (sprite1 v)\n turn right (24) degrees\n end\n hide\n wait (0.5) seconds\n end\n end\n end\nend\n\nturn right (24) degrees\n\nturn right (24) degrees\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nclear graphic effects\nforever\n change y by (1)\n if <touching (sprite1 v)?> then\n wait (0.3) seconds\n start sound (pick random (2) to (3))\n repeat (10)\n change y by (-2)\n change [ghost v] effect by (10)\n next costume\n if <(powerups gone) = [1]> then\n delete this clone\n end\n end\n delete this clone\n end\n change y by (-1)\nend\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (143) y: (-13)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(powerups gone) = [1]> then\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-9) y: (74)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-14) y: (93)\ncreate clone of (_myself_ v)\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n next costume\n if <(powerups gone) = [1]> then\n delete this clone\n end\n next costume\nend\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-40) y: (-159)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <<([x position v] of [sprite1 v]) < ((x position) + (20))> and <([x position v] of [sprite1 v]) > ((x position) - (20))>> then\n broadcast (blow upward v)\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-92) y: (-160)\ncreate clone of (_myself_ v)\ngo to x: (-30) y: (-160)\ncreate clone of (_myself_ v)\ngo to x: (30) y: (-160)\ncreate clone of (_myself_ v)\ngo to x: (94) y: (-160)\ncreate clone of (_myself_ v)\ngo to x: (158) y: (-160)\ncreate clone of (_myself_ v)\ngo to x: (220) y: (-160)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (-93) y: (-123)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop27 v]\ngo to x: (-129) y: (-160)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (154) y: (-109)\ncreate clone of (_myself_ v)\n\n@Sprite20\n\nwhen flag clicked\nset size to (80) %\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n next costume\n if <(powerups gone) = [1]> then\n delete this clone\n end\n next costume\nend\n\nwhen I start as a clone\nforever\n if <<<([x position v] of [sprite1 v]) < ((x position) + (15))> and <([x position v] of [sprite1 v]) > ((x position) - (15))>> and <([y position v] of [sprite1 v]) < ((y position) + (170))>> then\n set [fan power v] to (((200) - (distance to [sprite1 v])) / (50))\n broadcast (mini blow v)\n end\nend\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (13) y: (-167)\ncreate clone of (_myself_ v)\n\n@Sprite21\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (-78) y: (60)\nclear graphic effects\nshow\nforever\n repeat (30)\n change y by (0.2)\n end\n repeat (30)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop24 v]\nwait until <touching (sprite1 v)?>\nrepeat (30)\n change y by (2)\n change [ghost v] effect by (3)\nend\nset [spear gotten v] to [1]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nstop [other scripts in sprite v]\nset [sword gotten v] to [1]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [spear gotten v] to [0]\nhide\n\n@Sprite22\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(spear gotten) = [1]> then\n if <(show ninja stars) = [2]> then\n if <key (space v) pressed?> then\n start sound [recording2 v]\n set size to (100) %\n point in direction ([direction v] of [sprite1 v])\n go to (sprite1 v)\n show\n if <([direction v] of [sprite1 v]) = [90]> then\n go to x: (([x position v] of [sprite1 v]) + (10)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (30)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (50)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (55)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (50)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (30)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (10)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to (sprite1 v)\n else\n go to x: (([x position v] of [sprite1 v]) + (-10)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (-30)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (-50)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (-55)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (-50)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (-30)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to x: (([x position v] of [sprite1 v]) + (-10)) y: ([y position v] of [sprite1 v])\n wait (0.01) seconds\n go to (sprite1 v)\n end\n hide\n wait (0.5) seconds\n end\n end\n end\nend\n\n
Yep, it's finally out! I usually don't make sequels to projects this soon, but considering the first one got 2500 loves, I decided to. :P\n\nThe Ninja: http://scratch.mit.edu/projects/22620682/\nThe Ninja 3: https://scratch.mit.edu/projects/36760896/\nThe Ninja 4: https://scratch.mit.edu/projects/154866875/\nThe Ninja 5: https://scratch.mit.edu/projects/211625762/\n\nThe controls are explained in the project but a few are explained in the first game. :)\n\nAlso, I fixed a lot of glitches and added sound effects to things but there's still a glitch with the piranha fish that I'm trying to fix. :/
My Little Pony Platformer
@Stage\n\nwhen flag clicked\nshow list [collected ponies v]\nswitch backdrop to (starting v)\nstart sound [My Little Pony - Friendship is Magic - Opening v]\nwait until <key (space v) pressed?>\nstop all sounds\nswitch backdrop to (sky v)\n\nwhen backdrop switches to [sky v]\nstop all sounds\nstart sound [Sia - Rainbow \(From The 'My Little Pony- The Movie' Official Soundtrack\) \(Official Video\).mp3 v]\n\nwhen backdrop switches to [backdrop1 v]\nhide list [collected ponies v]\n\nwhen backdrop switches to [backround3 v]\nstop all sounds\nstart sound [My Little Pony The Movie - Off To See The World.mp3 v]\n\nwhen backdrop switches to [backround4 v]\nstop all sounds\nstart sound [Rainbow Dash Captain Celaeno - Time To Be Awesome \(Lyrics\) - My Little Pony- The Movie \[HD\].mp3 v]\n\nwhen backdrop switches to [backdrop1 v]\nstop all sounds\nstart sound [Im the Friend You Need - My Little Pony- The Movie.mp3 v]\n\n@twilight sparkle\n\ndefine Gravity\nif <touching color (#7f00ff)?> then\n set [yspeed v] to [0]\nelse\n if <(yspeed) < [-8]> then\n set [yspeed v] to [-8]\n else\n change [yspeed v] by (-0.4)\n end\nend\n\ndefine Jump\nif <<key (up arrow v) pressed?> and <touching color (#7f00ff)?>> then\n set [yspeed v] to [12]\nend\n\ndefine Left and right controls\nif <key (left arrow v) pressed?> then\n set [xspeed v] to [-5]\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n set [xspeed v] to [5]\nend\nset [movement v] to [1]\n\nwhen flag clicked\ngo to x: (-198) y: (117)\nset [level v] to [1]\nset [lives v] to [3]\nforever\n Check Collisions\n Left and right controls\n Animate\n Gravity\n Jump\n change x by (xspeed)\n change y by (yspeed)\n set [xspeed v] to [0]\n set [movement v] to [0]\nend\n\ndefine Setup\nset [ponies collected v] to [0]\nif <(Level) = [2]> then\n go to x: (-180) y: (108)\nend\nif <(Level) = [3]> then\n go to x: (-190) y: (-89)\nend\n\ndefine Check Collisions\nif <(Lives) = [0]> then\n switch backdrop to (game over v)\nend\n\ndefine Animate\nif <(movement) = [1]> then\n next costume\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (fanmade_trotcycle_twilight_right-1 v)\n end\nend\nif <(movement) = [0]> then\n switch costume to (twilight__s_failed_spell_by_deathpwny-d4j04nr-37 v)\nend\n\nwhen I receive [change level v]\nchange [level v] by (1)\nif <(Level) = [2]> then\n switch backdrop to (backround3 v)\nend\nif <(Level) = [3]> then\n switch backdrop to (backround4 v)\nend\n\nwhen backdrop switches to [sky v]\nshow variable [ponies collected v]\nshow\n\nwhen I receive [change level v]\nSetup\n\nwhen flag clicked\nSetup\n\nwhen [m v] key pressed\nswitch costume to (twilight__s_failed_spell_by_deathpwny-d4j04nr-4 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nhide variable [ponies collected v]\nswitch costume to (twilight__s_failed_spell_by_deathpwny-d4j04nr-37 v)\nhide\n\nwhen flag clicked\nforever\n if <<touching (gateway v)?> and <(Ponies Collected) = [2]>> then\n broadcast (change level v)\n end\n if <<touching (gateway v)?> and <(Ponies Collected) = [0]>> then\n broadcast (talk v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [magic v] to [1]\n else\n set [magic v] to [0]\n end\nend\n\n@pinkie_front_flip_with_full_twist_by_deathpwny-d4r393j\n\nwhen flag clicked\ndelete (all) of [collected ponies v]\nhide\n\nwhen backdrop switches to [sky v]\nswitch costume to (pinkie_front_flip_with_full_twist_by_deathpwny-d4r393j-36 v)\nshow\nrepeat until <(backdrop [name v]) = [backround 3]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nask [Who are you?] and wait\nsay (join [Oh, hi,] (join (answer) [!])) for (3) seconds\nsay [I am Pinkie Pie!] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [Pinkie Pie] to [collected ponies v]\n\n@FANMADE_Trixie_watch_in_awe_sprite_by_Yamino\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [sky v]\nswitch costume to (fanmade_trixie_watch_in_awe_sprite_by_yamino-21 v)\nshow\nrepeat until <(backdrop [name v]) = [backround 3]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nask [Who graces the Great and Powerful Trixie's prasence?] and wait\nsay (join [So,] (join (answer) [ is your name.])) for (3) seconds\nsay [I will help you on your quest!] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [Trixie] to [collected ponies v]\n\n@applejack_pixel_trot_by_charlie46-d4voc0w\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backround3 v]\nswitch costume to (applejack_pixel_trot_by_charlie46-d4voc0w-1 v)\nshow\nrepeat until <(backdrop [name v]) = [backround 4]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nask [What's your name?] and wait\nsay (join [Well, howdy] (join (answer) [ !])) for (3) seconds\nsay [My name's Applejack!] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [Applejack] to [collected ponies v]\n\n@sunset_shimmer_galloping_by_botchan_mlp-d687z7l\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backround3 v]\nswitch costume to (sunset_shimmer_galloping_by_botchan_mlp-d687z7l-0 v)\nshow\nrepeat until <(backdrop [name v]) = [backround 4]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nask [Hello. What's your name?] and wait\nsay (join [Hi] (join [ ] (answer))) for (3) seconds\nsay [My name is Sunset Shimmer.] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [Sunset Shimmer] to [collected ponies v]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backround4 v]\nswitch costume to (131413620186 \(co v)\nshow\nrepeat until <(backdrop [name v]) = [backdrop1]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nask [Who are you?] and wait\nsay (join [Oh, hey,] (join (answer) [ !])) for (3) seconds\nsay [I'm Rainbow Dash!] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [Rainbow Dash] to [collected ponies v]\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@fly_fluttershy_updown_left\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backround4 v]\nswitch costume to (fly_fluttershy_updown_left-1 v)\nshow\nrepeat until <(backdrop [name v]) = [backdrop1]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nask [Oh, h-hi. What's your name?] and wait\nsay (join [Hello,] (join (answer) [ .])) for (3) seconds\nsay [My name is Fluttershy.] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [Fluttershy] to [collected ponies v]\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@king_sombra_by_botchan_mlp-d5oj6d3\n\nwhen flag clicked\nset [magic v] to [0]\nhide\n\nwhen backdrop switches to [backround4 v]\nswitch costume to (king_sombra_by_botchan_mlp-d5oj6d3-0 v)\nshow\nrepeat until <(backdrop [name v]) = [backdrop 1]>\n wait (0.1) seconds\n next costume\nend\n\nwhen this sprite clicked\nset [s l v] to [3]\nask [Have you come to defeat me?] and wait\nsay [The only way you can is with magic! HAhahahahhaah!] for (3) seconds\nwait until <key (m v) pressed?>\nsay [Arugh! I am defeated!] for (2) seconds\nchange [ponies collected v] by (1)\nhide\nadd [King Sombra] to [collected ponies v]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [ponies collected v]\n\n@gateway\n\nwhen flag clicked\nset [ponies collected v] to [0]\nhide\n\nwhen backdrop switches to [sky v]\nshow\n\nwhen I receive [talk v]\nsay [Go get more ponies on your side!] for (3) seconds\n\nwhen backdrop switches to [backround4 v]\nhide\n\n
Move Twilight with the arrow keys. Jump = up arrow key.\nCollect friends by clicking them and defeat King Sombra with magic! (aka m key)\nHave fun!
Blue Box Platformer
@Stage\n\nwhen flag clicked\nset volume to (95) %\nforever\n if <(lag) = [on]> then\n play sound [Elektronomia-Energy-NCS-Release-ytmp3.com.mp3 v] until done\n end\n if <(lag) = [off]> then\n stop all sounds\n end\nend\n\nif then\nelse\nend\n\n@Fish\n\nwhen flag clicked\nset size to (75) %\nhide\n\n@Play Button\n\nwhen flag clicked\nset [start v] to [0]\ngo to x: (0) y: (-120)\nset size to (60) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (70) %\n if <mouse down?> then\n set [start v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n else\n set size to (60) %\n switch costume to (play button v)\n clear graphic effects\n end\nend\n\n@Water\n\nwhen I start as a clone\nset [ghost v] effect to (80)\nswitch costume to (scaleup v)\nset size to (100) %\nswitch costume to (ripples v)\nshow\nforever\n go to x: (150) y: (-150)\n if <(lag) = [on]> then\n repeat until <(x position) < [-113]>\n change x by ((speedx) * (-1))\n change y by (speedy)\n end\n else\n go to x: (150) y: (-150)\n end\nend\n\nwhen flag clicked\nInit\nshow\n\ndefine Init\nhide\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (40)\nswitch costume to (water v)\n\nrepeat (10)\n if then\n end\nend\n\n@Play Button (2)\n\nwhen flag clicked\nshow\nreset timer\ngo to x: (0) y: (18)\nset size to (80) %\nforever\n point in direction ((([sin v] of ((timer) * (75)) ) * (4)) + (90))\n if <(start) = [1]> then\n hide\n stop [this script v]\n end\nend\n\n@Sticks\n\nwhen flag clicked\nhide\ngo to x: (-14) y: (28)\nforever\n set [level v] to ([costume # v] of [levels v])\n if <([costume # v] of [levels v]) = [9]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\nset [shown v] to [0]\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nforever\n if <(start) = [1]> then\n show\n end\n if <(start) = [0]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen [space v] key pressed\nif <(username) = [DiamondKing111]> then\n ask [] and wait\n switch costume to (answer)\nend\n\n@Stick\n\nwhen flag clicked\nhide\ngo to x: (289) y: (28)\nforever\n if <<(level) = [10]> or <(level) = [12]>> then\n show\n else\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\nset [start v] to [0]\nset size to (300) %\nhide\ngo to [front v] layer\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <(start) = [1]> then\n show\n go to x: (-207) y: (-114)\n forever\n change [yvelocity v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xvelocity v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xvelocity v] by (-0.7)\n point in direction (-90)\n end\n set [xvelocity v] to ((XVelocity) * (0.9))\n change x by (XVelocity)\n if <touching color (#1e3246)?> then\n change y by (1)\n if <touching color (#1e3246)?> then\n change y by (1)\n if <touching color (#1e3246)?> then\n change y by (1)\n if <touching color (#1e3246)?> then\n change y by (1)\n if <touching color (#1e3246)?> then\n change y by (1)\n if <touching color (#1e3246)?> then\n change x by ((XVelocity) * (-1))\n change x by (0)\n change y by (-5)\n change x by (0)\n if <key (up arrow v) pressed?> then\n if <(XVelocity) > [0]> then\n set [xvelocity v] to [-8]\n else\n set [xvelocity v] to [8]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (YVelocity)\n if <touching color (#1e3246)?> then\n change y by ((YVelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <touching color (#1e3246)?> then\n if <key (up arrow v) pressed?> then\n set [yvelocity v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n go to x: (-207) y: (-114)\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n if <not <(level) = [11]>> then\n broadcast (next level v)\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n end\n if <([costume # v] of [levels v]) = [5]> then\n go to x: (-207) y: (-120)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-207) y: (-114)\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n end\n if <<<<<touching color (#990000)?> or <touching color (#000000)?>> or <touching (gui star v)?>> or <<touching (gui star2 v)?> or <touching (gui star3 v)?>>> or <touching (gui star4 v)?>> then\n go to x: (-207) y: (-114)\n set [xvelocity v] to [0]\n set [yvelocity v] to [0]\n end\n if <touching color (#cc99ff)?> then\n set [yvelocity v] to [15]\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nrepeat until <(start) = [1]>\n go to x: (-117) y: (10)\n repeat until <[101] < (x position)>\n change x by (3)\n end\nend\nif <(start) = [1]> then\n Delete this clone\n stop [this script v]\nend\n\ndefine Delete this clone\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nchange [yvelocity v] by (2)\n\nchange x by (-10)\n\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\n\n@gui star2\n\nwhen flag clicked\nset size to (340) %\npoint in direction (90)\nhide\ngo to x: (72) y: (-130)\ncreate clone of (_myself_ v)\nforever\n if <(level) = [9]> then\n go to x: (72) y: (-130)\n show\n repeat until <(y position) = [130]>\n change y by (10)\n turn right (15) degrees\n if <not <(level) = [9]>> then\n hide\n end\n if <[9] < (level)> then\n hide\n stop [this script v]\n end\n end\n repeat until <(y position) = [-130]>\n change y by (-10)\n turn right (15) degrees\n if <not <(level) = [9]>> then\n hide\n end\n if <[9] < (level)> then\n hide\n stop [this script v]\n end\n end\n if <not <(level) = [9]>> then\n hide\n end\n end\n if <[9] < (level)> then\n hide\n stop [this script v]\n end\nend\n\nstop [this script v]\n\n@gui star3\n\nwhen flag clicked\nset size to (340) %\npoint in direction (90)\nhide\ngo to x: (289) y: (-130)\ngo to [front v] layer\ngo to x: (200) y: (130)\nforever\n if <(level) = [10]> then\n hide\n repeat until <(y position) = [-130]>\n change y by (-10)\n turn right (15) degrees\n if <not <(level) = [10]>> then\n hide\n end\n end\n repeat until <(y position) = [130]>\n turn right (15) degrees\n change y by (10)\n if <not <(level) = [10]>> then\n hide\n end\n end\n else\n hide\n if <not <(level) = [10]>> then\n hide\n end\n end\nend\n\nshow\n\n@gui star4\n\nwhen flag clicked\nset size to (340) %\npoint in direction (90)\nhide\ngo to x: (289) y: (-130)\ngo to [front v] layer\ngo to x: (200) y: (130)\nforever\n if <(level) = [10]> then\n wait (0.010101001010110102) seconds\n show\n repeat until <(y position) = [130]>\n change y by (10)\n turn right (15) degrees\n if <not <(level) = [10]>> then\n hide\n end\n end\n repeat until <(y position) = [-130]>\n turn right (15) degrees\n change y by (-10)\n if <not <(level) = [10]>> then\n hide\n end\n end\n else\n hide\n if <(level) > [10]> then\n stop [this script v]\n end\n end\n if <not <(level) = [10]>> then\n hide\n end\nend\n\nwhen flag clicked\n\n@Lag_\n\nif then\n if then\n else\n end\nend\n\nwhen flag clicked\nset [speedx v] to [1]\nset [speedy v] to [1]\nhide\nset [lag v] to [on]\nforever\n if <(start) = [0]> then\n show\n go to x: (199) y: (128)\n if <touching (mouse-pointer v)?> then\n set size to (35) %\n set [brightness v] effect to (20)\n if <<<mouse down?> and <(lag) = [on]>> and <touching (mouse-pointer v)?>> then\n set [lag v] to [off]\n wait until <not <mouse down?>>\n else\n set [va v] to [0]\n end\n if <<<mouse down?> and <(lag) = [off]>> and <touching (mouse-pointer v)?>> then\n set [lag v] to [on]\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n set size to (30) %\n end\n else\n hide\n end\nend\n\nif then\nend\n\nif then\nend\n\nset [lag v] to [off]\n\nif then\nelse\nend\n\nset [speedy v] to [0]\nset [speedx v] to [0]\nset [speedy v] to [1]\nset [speedx v] to [-1]\nif <<<mouse down?> and <(lag) = [on]>> and <touching (mouse-pointer v)?>> then\n set [lag v] to [off]\nend\n\nset [lag v] to [on]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (8)\nhide\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@gui star\n\nwhen flag clicked\nset size to (340) %\npoint in direction (90)\nhide\ngo to x: (-81) y: (-130)\ncreate clone of (_myself_ v)\nforever\n if <[9] < (level)> then\n hide\n stop [this script v]\n end\n if <(level) = [9]> then\n show\n repeat until <(y position) = [130]>\n change y by (10)\n turn right (15) degrees\n if <not <(level) = [9]>> then\n hide\n end\n end\n repeat until <(y position) = [-130]>\n turn right (15) degrees\n change y by (-10)\n if <not <(level) = [9]>> then\n hide\n end\n end\n if <not <(level) = [9]>> then\n hide\n end\n else\n hide\n end\nend\n\nforever\nend\n\n
♡ρυяρℓε.♡ (platformer)
@Stage\n\nwhen backdrop switches to [backdrop9 v]\nbroadcast (2 points2 v)\nbroadcast (2 points3 v)\n\nwhen backdrop switches to [backdrop10 v]\nbroadcast (2 points4 v)\n\nwhen backdrop switches to [backdrop13 v]\nbroadcast (2 points5 v)\n\nwhen backdrop switches to [backdrop15 v]\nbroadcast (2 points6 v)\n\nwhen backdrop switches to [backdrop16 v]\nbroadcast (2 points6 v)\n\nwhen backdrop switches to [backdrop18 v]\nbroadcast (2 points7 v)\n\nwhen backdrop switches to [backdrop19 v]\nbroadcast (2 points8 v)\n\nwhen backdrop switches to [backdrop20 v]\nbroadcast (2 points9 v)\n\nwhen backdrop switches to [backdrop22 v]\nbroadcast (2 points10 v)\n\nwhen backdrop switches to [backdrop24 v]\nbroadcast (2 points11 v)\nbroadcast (reduce 1 death v)\n\nwhen backdrop switches to [backdrop27 v]\nbroadcast (reduce 1 death2 v)\n\nwhen backdrop switches to [backdrop29 v]\nbroadcast (2 points12 v)\n\nwhen backdrop switches to [backdrop30 v]\nbroadcast (2 points13 v)\n\nwhen backdrop switches to [backdrop5 v]\nbroadcast (2 points v)\n\nwhen flag clicked\nforever\n play sound [PIANO DUBSTEP v] until done\nend\n\n@Play\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 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]\nshow variable [points v]\nshow variable [# of deaths v]\nset [y v] to [0]\nset [x v] to [0]\nset [points v] to [0]\nset [# of deaths v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#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?> 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 (#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?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <<touching color (#00ff55)?> or <<touching color (#00ff55)?> or <touching color (#00ff55)?>>> then\n change [# of deaths v] by (1)\n start sound [pop v]\n go to x: (-218) y: (65)\n end\n if <touching color (#7f00ff)?> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (65)\n end\n if <touching color (#003fff)?> then\n set [y v] to [23]\n start sound [boing v]\n end\nend\n\nwhen flag clicked\nhide variable [points v]\nhide variable [# of deaths v]\nswitch costume to (player v)\nhide\n\n@Time\n\nwhen I receive [go v]\nreset timer\nshow variable [time v]\nshow variable [☁ best time v]\nset [time v] to [0]\nrepeat until <(backdrop [name v]) = [backdrop31]>\n repeat until <(backdrop [name v]) = [backdrop31]>\n set [time v] to (timer)\n end\n change [time v] by (1)\nend\nset [time v] to (timer)\nif <(timer) < (☁ Best Time)> then\n set [☁ best time v] to (timer)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ best time v]\n\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@2 points\n\nwhen I receive [2 points v]\ngo to x: (-6) y: (-50)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@2 points2\n\nwhen I receive [2 points2 v]\ngo to x: (-172) y: (-89)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@2 points3\n\nwhen I receive [2 points3 v]\ngo to x: (-105) y: (-89)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@2 points4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen I receive [2 points4 v]\ngo to x: (184) y: (88)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\n@2 points5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen I receive [2 points5 v]\ngo to x: (208) y: (113)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\n@2 points6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen I receive [2 points6 v]\ngo to x: (9) y: (-36)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\n@2 points7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen I receive [2 points7 v]\ngo to x: (147) y: (73)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\n@2 points8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen I receive [2 points8 v]\ngo to x: (-86) y: (-69)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\n@2 points9\n\nwhen flag clicked\nhide\n\nwhen I receive [2 points9 v]\ngo to x: (131) y: (148)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@2 points10\n\nwhen flag clicked\nhide\n\nwhen I receive [2 points10 v]\ngo to x: (140) y: (9)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop23 v]\nhide\n\n@2 points11\n\nwhen flag clicked\nhide\n\nwhen I receive [2 points11 v]\ngo to x: (-6) y: (-50)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\n@Reduce 1 death\n\nwhen I receive [reduce 1 death v]\ngo to x: (2) y: (-72)\nshow\nforever\n if <touching (player v)?> then\n change [# of deaths v] by (-1)\n start sound [fairydust v]\n hide\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nhide\n\nwhen flag clicked\nhide\n\n@Reduce 1 death2\n\nwhen I receive [reduce 1 death2 v]\ngo to x: (-36) y: (-90)\nshow\nforever\n if <touching (player v)?> then\n change [# of deaths v] by (-1)\n start sound [fairydust v]\n hide\n end\nend\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\nwhen flag clicked\nhide\n\n@2 points12\n\nwhen flag clicked\nhide\n\nwhen I receive [2 points12 v]\ngo to x: (-53) y: (103)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\n@2 points13\n\nwhen flag clicked\nhide\n\nwhen I receive [2 points13 v]\ngo to x: (-6) y: (-50)\nshow\nforever\n if <touching (player v)?> then\n change [points v] by (2)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop31 v]\nhide\n\n
Kesha continues on (last time was ♡Rє∂.♡) and this time, it is her favorite color...purple! Plus this platformer has cloud data and can show the fastest time (in seconds) to make it to the end [hopefully it works though lol] :)\n\nHow to play:\n♡ Click the green flag and then click 'play'\n♡ Up arrow key or W key to jump\n♡ Left and right arrow keys or A and D keys to move\n♡ Avoid anything the color green\n♡ Touch purple to go to the next level\n♡ Collect any purple hearts for points\n♡ Collect pink orbs to reduce 1 death\n♡ Have fun and love and fave it if you liked it :)\n(Most of the instructions are in the platformer as you play)\nP.S. if you get stuck at the bottom, left/right edge, jump out of it
Draw (platformer)
@Stage\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.5)\nbroadcast (message1 v)\nerase all\n\n@player\n\ndefine quick up\nchange y by (1)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n end\n end\nend\nchange y by (-1)\n\ndefine check tilt\nchange y by (-1)\nswitch costume to (check tilt l v)\nif <<touching color (#000000)?> or <touching color (#003fff)?>> then\n switch costume to (check tilt r v)\n if <not <<touching color (#000000)?> or <touching color (#003fff)?>>> then\n set [costume v] to [19]\n else\n set [costume v] to [2]\n end\nelse\n switch costume to (check tilt r v)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n set [costume v] to [20]\n else\n set [costume v] to [2]\n end\nend\nchange y by (1)\n\ndefine costumes\nif <not <(player xVel) = [0]>> then\n if <(player xVel) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\nif <(player mode) = [running]> then\n if <([abs v] of (player xVel) ) < [2]> then\n set [costume v] to ((round ([abs v] of (player xVel) )) + (2))\n else\n change [costume timer v] by (1)\n if <(costume timer) > [1]> then\n set [costume timer v] to [0]\n change [costume v] by (1)\n if <(costume) > [8]> then\n set [costume v] to [5]\n end\n end\n end\nelse\n if <(player mode) = [sliding to stop]> then\n if <([abs v] of (player xVel) ) > [3.5]> then\n set [costume v] to [10]\n else\n if <([abs v] of (player xVel) ) < [0.1]> then\n set [costume v] to [12]\n else\n set [costume v] to [11]\n end\n end\n else\n if <(player mode) = [sliding to turn]> then\n if <([abs v] of (player xVel) ) > [3]> then\n set [costume v] to [10]\n else\n if <([abs v] of (player xVel) ) < [0.15]> then\n set [costume v] to [12]\n else\n set [costume v] to [13]\n end\n end\n else\n if <(player mode) = [jump far]> then\n if <(costume timer) < [2]> then\n change [costume timer v] by (1)\n set [costume v] to [14]\n else\n set [costume v] to [15]\n end\n else\n if <<(player mode) = [falling]> or <(player mode) = [jump]>> then\n set [costume v] to [16]\n end\n end\n end\n end\nend\n\ndefine air left and right\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(player xVel) > [3.5]> then\nelse\n if <(player xVel) < [-3.5]> then\nend\n\ndefine ramp down\nif <([abs v] of (player xVel) ) > [2]> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (3)\n end\n end\n end\n end\n change y by (1)\nend\n\ndefine left and right\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(player yVel) > [0]> then\n if <([abs v] of (player xVel) ) > [2]> then\n set [player mode v] to [jump far]\n else\n set [player mode v] to [jump]\n end\n else\n if <(player xVel) < [0]> then\n set [player mode v] to [sliding to turn]\n set [player xvel v] to ((player xVel) * (0.7))\n if <(player xVel) > [-0.1]> then\n set [player xvel v] to [0]\n end\n else\n change [player xvel v] by (((4) - (player xVel)) / (5))\n set [player mode v] to [running]\n end\n end\nelse\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(player yVel) > [0]> then\n if <([abs v] of (player xVel) ) > [2]> then\n set [player mode v] to [jump far]\n else\n set [player mode v] to [jump]\n end\n else\n if <(player xVel) > [0]> then\n set [player mode v] to [sliding to turn]\n set [player xvel v] to ((player xVel) * (0.7))\n if <(player xVel) < [0.1]> then\n set [player xvel v] to [0]\n end\n else\n change [player xvel v] by (((-4) - (player xVel)) / (5))\n set [player mode v] to [running]\n end\n end\n else\n set [player xvel v] to ((player xVel) * (0.9))\n if <([abs v] of (player xVel) ) < [0.75]> then\n set [player xvel v] to ((player xVel) * (0.8))\n if <([abs v] of (player xVel) ) < [0.05]> then\n set [player xvel v] to [0]\n end\n end\n if <([abs v] of (player xVel) ) > [3]> then\n set [player mode v] to [sliding to stop]\n else\n if <([abs v] of (player xVel) ) < [3]> then\n if <<([abs v] of (player xVel) ) < [0.05]> and <(player mode) = [sliding to stop]>> then\n set [player mode v] to [standing]\n set [player xvel v] to ((player xVel) * (0.9))\n else\n if <not <(player mode) = [sliding to stop]>> then\n if <([abs v] of (player xVel) ) < [1.5]> then\n set [player mode v] to [standing]\n else\n set [player mode v] to [short slide]\n set [costume v] to [10]\n end\n set [player xvel v] to ((player xVel) * (0.9))\n end\n end\n end\n end\n end\nend\n\ndefine sense ledge <sense for wall jump>\nswitch costume to (sense ledge touch v)\nif <touching color (#000000)?> then\n switch costume to (sense ledge no touch v)\n if <not <touching color (#000000)?>> then\n switch costume to (sense ledge touch v)\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 (-3)\n stop [this script v]\n end\n end\n end\n end\n change y by (-1)\n set [player mode v] to [climbing ledge]\n set [player yvel v] to [0]\n set [costume v] to [23]\n else\n if <sense for wall jump> then\n switch costume to (hitbox v)\n change y by (-1)\n if <not <touching color (#000000)?>> then\n if <(direction) > [0]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [player mode v] to [wall hold]\n set [costume v] to [36]\n set [player xvel v] to [0]\n set [player yvel v] to [0]\n change y by (-0.5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player yvel v] to [3.5]\n set [player xvel v] to [-3]\n set [player mode v] to [jump far]\n end\n end\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [player mode v] to [wall hold]\n set [costume v] to [36]\n set [player xvel v] to [0]\n set [player yvel v] to [0]\n change y by (-0.5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player yvel v] to [3.5]\n set [player xvel v] to [3]\n set [player mode v] to [jump far]\n end\n end\n end\n end\n change y by (1)\n end\n end\nend\nswitch costume to (hitbox v)\n\nwhen flag clicked\ngo to x: (-215) y: (-100)\nshow\ngo to [front v] layer\nset [costume v] to [2]\nset [costume timer v] to [0]\nset [player mode v] to [standing]\nset [level v] to [1]\nforever\n if <(player mode) = [climbing ledge]> then\n if <(costume [number v]) = [23]> then\n move (2) steps\n end\n next costume\n if <(costume [number v]) = [34]> then\n move (5) steps\n change y by (15)\n switch costume to (stand v)\n set [player mode v] to [standing]\n end\n else\n change y by (player yVel)\n switch costume to (hitbox v)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n if <(player yVel) > [0]> then\n change y by ((0) - (player yVel))\n set [player yvel v] to [-0.5]\n else\n quick up\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n set [player yvel v] to [0]\n if <<(player mode) = [falling]> or <<(player mode) = [jump far]> or <(player mode) = [jump]>>> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [player mode v] to [running]\n else\n set [player mode v] to [standing]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player yvel v] to (([abs v] of ((player xVel) / (3)) ) + (3))\n set [costume timer v] to [0]\n if <([abs v] of (player xVel) ) > [2]> then\n set [player mode v] to [jump far]\n else\n set [player mode v] to [jump]\n end\n end\n else\n change [player yvel v] by (-0.25)\n if <(player yVel) < [-0.5]> then\n set [player mode v] to [falling]\n end\n end\n change y by (1)\n if <<<(player mode) = [falling]> or <(player mode) = [jump far]>> or <(player mode) = [jump]>> then\n air left and right\n else\n left and right\n end\n change x by (player xVel)\n if <not <(player xVel) = [0]>> then\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (-3)\n change x by ((0) - (player xVel))\n set [player xvel v] to ((player xVel) / (2))\n change x by (player xVel)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change x by ((0) - (player xVel))\n end\n change x by ((player xVel) / (2))\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change x by ((0) - ((player xVel) / (2)))\n end\n set [player xvel v] to [0]\n sense ledge \n end\n end\n end\n else\n ramp down\n end\n costumes\n else\n if <<(player mode) = [falling]> or <(player mode) = [jump]>> then\n set [costume v] to [16]\n else\n if <(player mode) = [standing]> then\n check tilt\n end\n end\n end\n switch costume to (costume)\n end\n if <touching color (#ffff00)?> then\n broadcast (2 v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n set [player yvel v] to (([abs v] of ((player xVel) / (3)) ) + (9))\n set [costume timer v] to [0]\n set [player mode v] to [jump]\n end\n if <<key (r v) pressed?> or <touching color (#ff0000)?>> then\n go to x: (-215) y: (-100)\n show\n go to [front v] layer\n set [costume v] to [2]\n set [costume timer v] to [0]\n set [player mode v] to [standing]\n set [player yvel v] to [0]\n erase all\n end\nend\n\nwhen [r v] key pressed\n\nset [level v] to [4]\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [2 v]\ngo to x: (-215) y: (-100)\nshow\ngo to [front v] layer\nset [costume v] to [2]\nset [costume timer v] to [0]\nset [player mode v] to [standing]\nerase all\n\nwhen flag clicked\nforever\n set [player distance to mouse v] to (distance to [mouse-pointer v])\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\nhide variable [costume v]\nhide variable [costume timer v]\nhide variable [level v]\nhide variable [player distance to mouse v]\nhide variable [player mode v]\nhide variable [player xvel v]\nhide variable [player yvel v]\n\n@terrain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [message1 v]\nhide\n\nwhen [e v] key pressed\nchange [level v] by (1)\nbroadcast (2 v)\n\nwhen [q v] key pressed\nchange [level v] by (-1)\nbroadcast (2 v)\n\nwhen flag clicked\nforever\n if <[1] > (level)> then\n set [level v] to [28]\n end\n if <(level) > [28]> then\n set [level v] to [1]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\npen up\nerase all\nset pen color to (#000000)\nset pen size to (5)\nwait (2) seconds\nforever\n if <mouse down?> then\n go to (mouse-pointer v)\n repeat until <not <mouse down?>>\n player distance to mouse checker\n go to (mouse-pointer v)\n end\n end\n if <<[15] < (level)> and <(level) < [28]>> then\n set pen color to (#013fff)\n else\n set pen color to (#000000)\n end\n repeat until <not <(level) = [28]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n change colour at end\n else\n pen up\n end\n end\n pen up\nend\n\nwhen [space v] key pressed\nerase all\n\ndefine change colour at end\ngo to (mouse-pointer v)\nif <(x position) > [0]> then\n set pen color to (#013fff)\nend\nif <(x position) < [0]> then\n set pen color to (#000000)\nend\n\nif then\nend\n\ndefine player distance to mouse checker\nif <[31] > (player distance to mouse)> then\n go to (mouse-pointer v)\n pen up\n go to (mouse-pointer v)\nelse\n go to (mouse-pointer v)\n pen down\n go to (mouse-pointer v)\nend\n\n@Sprite2\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\nset [ghost v] effect to (0)\n\n
Hi :D\n\nW,A,S,D to move.\nMouse to draw.\nSpace to clear.\nR to restart the level.\n'E' to skip a level 'Q' to go back\n\nBlue is bouncy.\nRed will make you restart the level.
WHITE - A Platformer -
@Stage\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n repeat until <(GAME) = [1]>\n play sound [Marine.mp3 v] until done\n end\nend\n\nwhen flag clicked\nswitch costume to (new piskellol \(1\)-3 v)\nforever\n if <(nivel) = [9]> then\n switch costume to (new piskellol \(1\)-2 v)\n end\nend\n\n@suelo\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (new piskellol \(1\)-1 v)\nforever\n if <(nivel) = [9]> then\n switch costume to (new piskellol \(1\)-5 v)\n end\nend\n\n@jugador\n\nwhen flag clicked\nset [nivel v] to [0]\nset size to (65) %\nset rotation style [left-right v]\ngo to x: (0) y: (100)\nhide\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (running \(3\)-5 v)\n if <<(speed y) < [4]> 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 <key (left arrow v) pressed?> then\n Walk (-90) (-4)\n else\n if <key (right arrow v) pressed?> then\n Walk (90) (4)\n else\n set [frame v] to [0]\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [15]\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\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<<<touching (suelo v)?> or <touching (suelo2 v)?>> or <touching (suelo3 v)?>> or <touching (suelo4 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\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <<<<touching (suelo v)?> or <touching (suelo2 v)?>> or <touching (suelo3 v)?>> or <touching (suelo4 v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (hitbox v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (4))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (running \(3\)-3 v)\n else\n switch costume to (hitbox v)\n end\nend\n\nwhen flag clicked\nset [game v] to [0]\n\nwhen flag clicked\nforever\n if <touching (diamante2 v)?> then\n hide\n broadcast (light v)\n wait (1) seconds\n change [nivel v] by (1)\n wait (1) seconds\n go to x: (-197) y: (-99)\n end\nend\n\nwhen I receive [mensaje1 v]\nset [ghost v] effect to (100)\nwait (2) seconds\ngo to x: (-197) y: (-99)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [lightno v]\nhide\nclear graphic effects\nset [ghost v] effect to (100)\nwait (0.5) seconds\ngo to x: (-197) y: (-99)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n if <touching (nubenegra3 v)?> then\n set [speed y v] to [18.5]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (pincho v)?> or <touching (nubenegra2 v)?>> or <touching (pincho2 v)?>> then\n go to x: (-197) y: (-99)\n repeat (5)\n set [brightness v] effect to (50)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(nivel) = [10]> then\n go to x: (-197) y: (-99)\n end\nend\n\n@suelo2\n\nwhen flag clicked\nforever\n if <(nivel) = [1]> then\n go to x: (360) y: (-23)\n end\n if <(nivel) = [2]> then\n go to x: (11) y: (-25)\n end\n if <(nivel) = [3]> then\n go to x: (401) y: (-42)\n end\n if <(nivel) = [4]> then\n go to x: (388) y: (66)\n end\n if <(nivel) = [5]> then\n switch costume to (new piskellol \(1\)-2 v)\n go to x: (115) y: (-29)\n end\n if <(nivel) = [6]> then\n switch costume to (new piskellol \(1\)-3 v)\n go to x: (7) y: (-38)\n end\n if <(nivel) = [7]> then\n switch costume to (new piskellol \(1\)-2 v)\n go to x: (212) y: (37)\n end\n if <(nivel) = [8]> then\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (197) y: (15)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (348) y: (51)\nforever\n if <(nivel) = [1]> then\n go to x: (202) y: (53)\n end\n if <(nivel) = [2]> then\n go to x: (105) y: (76)\n end\n if <(nivel) = [3]> then\n go to x: (198) y: (26)\n end\n if <(nivel) = [4]> then\n hide\n end\n if <(nivel) = [6]> then\n go to x: (105) y: (54)\n show\n switch costume to (new piskellol \(1\)-1 v)\n end\n if <(nivel) = [7]> then\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (338) y: (-33)\n end\n if <(nivel) = [8]> then\n go to x: (383) y: (-23)\n switch costume to (new piskellol \(1\)-1 v)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nshow\nswitch costume to (new piskellol \(1\)-1 v)\ngo to x: (187) y: (-32)\ncreate clone of (_myself_ v)\n\n@Objeto1\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\ngo to x: (204) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-110) y: (-100)\nforever\n if <(nivel) = [1]> then\n show\n go to x: (-143) y: (-100)\n end\n if <(nivel) = [2]> then\n hide\n end\n if <(nivel) = [4]> then\n show\n go to x: (-75) y: (-100)\n end\n if <(nivel) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(nivel) = [1]> then\n show\n go to x: (194) y: (3)\n end\n if <(nivel) = [2]> then\n show\n go to x: (56) y: (104)\n end\n if <(nivel) = [3]> then\n show\n go to x: (20) y: (-101)\n end\n if <(nivel) = [4]> then\n show\n go to x: (231) y: (-100)\n end\n if <(nivel) = [5]> then\n show\n go to x: (-83) y: (-2)\n end\n if <(nivel) = [6]> then\n show\n go to x: (175) y: (104)\n end\n if <(nivel) = [7]> then\n show\n go to x: (174) y: (-5)\n end\n if <(nivel) = [8]> then\n show\n go to x: (-152) y: (42)\n end\n if <(nivel) = [9]> then\n show\n go to x: (34) y: (-100)\n end\nend\n\nwhen flag clicked\nswitch costume to (new piskellol \(1\)-4 v)\nforever\n if <(nivel) = [9]> then\n switch costume to (new piskellol \(1\)-2 v)\n end\nend\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@white\n\nwhen flag clicked\nset [game v] to [0]\ngo to x: (62) y: (-4)\n\nwhen flag clicked\nshow\nforever\n if <(GAME) = [1]> then\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\n@New Piskellol (2)\n\nwhen flag clicked\ngo to x: (-39) y: (-192)\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (-0.2)\n end\n repeat (30)\n change y by (0.2)\n end\nend\n\nwhen flag clicked\nforever\n if <(GAME) = [1]> then\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\n@Objeto2\n\nwhen flag clicked\ngo to x: (0) y: (-44)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(GAME) = [1]> then\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (30)\n change y by (-0.2)\n end\n repeat (30)\n change y by (0.2)\n end\nend\n\n@Objeto3\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(GAME) = [1]> then\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\n@diamante\n\nwhen flag clicked\ngo to x: (146) y: (-64)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(GAME) = [1]> then\n set [ghost v] effect to (0)\n repeat (30)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (30)\n change x by (-0.2)\n end\n repeat (30)\n change x by (0.2)\n end\nend\n\nwhen I receive [lightno v]\nrepeat (5)\n change [brightness v] effect by (-10)\nend\n\n@PRESS ENTER\n\nwhen flag clicked\nset [game v] to [0]\nset [ghost v] effect to (0)\ngo to x: (130) y: (-150)\nforever\n repeat until <(GAME) = [1]>\n repeat (30)\n change [ghost v] effect by (-1)\n end\n repeat (30)\n change [ghost v] effect by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GAME) = [0]> then\n if <key (any v) pressed?> then\n set [game v] to [1]\n broadcast (mensaje1 v)\n stop all sounds\n forever\n play sound [White.mp3 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GAME) = [1]> then\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\n\n@diamante2\n\nwhen flag clicked\ngo to x: (164) y: (96)\nshow\nset [brightness v] effect to (0)\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\n\nwhen I receive [lightno v]\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nset [nivel v] to [0]\n\nwhen flag clicked\nforever\n if <(nivel) = [1]> then\n go to x: (9) y: (104)\n end\n if <(nivel) = [2]> then\n go to x: (167) y: (-91)\n end\n if <(nivel) = [3]> then\n go to x: (-164) y: (77)\n end\n if <(nivel) = [4]> then\n go to x: (191) y: (115)\n end\n if <(nivel) = [5]> then\n go to x: (193) y: (106)\n end\n if <(nivel) = [6]> then\n go to x: (105) y: (-91)\n end\n if <(nivel) = [7]> then\n go to x: (-144) y: (141)\n end\n if <(nivel) = [8]> then\n go to x: (1) y: (168)\n end\n if <(nivel) = [9]> then\n go to x: (217) y: (-87)\n end\nend\n\nwhen flag clicked\nswitch costume to (diamante-1 v)\nforever\n if <(nivel) = [9]> then\n switch costume to (diamante-2 v)\n end\nend\n\n@arrows\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [mensaje1 v]\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n if <(nivel) = [1]> then\n hide\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\n@pincho\n\nwhen I start as a clone\nforever\n if <(nivel) = [1]> then\n show\n go to x: (44) y: (-90)\n end\n if <(nivel) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nforever\n if <(nivel) = [1]> then\n show\n go to x: (-94) y: (-90)\n end\n if <(nivel) = [2]> then\n hide\n end\nend\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (pincho-1 v)\nhide\ncreate clone of (_myself_ v)\nforever\n if <(nivel) = [1]> then\n show\n go to x: (-94) y: (-90)\n end\n if <(nivel) = [2]> then\n hide\n end\n if <(nivel) = [5]> then\n switch costume to (pincho-2 v)\n show\n go to x: (77) y: (-89)\n end\n if <(nivel) = [6]> then\n switch costume to (pincho-1 v)\n show\n go to x: (217) y: (-89)\n end\n if <(nivel) = [7]> then\n switch costume to (pincho-1 v)\n go to x: (-20) y: (-91)\n end\n if <(nivel) = [8]> then\n go to x: (-74) y: (-90)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(nivel) = [1]> then\n show\n go to x: (44) y: (-90)\n end\n if <(nivel) = [2]> then\n hide\n end\n if <(nivel) = [7]> then\n show\n switch costume to (pincho-3 v)\n go to x: (-22) y: (3)\n end\n if <(nivel) = [8]> then\n show\n go to x: (59) y: (-90)\n switch costume to (pincho-1 v)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\n@death2\n\nwhen flag clicked\nset [nivel v] to [0]\nhide\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(nivel) = [1]> then\n hide\n clear graphic effects\n set [ghost v] effect to (100)\n wait (2.7) seconds\n go to x: (-151) y: (111)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(nivel) = [2]>\n end\n if <(nivel) = [2]> then\n forever\n hide\n end\n end\nend\n\n@suelo3\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nhide\nforever\n if <(nivel) = [2]> then\n go to x: (3) y: (68)\n show\n end\n if <(nivel) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(nivel) = [2]> then\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (3) y: (68)\n show\n end\n if <(nivel) = [3]> then\n hide\n end\n if <(nivel) = [5]> then\n hide\n end\n if <(nivel) = [6]> then\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (3) y: (68)\n show\n end\n if <(nivel) = [7]> then\n hide\n end\nend\n\n@nubenegra2\n\nwhen flag clicked\nforever\n next costume\n wait (0.25) seconds\nend\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nhide\nforever\n if <(nivel) = [3]> then\n show\n go to x: (116) y: (136)\n repeat (56)\n change y by (-4)\n end\n repeat (56)\n change y by (4)\n end\n end\n if <(nivel) = [4]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nhide\nforever\n if <(nivel) = [2]> then\n show\n go to x: (216) y: (38)\n repeat (30)\n change x by (-3)\n end\n repeat (30)\n change x by (3)\n end\n end\n if <(nivel) = [3]> then\n show\n go to x: (-101) y: (136)\n repeat (56)\n change y by (-4)\n end\n repeat (56)\n change y by (4)\n end\n end\n if <(nivel) = [4]> then\n hide\n end\n if <(nivel) = [6]> then\n show\n go to x: (-62) y: (1)\n repeat (60)\n change x by (-3)\n end\n repeat (60)\n change x by (3)\n end\n end\n if <(nivel) = [7]> then\n hide\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\n@loading (3)\n\nwhen flag clicked\nhide\n\nwhen I receive [light v]\ngo to x: (16) y: (-183)\ngo to [front v] layer\nwait (1) seconds\nswitch costume to (cargando-0 v)\nshow\nrepeat (20)\n next costume\n wait (0.05) seconds\nend\nwait (0.5) seconds\nhide\nbroadcast (lightno v)\n\n@plus\n\nwhen flag clicked\nforever\n if <(nivel) = [2]> then\n hide\n clear graphic effects\n set [ghost v] effect to (100)\n wait (2.7) seconds\n go to x: (-151) y: (111)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(nivel) = [3]>\n end\n if <(nivel) = [3]> then\n forever\n hide\n end\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nset [nivel v] to [0]\nhide\n\n@nubenegra3\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n if <(nivel) = [4]> then\n show\n go to x: (41) y: (-64)\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.25) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <(nivel) = [4]> then\n show\n go to x: (41) y: (-64)\n end\n if <(nivel) = [5]> then\n show\n go to x: (87) y: (-41)\n end\n if <(nivel) = [6]> then\n hide\n end\nend\n\n@plus3\n\nwhen flag clicked\nset [nivel v] to [0]\nhide\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(nivel) = [4]> then\n hide\n clear graphic effects\n set [ghost v] effect to (100)\n wait (2.7) seconds\n go to x: (-151) y: (111)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(nivel) = [5]>\n end\n if <(nivel) = [5]> then\n forever\n hide\n end\n end\nend\n\n@pincho2\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nswitch costume to (pincho-1 v)\nhide\nforever\n if <(nivel) = [8]> then\n show\n go to x: (-152) y: (54)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\n@suelo4\n\nwhen flag clicked\nhide\ngo to x: (187) y: (-32)\ncreate clone of (_myself_ v)\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nforever\n if <(nivel) = [6]> then\n show\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (331) y: (76)\n end\n if <(nivel) = [7]> then\n go to x: (49) y: (90)\n switch costume to (new piskellol \(1\)-1 v)\n end\n if <(nivel) = [8]> then\n show\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (48) y: (16)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\nwhen I start as a clone\nhide\nforever\n if <(nivel) = [8]> then\n show\n switch costume to (new piskellol \(1\)-1 v)\n go to x: (195) y: (125)\n end\n if <(nivel) = [9]> then\n hide\n end\nend\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\n@Objeto4\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [light v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen I receive [lightno v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(nivel) = [10]> then\n show\n end\nend\n\n@white2\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [light v]\nshow\ngo to x: (36) y: (28)\nwait (4) seconds\nhide\n\n
Hi everyone.\n\nWelcome to WHITE - A Platformer-\n Leave a love and a favorite.\n\n
blobby, a platformer 100% pen
@Stage\n\nwhen flag clicked\nforever\n play sound [pixel party v] until done\nend\n\n@floor\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset pen color to (#0000ff)\nset [level v] to [1]\nforever\n go [backward v] (1) layers\n pen down\n go to x: (-240) y: (-139)\n set pen size to (100)\n set x to (240)\nend\n\nhide\n\ngo [forward v] (1) layers\n\n@lava\n\nhide\n\nwhen I receive [message1 v]\nset [level v] to [2]\nforever\n if <(level) = [2]> then\n set pen color to (#e61c22)\n pen down\n go to x: (-50) y: (-138)\n hide\n set pen size to (100)\n set x to (50)\n end\n if <(level) = [3]> then\n set pen color to (#e61c22)\n pen down\n go to x: (-50) y: (-138)\n hide\n set pen size to (100)\n set x to (240)\n end\n if <(level) = [4]> then\n set pen color to (#e61c22)\n pen down\n go to x: (0) y: (-138)\n hide\n set pen size to (40)\n set y to (-30)\n end\n if <(level) = [5]> then\n set pen color to (#e61c22)\n pen down\n go to x: (0) y: (-138)\n hide\n set pen size to (40)\n set y to (-30)\n set x to (100)\n end\n if <(level) = [6]> then\n set pen color to (#e61c22)\n pen down\n go to x: (-50) y: (-99)\n hide\n set pen size to (40)\n set x to (100)\n end\n if <(level) = [7]> then\n set pen color to (#e61c22)\n pen down\n go to x: (0) y: (-69)\n hide\n set pen size to (40)\n set y to (90)\n end\n if <(level) = [8]> then\n set pen color to (#cc0000)\n pen down\n go to x: (0) y: (-69)\n set pen size to (40)\n set y to (20)\n set pen color to (#e61c22)\n set y to (90)\n end\n if <(level) = [9]> then\n go to x: (230) y: (1000)\n set pen size to (40)\n set y to (40)\n set pen color to (#e61c22)\n set y to (90)\n end\n if <(level) = [12]> then\n go to x: (230) y: (-179)\n set pen size to (40)\n set y to (50)\n set pen color to (#e61c22)\n end\n if <(level) = [13]> then\n go to x: (230) y: (-180)\n set pen size to (40)\n set y to (0)\n set pen color to (#e61c22)\n end\n if <(level) = [14]> then\n go to x: (230) y: (-179)\n set pen size to (40)\n set y to (180)\n set pen color to (#e61c22)\n end\nend\n\nset [level v] to [9]\n\nset pen color to (#cc0000)\npen down\n\n@platform2\n\nwhen flag clicked\n\nerase all\n\nset pen color to (#0000ff)\npen down\ngo to x: (-40) y: (-60)\nhide\nset pen size to (10)\nset x to (20)\n\nwhen I receive [eye v]\nset [level v] to [1]\nforever\n if <(level) = [2]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-40) y: (-40)\n hide\n set pen size to (10)\n set x to (20)\n end\n if <(level) = [3]> then\n set pen color to (#0000ff)\n pen down\n go to x: (80) y: (0)\n hide\n set pen size to (10)\n set x to (20)\n end\n if <(level) = [5]> then\n set pen color to (#0000ff)\n pen down\n go to x: (80) y: (0)\n hide\n set pen size to (10)\n set x to (20)\n end\n if <(level) = [6]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-60) y: (-40)\n hide\n set pen size to (10)\n set x to (50)\n end\n if <(level) = [7]> then\n set pen color to (#0000ff)\n pen down\n go to x: (0) y: (20)\n hide\n set pen size to (10)\n set x to (-90)\n end\n if <(level) = [9]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-10) y: (-40)\n hide\n set pen size to (10)\n set x to (70)\n end\n if <(level) = [10]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-10) y: (-40)\n hide\n set pen size to (10)\n set x to (70)\n end\n if <(level) = [11]> then\n set pen color to (#0000ff)\n pen down\n go to x: (50) y: (125)\n hide\n set pen size to (10)\n set y to (-180)\n end\n if <(level) = [13]> then\n set pen color to (#0000ff)\n pen down\n go to x: (50) y: (0)\n hide\n set pen size to (10)\n set y to (-180)\n end\nend\n\ngo to [front v] layer\n\nset pen color to (#0000ff)\n\n@platform1\n\nerase all\n\nset pen color to (#0000ff)\npen down\ngo to x: (20) y: (0)\nhide\nset pen size to (10)\nset x to (80)\n\nset [level v] to [6]\n\nset y to (-88)\n\nwhen flag clicked\n\nwhen I receive [l3 v]\nforever\n go to [front v] layer\n if <(level) = [3]> then\n set pen color to (#0000ff)\n pen down\n go to x: (20) y: (-60)\n set pen size to (10)\n set x to (-40)\n end\n if <(level) = [4]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-130) y: (-40)\n set pen size to (10)\n set x to (20)\n end\n if <(level) = [5]> then\n set pen color to (#0000ff)\n pen down\n go to x: (0) y: (-40)\n set pen size to (10)\n set x to (-40)\n end\n if <(level) = [6]> then\n set pen color to (#0000ff)\n pen down\n go to x: (0) y: (0)\n hide\n set pen size to (10)\n set x to (240)\n set y to (-180)\n end\n if <(level) = [7]> then\n set pen color to (#0000ff)\n pen down\n go to x: (0) y: (-40)\n hide\n set pen size to (10)\n set x to (-90)\n end\n if <(level) = [10]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-240) y: (0)\n hide\n set pen size to (10)\n set x to (-100)\n end\n if <(level) = [11]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-100) y: (50)\n hide\n set pen size to (10)\n set y to (-180)\n end\n if <(level) = [12]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-100) y: (50)\n hide\n set pen size to (10)\n set y to (-180)\n set x to (50)\n set y to (50)\n end\nend\n\nbroadcast (l4 v)\n\nwhen I receive [eye v]\nset [level v] to [1]\nforever\n if <(level) = [2]> then\n set pen color to (#0000ff)\n pen down\n go to x: (0) y: (-40)\n set pen size to (10)\n set x to (-40)\n end\n go to [front v] layer\nend\n\nchange x by (30)\n\nhide\n\nhide\n\nhide\n\nhide\n\n@platform3\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [front v] layer\n if <(level) = [2]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-40) y: (-40)\n hide\n set pen size to (10)\n set x to (20)\n end\nend\n\nerase all\n\nset pen color to (#0000ff)\npen down\ngo to x: (-40) y: (-60)\nhide\nset pen size to (10)\nset x to (20)\n\nset pen color to (#0000ff)\n\nset [level v] to [6]\n\nwhen I receive [l3 v]\nforever\n if <(level) = [3]> then\n set pen color to (#0000ff)\n pen down\n go to x: (200) y: (40)\n hide\n set pen size to (10)\n set x to (80)\n end\n if <(level) = [6]> then\n set pen color to (#0000ff)\n pen down\n go to x: (0) y: (10)\n hide\n set pen size to (10)\n set x to (50)\n end\n if <(level) = [7]> then\n set pen color to (#0000ff)\n pen down\n go to x: (-80) y: (65)\n hide\n set pen size to (10)\n set x to (240)\n end\n if <(level) = [8]> then\n set pen color to (#0000ff)\n go to x: (120) y: (-40)\n hide\n set pen size to (10)\n set x to (160)\n end\n if <(level) = [10]> then\n set pen color to (#0000ff)\n go to x: (137) y: (7)\n hide\n set pen size to (10)\n set x to (160)\n end\nend\n\n@lava2\n\nwhen flag clicked\nhide\n\nwhen I receive [level8 v]\nforever\n if <(level) = [8]> then\n pen down\n set pen color to (#e61c22)\n set pen size to (100)\n set x to (200)\n hide\n go to x: (79) y: (-139)\n end\n if <(level) = [9]> then\n pen down\n set pen color to (#e61c22)\n set pen size to (100)\n set x to (150)\n hide\n go to x: (0) y: (-139)\n end\n if <(level) = [10]> then\n pen down\n set pen color to (#e61c22)\n set pen size to (100)\n set x to (-240)\n hide\n go to x: (240) y: (-139)\n end\nend\n\n@blobby\n\nwhen flag clicked\nbroadcast (eye v)\npen down\ngo to x: (0) y: (180)\nerase all\nshow\nset pen color to (#24d799)\nset pen size to (20)\npoint in direction (90)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n go to x: (-200) y: (20)\n set [xv v] to [0]\n change [level v] by (1)\n if <(level) = [9]> then\n set [xv v] to [0]\n go to x: (-200) y: (20)\n end\n end\n if <(level) = [2]> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<(y position) < [-140]> or <touching color (#e61c22)?>> then\n set [xv v] to [0]\n go to x: (-200) y: (20)\n if <(level) = [10]> then\n set [xv v] to [0]\n go to x: (-200) y: (20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n broadcast (level8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (l3 v)\n end\nend\n\nforever\n\n\n\nwhen flag clicked\n\nif <key (up arrow 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\nelse\n change x by ((XV) * (-1))\n set [xv v] to [0]\nend\n\nwhen flag clicked\nwait (0) seconds\ngo to x: (-200) y: (20)\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\npen up\npen down\nforever\n go to [front v] layer\n erase all\n change [yv v] by (-0.5)\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) * (0.9))\n change x by (XV)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (-6)\n if <key (up arrow 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 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 (sprite1 v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching (sprite1 v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n change y by (0.5)\nend\n\ngo to x: (-65) y: (-138)\nset [xv v] to [0]\nset [yv v] to [0]\nset [left arrow key pressed? v] to [0]\nset [right arrow key pressed? v] to [0]\nrepeat until <touching color (#0000ff)?>\n go to [front v] layer\n erase all\n change y by (-3)\n if <touching color (#0000ff)?> then\n change y by (3)\n if <key (right arrow v) pressed?> then\n move (xv) steps\n change [xv v] by (0.5)\n set [right arrow key pressed? v] to [1]\n else\n set [right arrow key pressed? v] to [0]\n if <not <key (left arrow v) pressed?>> then\n set [xv v] to [0]\n end\n end\n if <key (left arrow v) pressed?> then\n move (xv) steps\n change [xv v] by (-0.5)\n set [left arrow key pressed? v] to [1]\n else\n set [left arrow key pressed? v] to [0]\n if <not <key (right arrow v) pressed?>> then\n set [xv v] to [0]\n end\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <key (up arrow v) pressed?> then\n if <(right arrow key pressed?) = [1]> then\n change [yv v] by (-1)\n repeat (20)\n erase all\n change y by (yv)\n set [yv v] to [3]\n change x by (xv)\n change [xv v] by (0.4)\n if <<(y position) < [-140]> or <touching color (#e61c22)?>> then\n set [xv v] to [0]\n go to x: (-200) y: (20)\n end\n end\n set [xv v] to [0]\n end\n if <(left arrow key pressed?) = [1]> then\n change [yv v] by (1)\n repeat (20)\n erase all\n change y by (yv)\n set [yv v] to [3]\n change x by (xv)\n change [xv v] by (-0.4)\n if <<(y position) < [-140]> or <touching color (#e61c22)?>> then\n set [xv v] to [0]\n go to x: (-200) y: (20)\n end\n set [xv v] to [0]\n end\n end\n if <<(right arrow key pressed?) = [0]> and <(left arrow key pressed?) = [0]>> then\n repeat (20)\n erase all\n set [yv v] to [3]\n change y by (yv)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [sensor v] to [0]\nforever\n if <touching color (#0000ff)?> then\n set [sensor v] to [1]\n end\nend\n\n@eye\n\nerase all\n\nwhen I receive [eye v]\nset pen color to (#ffffff)\npen down\nhide\ngo to [front v] layer\nset pen size to (10)\ngo to [front v] layer\nforever\n set pen color to (#ffffff)\n go [backward v] (1000) layers\n go [backward v] (10000000000) layers\n set pen size to (10)\n pen down\n go to (blobby v)\n change y by (-0.01)\n change y by (0.01)\n pen up\n go to (blobby v)\n set pen color to (#000000)\n set pen size to (5)\n pen down\n change y by (-0.02)\n change y by (0.02)\n pen up\n go to (blobby v)\nend\n\nshow\n\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nforever\n switch costume to (level)\nend\n\nset [level v] to [9]\n\nnext costume\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
\nNOTE: LEVEL 14 IS THE LAST LEVEL. you are the little mint color blob, appropriately named blobby. arrow keys to move. There are currently 13 levels.\n\nNOTICE: DON'T REMIX UNLESS YOU CHANGE SOMETHING!\n
Simple - A Long Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [01-01- Windfall.mp3 v] until done\nend\n\nwhen I receive [sky v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [ice king v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [fall v]\nstop [other scripts in stage v]\n\n@Player\n\nwhen flag clicked\nforever\n if <touching (color v)?> then\n glide (1) secs to x: (18) y: (173)\n broadcast (nextlevel v)\n go to x: (-231) y: (-138)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (tornado v)?> then\n go to [front v] layer\n repeat (10)\n change size by (-10)\n end\n set size to (100) %\n go to x: (-231) y: (-138)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n stop all sounds\n play sound [triumph v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nSetup\nforever\n Controls and check\nend\n\ndefine Setup\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (-231) y: (-138)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\n\ndefine Controls and check\nchange [yv v] by (-0.5)\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\nend\nif <key (d v) pressed?> then\n change [xv v] by (0.7)\nend\nif <key (a v) pressed?> then\n change [xv v] by (-0.7)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\nend\nif <touching color (#ff0000)?> then\n switch costume to (costume3 v)\n wait (0.1) seconds\n go to x: (-231) y: (-138)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n switch costume to (costume1 v)\n change [lives v] by (-1)\nend\nif <<touching color (#00cc44)?> or <touching color (#549a10)?>> then\n broadcast (nextlevel v)\n go to x: (-208) y: (-77)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching color (#e0e0e4)?> then\n go to x: (-231) y: (-138)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n change [lives v] by (-1)\nend\nif <touching color (#ff9999)?> then\n change [yv v] by (12)\nend\nif <touching color (#0e0a28)?> then\n switch costume to (costume4 v)\n wait (0.1) seconds\n go to x: (-231) y: (-138)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n switch costume to (costume1 v)\n change [lives v] by (-1)\nend\nif <touching color (#00cccc)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n go to x: (-231) y: (-138)\n switch costume to (costume1 v)\nend\nchange y by (1)\n\n@terrain\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [31]> then\n broadcast (color v)\n else\n broadcast (no color v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [32]> then\n broadcast (sky v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [34]> then\n broadcast (turn v)\n else\n broadcast (stop v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [35]> then\n broadcast (ice king v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [36]> then\n broadcast (blast v)\n stop [this script v]\n else\n broadcast (rest v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [37]> then\n broadcast (show v)\n stop [this script v]\n else\n broadcast (hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [38]> then\n broadcast (show2 v)\n else\n broadcast (hide2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (level1 v)\nforever\n if <(costume [number v]) = [7]> then\n broadcast (spike v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [38]> then\n forever\n play sound [01-01- Windfall.mp3 v] until done\n end\n end\nend\n\n@Sprite1\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\nwhen flag clicked\nhide\n\n@color\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\nwhen I receive [color v]\nshow\nforever\n change [color v] effect by (25)\n wait (1) seconds\nend\n\nwhen I receive [no color v]\nset [color v] effect to (0)\nhide\n\n@Volcano\n\nwhen I receive [blast v]\nshow\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume4 v)\n wait (1) seconds\n switch costume to (costume5 v)\n wait (1) seconds\n switch costume to (costume6 v)\n wait (1) seconds\n if <(backdrop [number v]) = [2]> then\n broadcast (win v)\n stop [this script v]\n end\nend\n\nwhen I receive [rest v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nswitch costume to (costume7 v)\n\n@Ice king\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\ngo to x: (115) y: (-30)\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [fall v]\nswitch costume to (costume2 v)\nplay sound [space ripple v] until done\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nbroadcast (no king v)\n\nwhen I receive [over v]\nglide (1) secs to x: (114) y: (-149)\nrepeat (50)\n change [ghost v] effect by (1)\nend\nplay sound [pop v] until done\nhide\nswitch backdrop to (backdrop2 v)\nbroadcast (nextlevel v)\n\n@faller1\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [no king v]\nhide\n\n@faller2\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [no king v]\nbroadcast (over v)\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (fall v)\n stop [this script v]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@tornado\n\nwhen flag clicked\ngo to x: (-3) y: (26)\nhide\n\nwhen I receive [turn v]\nshow\nforever\n turn left (9) degrees\nend\n\nwhen I receive [stop v]\nhide\n\n@Cubes\n\nwhen I receive [hide2 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [show2 v]\nshow\n\n@Cubes2\n\nwhen I receive [show2 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hide2 v]\nhide\n\n@Cubes3\n\nwhen I receive [show2 v]\nshow\n\nwhen I receive [hide2 v]\nhide\n\nwhen flag clicked\nhide\n\n@Cubes4\n\nwhen flag clicked\nhide\n\nwhen I receive [hide2 v]\nhide\n\nwhen I receive [show2 v]\nshow\n\n@Cubes5\n\nwhen flag clicked\nhide\n\nwhen I receive [show2 v]\nshow\n\nwhen I receive [hide2 v]\nhide\n\n@Cubes6\n\nwhen flag clicked\nhide\n\nwhen I receive [show2 v]\nshow\n\nwhen I receive [hide2 v]\nhide\n\n
Simple\n_____________________________________________________________\nYou are a cube, out to save your friends.\n_____________________________________________________________\nArrow keys to move\nAvoid Lava and Spikes and ice\n_____________________________________________________________\nWarning: This will lag a lot for slow computers. Go to https://phosphorus.github.io/#181070892 for a less laggy version
The Troll platformer
@Stage\n\nwhen flag clicked\nshow variable [lives v]\n\nwhen flag clicked\nshow variable [deaths v]\n\nwhen backdrop switches to [backdrop11 v]\n\n@The Troll\n\nwhen flag clicked\nset [yv v] to [0]\nforever\n change [yv v] by (-1)\n change y by (yv)\n touching floor <(yv) > [0]>\n if <touching color (#000000)?> then\n set [yv v] to [0]\n change y by (1)\n end\nend\n\ndefine touching floor <up>\nchange [falling v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [yv v] to [0]\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#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\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n walk (90) (4)\n end\n if <key (left arrow v) pressed?> then\n walk (-90) (-4)\n end\n if <<(x position) = [-230]> or <(x position) = [230]>> then\n if <key (right arrow v) pressed?> then\n walk (-90) (-4)\n end\n if <key (left arrow v) pressed?> then\n walk (90) (4)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n set [yv v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-210) y: (-113)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (-113)\n\nwhen flag clicked\nforever\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-210) y: (-113)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-113)\n broadcast (dead v)\n set [yv v] to [5]\n end\n if <key (l v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sting v)?> then\n go to x: (-210) y: (-113)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nset [lives v] to [0]\nforever\n if <(Lives) = [0]> then\n set [lives v] to [5]\n switch backdrop to (backdrop1 v)\n end\nend\n\nwalk (90) (4)\n\nwhen flag clicked\nwait until <key (l v) pressed?>\nforever\n if <touching color (#ff0000)?> then\n change [lives v] by (-1)\n change [deaths v] by (1)\n go to x: (-210) y: (-113)\n end\nend\n\nwhen flag clicked\nforever\n play sound [theme tune v] until done\nend\n\n@Portal\n\nwhen flag clicked\nset [quit moving v] to [0]\nset size to (10) %\nforever\n turn right (7) degrees\n if <key (l v) pressed?> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (212) y: (-106)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (214) y: (132)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (218) y: (155)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (229) y: (-106)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (209) y: (-66)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (216) y: (148)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-66) y: (-106)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (214) y: (-101)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (218) y: (153)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (128) y: (154)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (94) y: (138)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-84) y: (-106)\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-200) y: (164)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (218) y: (-104)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (218) y: (-104)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (218) y: (-104)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (162) y: (35)\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (218) y: (-104)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (209) y: (141)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (218) y: (-104)\n\n@Sting shooter\n\nwhen flag clicked\nhide\nset size to (50) %\nforever\n point towards (the troll v)\nend\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sting\n\nwhen backdrop switches to [backdrop10 v]\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n go to (sting shooter v)\n point towards (sting shooter v)\nend\n\nwhen I start as a clone\nshow\npoint towards (the troll v)\nforever\n move (10) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (the troll v)?> then\n wait (0.01) seconds\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nhide\nstop [other scripts in sprite v]\n\n@The Boss\n\nwhen flag clicked\nhide\ngo to x: (-3) y: (58)\nset size to (50) %\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nforever\n glide (5) secs to x: ([x position v] of [the troll v]) y: ([y position v] of [the troll v])\nend\n\nwhen flag clicked\nforever\n if <touching (the troll v)?> then\n wait (0.01) seconds\n go to x: (-3) y: (58)\n end\nend\n\n@Sprite1\n\nwhen I receive [dead v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nchange [lives v] by (-1)\nchange [deaths v] by (1)\nrepeat (5)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nstop [this script v]\n\n
You're a simple looking troll (as all of them), and you are on a mission to get out of a random grassland you stumbled into when pressing on this project. Get out.\n\n.Arrow keys to move\n.blue is bouncy\n.red will kill you\n.have fun
ARDUOUS: A Platformer!
@Stage\n\nwhen flag clicked\nswitch backdrop to (title v)\n\nwhen flag clicked\nset [screen v] to [Title]\nset [level v] to [1]\nforever\n if <(backdrop [name v]) = [Title]> then\n switch backdrop to (title v)\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n set [level v] to [1]\n set [screen v] to [Gameplay]\n broadcast (message1 v)\n end\n else\n switch backdrop to ((Level) + (1))\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n change [level v] by (1)\n change [skiped levels v] by (1)\n wait (1) seconds\n end\nend\n\nwhen [space v] key pressed\nswitch backdrop to (backdrop2 v) and wait\n\nwhen flag clicked\nhide variable [skiped levels v]\nset [skiped levels v] to [0]\nforever\n if <(backdrop [number v]) = [11]> then\n show variable [skiped levels v]\n end\nend\n\nwhen flag clicked\nshow variable [level v]\n\nwhen I receive [music v]\nswitch backdrop to (backdrop11 v)\n\n@player\n\nwhen I receive [start v]\ngo to x: (-217) y: (-48)\nshow\n\nwhen [space v] key pressed\nbroadcast (start v)\n\nwhen flag clicked\nwait (0.6) seconds\nforever\n play sound [Imagine Dragons - 02. Whatever It Takes.mp3 v] until done\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I receive [start v]\nforever\n repeat until <(backdrop [name v]) = [backdrop7]>\n wait (0.1) seconds\n change [☁ time v] by (0.1)\n end\nend\n\nwhen flag clicked\nset [☁ time v] to [0.0]\n\ndefine None\nswitch costume to (hipbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x-volocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x-volocity v] by ((running speed) * (-1))\nend\nset [x-volocity v] to ((X-volocity) * (friction))\nchange x by (X-volocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X-volocity) ) )\n if <touching (level v)?> then\n change x by (([abs v] of ((X-volocity) / (X-volocity)) ) * (-1))\n end\n end\n set [x-volocity v] to [0]\n end\nend\nchange y by (y-volocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (y-volocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (y-volocity) ) / (y-volocity)) * (-1))\n end\n end\n if <<(([abs v] of (y-volocity) ) / (y-volocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y-volocity v] to (jump hight)\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n else\n set [y-volocity v] to [0]\n end\nelse\n change [y-volocity v] by (-1)\nend\nswitch costume to (idol v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(y-volocity) > [2]> then\n switch costume to (jump v)\nend\nif <(y-volocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [y-volocity v] to [0]\nhide\nset [x-volocity v] to [0]\nforever\n platform (11.5) (-1) (0.7) (3)\n if <touching (green flag v)?> then\n change [level v] by (1)\n start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n go to x: (-217) y: (-48)\n set [y-volocity v] to [0]\n set [x-volocity v] to [0]\n end\n if <key (s v) pressed?> then\n wait (0.2) seconds\n go to x: (-217) y: (-48)\n end\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y-volocity v] to [15]\n play sound [boing v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n change [deaths v] by (1)\n go to x: (-217) y: (-48)\n show\n end\nend\n\n@level\n\nwhen flag clicked\nhide\nforever\n go to x: (-6) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nhide\n\n@Sprite1\n\nwhen I receive [start v]\ngo to x: (182) y: (-70)\n\nwhen flag clicked\ngo to x: (-160) y: (107)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (154) y: (138)\n end\n if <(Level) = [3]> then\n go to x: (-227) y: (126)\n end\n if <(Level) = [4]> then\n go to x: (192) y: (-68)\n end\n if <(Level) = [5]> then\n go to x: (-79) y: (69)\n end\n if <(Level) = [6]> then\n go to x: (189) y: (6)\n end\n if <(Level) = [7]> then\n go to x: (189) y: (6)\n end\n if <(Level) = [8]> then\n go to x: (189) y: (172)\n end\n if <(Level) = [9]> then\n go to x: (-8) y: (106)\n end\nend\n\ngo to x: (154) y: (138)\n\nwhen flag clicked\nshow variable [level v]\nif <(backdrop [name v]) = [backdrop7]> then\n hide variable [level v]\nend\n\n@Green Flag\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (touching flag v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [2]>> then\n go to x: (186) y: (121)\n end\n if <(Level) = [3]> then\n go to x: (-195) y: (110)\n end\n if <(Level) = [4]> then\n go to x: (224) y: (-86)\n end\n if <(Level) = [5]> then\n go to x: (-47) y: (54)\n end\n if <(Level) = [6]> then\n go to x: (221) y: (-13)\n end\n if <(Level) = [7]> then\n go to x: (221) y: (-13)\n end\n if <(Level) = [8]> then\n go to x: (221) y: (156)\n end\n if <(Level) = [9]> then\n go to x: (24) y: (88)\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nshow\n\n@Secret\n\nwhen flag clicked\ngo to x: (69) y: (69)\nturn right (420) degrees\nturn left (-420) degrees\nforever\n hide\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Hint\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n switch costume to (costume1 v)\n show\n else\n hide\n end\n if <key (h v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (10) seconds\nshow\nwait (1.5) seconds\nhide\n\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <(Level) = [9]> then\n show\n wait (4.5) seconds\n change [ghost v] effect by (100)\n end\nend\n\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [backdrop7]> then\n show\n end\n if <<<(Skiped Levels) = [0]> or <(Skiped Levels) = [1]>> and <(☁ Time) < [100]>> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n if <<<(Skiped Levels) = [0]> or <(Skiped Levels) = [1]>> and <(Deaths) = [0]>> then\n switch costume to (costume2 v)\n end\nend\n\n@Sprite8\n\n@grunge-noise-texture-dirty_19-125438\n\nwhen flag clicked\nhide\nwait (1e-38) seconds\nshow\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (68)\nend\n\nwhen [timer v] > (0.2)\nhide\n\nwhen flag clicked\nshow list [top times v]\n\nadd [thing] to [top times v]\n\n@Red-Big-Heart-\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nhide\n\n@9942926-brushed-gold-star-isolated-on-white-\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.2)\nshow\nswitch costume to (costume2 v)\n\n@download\n\n@download2\n\nwhen flag clicked\nhide\n\n@download3\n\nwhen flag clicked\nhide\n\n@download4\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Music v)\n\ngo to [front v] layer\nshow\n\n@note\n\n
____________READ THIS!______________\nUse arrow keys or WASD to move.\nGet to the flag. #1 on trending games!!!!!!!\nAvoid spikes. Top loved!!!!!! 2020\nBounce on trampolines.\nTo skip a level press S key.\nIMPORTANT!!: If you want to play again DOUBLE click the green flag!!!\nPress Space bar to restart a level.\nPress left and right at the same time to moonwalk. ;)\nTurn up the volume to hear the sound effects!\n\nThere is a secret in level one... See if you can find it.\n
Rage Quit
@Stage\n\nwhen flag clicked\nset [paused? v] to [no]\nset volume to (75) %\nbroadcast (START STAGE v)\nbroadcast (start level v)\nforever\n play sound [Gaur Plain 8 Bit - Xenoblade Chronicles.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n if <(paused?) = [no]> then\n set [paused? v] to [yes]\n else\n set [paused? v] to [no]\n end\n wait until <not <key (p v) pressed?>>\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in stage v]\n\nplay sound [Zalza - Ultraviolet.mp3 v] until done\n\nwhen flag clicked\ndelete (all) of [death sayings v]\nadd [-020-060200Wow.] to [death sayings v]\nadd [-085-060200Stop dying.] to [death sayings v]\nadd [-150-060200Not how you do it.] to [death sayings v]\nadd [-190-060125You weren't even close that time.] to [death sayings v]\nadd [-105-060200Just give up.] to [death sayings v]\nadd [-070-060200You died.] to [death sayings v]\nadd [-055-060200lol rip] to [death sayings v]\nadd [-125-060150At least you tried.] to [death sayings v]\nadd [-070-060200Whoopsie] to [death sayings v]\nadd [-195-060150Insert quarter to play again] to [death sayings v]\nadd [-190-060125Oh sure, blame it on the contols.] to [death sayings v]\nadd [-140-060150Was that one a joke?] to [death sayings v]\nadd [-020-060250...] to [death sayings v]\nadd [-140-060150No, that wasn't lag.] to [death sayings v]\nadd [-160-060150Whoa you're really good!] to [death sayings v]\nadd [-025-060200oops] to [death sayings v]\nadd [-070-060200Nice one!] to [death sayings v]\nadd [-027-060200ewww] to [death sayings v]\nadd [-110-060200Don't do that.] to [death sayings v]\nadd [-160-060175Try to win next time.] to [death sayings v]\nadd [-115-060200C'mon really?] to [death sayings v]\nadd [-110-060175Take your time.] to [death sayings v]\nadd [-055-060200*Groan*] to [death sayings v]\nadd [-150-060150My dog can do better.] to [death sayings v]\nadd [-122-060150Whatta smart cookie] to [death sayings v]\nadd [-028-060190neat] to [death sayings v]\nadd [-087-060150Ya Dun Goofed] to [death sayings v]\nadd [-095-060150fingers slipped?] to [death sayings v]\nadd [-200-060120 -.-- --- ..- ... ..- -.-. -.-] to [death sayings v]\nadd [-088-060200rage quit?] to [death sayings v]\nadd [-130-060175I think you died.] to [death sayings v]\nadd [-100-060200Not again...] to [death sayings v]\nadd [-080-060200Don't cry.] to [death sayings v]\nadd [-020-060200Ugh] to [death sayings v]\nadd [-070-060200Good job?] to [death sayings v]\nadd [-190-060125What did you think red would do?] to [death sayings v]\nadd [-002-060200A+] to [death sayings v]\nadd [-060-060175haha ded] to [death sayings v]\nadd [-070-060150Sample text] to [death sayings v]\nadd [-110-060150Insert joke here] to [death sayings v]\n\nplay sound [Gaur Plain 8 Bit - Xenoblade Chronicles.mp3 v] until done\n\nstop all sounds\nforever\nend\n\nplay sound [Gaur Plain 8 Bit - Xenoblade Chronicles.mp3 v] until done\n\nwhen I receive [menu stop v]\nstop [other scripts in stage v]\nstop all sounds\nforever\nend\n\nset [☁ total deaths v] to [0]\n\nset [☁ total finishes v] to [0]\n\nbroadcast (TESTINGINGINGING v)\n\n@character\n\nwhen I receive [start level v]\ngo to [front v] layer\npoint in direction (90)\nset [midair? v] to [no]\nshow\nswitch costume to (stand2\(down\) v)\nset rotation style [left-right v]\nforever\n if <(paused?) = [no]> then\n set size to ([size v] of [hitbox v]) %\n go to (hitbox 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\n if <(Yv) < [-1]> then\n set [midair? v] to [yes]\n end\n end\n if <(cos stopper) = [no]> then\n if <(midair?) = [yes]> then\n if <(Yv) > [-2]> then\n if <([direction v] of [hitbox v]) = [90]> then\n switch costume to (jump1 v)\n else\n switch costume to (jump1\(down\) v)\n end\n else\n if <([direction v] of [hitbox v]) = [90]> then\n switch costume to (jump2 v)\n else\n switch costume to (jump2\(down\) v)\n end\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <([direction v] of [hitbox v]) = [90]> then\n switch costume to ((run cos.) + (1))\n else\n switch costume to ((run cos.) + (9))\n end\n else\n if <([direction v] of [hitbox v]) = [90]> then\n switch costume to (stand v)\n else\n switch costume to (stand2\(down\) v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nforever\n if <(paused?) = [no]> then\n set [run cos. v] to [1]\n wait (0.1) seconds\n change [run cos. v] by (1)\n wait (0.1) seconds\n change [run cos. v] by (1)\n wait (0.1) seconds\n change [run cos. v] by (1)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [start level v]\nforever\n if <(paused?) = [no]> then\n if <(Yv) = [0]> then\n if <(Yv) = [0]> then\n set [midair? v] to [no]\n else\n set [midair? v] to [yes]\n end\n end\n end\nend\n\nwhen I receive [start level v]\nset [cos stopper v] to [no]\nforever\n wait until <not <(midair?) = [no]>>\n wait until <(midair?) = [no]>\n set [cos stopper v] to [yes]\n if <([direction v] of [hitbox v]) = [90]> then\n switch costume to (crouch v)\n else\n switch costume to (crouch\(down\) v)\n end\n wait (0.01) seconds\n set [cos stopper v] to [no]\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nset [cos yv v] to [15]\nset rotation style [all around v]\ngo to [front v] layer\nif <(direction) = [90]> then\n repeat until <not <touching (_edge_ v)?>>\n change [cos yv v] by (-1)\n change y by (cos yv)\n turn left (15) degrees\n change x by (-3)\n end\n repeat (100)\n go to [front v] layer\n change [cos yv v] by (-1)\n change y by (cos yv)\n turn left (15) degrees\n change x by (-3)\n end\nelse\n repeat until <not <touching (_edge_ v)?>>\n change [cos yv v] by (-1)\n change y by (cos yv)\n turn right (15) degrees\n change x by (3)\n end\n repeat (100)\n go to [front v] layer\n change [cos yv v] by (-1)\n change y by (cos yv)\n turn right (15) degrees\n change x by (3)\n end\nend\n\nwhen I receive [level finish v]\nstop [other scripts in sprite v]\nhide\nbroadcast (menu v)\n\nwhen I receive [respawn v]\nstart sound [bxsb v]\nstop [other scripts in sprite v]\nbroadcast (start level v)\n\nwhen I receive [start level v]\nforever\n if <(paused?) = [no]> then\n if <(Yv) = [0]> then\n wait (0.01) seconds\n if <(Yv) = [0]> then\n set [double jump v] to [no]\n set [cos fix v] to [yes]\n wait (0) seconds\n set [cos fix v] to [no]\n end\n end\n end\nend\n\nrepeat (10)\nend\n\nchange x by (-2)\nif <touching (ground v)?> then\n set [midair? v] to [no]\nend\nchange x by (4)\nif <touching (ground v)?> then\n set [midair? v] to [no]\nend\nchange x by (-2)\n\nwait (0.01) seconds\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\n\n@hitbox\n\nwhen flag clicked\nhide\nset [spawn x v] to [-220]\nset [spawn y v] to [-30]\nspawn\n\nwhen I receive [start level v]\nforever\n if <(paused?) = [no]> then\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(midair?) = [yes]>>\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [double jump v] to [yes]\n end\n wait until <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <(midair?) = [no]>>\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(midair?) = [no]>>\n if <(midair?) = [yes]> then\n if <(double jump) = [yes]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(double jump) = [yes]> then\n start sound [Mario Jump v]\n broadcast (double jump v)\n set [yv v] to [9]\n set [midair? v] to [yes]\n set [double jump v] to [no]\n end\n end\n end\n end\n wait until <(midair?) = [no]>\n end\nend\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nstart sound [Punch2 v]\n\nwhen I receive [start level v]\nset size to (100) %\nshow\nspawn\nswitch costume to (hitbox2 v)\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nset [midair? v] to [yes]\nset [double jump v] to [yes]\npoint in direction (90)\nforever\n set [yv v] to (round (Yv))\n if <(paused?) = [no]> then\n if <touching (_edge_ v)?> then\n if <(x position) > [238]> then\n broadcast (scrollx+ v)\n end\n if <(x position) < [-238]> then\n broadcast (scrollx- v)\n end\n if <(y position) > [178]> then\n broadcast (scrolly+ v)\n end\n if <(y position) < [-178]> then\n broadcast (scrolly- v)\n end\n end\n if <(Yv) < [-10]> then\n set [yv v] to [-10]\n end\n if <<touching color (#d53d28)?> or <touching color (#ff4b4b)?>> then\n broadcast (death v)\n end\n if <touching color (#f9f074)?> then\n broadcast (level finish v)\n end\n if <(direction) = [90]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (6)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((6) * (-1))\n end\n set [xv v] to ((Xv) * (0.5))\n change x by (Xv)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n set [midair? v] to [no]\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n 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 (-0.8)\n change y by ((Yv) / (1))\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (((Yv) / (1)) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Mario Jump v]\n set [yv v] to [9]\n set [midair? v] to [yes]\n set [double jump v] to [yes]\n end\n end\n change y by (1)\n end\n if <(direction) = [-90]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (6)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((6) * (-1))\n end\n set [xv v] to ((Xv) * (0.5))\n change x by (Xv)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n 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 (-0.8)\n change y by (((Yv) / (1)) * (-1))\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n change y by (((Yv) / (1)) * (1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching color (#91ff3b)?> or <<touching color (#87db35)?> or <<touching color (#8a8782)?> or <touching color (#585653)?>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Mario Jump v]\n set [yv v] to [9]\n set [midair? v] to [yes]\n set [double jump v] to [yes]\n end\n end\n change y by (-1)\n end\n end\nend\n\nwhen I receive [level finish v]\nstop [other scripts in sprite v]\nhide\nstart sound [Powerup v]\n\ndefine spawn\npoint in direction (spawn dir)\ngo to x: (spawn x) y: (spawn y)\n\nwhen I receive [scrollx- v]\nset x to (230)\n\nwhen I receive [scrolly+ v]\nset y to (-170)\n\nwhen I receive [scrolly- v]\nset y to (170)\n\nwhen I receive [checkpoint v]\nset spawn\n\nwhen I receive [scrollx+ v]\nset x to (-230)\n\ndefine set spawn\nset [spawn x v] to (x position)\nset [spawn y v] to (y position)\nset [spawn dir v] to (direction)\nset [scroll spawn x v] to (scrollx)\nset [scroll spawn y v] to (scrolly)\n\nwhen [z v] key pressed\n\nforever\n if <(paused?) = [no]> then\n wait until <(midair?) = [yes]>\n set [double jump v] to [yes]\n wait until <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <(midair?) = [no]>>\n wait until <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(midair?) = [no]>>\n if <(midair?) = [yes]> then\n if <(double jump) = [yes]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(double jump) = [yes]> then\n start sound [Mario Jump v]\n broadcast (double jump v)\n set [yv v] to [9]\n set [midair? v] to [yes]\n set [double jump v] to [no]\n end\n end\n end\n end\n wait until <(midair?) = [no]>\n end\nend\n\nset [double jump v] to [yes]\n\nwhen I receive [switch direction v]\nif <(direction) = [90]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\nwhen [space v] key pressed\n\ngo to x: (-90) y: (-30)\n\nif <(username) = [joshrawesome]> then\nend\n\ngo to x: (-50) y: (135)\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\n\n@color palette\n\ngo to x: (0) y: (0)\nset size to (1500) %\nhide\n\n@ground\n\nwhen flag clicked\nset size to (500) %\nhide\n\nwhen I receive [level finish v]\nhide\n\nwhen I receive [start level v]\ngo to x: (0) y: (-20)\nshow\nset [scrollx v] to (SCROLL SPAWN X)\nset [scrolly v] to (SCROLL SPAWN Y)\nupdate cos.\n\nwhen I receive [scrollx+ v]\nchange [scrollx v] by (1)\nupdate cos.\nbroadcast (LEVEL SCROLLED v)\n\ndefine update cos.\nswitch costume to (join (join [level] (level #)) (join [tile\(] (join (scrollx) (join [,] (join (scrolly) [\)])))))\n\nwhen I receive [scrollx- v]\nchange [scrollx v] by (-1)\nupdate cos.\nbroadcast (LEVEL SCROLLED v)\n\nwhen I receive [scrolly+ v]\nchange [scrolly v] by (1)\nupdate cos.\nbroadcast (LEVEL SCROLLED v)\n\nwhen I receive [scrolly- v]\nchange [scrolly v] by (-1)\nupdate cos.\nbroadcast (LEVEL SCROLLED v)\n\nwhen I receive [start stage v]\nset [scroll spawn x v] to [0]\nset [scroll spawn y v] to [0]\n\nwhen I receive [respawn v]\ngo to x: (0) y: (-20)\nshow\nset [scrollx v] to (SCROLL SPAWN X)\nset [scrolly v] to (SCROLL SPAWN Y)\nupdate cos.\n\n@for offline editor\n\n@death\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\n\nwhen I receive [start level v]\nhide\n\nset size to (500) %\nswitch costume to (pick random (2) to (11))\n\ngo to x: (0) y: (0)\nswitch costume to (size2 v)\nset size to (500) %\nswitch costume to (pick random (2) to (11))\nwait (1) seconds\nbroadcast (respawn v)\n\nwait (1) seconds\nbroadcast (respawn v)\n\nwhen I receive [death v]\nshow\ngo to [front v] layer\nswitch costume to (size4 v)\nchange [deaths v] by (1)\nchange [☁ total deaths v] by (1)\n\nwhen I receive [testinginginging v]\nshow\ngo to [front v] layer\nswitch costume to (size4 v)\n\n@items\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [level finish v]\ndelete this clone\n\nwhen I receive [level scrolled v]\nwait (0.05) seconds\nif <([costume # v] of [ground v]) = [4]> then\n go to x: (50) y: (-155)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [5]> then\n go to x: (0) y: (95)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [6]> then\n go to x: (-60) y: (-115)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [7]> then\n go to x: (-120) y: (165)\n create clone of (_myself_ v)\n go to x: (120) y: (25)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [8]> then\n go to x: (-120) y: (115)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [13]> then\n go to x: (-230) y: (165)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [14]> then\n go to x: (0) y: (65)\n create clone of (_myself_ v)\n go to x: (-230) y: (-165)\n create clone of (_myself_ v)\n go to x: (230) y: (-165)\n create clone of (_myself_ v)\n go to x: (-230) y: (165)\n create clone of (_myself_ v)\n go to x: (230) y: (165)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nset size to (500) %\n\nwhen I start as a clone\nforever\n go to [front v] layer\n show\n wait until <not <touching (hitbox v)?>>\n wait until <touching (hitbox v)?>\n start sound [flip v]\n broadcast (switch direction v)\n hide\n wait (5) seconds\nend\n\nrepeat (10)\n set [midair? v] to [yes]\nend\n\nwhen I receive [level scrolled v]\ndelete this clone\n\nwhen I receive [switch direction v]\nrepeat (10)\n set [midair? v] to [yes]\nend\n\nwhen I receive [game end v]\nstop [other scripts in sprite v]\n\n@background\n\nwhen I receive [start level v]\ngo to x: (0) y: (-20)\nshow\nset [brightness v] effect to (20)\ngo [backward v] (100) layers\nset size to (500) %\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (-20)\nshow\nset [brightness v] effect to (20)\ngo [backward v] (100) layers\nset size to (500) %\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nwait (0.1) seconds\nstart sound [Flapping v]\nshow\nset size to (2) %\ngo to x: (0) y: (-300)\nglide x: (0) y: (100)\n\nwhen I receive [menu v]\ngo to [front v] layer\nwait (0.1) seconds\npoint in direction (90)\nsize: (300)\nset [title_size_v v] to [0]\nset [title_rotate_v v] to [0]\nrepeat (10)\n turn left (2) degrees\nend\nforever\n repeat (10)\n change [title_size_v v] by (-1)\n change size by (title_size_v)\n change [title_rotate_v v] by (0.5)\n turn right (title_rotate_v) degrees\n end\n repeat (10)\n change [title_size_v v] by (1)\n change size by (title_size_v)\n change [title_rotate_v v] by (-0.5)\n turn right (title_rotate_v) degrees\n end\n repeat (10)\n change [title_size_v v] by (1)\n change size by (title_size_v)\n change [title_rotate_v v] by (-0.5)\n turn right (title_rotate_v) degrees\n end\n repeat (10)\n change [title_size_v v] by (-1)\n change size by (title_size_v)\n change [title_rotate_v v] by (0.5)\n turn right (title_rotate_v) degrees\n end\nend\n\ndefine None\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x position) - (x)) * (-0.2))\n change y by (((y position) - (y)) * (-0.2))\nend\ngo to x: (x) y: (y)\n\ndefine None\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) * (-0.2))\nend\nset size to (size) %\n\nwhen I receive [menu stop v]\nstop [other scripts in sprite v]\nsize: (18)\nhide\nbroadcast (start level v)\n\n@levels\n\nwhen flag clicked\nset size to (500) %\nhide\n\nwhen I receive [menu v]\nhide\nswitch costume to (level1 v)\ncreate clone of (_myself_ v)\nswitch costume to (level2 v)\ncreate clone of (_myself_ v)\nswitch costume to (level3 v)\ncreate clone of (_myself_ v)\nswitch costume to (level4 v)\ncreate clone of (_myself_ v)\nswitch costume to (level5 v)\ncreate clone of (_myself_ v)\nswitch costume to (level6 v)\ncreate clone of (_myself_ v)\nswitch costume to (level7 v)\ncreate clone of (_myself_ v)\nswitch costume to (level8 v)\ncreate clone of (_myself_ v)\nswitch costume to (level9 v)\ncreate clone of (_myself_ v)\n\ndefine None\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x position) - (x)) * (-0.2))\n change y by (((y position) - (y)) * (-0.2))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nset size to (2) %\nsize: (400)\n\ndefine None\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) * (-0.2))\nend\nset size to (size) %\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n start sound [warn v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(clone_levelstart\(?\)) = [yes]> then\n set [level # v] to ((costume [number v]) - (2))\n set [scroll spawn y v] to [0]\n set [scroll spawn y v] to [0]\n set level spawn\n broadcast (START STAGE v)\n broadcast (menu leave v)\n start sound [dweep v]\n else\n start sound [invalid v]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n show\n go to x: (300) y: (-20)\n glide x: (-100) y: (-20)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (-100) y: (-10)\n else\n glide x: (-100) y: (-20)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to x: (300) y: (-20)\n glide x: (0) y: (-20)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (0) y: (-10)\n else\n glide x: (0) y: (-20)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n show\n go to x: (300) y: (-20)\n glide x: (100) y: (-20)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (100) y: (-10)\n else\n glide x: (100) y: (-20)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n show\n go to x: (-300) y: (-20)\n glide x: (-100) y: (-80)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (-100) y: (-70)\n else\n glide x: (-100) y: (-80)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n show\n go to x: (-300) y: (-20)\n glide x: (0) y: (-80)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (0) y: (-70)\n else\n glide x: (0) y: (-80)\n end\n end\nend\nif <(costume [number v]) = [8]> then\n show\n go to x: (-300) y: (-20)\n glide x: (100) y: (-80)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (100) y: (-70)\n else\n glide x: (100) y: (-80)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n show\n go to x: (300) y: (-20)\n glide x: (-100) y: (-140)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (-100) y: (-130)\n else\n glide x: (-100) y: (-140)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (300) y: (-20)\n glide x: (0) y: (-140)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (0) y: (-130)\n else\n glide x: (0) y: (-140)\n end\n end\nend\nif <(costume [number v]) = [11]> then\n show\n go to x: (300) y: (-20)\n glide x: (100) y: (-140)\n forever\n if <touching (mouse-pointer v)?> then\n glide x: (100) y: (-130)\n else\n glide x: (100) y: (-140)\n end\n end\nend\nif <(costume [number v]) = [12]> then\n switch costume to (costume3 v)\nend\n\nwhen I receive [level finish v]\nadd (level #) to [playable levels v]\n\nwhen I start as a clone\nif <[playable levels v] contains ((costume [number v]) - (2))?> then\n clear graphic effects\n set [clone_levelstart\(?\) v] to [yes]\nelse\n set [brightness v] effect to (-50)\n set [clone_levelstart\(?\) v] to [no]\nend\nif <[completed levels v] contains ((costume [number v]) - (2))?> then\n create clone of (checkmark v)\nend\n\ndefine set level spawn\nset [spawn x v] to [-220]\nset [spawn y v] to [-30]\n\nwhen flag clicked\n\nwait (0.2) seconds\nset [level # v] to [1]\nset level spawn\nbroadcast (menu leave v)\nstart sound [dweep v]\n\nwhen I receive [menu leave v]\nstop [other scripts in sprite v]\nif <not <((costume [number v]) - (2)) = (level #)>> then\n reset timer\n size: (50)\n delete this clone\nend\nif <((costume [number v]) - (2)) = (level #)> then\n wait (0.5) seconds\n broadcast (menu stop v)\n start sound [dweep v]\n size: (50)\n delete this clone\nend\n\nwhen flag clicked\ndelete (all) of [playable levels v]\nadd [1] to [playable levels v]\n\n@NPC\n\nwhen flag clicked\nhide\n\nwhen I receive [level finish v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [start level v]\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nforever\n if <(distance to [hitbox v]) < [20]> then\n end\nend\n\nshow\nforever\n repeat (2)\n next costume\n wait (0.5) seconds\n end\n switch costume to ((costume [number v]) - (2))\n wait (0.5) seconds\nend\n\nif <(level #) = [1]> then\n go to x: (-160) y: (-29)\n switch costume to (stand v)\n create clone of (_myself_ v)\nend\n\n@Signs\n\nwhen flag clicked\nhide\n\nwhen I receive [level finish v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <(paused?) = [no]> then\n if <<(sign selected?) = [yes]> and <key (space v) pressed?>> then\n set [paused? v] to [yes]\n wait (0.1) seconds\n switch costume to (stand2 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n switch costume to (stand v)\n broadcast (sign v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n clear graphic effects\n set size to (300) %\n go to x: (-5) y: (-120)\n forever\n if <(paused?) = [no]> then\n if <(sign selected?) = [yes]> then\n go to [front v] layer\n show\n else\n hide\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n clear graphic effects\n set [brightness v] effect to (100)\nend\nif <(costume [number v]) = [3]> then\n start sound [open sign v]\n clear graphic effects\n show\n set size to (1800) %\n go to [front v] layer\n go to x: (-9) y: (-60)\n wait until <not <key (space v) pressed?>>\n wait (1) seconds\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n start sound [close sign v]\n set [paused? v] to [no]\nend\nif <(costume [number v]) = [4]> then\n go to x: (200) y: (-130)\n show\n go to [front v] layer\n set size to (800) %\n clear graphic effects\n forever\n set [ghost v] effect to (0)\n wait (0.5) seconds\n set [ghost v] effect to (100)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n if <(paused?) = [no]> then\n if <(distance to [hitbox v]) < [20]> then\n start sound [warn v]\n wait until <not <(distance to [hitbox v]) < [20]>>\n end\n end\n end\nend\n\nforever\n set [ghost v] effect to (0)\n wait (0.5) seconds\n set [ghost v] effect to (100)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (100) %\n show\n forever\n if <(paused?) = [no]> then\n if <(distance to [hitbox v]) < [20]> then\n set [brightness v] effect to (30)\n set [sign selected? v] to [yes]\n else\n set [brightness v] effect to (0)\n set [sign selected? v] to [no]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n wait until <(paused?) = [no]>\n delete this clone\nend\n\nwhen I receive [level scrolled v]\ndelete this clone\n\nwhen I receive [level scrolled v]\nwait (0.05) seconds\nif <([costume # v] of [ground v]) = [2]> then\n go to x: (-160) y: (-29)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n switch costume to (stand v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [3]> then\n go to x: (-110) y: (-29)\n switch costume to (stand v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [4]> then\n go to x: (180) y: (-149)\n switch costume to (stand v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [9]> then\n go to x: (140) y: (-39)\n switch costume to (stand v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start stage v]\n\nwhen I receive [start level v]\nbroadcast (LEVEL SCROLLED v)\n\nbroadcast (LEVEL SCROLLED v)\n\n@Text Engine2\n\ndefine None\nset [animation? v] to [yes]\nset [letter count v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n change [letter count v] by (1)\n if <(letter (Letter Count) of (text)) = [a]> then\n switch costume to (a-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [b]> then\n switch costume to (b-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [c]> then\n switch costume to (c-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [d]> then\n switch costume to (d-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [e]> then\n switch costume to (e-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [f]> then\n switch costume to (f-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [g]> then\n switch costume to (g-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [h]> then\n switch costume to (h-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [i]> then\n switch costume to (i-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [j]> then\n switch costume to (j-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [k]> then\n switch costume to (k-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [l]> then\n switch costume to (l-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [m]> then\n switch costume to (m-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [n]> then\n switch costume to (n-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [o]> then\n switch costume to (o-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [p]> then\n switch costume to (p-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [q]> then\n switch costume to (q-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [r]> then\n switch costume to (r-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [s]> then\n switch costume to (s-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [t]> then\n switch costume to (t-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [u]> then\n switch costume to (u-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [v]> then\n switch costume to (v-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [w]> then\n switch costume to (w-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [x]> then\n switch costume to (x-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [y]> then\n switch costume to (y-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [z]> then\n switch costume to (z-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [0]> then\n switch costume to (0-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [1]> then\n switch costume to (1-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [2]> then\n switch costume to (2-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [3]> then\n switch costume to (3-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [4]> then\n switch costume to (4-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [5]> then\n switch costume to (5-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [6]> then\n switch costume to (6-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [7]> then\n switch costume to (7-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [8]> then\n switch costume to (8-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [9]> then\n switch costume to (9-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [.]> then\n switch costume to (period. v)\n else\n if <(letter (Letter Count) of (text)) = [!]> then\n switch costume to (exclamation mark! v)\n else\n if <(letter (Letter Count) of (text)) = [?]> then\n switch costume to (question mark? v)\n else\n if <(letter (Letter Count) of (text)) = [,]> then\n switch costume to (comma, v)\n else\n if <(letter (Letter Count) of (text)) = [']> then\n switch costume to (' v)\n else\n if <(letter (Letter Count) of (text)) = [\(]> then\n switch costume to (\( v)\n else\n if <(letter (Letter Count) of (text)) = [\)]> then\n switch costume to (\) v)\n else\n if <(letter (Letter Count) of (text)) = [:]> then\n switch costume to (: v)\n else\n if <(letter (Letter Count) of (text)) = [;]> then\n switch costume to (; semi colon v)\n else\n if <(letter (Letter Count) of (text)) = [+]> then\n switch costume to (+ v)\n else\n if <(letter (Letter Count) of (text)) = [-]> then\n switch costume to (- v)\n else\n if <(letter (Letter Count) of (text)) = [=]> then\n switch costume to (= v)\n else\n if <(letter (Letter Count) of (text)) = ["]> then\n switch costume to (" v)\n else\n if <(letter (Letter Count) of (text)) = [$]> then\n switch costume to ($ v)\n else\n if <(letter (Letter Count) of (text)) = [%]> then\n switch costume to (% v)\n else\n if <(letter (Letter Count) of (text)) = [<]> then\n switch costume to (< v)\n else\n if <(letter (Letter Count) of (text)) = [>]> then\n switch costume to (> v)\n else\n if <(letter (Letter Count) of (text)) = [@]> then\n switch costume to (@ v)\n else\n if <(letter (Letter Count) of (text)) = [/]> then\n switch costume to (/ v)\n else\n if <(letter (Letter Count) of (text)) = [\]> then\n switch costume to (\ v)\n else\n if <(letter (Letter Count) of (text)) = [|]> then\n switch costume to (| v)\n else\n if <(letter (Letter Count) of (text)) = [*]> then\n switch costume to (* v)\n else\n change x by (spacing)\n switch costume to (space v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n create clone of (_myself_ v)\n change x by (spacing)\n if <(x position) > [220]> then\n go to x: (-220) y: ((y position) - ((spacing) * (2)))\n end\nend\n\nwhen I start as a clone\n\ndefine Clear\nset [clear? v] to [yes]\nwait (0.1) seconds\nset [clear? v] to [no]\n\ndefine None\nset size to (size) %\nset [animation? v] to [no]\nset [letter count v] to [0]\nif <(TEXT?) = [dead]> then\n set [letter count v] to [11]\nend\ngo to x: (x) y: (y)\nrepeat (length of (text))\n change [letter count v] by (1)\n if <(letter (Letter Count) of (text)) = [a]> then\n switch costume to (a-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [b]> then\n switch costume to (b-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [c]> then\n switch costume to (c-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [d]> then\n switch costume to (d-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [e]> then\n switch costume to (e-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [f]> then\n switch costume to (f-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [g]> then\n switch costume to (g-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [h]> then\n switch costume to (h-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [i]> then\n switch costume to (i-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [j]> then\n switch costume to (j-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [k]> then\n switch costume to (k-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [l]> then\n switch costume to (l-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [m]> then\n switch costume to (m-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [n]> then\n switch costume to (n-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [o]> then\n switch costume to (o-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [p]> then\n switch costume to (p-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [q]> then\n switch costume to (q-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [r]> then\n switch costume to (r-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [s]> then\n switch costume to (s-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [t]> then\n switch costume to (t-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [u]> then\n switch costume to (u-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [v]> then\n switch costume to (v-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [w]> then\n switch costume to (w-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [x]> then\n switch costume to (x-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [y]> then\n switch costume to (y-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [z]> then\n switch costume to (z-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [0]> then\n switch costume to (0-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [1]> then\n switch costume to (1-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [2]> then\n switch costume to (2-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [3]> then\n switch costume to (3-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [4]> then\n switch costume to (4-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [5]> then\n switch costume to (5-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [6]> then\n switch costume to (6-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [7]> then\n switch costume to (7-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [8]> then\n switch costume to (8-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [9]> then\n switch costume to (9-pixel v)\n else\n if <(letter (Letter Count) of (text)) = [.]> then\n switch costume to (period. v)\n else\n if <(letter (Letter Count) of (text)) = [!]> then\n switch costume to (exclamation mark! v)\n else\n if <(letter (Letter Count) of (text)) = [?]> then\n switch costume to (question mark? v)\n else\n if <(letter (Letter Count) of (text)) = [,]> then\n switch costume to (comma, v)\n else\n if <(letter (Letter Count) of (text)) = [']> then\n switch costume to (' v)\n else\n if <(letter (Letter Count) of (text)) = [\(]> then\n switch costume to (\( v)\n else\n if <(letter (Letter Count) of (text)) = [\)]> then\n switch costume to (\) v)\n else\n if <(letter (Letter Count) of (text)) = [:]> then\n switch costume to (: v)\n else\n if <(letter (Letter Count) of (text)) = [;]> then\n switch costume to (; semi colon v)\n else\n if <(letter (Letter Count) of (text)) = [+]> then\n switch costume to (+ v)\n else\n if <(letter (Letter Count) of (text)) = [-]> then\n switch costume to (- v)\n else\n if <(letter (Letter Count) of (text)) = [=]> then\n switch costume to (= v)\n else\n if <(letter (Letter Count) of (text)) = ["]> then\n switch costume to (" v)\n else\n if <(letter (Letter Count) of (text)) = [$]> then\n switch costume to ($ v)\n else\n if <(letter (Letter Count) of (text)) = [%]> then\n switch costume to (% v)\n else\n if <(letter (Letter Count) of (text)) = [<]> then\n switch costume to (< v)\n else\n if <(letter (Letter Count) of (text)) = [>]> then\n switch costume to (> v)\n else\n if <(letter (Letter Count) of (text)) = [@]> then\n switch costume to (@ v)\n else\n if <(letter (Letter Count) of (text)) = [/]> then\n switch costume to (/ v)\n else\n if <(letter (Letter Count) of (text)) = [\]> then\n switch costume to (\ v)\n else\n if <(letter (Letter Count) of (text)) = [|]> then\n switch costume to (| v)\n else\n if <(letter (Letter Count) of (text)) = [*]> then\n switch costume to (* v)\n else\n change x by (spacing)\n switch costume to (space v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n create clone of (_myself_ v)\n change x by ((size) / (10))\nend\n\nwhen flag clicked\nreset timer\nset size to (100) %\nhide\n\nforever\n if <<(paused?) = [yes]> and <(sign selected?) = [yes]>> then\n if <(level #) = [1]> then\n end\n end\nend\n\nwhen I start as a clone\nif <(TEXT?) = [sign]> then\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n wait (1) seconds\n wait until <(paused?) = [no]>\n delete this clone\nend\nif <(TEXT?) = [dead]> then\n repeat (10)\n show\n go to [front v] layer\n end\nend\nif <(TEXT?) = [end]> then\n repeat (10)\n show\n go to [front v] layer\n end\nend\n\nwhen I receive [sign v]\nclear graphic effects\nset [text? v] to [sign]\nset size to (100) %\nif <([costume # v] of [ground v]) = [2]> then\n Type [Double jump by] at x: (-80) y: (30) Size (100)\n Type [pressing the] at x: (-70) y: (10) Size (100)\n Type [up arrow in midair.] at x: (-105) y: (-10) Size (100)\nend\nif <([costume # v] of [ground v]) = [3]> then\n Type [Checkpoints will] at x: (-75) y: (50) Size (100)\n Type [set a respawn] at x: (-70) y: (30) Size (100)\n Type [so you can die] at x: (-80) y: (10) Size (100)\n Type [without worries.] at x: (-75) y: (-10) Size (100)\nend\nif <([costume # v] of [ground v]) = [4]> then\n Type [The blue item] at x: (-75) y: (30) Size (100)\n Type [switches your] at x: (-70) y: (10) Size (100)\n Type [gravity!] at x: (-40) y: (-10) Size (100)\nend\nif <([costume # v] of [ground v]) = [9]> then\n Type [beware] at x: (-100) y: (0) Size (400)\nend\n\nif <(x position) > [220]> then\n go to x: (-220) y: ((y position) - ((spacing) * (2)))\nend\n\nwhen I receive [death v]\nclear graphic effects\nset [brightness v] effect to (100)\nset [text? v] to [dead]\nset size to (100) %\nset [niwgeinohzsfvohnibsgrhjbowgthbior v] to (pick random (1) to (40))\nset [deedaedaewd v] to (item (niwgeinohzsfvohnibsgrhjbowgthbior) of [death sayings v])\nType (deedaedaewd) at x: (join (letter (1) of (deedaedaewd)) (join (letter (2) of (deedaedaewd)) (join (letter (3) of (deedaedaewd)) (letter (4) of (deedaedaewd))))) y: (join (letter (5) of (deedaedaewd)) (join (letter (6) of (deedaedaewd)) (join (letter (7) of (deedaedaewd)) (letter (8) of (deedaedaewd))))) Size (join (letter (9) of (deedaedaewd)) (join (letter (10) of (deedaedaewd)) (letter (11) of (deedaedaewd))))\nwait (1) seconds\nbroadcast (respawn v)\n\nif <(Animation?) = [yes]> then\n repeat (5)\n set y to ((y position) + (1))\n change [ghost v] effect by (-20)\n end\nend\n\nType [gravity!] at x: (-40) y: (-10) Size (100)\nType [The blue item] at x: (-75) y: (30) Size (100)\n\nwhen I receive [respawn v]\nif <(TEXT?) = [dead]> then\n delete this clone\nend\n\nwhen I receive [game end v]\nclear graphic effects\nset [text? v] to [end]\nset size to (100) %\nType [you won!] at x: (-90) y: (30) Size (300)\nType (join [Your time:] (timer)) at x: (-80) y: (-10) Size (100)\nType (join [Your deaths:] (DEATHS)) at x: (-60) y: (-35) Size (100)\nType (join [Total deaths:] (☁ TOTAL DEATHS)) at x: (-65) y: (-60) Size (100)\nType (join [Best time:] (☁ best time)) at x: (-80) y: (-85) Size (100)\nType (join [Total finishes:] (☁ total finishes)) at x: (-70) y: (-110) Size (100)\n\nforever\n if <(Clear?) = [yes]> then\n delete this clone\n end\nend\n\nwhen I receive [testinginginging v]\nclear graphic effects\nset [brightness v] effect to (100)\nset [text? v] to [dead]\nset size to (100) %\nset [niwgeinohzsfvohnibsgrhjbowgthbior v] to (pick random (36) to (36))\nset [deedaedaewd v] to (item (niwgeinohzsfvohnibsgrhjbowgthbior) of [death sayings v])\nType (deedaedaewd) at x: (join (letter (1) of (deedaedaewd)) (join (letter (2) of (deedaedaewd)) (join (letter (3) of (deedaedaewd)) (letter (4) of (deedaedaewd))))) y: (join (letter (5) of (deedaedaewd)) (join (letter (6) of (deedaedaewd)) (join (letter (7) of (deedaedaewd)) (letter (8) of (deedaedaewd))))) Size (join (letter (9) of (deedaedaewd)) (join (letter (10) of (deedaedaewd)) (letter (11) of (deedaedaewd))))\n\n@checkpoint\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [level scrolled v]\nwait (0.05) seconds\nif <([costume # v] of [ground v]) = [2]> then\n go to x: (-160) y: (-156)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [3]> then\n go to x: (0) y: (-36)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [6]> then\n go to x: (-60) y: (-66)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [7]> then\n go to x: (40) y: (-46)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [9]> then\n go to x: (-130) y: (-46)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [12]> then\n go to x: (-40) y: (-56)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [13]> then\n go to x: (40) y: (-136)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\nif <([costume # v] of [ground v]) = [14]> then\n go to x: (0) y: (-76)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [level scrolled v]\ndelete this clone\n\nwhen I receive [start stage v]\nif <(level #) = [1]> then\n delete (all) of [level 1 checkpoints v]\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nforever\n if <(paused?) = [no]> then\n if <not <[level 1 checkpoints v] contains ([costume # v] of [ground v])?>> then\n if <touching (hitbox v)?> then\n broadcast (checkpoint v)\n start sound [star v]\n repeat (4)\n next costume\n wait (0.1) seconds\n end\n add ([costume # v] of [ground v]) to [level 1 checkpoints v]\n stop [this script v]\n end\n else\n switch costume to (costume6 v)\n end\n end\nend\n\n@game end\n\nwhen flag clicked\nwait (1) seconds\nwait until <[level 1 checkpoints v] contains [14]?>\nbroadcast (GAME END v)\nchange [☁ total finishes v] by (1)\nif <(timer) < (☁ best time)> then\n set [☁ best time v] to (timer)\nend\n\n@thumby\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (100)\n\nshow\ngo to [front v] layer\nclear graphic effects\ngo to x: (-5) y: (-10)\nswitch costume to (costume2 v)\nset size to (900) %\nswitch costume to (costume1 v)\n\n
- Dash & Jump -
@Stage\n\nwhen I receive [hide lvl2 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [enter water v]\nif <(world) > [2]> then\n if <(1Music on?) = [1]> then\n repeat (5)\n change volume by (20)\n end\n end\nend\n\nwhen I receive [exit water v]\nif <(world) > [2]> then\n if <(1Music on?) = [1]> then\n repeat (5)\n change volume by (-20)\n end\n end\nend\n\nwhen I receive [boss v]\nif <(1Music on?) = [1]> then\n repeat (50)\n change volume by (-2)\n end\n stop [other scripts in sprite v]\n set volume to (0) %\nend\n\nwhen I receive [end intro v]\nswitch backdrop to (saved bg)\nset volume to (100) %\nforever\n if <(1Music on?) = [1]> then\n if <(jukebox song) = [0]> then\n if <<(menu) = [2]> or <<(menu) = [4]> or <(menu) = [6]>>> then\n play sound [competition v] until done\n else\n play sound [sonic menu v] until done\n end\n end\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in stage v]\nbroadcast (hide lvl2 v)\nswitch backdrop to (saved bg)\nset volume to (0) %\nwait until <(menu) = [2]>\nforever\n if <(1Music on?) = [1]> then\n if <(jukebox song) = [0]> then\n if <<(menu) = [2]> or <<(menu) = [4]> or <(menu) = [6]>>> then\n play sound [competition v] until done\n else\n play sound [sonic menu v] until done\n end\n end\n end\nend\n\nwhen I receive [boss killed v]\nstop [other scripts in stage v]\n\nwhen I receive [gameplay v]\nrepeat (20)\n change volume by (-5)\nend\nif <(world) < [3]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [gameplay v]\nif <(1Music on?) = [1]> then\n if <(world) > [2]> then\n wait (0.5) seconds\n stop [other scripts in sprite v]\n set volume to (0) %\n if <(jukebox song) = [0]> then\n play sound (join [world ] (join (world) [ intro])) until done\n forever\n play sound (join [world ] (join (world) [ loop])) until done\n end\n end\n end\nend\n\n@mike\n\nwhen I receive [fade v]\nset [left or right v] to [r]\nset [go in portal? v] to [0]\nif <<not <(costume [number v]) = [11]>> and <not <(costume [number v]) = [24]>>> then\n set [turn v] to [90]\n point in direction (90)\n set size to (0) %\n set [ghost v] effect to (100)\n repeat (10)\n change size by (((35) - (size)) / (2))\n change [ghost v] effect by (-10)\n end\n set size to (35) %\nend\n\nwhen I receive [hide level sprites v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [gameplay v]\nif <(world) > [2]> then\n forever\n wait until <touching (water v)?>\n broadcast (enter water v)\n wait (0.1) seconds\n wait until <not <touching (water v)?>>\n broadcast (exit water v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [hit by boss v]\nbroadcast (fade v)\nbroadcast (reset orbs v)\ncreate clone of (_myself_ v)\ngo to x: (-206) y: (-118)\nset [x speed v] to [0]\nset [y speed v] to [-1]\nset [up thing v] to [a]\n\nwhen I receive [gameplay v]\nforever\n set [walk frame v] to [1]\n repeat (3)\n change [walk frame v] by (1)\n end\n repeat (3)\n change [walk frame v] by (-1)\n end\n set [walk frame v] to [1]\n wait (0) seconds\n set [walk frame v] to [4]\n repeat (3)\n change [walk frame v] by (1)\n end\n repeat (2)\n change [walk frame v] by (-1)\n end\nend\n\nwhen I receive [goal v]\nif <(left or right) = [r]> then\n switch costume to (jump3 v)\nelse\n switch costume to (jump3-l v)\nend\n\nwhen flag clicked\nset [up or down? v] to [down]\nset [key? v] to [0]\nset [mini? v] to [1]\nset [level v] to [1]\nset [paused? v] to [0]\nset [touching star? v] to [0]\nset [falling2? v] to [0]\nset [red or blue? v] to [r]\nset [can jump? v] to [1]\nhide\n\nwhen I receive [gameplay v]\nif <(world) > [1]> then\n forever\n if <touching (arrow orbs v)?> then\n wait (0.05) seconds\n if <touching (arrow orbs v)?> then\n if <(left or right) = [r]> then\n set [left or right v] to [l]\n else\n set [left or right v] to [r]\n end\n broadcast (swap walk v)\n set [x speed v] to [0]\n wait (0.2) seconds\n wait until <not <touching (arrow orbs v)?>>\n end\n end\n end\nend\n\nwhen I receive [gameplay v]\nif <(world) > [1]> then\n forever\n if <<touching (arrow orbs2 v)?> and <not <(paused?) = [1]>>> then\n wait (0.05) seconds\n if <<touching (arrow orbs2 v)?> and <not <(paused?) = [1]>>> then\n if <(up or down?) = [down]> then\n set [up or down? v] to [up]\n else\n set [up or down? v] to [down]\n end\n turn right (180) degrees\n if <not <touching (water v)?>> then\n set [falling2? v] to [1]\n set [x speed v] to [0]\n end\n set [y speed v] to [0]\n broadcast (swap gravity v)\n wait (0.2) seconds\n wait until <not <touching (arrow orbs2 v)?>>\n end\n end\n end\nend\n\ndefine ground\nset [jump thing1 v] to [0]\nset [old y v] to (y position)\nif <<touching (level v)?> or <touching (redblueblocks v)?>> then\n set [on ground? v] to [1]\n set [up thing v] to [0]\n repeat until <<<not <touching (level v)?>> and <not <touching (redblueblocks v)?>>> or <(up thing) = [a]>>\n if <(up or down?) = [down]> then\n change y by (0.1)\n else\n change y by (-0.1)\n end\n change [up thing v] by (1)\n if <(up thing) > [150]> then\n create clone of (_myself_ v)\n broadcast (fade v)\n broadcast (reset orbs v)\n go to x: (-206) y: (-118)\n point in direction (90)\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [up thing v] to [a]\n end\n end\n if <(up or down?) = [down]> then\n set [y speed v] to [-1.5]\n else\n set [y speed v] to [1.5]\n end\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> and <(can jump?) = [1]>> then\n if <not <touching (water v)?>> then\n if <(up or down?) = [down]> then\n set [y speed v] to ((12) / (mini?))\n else\n set [y speed v] to ((-12) / (mini?))\n end\n broadcast (jump v)\n else\n if <(up or down?) = [down]> then\n set [y speed v] to [1]\n else\n set [y speed v] to [-1]\n end\n end\n end\nelse\n set [on ground? v] to [0]\nend\n\ndefine costume\nif <(left or right) = [r]> then\n if <(up or down?) = [down]> then\n if <(on ground?) = [1]> then\n switch costume to (walk frame)\n else\n switch costume to (jump frame)\n end\n else\n if <(on ground?) = [1]> then\n switch costume to ((walk frame) + (13))\n else\n switch costume to ((jump frame) + (13))\n end\n end\nelse\n if <(up or down?) = [down]> then\n if <(on ground?) = [1]> then\n switch costume to ((walk frame) + (13))\n else\n switch costume to ((jump frame) + (13))\n end\n else\n if <(on ground?) = [1]> then\n switch costume to (walk frame)\n else\n switch costume to (jump frame)\n end\n end\nend\n\nwhen I receive [swap gravity v]\nwait (0.1) seconds\nwait until <<(on ground?) = [1]> or <touching (water v)?>>\nset [falling2? v] to [0]\n\nset y to (-124)\n\nwhen I start as a clone\nset [mini? v] to [1]\nset [red or blue? v] to [r]\nbroadcast (swap colours v)\nif <(classic mode?) = [0]> then\n start sound [hit!! v]\nelse\n start sound [fireball v]\nend\nset [up or down? v] to [down]\nbroadcast (player hit v)\ngo to [front v] layer\ngo [backward v] (3) layers\nset y to (old y)\nif <(left or right) = [r]> then\n switch costume to (fall1 v)\n set [x speed v] to [-8]\nelse\n switch costume to (fall-l v)\n set [x speed v] to [8]\nend\nset [y speed v] to [5]\nrepeat until <<(y position) < [-168]> or <(x position) < [-235]>>\n turn left (8) degrees\n change [y speed v] by (-1.5)\n change [x speed v] by (((0) - (x speed)) / (18))\n if <(size) = [35]> then\n change x by (x speed)\n change y by (y speed)\n else\n change x by ((x speed) / (2))\n change y by ((y speed) / (2))\n end\nend\ndelete this clone\n\nwhen I receive [gameplay v]\nset [can jump? v] to [1]\nset [mini? v] to [1]\nset [red or blue? v] to [r]\nset [falling2? v] to [0]\nset [up or down? v] to [down]\nset [touching star? v] to [0]\nset volume to ((1Sound on?) * (100)) %\nset [paused? v] to [0]\nset rotation style [all around v]\nset [left or right v] to [r]\nset [go in portal? v] to [0]\ndelete (all) of [doors v]\nset [key? v] to [0]\nwait (0.2) seconds\npoint in direction (90)\nset [turn v] to [90]\nswitch costume to (walk1 v)\nshow\ngo to x: (-206) y: (-118)\nset [x speed v] to [0]\nset [y speed v] to [-1]\nset [level v] to [1]\nset [on ground? v] to [1]\nset [floor v] to [2]\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (20)\n change size by (((35) - (size)) / (4))\n change [ghost v] effect by (-10)\nend\nset size to (35) %\nforever\n set rotation style [don't rotate v]\n if <(y speed) > [12]> then\n set [y speed v] to [12]\n end\n if <(y speed) < [-12]> then\n set [y speed v] to [-12]\n end\n switch costume to (hitbox v)\n change x by (x speed)\n change y by (y speed)\n if <(up or down?) = [down]> then\n turn right (((turn) - (direction)) / (3)) degrees\n else\n turn right ((((turn) * (-1)) - (direction)) / (3)) degrees\n end\n if <(mini?) = [1]> then\n if <(left or right) = [r]> then\n set [turn v] to ((y speed) + (93))\n else\n set [turn v] to (((y speed) * (-1)) + (87))\n end\n else\n if <(left or right) = [r]> then\n set [turn v] to (((y speed) / (2)) + (93))\n else\n set [turn v] to (((y speed) / (-2)) + (87))\n end\n end\n if <(y position) < [-173]> then\n create clone of (_myself_ v)\n broadcast (fade v)\n broadcast (reset orbs v)\n go to x: (-206) y: (-118)\n point in direction (90)\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [up thing v] to [a]\n end\n if <(y position) > [162]> then\n if <(up or down?) = [down]> then\n set [y speed v] to [-1]\n set [up thing v] to [a]\n set y to (162)\n else\n if <(y position) > [183]> then\n create clone of (_myself_ v)\n broadcast (fade v)\n broadcast (reset orbs v)\n go to x: (-206) y: (-118)\n point in direction (90)\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [up thing v] to [a]\n end\n end\n end\n ground\n if <<touching (keys v)?> and <(clone touching key or star?) = [0]>> then\n set [key touch v] to [1]\n else\n set [key touch v] to [0]\n end\n if <<touching (boss v)?> and <(clone touching key or star?) = [0]>> then\n set [boss touch v] to [1]\n else\n set [boss touch v] to [0]\n end\n if <touching (water v)?> then\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> then\n if <(up or down?) = [down]> then\n change [y speed v] by ((((8) / (mini?)) - (y speed)) / (15))\n else\n change [y speed v] by ((((-8) / (mini?)) - (y speed)) / (15))\n end\n else\n if <(up or down?) = [down]> then\n change [y speed v] by ((((-8) / (mini?)) - (y speed)) / (15))\n else\n change [y speed v] by ((((8) / (mini?)) - (y speed)) / (15))\n end\n end\n else\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> then\n if <(up or down?) = [down]> then\n change [y speed v] by ((-1) / (mini?))\n else\n change [y speed v] by ((1) / (mini?))\n end\n else\n if <(up or down?) = [down]> then\n change [y speed v] by ((-1.5) / (mini?))\n else\n change [y speed v] by ((1.5) / (mini?))\n end\n end\n end\n if <(falling2?) = [0]> then\n if <touching (water v)?> then\n if <(left or right) = [r]> then\n change [x speed v] by ((((2) / (mini?)) - (x speed)) / (16))\n else\n change [x speed v] by ((((-2) / (mini?)) - (x speed)) / (16))\n end\n else\n if <(left or right) = [r]> then\n change [x speed v] by ((((4) / (mini?)) - (x speed)) / (16))\n else\n change [x speed v] by ((((-4) / (mini?)) - (x speed)) / (16))\n end\n end\n end\n if <(x position) < [-230]> then\n set [left or right v] to [r]\n broadcast (reset orbs v)\n set [x speed v] to [0]\n set x to (-230)\n end\n if <<(x position) > [235]> or <<key (b v) pressed?> and <(username) = [ToadfanSchool]>>> then\n set [red or blue? v] to [r]\n broadcast (swap colours v)\n set x to (236)\n delete (all) of [keys v]\n delete (all) of [doors v]\n start sound [windows thing v]\n set [up or down? v] to [down]\n change [☁ level beats v] by (1)\n set [key? v] to [0]\n if <(floor) = [2]> then\n set [floor v] to [1]\n change [level v] by (1)\n else\n set [floor v] to [2]\n change [level v] by (1)\n end\n set [x speed v] to [0]\n set [y speed v] to [0]\n hide\n wait (0.5) seconds\n set [turn v] to [90]\n point in direction (90)\n set [mini? v] to [1]\n go to x: (-206) y: (-118)\n wait until <([x position v] of [level v]) = [0]>\n show\n set [ghost v] effect to (100)\n move up\n broadcast (fade v)\n if <<(level) = [10]> and <(world) = [4]>> then\n broadcast (boss v)\n switch costume to (walk1 v)\n wait (2) seconds\n end\n end\n if <touching (spikes v)?> then\n broadcast (fade v)\n broadcast (reset orbs v)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-206) y: (-118)\n set [x speed v] to [0]\n set [y speed v] to [-1]\n set [up thing v] to [a]\n end\n if <touching (doors v)?> then\n if <(key?) > [0]> then\n set rotation style [all around v]\n if <(left or right) = [r]> then\n switch costume to (key v)\n else\n switch costume to (fall-l v)\n end\n change [key? v] by (-1)\n broadcast (unlock door v)\n start sound [MW_KeyOpen v]\n wait (0.25) seconds\n set [x speed v] to [0]\n set [y speed v] to [-1]\n switch costume to (hitbox v)\n else\n set rotation style [all around v]\n if <(left or right) = [r]> then\n switch costume to (key v)\n else\n switch costume to (key-l v)\n end\n broadcast (door fail v)\n wait (0.25) seconds\n broadcast (fade v)\n broadcast (reset orbs v)\n create clone of (_myself_ v)\n go to x: (-206) y: (-118)\n point in direction (90)\n set [x speed v] to [0]\n set [y speed v] to [-1]\n set [up thing v] to [a]\n end\n end\n if <<touching (portals v)?> and <(Go in portal?) = [1]>> then\n set rotation style [all around v]\n if <(left or right) = [r]> then\n switch costume to (jump3 v)\n else\n switch costume to (jump3-l v)\n end\n set [go in portal? v] to [0]\n start sound [teleport v]\n if <(mini?) = [1]> then\n set size to (35) %\n else\n set size to (17.5) %\n end\n repeat (5)\n change x by (x speed)\n change [ghost v] effect by (20)\n if <(mini?) = [1]> then\n change size by (-5)\n else\n change size by (-2.5)\n end\n end\n set size to (5) %\n if <<<(world) = [2]> and <<(level) = [6]> or <(level) = [8]>>> or <<(world) = [4]> and <<(level) = [3]> or <(level) > [6]>>>> then\n set [left or right v] to [r]\n set [up or down? v] to [down]\n set [x speed v] to [4]\n point in direction (90)\n switch costume to (jump3 v)\n broadcast (reset orbs v)\n end\n if <<(world) = [4]> and <(level) = [9]>> then\n set [red or blue? v] to [b]\n broadcast (swap colours v)\n end\n go to x: (item (1) of [portal exit v]) y: (item (2) of [portal exit v])\n set [go in portal? v] to [0]\n broadcast (teleport v)\n set size to (5) %\n repeat (5)\n change x by (x speed)\n change [ghost v] effect by (-20)\n if <(mini?) = [1]> then\n change size by (5)\n else\n change size by (2.5)\n end\n end\n if <(mini?) = [1]> then\n set size to (35) %\n else\n set size to (17.5) %\n end\n set [y speed v] to [0]\n set [go in portal? v] to [0]\n end\n if <<(level) = [11]> and <(x position) > [-15]>> then\n stop [other scripts in sprite v]\n broadcast (goal v)\n repeat (30)\n change y by (((-121) - (y position)) / (4))\n end\n set y to (-121)\n stop [this script v]\n end\n set rotation style [all around v]\n if <<touching (lasers v)?> and <(mini?) = [1]>> then\n switch costume to (fall1 v)\n start sound [fireball v]\n set [x speed v] to [0]\n set [y speed v] to [0]\n set [mini? v] to [1.5]\n set size to (35) %\n set [brightness v] effect to (100)\n repeat (10)\n change size by (((17.5) - (size)) / (2))\n change [brightness v] effect by (-10)\n change y by (-0.75)\n end\n set size to (17.5) %\n end\n if <<touching (stars v)?> and <(clone touching key or star?) = [0]>> then\n set [touching star? v] to [1]\n else\n set [touching star? v] to [0]\n end\n costume\n wait until <(paused?) = [0]>\nend\n\nwhen I receive [gameplay v]\nforever\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> and <touching (orbs v)?>> then\n if <(up or down?) = [down]> then\n set [y speed v] to [9]\n else\n set [y speed v] to [-9]\n end\n broadcast (jump v)\n wait until <not <touching (orbs v)?>>\n end\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> and <not <touching (orbs v)?>>> then\n set [times v] to [0]\n repeat until <<(times) > [3]> or <not <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>>>>\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>> and <touching (orbs v)?>> then\n if <(up or down?) = [down]> then\n set [y speed v] to ((9) / (mini?))\n else\n set [y speed v] to ((-9) / (mini?))\n end\n broadcast (jump v)\n set [times v] to [15]\n wait until <not <touching (orbs v)?>>\n end\n change [times v] by (1)\n end\n wait until <not <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <mouse down?>>>>\n end\nend\n\nwhen I receive [gameplay v]\nif <(world) > [2]> then\n forever\n if <<touching (c-buttons v)?> or <touching (swap button v)?>> then\n broadcast (touch button v)\n if <not <touching (water v)?>> then\n set [x speed v] to [0]\n set [falling2? v] to [1]\n wait until <<not <touching (c-buttons v)?>> and <not <touching (swap button v)?>>>\n wait (0.1) seconds\n wait until <<(on ground?) = [1]> or <touching (water v)?>>\n wait (0.1) seconds\n end\n if <touching (water v)?> then\n wait (0.75) seconds\n end\n wait until <<not <touching (c-buttons v)?>> and <not <touching (swap button v)?>>>\n end\n end\nend\n\nwhen I receive [fire v]\nset [y speed v] to [-2]\n\nwhen I receive [fire v]\nwait (0.1) seconds\nwait until <<(on ground?) = [1]> or <touching (water v)?>>\nset [falling2? v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (boss v)?> or <<touching (stars v)?> or <touching (keys v)?>>> then\n set [clone touching key or star? v] to [1]\n else\n set [clone touching key or star? v] to [0]\n wait until <<touching (boss v)?> or <<touching (stars v)?> or <touching (keys v)?>>>\n end\nend\n\nwhen I receive [jump v]\nset [allowed2jump v] to [0]\nif <(classic mode?) = [0]> then\n start sound [jump1 v]\nelse\n start sound [JUMP smb v]\nend\nset [jump frame v] to [8]\nrepeat (2)\n wait (0) seconds\n change [jump frame v] by (1)\nend\n\nwhen I receive [jump v]\nset [can jump? v] to [0]\nwait until <<not <key (space v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <mouse down?>>>>\nset [can jump? v] to [1]\n\ndefine move up\nset [up thing v] to [0]\nrepeat until <<<not <touching (level v)?>> and <not <touching (redblueblocks v)?>>> or <(up thing) > [500]>>\n change y by (1)\n change [up thing v] by (1)\nend\n\nwhen I receive [gameplay v]\nif <(world) > [2]> then\n forever\n wait until <(falling2?) = [1]>\n wait until <(on ground?) = [1]>\n set [falling2? v] to [0]\n end\nend\n\n@level\n\nwhen I receive [slide v]\ncreate clone of (_myself_ v)\nrepeat (10)\n change x by (((-465) - (x position)) / (4))\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change x by (((-465) - (x position)) / (4))\nend\nset [ghost v] effect to (0)\nnext costume\nset x to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide level sprites v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n change y by (((360) - (y position)) / (4))\nend\nbroadcast (worlds v)\nset [level v] to [1]\nrepeat (15)\n change y by (((360) - (y position)) / (4))\n change [ghost v] effect by (7.5)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nnext costume\nset x to (455)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [gameplay v]\nset [next lvl v] to [2]\nshow\nswitch costume to (join [costume] (join (world) [-1]))\ngo to x: (0) y: (-231)\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\ngo to x: (0) y: (0)\nforever\n wait until <(level) = (next lvl)>\n change [next lvl v] by (1)\n broadcast (slide v)\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nnext costume\nset x to (455)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [gameplay v]\nshow\nswitch costume to (join [costume] (join (world) [-1]))\ngo to x: (0) y: (-231)\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [slide v]\ncreate clone of (_myself_ v)\nrepeat (10)\n change x by (((-465) - (x position)) / (4))\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change x by (((-465) - (x position)) / (4))\nend\nset [ghost v] effect to (0)\nnext costume\nset x to (0)\n\nwhen I receive [hide level sprites v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n change y by (((360) - (y position)) / (4))\nend\nrepeat (15)\n change y by (((360) - (y position)) / (4))\n change [ghost v] effect by (7.5)\nend\nset [ghost v] effect to (0)\nhide\n\n@bg\n\nwhen flag clicked\nhide\n\nwhen I receive [gameplay v]\nif <(1LDM on?) = [0]> then\n show\n switch costume to (join [costume] (join (world) [-1]))\n go to x: (0) y: (-231)\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [hide level sprites v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n change y by (((360) - (y position)) / (4))\nend\nrepeat (15)\n change y by (((360) - (y position)) / (4))\n change [ghost v] effect by (7.5)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I start as a clone\nnext costume\nset x to (455)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [slide v]\nif <(1LDM on?) = [0]> then\n create clone of (_myself_ v)\n repeat (10)\n change x by (((-465) - (x position)) / (4))\n change [ghost v] effect by (10)\n end\n repeat (10)\n change x by (((-465) - (x position)) / (4))\n end\n set [ghost v] effect to (0)\n next costume\n set x to (0)\nend\n\ngo [forward v] (1) layers\n\n@redblueblocks\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (join (red or blue?) (join (join (world) [-]) (level)))\nset x to (455)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [slide v]\nif <(world) > [2]> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n create clone of (_myself_ v)\n repeat (10)\n change x by (((-465) - (x position)) / (4))\n change [ghost v] effect by (10)\n end\n repeat (10)\n change x by (((-465) - (x position)) / (4))\n end\n set [ghost v] effect to (0)\n switch costume to (join (red or blue?) (join (join (world) [-]) (level)))\n set x to (0)\nend\n\nwhen I receive [hide level sprites v]\nif <(world) > [2]> then\n repeat (1)\n delete this clone\n end\n repeat (5)\n change y by (((360) - (y position)) / (4))\n end\n repeat (15)\n change y by (((360) - (y position)) / (4))\n change [ghost v] effect by (7.5)\n end\n set [ghost v] effect to (0)\n hide\nend\n\nwhen I receive [swap colours v]\nset [ghost v] effect to (0)\nif <not <(letter (1) of ([costume name v] of [redblueblocks v])) = (red or blue?)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (join (red or blue?) (join (join (world) [-]) (level)))\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [gameplay v]\nif <(world) > [2]> then\n show\n switch costume to (r-nothing v)\n go to x: (0) y: (-231)\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n go to x: (0) y: (0)\nend\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [gameplay v]\nif <<(world) = [3]> or <(world) = [4]>> then\n if <(world) = [3]> then\n wait until <(level) = [7]>\n switch costume to (costume3-7 v)\n else\n wait until <(level) = [9]>\n switch costume to (costume4-8 v)\n end\n set [clone? v] to [0]\n show\n set [ghost v] effect to (50)\n go to x: (465) y: (0)\n repeat (20)\n change x by (((0) - (x position)) / (4))\n end\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nnext costume\nset x to (455)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\nend\ndelete this clone\n\nwhen I receive [slide v]\nif <<<(level) > [7]> and <(world) = [3]>> or <<(level) > [9]> and <(world) = [4]>>> then\n create clone of (_myself_ v)\n repeat (10)\n change x by (((-465) - (x position)) / (4))\n change [ghost v] effect by (10)\n end\n repeat (10)\n change x by (((-465) - (x position)) / (4))\n end\n set [ghost v] effect to (50)\n next costume\n set x to (0)\nend\n\nwhen I receive [hide level sprites v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n change y by (((360) - (y position)) / (4))\nend\nrepeat (15)\n change y by (((360) - (y position)) / (4))\n change [ghost v] effect by (7.5)\nend\nset [ghost v] effect to (0)\nhide\n\n@logo\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\ntitle logo\n\ndefine title logo\ngo to x: (0) y: (60)\npoint in direction (90)\nset size to (0) %\nshow\nset [y v] to [0]\nforever\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (350)) - (size)) / (6))\n if <mouse down?> then\n set [let go v] to [0]\n repeat until <(let go) = [1]>\n switch costume to (hitbox v)\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (250)) - (size)) / (6))\n if <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>> then\n set [let go v] to [1]\n end\n if <<(length of [stars v]) = [12]> and <(length of [completed worlds v]) = [4]>> then\n switch costume to (logo2 v)\n else\n switch costume to (logo v)\n end\n end\n set [let go v] to [0]\n switch costume to (hitbox v)\n if <touching (mouse-pointer v)?> then\n switch backdrop to ((backdrop [number v]) + (1))\n set [saved bg v] to (backdrop [number v])\n start sound [next v]\n end\n end\n else\n change size by ((((([sin v] of ((y) / (2)) ) * (25)) + (300)) - (size)) / (6))\n end\n change [y v] by (7)\n change y by (([sin v] of (y) ) / (3))\n turn right (([sin v] of ((100) - (y)) ) / (6)) degrees\n if <<(length of [stars v]) = [12]> and <(length of [completed worlds v]) = [4]>> then\n switch costume to (logo2 v)\n else\n switch costume to (logo v)\n end\nend\n\nwhen I receive [boss killed v]\nif <(1Music on?) = [1]> then\n if <(jukebox song) = [0]> then\n repeat (50)\n change volume by (-2)\n end\n stop [other scripts in sprite v]\n set volume to (100) %\n end\nend\n\nwhen I receive [gameplay v]\nif <(1Music on?) = [1]> then\n set volume to (100) %\n wait (0.5) seconds\n if <(jukebox song) = [0]> then\n play sound ((world) + (4)) until done\n forever\n play sound (world) until done\n end\n end\nend\n\nwhen I receive [boss v]\nif <(1Music on?) = [1]> then\n repeat (50)\n change volume by (-2)\n end\n stop [other scripts in sprite v]\n set volume to (100) %\n if <(jukebox song) = [0]> then\n play sound [Boss intro v] until done\n forever\n play sound [Boss loop v] until done\n end\n end\nend\n\nwhen I receive [hide level sprites v]\nif <(1Music on?) = [1]> then\n if <(jukebox song) = [0]> then\n repeat (20)\n change volume by (-5)\n end\n stop [other scripts in sprite v]\n set volume to (100) %\n end\nend\n\nwhen I receive [exit water v]\nif <not <<(world) = [3]> and <(level) = [13]>>> then\n if <(1Music on?) = [1]> then\n if <(jukebox song) = [0]> then\n repeat (5)\n change volume by (20)\n end\n end\n end\nend\n\nwhen I receive [lists v]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [worlds v]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [end intro v]\ntitle logo\n\nwhen I receive [save/load menu v]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [enter water v]\nif <not <<(world) = [3]> and <(level) = [13]>>> then\n if <(1Music on?) = [1]> then\n if <(jukebox song) = [0]> then\n repeat (5)\n change volume by (-20)\n end\n end\n end\nend\n\n@buttons\n\nwhen flag clicked\ndelete (all) of [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\ndelete (all) of [code stuff v]\nshow list [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\nset [menu v] to [1]\nhide\n\ndefine button script\npoint in direction (125)\nset size to (0) %\nshow\nset [brightness v] to [0]\nset [y v] to [-100]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (6))\n turn right (((85) - (direction)) / (6)) degrees\n change [brightness v] by (((12) - (brightness)) / (6))\n if <mouse down?> then\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n change size by (((80) - (size)) / (6))\n turn right (((95) - (direction)) / (6)) degrees\n change [brightness v] by (((-12) - (brightness)) / (6))\n set [brightness v] effect to (brightness)\n change [y v] by (5)\n change y by (([sin v] of (y) ) / (4))\n end\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n if <(jukebox song) = [0]> then\n stop all sounds\n end\n broadcast (worlds v)\n else\n if <(id) = [14]> then\n change [jukebox song v] by (1)\n if <(jukebox song) > [7]> then\n set [jukebox song v] to [0]\n end\n switch costume to ((jukebox song) + (23))\n stop all sounds\n broadcast (change song v)\n else\n if <(id) = [13]> then\n set [menu v] to [6]\n broadcast (star list v)\n else\n if <(id) = [12]> then\n broadcast (ask for code v)\n else\n if <(id) = [11]> then\n create code\n hide list [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\n else\n if <(id) = [10]> then\n set [menu v] to [5]\n broadcast (save/load menu v)\n else\n if <<(id) < [5]> and <(id) > [1]>> then\n if <(costume [number v]) = [6]> then\n set [beat world name v] to [2]\n broadcast (world locked! v)\n else\n if <<<not <((id) - (1)) = [1]>> and <(length of [completed worlds v]) = [0]>> and <not <([costume # v] of [menu text v]) = [4]>>> then\n set [menu v] to [4]\n broadcast (notice world 1 v)\n set [world v] to ((id) - (1))\n else\n set [world v] to ((id) - (1))\n broadcast (gameplay v)\n end\n end\n else\n if <(costume [number v]) = [7]> then\n if <<([costume # v] of [menu text v]) = [4]> or <([costume # v] of [menu text v]) = [11]>> then\n if <(menu) = [1]> then\n if <(jukebox song) = [0]> then\n stop all sounds\n end\n end\n broadcast (worlds v)\n else\n if <(menu) = [2]> then\n if <(jukebox song) = [0]> then\n stop all sounds\n end\n end\n broadcast (exit to main menu v)\n end\n else\n if <(id) = [15]> then\n if <(1LDM on?) = [1]> then\n set [1ldm on? v] to [0]\n else\n set [1ldm on? v] to [1]\n end\n switch costume to ((1LDM on?) + (31))\n broadcast (toggle ldm v)\n else\n if <(id) = [6]> then\n if <(1Music on?) = [1]> then\n set [1music on? v] to [0]\n else\n set [1music on? v] to [1]\n end\n switch costume to ((1Music on?) + (8))\n stop all sounds\n else\n if <(id) = [7]> then\n if <(1Sound on?) = [1]> then\n set [1sound on? v] to [0]\n else\n set [1sound on? v] to [1]\n end\n switch costume to ((1Sound on?) + (10))\n else\n if <(id) = [8]> then\n switch costume to (lists v)\n broadcast (lists v)\n else\n if <(costume [number v]) = [6]> then\n set [beat world name v] to [3]\n broadcast (world locked! v)\n else\n if <<(length of [completed worlds v]) = [0]> and <not <([costume # v] of [menu text v]) = [4]>>> then\n set [menu v] to [4]\n broadcast (notice world 1 v)\n set [world v] to [4]\n else\n set [world v] to [4]\n broadcast (gameplay v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<(1Sound on?) = [1]> and <not <(id) = [14]>>> then\n start sound [button v]\n end\n end\n end\n else\n change size by (((100) - (size)) / (6))\n turn right (((90) - (direction)) / (6)) degrees\n change [brightness v] by (((0) - (brightness)) / (6))\n end\n set [brightness v] effect to (brightness)\n change [y v] by (5)\n change y by (([sin v] of (y) ) / (4))\nend\n\ndefine None\nrepeat (1)\n delete this clone\nend\nset [id v] to (id)\nrepeat (repeat)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nadd [1] to [completed worlds v]\n\nadd [3] to [completed worlds v]\n\ndefine delete clone\ndelete this clone\n\nwhen I receive [worlds v]\nset [menu v] to [2]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nclone! id: (2) times: (4)\nclone! id: (9) times: (1)\nclone! id: (13) times: (1)\nhide\n\nwhen I receive [end intro v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-75)\nset [id v] to [1]\nclone! id: (6) times: (3)\nclone! id: (10) times: (1)\nif <[completed worlds v] contains [4]?> then\n clone! id: (14) times: (1)\nend\nclone! id: (15) times: (1)\nbutton script\n\nwhen I receive [lists v]\nset [menu v] to [3]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nclone! id: (5) times: (1)\nhide\n\nwhen I start as a clone\nif <(id) = [8]> then\n go to x: (-205) y: (-144)\nelse\n if <(id) = [6]> then\n go to x: (205) y: (-144)\n else\n if <(id) = [7]> then\n go to x: (147) y: (-144)\n end\n end\n if <(id) < [5]> then\n go to x: ((((id) - (1)) * (150)) - (225)) y: (40)\n if <(id) > [3]> then\n go to x: ((((id) - (3)) * (150)) - (225)) y: (-40)\n end\n else\n if <(id) = [5]> then\n go to x: (-205) y: (-142)\n end\n end\nend\nif <<(id) < [5]> and <(id) > [1]>> then\n if <[completed worlds v] contains ((id) - (1))?> then\n switch costume to ((id) + (11))\n else\n switch costume to (id)\n end\n if <([costume # v] of [menu text v]) = [4]> then\n go to x: (0) y: (-102)\n end\n if <<not <[completed worlds v] contains ((id) - (2))?>> and <not <<(id) = [2]> or <(id) = [3]>>>> then\n switch costume to (locked-world v)\n end\nelse\n if <(id) = [8]> then\n switch costume to (lists v)\n else\n if <(id) > [5]> then\n if <(id) = [6]> then\n switch costume to ((1Music on?) + (8))\n else\n switch costume to ((1Sound on?) + (10))\n end\n else\n if <(id) > [4]> then\n switch costume to ((id) + (2))\n else\n switch costume to (id)\n end\n end\n end\nend\nif <(id) = [9]> then\n if <[completed worlds v] contains [4]?> then\n switch costume to (w4-c v)\n else\n if <not <[completed worlds v] contains [3]?>> then\n switch costume to (locked-world v)\n else\n switch costume to (w4 v)\n end\n end\n go to x: (75) y: (-40)\nend\nif <(id) = [10]> then\n switch costume to (saveload v)\n go to x: (0) y: (-150)\nend\nif <<(id) > [10]> and <(id) < [13]>> then\n switch costume to ((id) + (9))\n go to x: ((((id) - (9)) * (100)) - (250)) y: (-60)\nend\nif <(id) = [13]> then\n switch costume to (star list v)\n go to x: (152) y: (-136)\nend\nif <(id) = [14]> then\n go to x: (174) y: (-93)\n switch costume to ((jukebox song) + (23))\nend\nif <(id) = [15]> then\n go to x: (-147) y: (-144)\n if <(1LDM on?) = [0]> then\n switch costume to (ldm off v)\n else\n switch costume to (ldm on v)\n end\nend\nbutton script\n\nwhen I receive [exit to main menu v]\nshow list [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\nset [menu v] to [1]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete clone\nbroadcast (title v)\nset [id v] to [1]\ngo to x: (0) y: (-75)\nclone! id: (6) times: (3)\nclone! id: (10) times: (1)\nif <[completed worlds v] contains [4]?> then\n clone! id: (14) times: (1)\nend\nclone! id: (15) times: (1)\nbutton script\n\nwhen I receive [save/load menu v]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete clone\nclone! id: (11) times: (2)\nclone! id: (5) times: (1)\n\nwhen I receive [notice world 1 v]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete clone\nclone! id: (5) times: (1)\nwait (1) seconds\nif <(world) = [4]> then\n clone! id: (9) times: (1)\nelse\n clone! id: ((world) + (1)) times: (1)\nend\n\nwhen I receive [ask for code v]\nif <[1] = [1]> then\n delete this clone\nend\nshow list [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\nask [Please enter your code.] and wait\nload code\nclone! id: (11) times: (2)\nclone! id: (5) times: (1)\n\nwhen I receive [gameplay v]\nset [menu v] to [0]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete clone\n\nwhen I receive [star list v]\nstop [other scripts in sprite v]\nrepeat (10)\n turn right (5) degrees\n change size by (((0) - (size)) / (6))\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nclone! id: (5) times: (1)\n\ndefine create code\ndelete (all) of [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\ndelete (all) of [code stuff v]\nset [code checker v] to [0]\nrepeat (12)\n change [code checker v] by (1)\n if <[stars v] contains (code checker)?> then\n add [0] to [code stuff v]\n else\n add [1] to [code stuff v]\n end\nend\nset [code checker v] to [0]\nrepeat (4)\n change [code checker v] by (1)\n if <[completed worlds v] contains (code checker)?> then\n add [1] to [code stuff v]\n else\n add [0] to [code stuff v]\n end\nend\nadd (join (saved bg) []) to [code stuff v]\nadd (join (jukebox song) []) to [code stuff v]\nadd (join (1Music on?) []) to [code stuff v]\nadd (join (1Sound on?) []) to [code stuff v]\nadd (join (1LDM on?) []) to [code stuff v]\nset [code checker v] to [0]\nrepeat (length of (username))\n change [code checker v] by (1)\n set [item v] to [1]\n repeat until <(item (item) of [name2 v]) = (letter (code checker) of (username))>\n change [item v] by (1)\n end\n add (item (item) of [name v]) to [code stuff v]\nend\nadd (code stuff) to [triple-click this code, then press ctrl+c / ⌘+c to copy. v]\n\ndefine load code\ndelete (all) of [name3 v]\nset [code checker v] to [21]\nrepeat ((length of (answer)) - (21))\n change [code checker v] by (1)\n set [item v] to [1]\n set [failed name? v] to [0]\n repeat until <<(item (item) of [name v]) = (letter (code checker) of (answer))> or <(failed name?) = [1]>>\n change [item v] by (1)\n if <(item) > (length of [name v])> then\n set [failed name? v] to [1]\n end\n end\n if <(failed name?) = [0]> then\n add (item (item) of [name2 v]) to [name3 v]\n end\nend\nif <(name3) = (username)> then\n delete (all) of [completed worlds v]\n delete (all) of [stars v]\n switch backdrop to (letter (17) of (answer))\n set [saved bg v] to (backdrop [number v])\n set [code checker v] to [0]\n repeat (12)\n change [code checker v] by (1)\n if <(letter (code checker) of (answer)) = [0]> then\n add (code checker) to [stars v]\n end\n end\n repeat (4)\n change [code checker v] by (1)\n if <(letter (code checker) of (answer)) = [1]> then\n add ((code checker) - (12)) to [completed worlds v]\n end\n end\n set [1music on? v] to (letter (19) of (answer))\n set [1sound on? v] to (letter (20) of (answer))\n set [1ldm on? v] to (letter (21) of (answer))\n broadcast (toggle ldm v)\n set [temp v] to (jukebox song)\n set [jukebox song v] to (letter (18) of (answer))\n if <not <(jukebox song) = (temp)>> then\n broadcast (change song v)\n end\n broadcast (sucess! v)\nelse\n broadcast (fail code v)\nend\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [gameplay v]\nset [lvl thing v] to [1]\nif <(world) = [1]> then\n switch costume to (costume1 v)\n text costume: (1) repeat: (2)\n wait until <(level) = [4]>\n text costume: (3) repeat: (1)\n wait until <(level) = [6]>\n text costume: (4) repeat: (2)\n wait until <(level) = [10]>\n text costume: (9) repeat: (1)\nelse\n if <(world) = [2]> then\n text costume: (10) repeat: (3)\n wait until <(level) = [3]>\n text costume: (13) repeat: (1)\n wait until <(level) = [6]>\n text costume: (14) repeat: (1)\n else\n if <(world) = [3]> then\n text costume: (15) repeat: (2)\n wait until <(level) = [7]>\n text costume: (17) repeat: (1)\n else\n if <(world) = [4]> then\n text costume: (18) repeat: (3)\n wait until <(level) = [7]>\n text costume: (21) repeat: (1)\n wait until <(level) = [10]>\n text costume: (22) repeat: (1)\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (6) to (7))\nset [x v] to (pick random (-15) to (15))\nset [y v] to (pick random (4) to (12))\nrepeat until <(y position) < [-178]>\n change y by (y)\n change x by (x)\n change [x v] by (((0) - (x)) / (40))\n change [y v] by (-1)\n if <(x position) < [-236]> then\n set x to (-236)\n set [x v] to ((x) * (-1))\n end\n if <(x position) > [236]> then\n set x to (236)\n set [x v] to ((x) * (-1))\n end\nend\ndelete this clone\n\ndefine None\nif <(1LDM on?) = [0]> then\n repeat (number1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [goal v]\nif <not <[completed worlds v] contains (world)?>> then\n add (world) to [completed worlds v]\nend\nif <(world) = [1]> then\n change [☁ w1c v] by (1)\nelse\n if <(world) = [2]> then\n change [☁ w2c v] by (1)\n else\n if <(world) = [3]> then\n change [☁ w3c v] by (1)\n else\n if <(world) = [4]> then\n change [☁ w4c v] by (1)\n end\n end\n end\nend\nif <(1Music on?) = [1]> then\n if <(world) = [4]> then\n if <(jukebox song) = [0]> then\n start sound [Finish mk8 v]\n end\n end\nend\nhide\ngo to x: (-114) y: (-80)\nclone (8)\nwait (0.25) seconds\ngo to x: (114) y: (-80)\nclone (8)\nwait (0.25) seconds\ngo to x: (0) y: (80)\nclone (8)\nif <(world) = [4]> then\n wait (0.5) seconds\n go to x: (-114) y: (-80)\n clone (8)\n wait (0.25) seconds\n go to x: (114) y: (-80)\n clone (8)\n wait (0.25) seconds\n go to x: (0) y: (80)\n clone (8)\n wait (0.5) seconds\nend\nshow\nif <(world) = [4]> then\n switch costume to (congrats v)\nelse\n switch costume to (costume5 v)\nend\ngo to x: (0) y: (118)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((83) - (y position)) / (4))\nend\nif <(world) = [4]> then\n wait (4) seconds\nelse\n wait (1) seconds\nend\nbroadcast (hide level sprites v)\n\ndefine None\nswitch costume to (costume)\nset [lvl thing v] to (level)\nwait until <(level) = (lvl thing)>\nchange [lvl thing v] by (1)\nwait (0.5) seconds\nrepeat (repeat)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n if <(costume [number v]) = [11]> then\n wait until <([x position v] of [mike v]) > [162]>\n else\n wait until <([x position v] of [mike v]) > [233]>\n end\n repeat (10)\n change y by (((120) - (y position)) / (6))\n change [ghost v] effect by (10)\n end\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (costume8 v)\n end\n set [ghost v] effect to (0)\n hide\n if <(repeat) > [1]> then\n if <not <(costume [number v]) = [12]>> then\n wait until <(level) = (lvl thing)>\n end\n end\n if <not <(costume [number v]) = [12]>> then\n change [lvl thing v] by (1)\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [fire v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\n@stars\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nif <(world) = [1]> then\n for level (4)\n go to x: (185) y: (90)\n star id: (1) type: (1)\n for level (7)\n go to x: (202) y: (-83)\n star id: (2) type: (1)\n for level (9)\n go to x: (204) y: (-6)\n star id: (3) type: (1)\nelse\n if <(world) = [2]> then\n for level (5)\n go to x: (-218) y: (114)\n star id: (4) type: (1)\n for level (7)\n go to x: (-107) y: (28)\n star id: (5) type: (1)\n for level (10)\n go to x: (198) y: (149)\n star id: (6) type: (1)\n else\n if <(world) = [3]> then\n for level (5)\n go to x: (-191) y: (112)\n star id: (7) type: (1)\n for level (9)\n go to x: (182) y: (-8)\n star id: (8) type: (2)\n for level (10)\n go to x: (-223) y: (15)\n star id: (9) type: (2)\n else\n if <(world) = [4]> then\n for level (5)\n go to x: (-94) y: (-146)\n star id: (10) type: (3)\n for level (8)\n go to x: (-222) y: (153)\n star id: (11) type: (1)\n for level (9)\n go to x: (-169) y: (58)\n star id: (12) type: (3)\n end\n end\n end\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\ndefine None\nset [star id v] to (id)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <[stars v] contains (star id)?> then\n switch costume to (collected star2 v)\nelse\n if <(type) = [1]> then\n switch costume to (star v)\n else\n if <(type) = [2]> then\n switch costume to (star-red v)\n else\n switch costume to (star-blue v)\n end\n end\nend\ngo [backward v] (99) layers\ngo [backward v] (-4) layers\nset [ghost v] effect to (100)\nshow\nset size to (25) %\nset [size v] to [0]\nset [this a clone? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (2))\nend\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n animate\n if <<touching (mike v)?> and <(touching star?) = [1]>> then\n if <<(costume [number v]) = [1]> or <<<(red or blue?) = [r]> and <(costume [number v]) = [4]>> or <<(red or blue?) = [b]> and <(costume [number v]) = [5]>>>> then\n switch costume to (collected star v)\n start sound [star v]\n repeat (5)\n animate\n end\n repeat until <<not <touching (mike v)?>> and <not <(touching star?) = [1]>>>\n animate\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(type) = [2]> then\n forever\n wait until <(red or blue?) = [b]>\n if <(costume [number v]) = [4]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (0)\n hide\n end\n wait until <(red or blue?) = [r]>\n if <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n end\nelse\n if <(type) = [3]> then\n forever\n if <(costume [number v]) = [5]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (0)\n hide\n end\n wait until <(red or blue?) = [b]>\n if <(costume [number v]) = [5]> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n wait until <(red or blue?) = [r]>\n end\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I start as a clone\nset [old lvl v] to (level)\nwait until <(level) > (old lvl)>\nif <(costume [number v]) = [2]> then\n if <not <[stars v] contains (star id)?>> then\n add (star id) to [stars v]\n if <(length of [stars v]) = [12]> then\n change [☁ global all stars v] by (1)\n end\n set [old lvl v] to [s]\n end\nend\nrepeat (5)\n change size by (-8)\n change [ghost v] effect by (20)\nend\nif <(old lvl) = [s]> then\n set [message type v] to [1]\n broadcast (message v)\nend\ndelete this clone\n\nwhen I receive [player hit v]\nif <<(costume [number v]) = [2]> and <not <[stars v] contains (star id)?>>> then\n set [brightness v] effect to (0)\n if <(type) = [1]> then\n switch costume to (star v)\n else\n if <(type) = [2]> then\n switch costume to (star-red v)\n else\n switch costume to (star-blue v)\n end\n end\n set size to (150) %\n repeat (8)\n change size by (((100) - (size)) / (4))\n set [brightness v] effect to (0)\n end\n set size to (100) %\n set [size v] to [0]\nend\n\ndefine animate\nchange [size v] by (4)\nchange size by (([sin v] of (size) ) / (2))\nchange [brightness v] effect by (([sin v] of (size) ) / (2))\n\n@orbs\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nif <(world) = [1]> then\n for level (4)\n go to x: (185) y: (36)\n create clone of (_myself_ v)\n for level (6)\n go to x: (-11) y: (-71)\n create clone of (_myself_ v)\n go to x: (60) y: (-71)\n create clone of (_myself_ v)\n for level (7)\n go to x: (-62) y: (-74)\n create clone of (_myself_ v)\n go to x: (-2) y: (-74)\n create clone of (_myself_ v)\n go to x: (135) y: (-26)\n create clone of (_myself_ v)\n for level (8)\n go to x: (78) y: (-57)\n create clone of (_myself_ v)\n go to x: (135) y: (-15)\n create clone of (_myself_ v)\n for level (9)\n go to x: (56) y: (27)\n create clone of (_myself_ v)\n go to x: (90) y: (-103)\n create clone of (_myself_ v)\n go to x: (148) y: (-92)\n create clone of (_myself_ v)\n go to x: (188) y: (-52)\n create clone of (_myself_ v)\nelse\n if <(world) = [2]> then\n wait (0.5) seconds\n go to x: (144) y: (-68)\n create clone of (_myself_ v)\n for level (4)\n go to x: (0) y: (-99)\n create clone of (_myself_ v)\n for level (5)\n go to x: (-8) y: (95)\n create clone of (_myself_ v)\n for level (6)\n go to x: (63) y: (-38)\n create clone of (_myself_ v)\n for level (7)\n go to x: (2) y: (115)\n create clone of (_myself_ v)\n for level (8)\n go to x: (-158) y: (-7)\n create clone of (_myself_ v)\n go to x: (-45) y: (93)\n create clone of (_myself_ v)\n for level (9)\n go to x: (202) y: (73)\n create clone of (_myself_ v)\n else\n if <(world) = [3]> then\n for level (4)\n go to x: (-8) y: (-89)\n create clone of (_myself_ v)\n for level (5)\n go to x: (11) y: (96)\n create clone of (_myself_ v)\n go to x: (-53) y: (96)\n create clone of (_myself_ v)\n for level (6)\n go to x: (0) y: (-91)\n create clone of (_myself_ v)\n go to x: (-157) y: (94)\n create clone of (_myself_ v)\n for level (8)\n go to x: (44) y: (112)\n create clone of (_myself_ v)\n for level (9)\n go to x: (-87) y: (92)\n create clone of (_myself_ v)\n else\n if <(world) = [4]> then\n wait (0.5) seconds\n go to x: (-44) y: (-98)\n create clone of (_myself_ v)\n go to x: (188) y: (90)\n create clone of (_myself_ v)\n for level (6)\n go to x: (59) y: (93)\n create clone of (_myself_ v)\n for level (7)\n go to x: (-34) y: (72)\n create clone of (_myself_ v)\n for level (8)\n go to x: (-58) y: (23)\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (mike v)?> then\n change size by (((75) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I start as a clone\ngo [backward v] (99) layers\ngo [backward v] (-4) layers\nset [ghost v] effect to (100)\nshow\nset size to (25) %\nrepeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nfor level (10)\ngo to x: (-164) y: (134)\ncreate clone of (_myself_ v)\n\n@flag\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nrepeat (30)\n change y by (((-67) - (y position)) / (6))\nend\nset y to (-67)\n\nwhen I receive [hide level sprites v]\nrepeat (2)\n change y by (((250) - (y position)) / (4))\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [slide v]\nif <(level) = [11]> then\n if <(world) = [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume9 v)\n end\n show\n go to x: (456) y: (-160)\n repeat (20)\n change x by (((1) - (x position)) / (4))\n end\n go to x: (1) y: (-160)\nend\n\n@bg elements\n\nwhen flag clicked\nhide\n\nwhen I receive [gameplay v]\nswitch backdrop to (world)\nif <(costume [number v]) = [3]> then\n repeat (12)\n change [ghost v] effect by (1.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nswitch costume to (backdrop1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nset [circle size v] to [0]\nforever\n change [circle size v] by (2)\n switch costume to (backdrop1 v)\n change size by (([sin v] of (circle size) ) / (2))\n switch costume to (circle v)\n turn right (1) degrees\n if <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [4]>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [end intro v]\nshow\nif <(1LDM on?) = [0]> then\n create clone of (_myself_ v)\nend\nswitch costume to (backdrop1 v)\nset size to (100) %\nswitch costume to (lines v)\nset [ghost v] effect to (75)\nforever\n go to x: (0) y: (0)\n repeat (200)\n change x by (0.5)\n if <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [4]>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (12)\n change [ghost v] effect by (-1.25)\nend\n\nwhen I receive [toggle ldm v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(1LDM on?) = [1]> then\n delete this clone\nelse\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide level sprites v]\nif <(1LDM on?) = [0]> then\n create clone of (_myself_ v)\nend\n\n@keys\n\nwhen flag clicked\ndelete (all) of [keys v]\nset [collected? v] to [0]\nset [this a clone? v] to [0]\nhide\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\nwhen I receive [fade v]\nif <(collected?) = [1]> then\n go to x: (-206) y: (-118)\nend\n\nwhen I start as a clone\nswitch costume to (type)\ngo [backward v] (99) layers\ngo [backward v] (-4) layers\nset [collected? v] to [0]\nset [ghost v] effect to (100)\nshow\nset [turn v] to [0]\nset size to (25) %\nrepeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (4))\n change [turn v] by (4)\n turn right (([sin v] of (turn) ) / (2)) degrees\n wait until <(paused?) = [0]>\nend\nset size to (100) %\nset [ghost v] effect to (0)\nforever\n change [turn v] by (4)\n turn right (([sin v] of (turn) ) / (2)) degrees\n wait until <(paused?) = [0]>\nend\n\nwhen I receive [gameplay v]\nset volume to ((1Sound on?) * (100)) %\nif <(world) = [4]> then\n for level (2)\n go to x: (-216) y: (-22)\n create clone. key type: (1)\n for level (3)\n go to x: (6) y: (130)\n create clone. key type: (1)\n go to x: (-216) y: (18)\n create clone. key type: (1)\n for level (4)\n go to x: (169) y: (137)\n create clone. key type: (1)\n go to x: (-119) y: (101)\n create clone. key type: (1)\n for level (5)\n go to x: (-220) y: (42)\n create clone. key type: (1)\n for level (6)\n go to x: (-9) y: (58)\n create clone. key type: (2)\n for level (7)\n go to x: (-30) y: (136)\n create clone. key type: (1)\n for level (8)\n go to x: (-188) y: (-30)\n create clone. key type: (1)\n go to x: (141) y: (134)\n create clone. key type: (1)\n for level (9)\n go to x: (-35) y: (26)\n create clone. key type: (2)\n go to x: (-156) y: (117)\n create clone. key type: (1)\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(type) = [2]> then\n forever\n wait until <(red or blue?) = [b]>\n if <(costume [number v]) = (type)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (0)\n hide\n end\n wait until <(red or blue?) = [r]>\n if <(costume [number v]) = (type)> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n end\nelse\n if <(type) = [3]> then\n forever\n if <(costume [number v]) = (type)> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (0)\n hide\n end\n wait until <(red or blue?) = [b]>\n if <(costume [number v]) = (type)> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n wait until <(red or blue?) = [r]>\n end\n end\nend\n\ndefine None\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [teleport v]\nif <(collected?) = [1]> then\n go to (mike v)\n change y by (-10)\nend\n\nwhen I start as a clone\nwait until <<(key touch) = [1]> and <touching (mike v)?>>\nif <not <(costume [number v]) = [4]>> then\n switch costume to (costume1 v)\nend\nchange [key? v] by (1)\nadd (key?) to [keys v]\nset [key id v] to (key?)\nset [collected? v] to [1]\nif <(classic mode?) = [0]> then\n start sound [SE_KeyGet v]\nelse\n start sound [coin smw v]\nend\nset size to (175) %\nforever\n change x by ((([x position v] of [mike v]) - (x position)) / ((8) * (key id)))\n change y by (((([y position v] of [mike v]) - (10)) - ((y position) - (10))) / ((8) * (key id)))\n change size by (((100) - (size)) / (4))\n wait until <(paused?) = [0]>\nend\n\nwhen I receive [key use v]\nif <(key id) = [1]> then\n repeat (10)\n change size by (((25) - (size)) / (4))\n change [ghost v] effect by (10)\n change x by (((([x position v] of [mike v]) + (15)) - (x position)) / (3))\n change y by ((([y position v] of [mike v]) - (y position)) / (3))\n end\n hide\n delete this clone\nend\nset [key id v] to ((key id) - (1))\n\nwhen I receive [boss killed v]\ngo to (boss v)\ncreate clone. key type: (4)\n\n@doors\n\nwhen I start as a clone\nset [ghost v] effect to (100)\ngo [backward v] (999) layers\ngo [backward v] (-4) layers\nadd [door] to [doors v]\nset size to (160) %\nset [y v] to (y position)\nchange y by (60)\nshow\nrepeat (15)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change y by (((y) - (y position)) / (4))\nend\nset y to (y)\nset [ghost v] effect to (0)\n\ndefine None\nset [door no. v] to (door no)\ncreate clone of (_myself_ v)\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\nwhen flag clicked\ndelete (all) of [doors v]\npoint in direction (90)\nset [this a clone? v] to [0]\nhide\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [door fail v]\nif <(this a clone?) = [1]> then\n if <(length of [doors v]) = (door no.)> then\n start sound [MW_RopeLiftMove v]\n repeat (2)\n turn right (5) degrees\n end\n repeat (4)\n turn right (-5) degrees\n end\n repeat (2)\n turn right (5) degrees\n end\n end\nend\n\nwhen I receive [gameplay v]\nset volume to ((1Sound on?) * (100)) %\nif <(world) = [4]> then\n for level (2)\n go to x: (214) y: (-97)\n clone! door no: (1)\n for level (3)\n go to x: (200) y: (-97)\n clone! door no: (2)\n go to x: (228) y: (-97)\n clone! door no: (1)\n for level (4)\n go to x: (200) y: (-97)\n clone! door no: (2)\n go to x: (228) y: (-97)\n clone! door no: (1)\n for level (5)\n go to x: (214) y: (-97)\n clone! door no: (1)\n for level (6)\n go to x: (214) y: (-97)\n clone! door no: (1)\n for level (7)\n go to x: (214) y: (-97)\n clone! door no: (1)\n for level (8)\n go to x: (200) y: (-97)\n clone! door no: (2)\n go to x: (228) y: (-97)\n clone! door no: (1)\n for level (9)\n go to x: (200) y: (-97)\n clone! door no: (2)\n go to x: (228) y: (-97)\n clone! door no: (1)\n for level (10)\n go to x: (214) y: (-97)\n clone! door no: (1)\nend\n\nwhen I receive [unlock door v]\nif <(this a clone?) = [1]> then\n if <(length of [doors v]) = (door no.)> then\n broadcast (key use v)\n delete (1) of [keys v]\n thing\n repeat (5)\n change size by (((80) - (size)) / (2))\n end\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (10)\n change y by ((((y) + (60)) - (y position)) / (6))\n end\n set [ghost v] effect to (0)\n hide\n delete (1) of [doors v]\n delete this clone\n end\nend\n\ndefine thing\nset [temp thing v] to [0]\nrepeat (length of [keys v])\n change [temp thing v] by (1)\n replace item (temp thing) of [keys v] with (temp thing)\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@portals\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\nset [portal type v] to [1]\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\nwhen I receive [gameplay v]\nif <(world) = [2]> then\n for level (6)\n go to x: (-214) y: (106)\n create clone of (_myself_ v)\n go to x: (144) y: (-103)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n for level (7)\n go to x: (189) y: (-82)\n create clone of (_myself_ v)\n go to x: (-210) y: (101)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n for level (8)\n go to x: (-215) y: (38)\n create clone of (_myself_ v)\n go to x: (106) y: (106)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n for level (10)\n go to x: (195) y: (-98)\n create clone of (_myself_ v)\n go to x: (-213) y: (55)\n change [portal type v] by (1)\n create clone of (_myself_ v)\nelse\n if <(world) = [3]> then\n for level (8)\n go to x: (169) y: (-99)\n create clone of (_myself_ v)\n go to x: (-163) y: (80)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n for level (9)\n go to x: (93) y: (24)\n create clone of (_myself_ v)\n go to x: (220) y: (0)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n else\n if <(world) = [4]> then\n for level (7)\n go to x: (47) y: (127)\n create clone of (_myself_ v)\n go to x: (-221) y: (-112)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n for level (8)\n go to x: (181) y: (135)\n create clone of (_myself_ v)\n go to x: (-175) y: (154)\n create clone of (_myself_ v)\n go to x: (-221) y: (-112)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n for level (9)\n go to x: (-214) y: (132)\n create clone of (_myself_ v)\n go to x: (-221) y: (-112)\n change [portal type v] by (1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nwait (0.25) seconds\nif <(costume [number v]) = [3]> then\n forever\n wait until <(red or blue?) = [b]>\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait until <(red or blue?) = [r]>\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (0)\n hide\n end\nend\n\nwhen I receive [teleport v]\nif <(portal type) = [2]> then\n repeat (5)\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (2))\n end\n set size to (90) %\n wait (0.4) seconds\n repeat (5)\n change [ghost v] effect by (10)\n change size by (((70) - (size)) / (2))\n end\n set size to (70) %\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\ngo [backward v] (-7) layers\nset [this a clone? v] to [1]\nswitch costume to (portal type)\nif <<(portal type) = [1]> and <<(level) = [9]> and <(world) = [3]>>> then\n switch costume to (costume1-blue v)\nend\nif <(portal type) = [2]> then\n delete (all) of [portal exit v]\n add (x position) to [portal exit v]\n add (y position) to [portal exit v]\nend\nset [ghost v] effect to (100)\nif <not <(costume [number v]) = [3]>> then\n show\nend\nset size to (25) %\nrepeat (10)\n if <(portal type) = [1]> then\n change [ghost v] effect by (-10)\n change size by (((90) - (size)) / (4))\n else\n change [ghost v] effect by (-5)\n change size by (((70) - (size)) / (4))\n end\nend\nif <(portal type) = [1]> then\n set size to (90) %\nelse\n set size to (70) %\nend\nif <(portal type) = [1]> then\n forever\n if <<<(costume [number v]) = [3]> and <<(red or blue?) = [b]> and <touching (mike v)?>>> or <<not <(costume [number v]) = [3]>> and <touching (mike v)?>>> then\n set [go in portal? v] to [1]\n end\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@arrow orbs\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nset volume to ((1Sound on?) * (100)) %\nset [clone id v] to [1]\nif <(world) = [2]> then\n for level (2)\n go to x: (186) y: (-114)\n create clone of (_myself_ v)\n go to x: (-217) y: (14)\n create clone of (_myself_ v)\n for level (4)\n go to x: (197) y: (114)\n create clone of (_myself_ v)\n go to x: (-216) y: (40)\n create clone of (_myself_ v)\n for level (5)\n go to x: (202) y: (10)\n create clone of (_myself_ v)\n go to x: (-38) y: (-116)\n create clone of (_myself_ v)\n for level (6)\n go to x: (199) y: (115)\n create clone of (_myself_ v)\n for level (8)\n go to x: (197) y: (-114)\n create clone of (_myself_ v)\n for level (9)\n go to x: (197) y: (-15)\n create clone of (_myself_ v)\nelse\n if <(world) = [3]> then\n for level (4)\n go to x: (192) y: (-115)\n create clone of (_myself_ v)\n for level (5)\n go to x: (184) y: (116)\n create clone of (_myself_ v)\n for level (6)\n go to x: (188) y: (116)\n create clone of (_myself_ v)\n for level (7)\n go to x: (203) y: (49)\n create clone of (_myself_ v)\n for level (8)\n go to x: (183) y: (136)\n create clone of (_myself_ v)\n for level (9)\n go to x: (186) y: (-117)\n create clone of (_myself_ v)\n for level (10)\n go to x: (191) y: (-17)\n create clone of (_myself_ v)\n else\n if <(world) = [4]> then\n for level (2)\n go to x: (171) y: (19)\n create clone of (_myself_ v)\n for level (3)\n go to x: (29) y: (36)\n create clone of (_myself_ v)\n go to x: (167) y: (116)\n create clone of (_myself_ v)\n for level (4)\n go to x: (170) y: (-13)\n create clone of (_myself_ v)\n for level (5)\n go to x: (170) y: (-13)\n create clone of (_myself_ v)\n for level (6)\n go to x: (172) y: (112)\n create clone of (_myself_ v)\n for level (7)\n go to x: (159) y: (68)\n create clone of (_myself_ v)\n for level (8)\n go to x: (160) y: (73)\n create clone of (_myself_ v)\n go to x: (-180) y: (105)\n create clone of (_myself_ v)\n for level (9)\n go to x: (170) y: (-13)\n create clone of (_myself_ v)\n go to x: (201) y: (137)\n create clone of (_myself_ v)\n for level (10)\n go to x: (159) y: (-55)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n set [this a clone? v] to [0]\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [swap walk v]\nif <(this a clone?) = [1]> then\n if <(left or right) = [r]> then\n switch costume to (l v)\n else\n switch costume to (r v)\n end\n set size to (125) %\n set [old id v] to (clone id)\n if <(old id) = [3]> then\n set [clone id v] to [4]\n else\n set [clone id v] to [2]\n end\n start sound [SE_KeyAppear v]\n create clone of (_myself_ v)\n set [clone id v] to (old id)\nend\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n switch costume to (circle v)\n set size to (100) %\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n go [backward v] (99) layers\n go [backward v] (-4) layers\n switch costume to (l v)\n set [ghost v] effect to (100)\n show\n set size to (25) %\n repeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (2))\n end\n set [ghost v] effect to (0)\n set size to (100) %\n forever\n change size by (((100) - (size)) / (2))\n if <(left or right) = [r]> then\n switch costume to (l v)\n else\n switch costume to (r v)\n end\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [reset orbs v]\nif <(this a clone?) = [1]> then\n switch costume to (l v)\nend\n\n@arrow orbs2\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nset volume to ((1Sound on?) * (100)) %\nset [clone id v] to [1]\nif <(world) = [2]> then\n for level (3)\n go to x: (-15) y: (-116)\n create clone of (_myself_ v)\n for level (4)\n go to x: (197) y: (-112)\n create clone of (_myself_ v)\n go to x: (-216) y: (114)\n create clone of (_myself_ v)\n for level (5)\n go to x: (-112) y: (-79)\n create clone of (_myself_ v)\n go to x: (188) y: (109)\n create clone of (_myself_ v)\n for level (6)\n go to x: (199) y: (13)\n create clone of (_myself_ v)\n for level (7)\n go to x: (-144) y: (59)\n create clone of (_myself_ v)\n go to x: (113) y: (136)\n create clone of (_myself_ v)\n for level (8)\n go to x: (-95) y: (-117)\n create clone of (_myself_ v)\n go to x: (27) y: (113)\n create clone of (_myself_ v)\n for level (9)\n go to x: (36) y: (-81)\n create clone of (_myself_ v)\n go to x: (37) y: (108)\n create clone of (_myself_ v)\n for level (10)\n go to x: (30) y: (-108)\n create clone of (_myself_ v)\n go to x: (-43) y: (150)\n create clone of (_myself_ v)\nelse\n if <(world) = [3]> then\n for level (5)\n go to x: (187) y: (-110)\n create clone of (_myself_ v)\n go to x: (-220) y: (42)\n create clone of (_myself_ v)\n go to x: (-223) y: (112)\n create clone of (_myself_ v)\n for level (6)\n go to x: (195) y: (-116)\n create clone of (_myself_ v)\n go to x: (-220) y: (118)\n create clone of (_myself_ v)\n go to x: (87) y: (118)\n create clone of (_myself_ v)\n go to x: (-1) y: (48)\n create clone of (_myself_ v)\n for level (8)\n go to x: (194) y: (-29)\n create clone of (_myself_ v)\n go to x: (-220) y: (137)\n create clone of (_myself_ v)\n for level (9)\n go to x: (-222) y: (-5)\n create clone of (_myself_ v)\n go to x: (194) y: (120)\n create clone of (_myself_ v)\n for level (10)\n go to x: (-220) y: (61)\n create clone of (_myself_ v)\n else\n if <(world) = [4]> then\n wait (0.5) seconds\n go to x: (47) y: (-115)\n create clone of (_myself_ v)\n for level (3)\n go to x: (167) y: (-12)\n create clone of (_myself_ v)\n for level (4)\n go to x: (1) y: (31)\n create clone of (_myself_ v)\n go to x: (-221) y: (62)\n create clone of (_myself_ v)\n for level (6)\n go to x: (173) y: (4)\n create clone of (_myself_ v)\n go to x: (-221) y: (114)\n create clone of (_myself_ v)\n for level (7)\n go to x: (170) y: (-13)\n create clone of (_myself_ v)\n for level (8)\n go to x: (168) y: (-13)\n create clone of (_myself_ v)\n go to x: (-222) y: (7)\n create clone of (_myself_ v)\n for level (9)\n go to x: (148) y: (28)\n create clone of (_myself_ v)\n for level (10)\n go to x: (-220) y: (-26)\n create clone of (_myself_ v)\n go to x: (165) y: (136)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n set [this a clone? v] to [0]\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [swap gravity v]\nif <(this a clone?) = [1]> then\n if <(up or down?) = [up]> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n set size to (125) %\n set [old id v] to (clone id)\n if <(old id) = [3]> then\n set [clone id v] to [4]\n else\n set [clone id v] to [2]\n end\n start sound [SE_KeyAppear v]\n create clone of (_myself_ v)\n set [clone id v] to (old id)\nend\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n switch costume to (circle v)\n set size to (100) %\n repeat (10)\n change size by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n go [backward v] (99) layers\n go [backward v] (-4) layers\n switch costume to (up v)\n set [ghost v] effect to (100)\n show\n set size to (25) %\n repeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (2))\n end\n set [ghost v] effect to (0)\n set size to (100) %\n forever\n change size by (((100) - (size)) / (2))\n if <(up or down?) = [up]> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n end\nend\n\nwhen I receive [boss killed v]\nif <(x position) = [-220]> then\n delete this clone\nend\n\nwhen I receive [reset orbs v]\nif <(this a clone?) = [1]> then\n switch costume to (up v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [enter water v]\nstop [other scripts in sprite v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-3)\nend\n\nwhen I receive [exit water v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n change [ghost v] effect by (3)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nswitch costume to (backdrop2 v)\nset size to (100) %\nswitch costume to (backdrop1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@boss\n\nwhen I receive [boss v]\nset volume to ((1Sound on?) * (100)) %\nset size to (75) %\nset rotation style [left-right v]\npoint in direction (90)\nset [boss health v] to [4]\ngo to x: (97) y: (205)\nshow\nset [x v] to [0]\nset [y v] to [0]\nrepeat (20)\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n change [y v] by (-1)\n change y by (y)\n set rotation style [left-right v]\n switch costume to (walk v)\nend\nrepeat (40)\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n change [y v] by (-1)\n change y by (y)\n if <(y position) < [72]> then\n ground\n end\n set rotation style [left-right v]\n switch costume to (walk v)\nend\nforever\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n change [y v] by (-1)\n if <(((x position) - ([x position v] of [mike v])) / ([abs v] of ((x position) - ([x position v] of [mike v])) )) = [1]> then\n if <(direction) = [90]> then\n change [x v] by (((((direction) / ([abs v] of (direction) )) * (-3.5)) - (x)) / (6))\n else\n change [x v] by (((((direction) / ([abs v] of (direction) )) * (-4.5)) - (x)) / (6))\n end\n else\n if <(direction) = [90]> then\n change [x v] by (((((direction) / ([abs v] of (direction) )) * (-4.5)) - (x)) / (6))\n else\n change [x v] by (((((direction) / ([abs v] of (direction) )) * (-3.5)) - (x)) / (6))\n end\n end\n if <(x position) < [-138]> then\n point in direction (-90)\n end\n if <(x position) > [90]> then\n point in direction (90)\n end\n change y by (y)\n change x by (x)\n ground\n if <<(boss touch) = [1]> and <touching (mike v)?>> then\n broadcast (hit by boss v)\n if <<<(boss health) < [4]> and <(level) = [10]>> and <(world) = [4]>> then\n change [boss health v] by (1)\n end\n end\n if <touching (cannons v)?> then\n if <(classic mode?) = [0]> then\n start sound [hit!! v]\n else\n start sound [shell v]\n end\n change [boss health v] by (-1)\n set [x v] to [0]\n switch costume to (ouch4 v)\n repeat (3)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n switch costume to (ouch v)\n repeat (3)\n wait (0) seconds\n next costume\n end\n if <(boss health) = [0]> then\n broadcast (boss killed v)\n stop [this script v]\n end\n wait (0.25) seconds\n end\n set rotation style [left-right v]\n costume\n wait until <(paused?) = [0]>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss killed v]\nset [x v] to [-8]\npoint in direction (90)\nif <(classic mode?) = [0]> then\n start sound [die v]\nelse\n start sound [dead v]\nend\nset [y v] to [8]\nrepeat until <<(y position) < [-148]> or <(x position) < [-235]>>\n set rotation style [all around v]\n turn left (8) degrees\n change [y v] by (-1)\n change [x v] by (((0) - (x)) / (18))\n change x by (x)\n change y by (y)\nend\nhide\n\nwhen I receive [hit by boss v]\ngo to x: (97) y: (-116)\nshow\nset [x v] to [0]\nset [y v] to [0]\n\ndefine ground\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n set [y v] to [0]\nend\n\ndefine costume\nswitch costume to (costume)\n\nwhen I receive [boss v]\nforever\n set [costume v] to [2]\n repeat (2)\n wait (0.05) seconds\n change [costume v] by (1)\n end\n repeat (2)\n wait (0.05) seconds\n change [costume v] by (-1)\n end\n set [costume v] to [5]\n repeat (1)\n wait (0.05) seconds\n change [costume v] by (1)\n end\n repeat (1)\n wait (0.05) seconds\n end\n change [costume v] by (-1)\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@boss hp\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nshow\ngo to x: (-281) y: (158)\nset [boss health v] to [4]\nswitch costume to (4 v)\nrepeat (10)\n change x by (((-217) - (x position)) / (2))\nend\ngo to x: (-217) y: (158)\nforever\n switch costume to (boss health)\nend\n\nwhen I receive [boss killed v]\nwait (1.5) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@cannons\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nif <(world) = [4]> then\n for level (10)\n set [type v] to [1]\n set [id v] to [0]\n go to x: (-122) y: (-40)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (-80) y: (-40)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (-24) y: (-40)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (34) y: (-40)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (76) y: (-40)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I start as a clone\ngo [backward v] (999) layers\ngo [backward v] (-9) layers\nif <(type) = [1]> then\n switch costume to (cannon v)\n set [ghost v] effect to (100)\n show\n set size to (25) %\n repeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (2))\n end\n set [ghost v] effect to (0)\n set size to (100) %\nelse\n switch costume to (ball v)\n set [y v] to [0]\n repeat until <(y position) < [-134]>\n change [y v] by (-1)\n change y by (y)\n end\n repeat (5)\n change [ghost v] effect by (20)\n change [y v] by (-1)\n change y by (y)\n end\n set [ghost v] effect to (0)\n delete this clone\nend\n\nwhen I receive [fire v]\nif <(this a clone?) = [1]> then\n if <(id) = (fired cannon id)> then\n set [type v] to [2]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@c-buttons\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nset volume to ((1Sound on?) * (100)) %\nif <(world) = [4]> then\n for level (10)\n set [id v] to [0]\n go to x: (-119) y: (71)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (-80) y: (71)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (-25) y: (78)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (33) y: (71)\n change [id v] by (1)\n create clone of (_myself_ v)\n go to x: (70) y: (71)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I start as a clone\ngo [backward v] (999) layers\ngo [backward v] (-3) layers\nset [ghost v] effect to (100)\nshow\nset size to (25) %\nrepeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (2))\nend\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [touch button v]\nif <touching (mike v)?> then\n start sound [machine v]\n set [fired cannon id v] to (id)\n broadcast (fire v)\n set [y v] to (y position)\n set y to (y)\n repeat (5)\n change y by ((((y) + (-5)) - (y position)) / (2))\n end\n repeat (5)\n change y by (((y) - (y position)) / (2))\n end\n set y to (y)\nend\n\nwhen I receive [fire v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait (1.5) seconds\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@swap button\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nset volume to ((1Sound on?) * (100)) %\nif <(world) = [3]> then\n for level (2)\n go to x: (-12) y: (35)\n create clone of (_myself_ v)\n for level (3)\n go to x: (15) y: (33)\n create clone of (_myself_ v)\n go to x: (157) y: (-40)\n create clone of (_myself_ v)\n for level (4)\n go to x: (153) y: (-71)\n create clone of (_myself_ v)\n go to x: (-215) y: (50)\n create clone of (_myself_ v)\n for level (5)\n go to x: (183) y: (78)\n create clone of (_myself_ v)\n for level (6)\n go to x: (188) y: (78)\n create clone of (_myself_ v)\n for level (7)\n go to x: (-126) y: (54)\n create clone of (_myself_ v)\n for level (8)\n go to x: (-212) y: (31)\n create clone of (_myself_ v)\n for level (9)\n go to x: (191) y: (79)\n create clone of (_myself_ v)\n for level (10)\n go to x: (30) y: (9)\n create clone of (_myself_ v)\n go to x: (-24) y: (74)\n create clone of (_myself_ v)\nelse\n if <(world) = [4]> then\n for level (5)\n go to x: (18) y: (-20)\n create clone of (_myself_ v)\n go to x: (96) y: (55)\n create clone of (_myself_ v)\n go to x: (-222) y: (17)\n create clone of (_myself_ v)\n for level (6)\n go to x: (20) y: (-16)\n create clone of (_myself_ v)\n go to x: (-208) y: (68)\n create clone of (_myself_ v)\n for level (9)\n go to x: (84) y: (24)\n create clone of (_myself_ v)\n go to x: (-225) y: (-28)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [fire v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait (2.25) seconds\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(red or blue?) = [r]> then\n switch costume to (red v)\nelse\n switch costume to (blue v)\nend\nset [ghost v] effect to (100)\nshow\nset size to (25) %\nrepeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (2))\nend\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen I receive [swap colours v]\nif <(red or blue?) = [r]> then\n switch costume to (red v)\nelse\n switch costume to (blue v)\nend\n\nwhen I receive [touch button v]\nif <touching (mike v)?> then\n if <(red or blue?) = [r]> then\n set [red or blue? v] to [b]\n else\n set [red or blue? v] to [r]\n end\n start sound [zelda-heart.mp3 v]\n broadcast (swap colours v)\n set [y v] to (y position)\n set y to (y)\n set [brightness v] effect to (50)\n repeat (5)\n change y by ((((y) + (5)) - (y position)) / (2))\n change [brightness v] effect by (-10)\n end\n repeat (5)\n change y by (((y) - (y position)) / (2))\n end\n set y to (y)\nend\n\n@menu text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [exit to main menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (g v)\nhide\ndelete this clone\n\nset [completed? v] to [0]\n\nwhen I receive [notice world 1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I receive [notice world 1 v]\nwait (0.25) seconds\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (hint v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [worlds v]\nif <(length of [completed worlds v]) = [0]> then\n wait (0.25) seconds\n stop [other scripts in sprite v]\n switch costume to (new v)\n set [ghost v] effect to (100)\n show\n set [x v] to [0]\n repeat (10)\n change [ghost v] effect by (-8)\n change [x v] by (-5)\n change y by (([sin v] of (x) ) / (4))\n end\n forever\n change [x v] by (-5)\n change y by (([sin v] of (x) ) / (4))\n end\nend\n\nwhen I receive [save/load menu v]\nwait (0.25) seconds\nswitch costume to (sl v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [sucess! v]\nswitch costume to (sl-s v)\n\nwhen I receive [fail code v]\nswitch costume to (sl-f v)\n\nwhen I receive [lists v]\nwait (0.25) seconds\ngo [backward v] (99) layers\ngo [backward v] (-2) layers\nswitch costume to (g v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [ask for code v]\nswitch costume to (sl-ask v)\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nswitch costume to (join [beat w] (beat world name))\nset [ghost v] effect to (0)\ngo to x: (654) y: (0)\nrepeat (10)\n change x by (((0) - (x position)) / (2))\nend\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [world locked! v]\nif <[1] = [1]> then\n delete this clone\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\nset [time v] to (time2)\nif <(world) = [1]> then\n if <(time) < (☁ w1t)> then\n start sound [star v]\n set [☁ w1t v] to (time)\n set [message type v] to [2]\n broadcast (message v)\n end\nelse\n if <(world) = [2]> then\n if <(time) < (☁ w2t)> then\n start sound [star v]\n set [☁ w2t v] to (time)\n set [message type v] to [2]\n broadcast (message v)\n end\n else\n if <(world) = [3]> then\n if <(time) < (☁ w3t)> then\n start sound [star v]\n set [☁ w3t v] to (time)\n set [message type v] to [2]\n broadcast (message v)\n end\n else\n if <(world) = [4]> then\n if <(time) < (☁ w4t)> then\n start sound [star v]\n set [☁ w4t v] to (time)\n set [message type v] to [2]\n broadcast (message v)\n end\n end\n end\n end\nend\n\nwhen I receive [worlds v]\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [11]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n switch costume to (g v)\n hide\nend\n\nset [☁ w1c v] to [0]\nset [☁ w2c v] to [0]\nset [☁ w3c v] to [0]\nset [☁ w4c v] to [0]\nset [☁ w1t v] to [9999]\nset [☁ w2t v] to [9999]\nset [☁ w3t v] to [9999]\nset [☁ w4t v] to [9999]\nset [☁ global all stars v] to [0]\n\nwhen I receive [gameplay v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (g v)\nhide\nif <[1] = [1]> then\n delete this clone\nend\nset [time2 v] to [0]\nforever\n wait (1) seconds\n wait until <(paused?) = [0]>\n change [time2 v] by (1)\nend\n\nwhen I receive [star list v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (star v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\n@numbers\n\nwhen I receive [lists v]\nwait (0.25) seconds\n\ndefine None\nset [row v] to (id)\nset [id v] to [0]\nif <(id) = [1]> then\n repeat (length of (☁ w1c))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w1c))\n create clone of (_myself_ v)\n end\nelse\n if <(id) = [2]> then\n repeat (length of (☁ w2c))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w2c))\n create clone of (_myself_ v)\n end\n else\n if <(id) = [3]> then\n repeat (length of (☁ w3c))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w3c))\n create clone of (_myself_ v)\n end\n else\n if <(id) = [4]> then\n repeat (length of (☁ w4c))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w4c))\n create clone of (_myself_ v)\n end\n else\n if <(id) = [5]> then\n repeat (length of (☁ w1t))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w1t))\n create clone of (_myself_ v)\n end\n change [id v] by (1)\n switch costume to (seconds v)\n create clone of (_myself_ v)\n else\n if <(id) = [6]> then\n repeat (length of (☁ w2t))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w2t))\n create clone of (_myself_ v)\n end\n change [id v] by (1)\n switch costume to (seconds v)\n create clone of (_myself_ v)\n else\n if <(id) = [7]> then\n repeat (length of (☁ w3t))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w3t))\n create clone of (_myself_ v)\n end\n change [id v] by (1)\n switch costume to (seconds v)\n create clone of (_myself_ v)\n else\n if <(id) = [8]> then\n repeat (length of (☁ w4t))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ w4t))\n create clone of (_myself_ v)\n end\n change [id v] by (1)\n switch costume to (seconds v)\n create clone of (_myself_ v)\n else\n repeat (length of (☁ global all stars))\n change [id v] by (1)\n switch costume to (letter (id) of (☁ global all stars))\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [lists v]\nwait (0.25) seconds\nclone (1)\nclone (2)\nclone (3)\nclone (4)\nclone (5)\nclone (6)\nclone (7)\nclone (8)\nclone (9)\n\nwhen flag clicked\nset size to (80) %\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif <(row) = [1]> then\n go to x: ((-60) + (((14) * (id)) - (14))) y: (108)\nelse\n if <(row) = [2]> then\n go to x: ((-56) + (((14) * (id)) - (14))) y: (82)\n else\n if <(row) = [3]> then\n go to x: ((-56) + (((14) * (id)) - (14))) y: (57)\n else\n if <(row) = [4]> then\n go to x: ((-53) + (((14) * (id)) - (14))) y: (32)\n else\n if <(row) = [5]> then\n go to x: ((-33) + (((14) * (id)) - (14))) y: (-3)\n else\n if <(row) = [6]> then\n go to x: ((-29) + (((14) * (id)) - (14))) y: (-28)\n else\n if <(row) = [7]> then\n go to x: ((-31) + (((14) * (id)) - (14))) y: (-53)\n else\n if <(row) = [8]> then\n go to x: ((-27) + (((14) * (id)) - (14))) y: (-78)\n else\n go to x: ((53) + (((14) * (id)) - (14))) y: (-140)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [exit to main menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\n@pause menu\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [gameplay v]\nset [paused? v] to [0]\nforever\n wait until <(paused?) = [1]>\n start sound [button v]\n go to [front v] layer\n set [id v] to [1]\n create clone of (_myself_ v)\n change [id v] by (1)\n create clone of (_myself_ v)\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (-8)\n end\n wait until <(paused?) = [0]>\n start sound [button v]\n repeat (5)\n change [ghost v] effect by (8)\n end\n set [ghost v] effect to (0)\n hide\nend\n\nwhen I receive [gameplay v]\nset [paused? v] to [0]\nforever\n if <key (p v) pressed?> then\n if <(paused?) = [0]> then\n set [paused? v] to [1]\n else\n set [paused? v] to [0]\n end\n wait until <not <key (p v) pressed?>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(id) = [1]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (costume2 v)\n show\n set [size v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n change [size v] by (4)\n change size by (([sin v] of (size) ) / (2))\n end\n repeat until <(paused?) = [0]>\n change [size v] by (4)\n change size by (([sin v] of (size) ) / (2))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n hide\n delete this clone\nelse\n set size to (80) %\n set [ghost v] effect to (100)\n go to x: (-200) y: (138)\n switch costume to (costume3 v)\n show\n repeat (10)\n change [ghost v] effect by (-5)\n end\n repeat until <(paused?) = [0]>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n if <mouse down?> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((70) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n broadcast (hide level sprites v)\n start sound [button v]\n stop [this script v]\n end\n end\n else\n change size by (((80) - (size)) / (4))\n end\n end\n repeat (10)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n hide\n delete this clone\nend\n\n@notification\n\nwhen I receive [message v]\nswitch costume to ((message type) + (1))\ngo to x: (-255) y: (157)\nset size to (100) %\nshow\nrepeat (10)\n switch costume to (0 v)\n change x by (((-201) - (x position)) / (3))\n switch costume to ((message type) + (1))\nend\ngo to x: (-201) y: (157)\nset [bounce v] to [10]\nrepeat (18)\n change [bounce v] by (-1)\n change size by ((bounce) / (2))\nend\nset size to (100) %\nwait (1) seconds\nchange x by (-1)\nrepeat (15)\n switch costume to (0 v)\n change x by (((-201) - (x position)) / (-1.5))\n switch costume to ((message type) + (1))\nend\nhide\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nif <(id) = [1]> then\n point in direction (80)\n switch costume to (logo bg v)\n show\n set size to (50) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (44) seconds\n repeat (4)\n change size by (((-15) - (size)) / (3))\n end\n hide\n delete this clone\nelse\n if <(id) = [2]> then\n change y by (-5)\n point in direction (65)\n switch costume to (logo v)\n show\n set size to (0) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (44) seconds\n repeat (6)\n change size by (((-8) - (size)) / (3))\n end\n hide\n delete this clone\n else\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n repeat (40)\n switch costume to (costume2 v)\n change size by (((2750) - (size)) / (8))\n if <(id) = [3]> then\n switch costume to (costume3 v)\n else\n change [brightness v] effect by (-4)\n switch costume to (costume1 v)\n end\n end\n if <(id) = [3]> then\n switch costume to (notices v)\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n repeat (5)\n change [brightness v] effect by (20)\n end\n wait until <not <mouse down?>>\n if <(mouse y) > [179]> then\n wait until <not <(mouse x) = (x)>>\n wait until <not <(mouse y) = (y)>>\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <<not <mouse down?>> or <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n start sound [button v]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (end intro v)\n delete this clone\n end\n end\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [float v] to [0]\nwait (0.25) seconds\nif <(id) = [1]> then\n repeat (27)\n float\n end\n repeat (5)\n change x by (50)\n float\n end\n set x to ((x position) * (-1))\n repeat (32)\n change x by (((0) - (x position)) / (2))\n float\n end\n set x to (0)\n repeat (2)\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n end\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n set [spin! v] to [90]\n repeat (15)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((135) - (spin!)) / (8))\n point in direction (spin!)\n end\n repeat (20)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((45) - (spin!)) / (8))\n point in direction (spin!)\n end\n set [zoom v] to [0]\n repeat (100)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((90) - (spin!)) / (8))\n point in direction (spin!)\n change [zoom v] by (-2)\n change size by (zoom)\n end\nelse\n if <(id) = [2]> then\n repeat (27)\n float\n end\n repeat (5)\n change x by (-50)\n float\n end\n set x to ((x position) * (-1))\n repeat (32)\n change x by (((0) - (x position)) / (2))\n float\n end\n set x to (0)\n repeat (2)\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n repeat (5)\n change y by (((25) - (y position)) / (2))\n float\n end\n end\n repeat (5)\n change y by (((-25) - (y position)) / (2))\n float\n end\n set [spin! v] to [90]\n repeat (15)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((45) - (spin!)) / (8))\n point in direction (spin!)\n end\n repeat (20)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((135) - (spin!)) / (8))\n point in direction (spin!)\n end\n set [zoom v] to [0]\n repeat (100)\n change y by (((0) - (y position)) / (2))\n change [spin! v] by (((90) - (spin!)) / (8))\n point in direction (spin!)\n change [zoom v] by (-2)\n change size by (zoom)\n end\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nif <(intro end animation?) = [0]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nwait (0.6) seconds\nset size to (150) %\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\nwait (0.45) seconds\nrepeat (4)\n set size to (150) %\n set [brightness v] effect to (20)\n repeat (5)\n change [brightness v] effect by (-1)\n end\nend\nrepeat (15)\n change [brightness v] effect by (-1.5)\nend\nwait (0.675) seconds\nset size to (150) %\nset [brightness v] effect to (20)\nrepeat (20)\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\nset [intro end animation? v] to [0]\nset volume to (100) %\nstart sound [TheFatRat+-+Monody+\(feat.+Laura+Brehm\) v]\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\nset size to (87) %\nswitch costume to (bg v)\npoint in direction (90)\nshow\ngo to [front v] layer\nrepeat (75)\n change size by (((125) - (size)) / (50))\n change [brightness v] effect by (1)\n float\nend\nforever\n float\n change size by (((100) - (size)) / (25))\nend\n\nwhen I receive [end intro v]\nstop [other scripts in sprite v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (bg2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n hide\nelse\n delete this clone\nend\n\nwhen flag clicked\nwait (7.2) seconds\nif <(intro end animation?) = [0]> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [x v] to (mouse x)\nset [y v] to (mouse y)\nwait until <not <mouse down?>>\nif <(mouse y) > [179]> then\n wait until <not <(mouse x) = (x)>>\n wait until <not <(mouse y) = (y)>>\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <<not <mouse down?>> or <touching (mouse-pointer v)?>>\n if <<touching (mouse-pointer v)?> and <(intro end animation?) = [0]>> then\n set [intro end animation? v] to [1]\n set [id v] to [3]\n start sound [Hit_Hurt4 v]\n create clone of (_myself_ v)\n wait (0.15) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n repeat (15)\n change volume by (-7.5)\n end\n stop [this script v]\n end\n end\nend\n\ndefine float\nif <(costume [number v]) = [1]> then\n change [float v] by (3)\n change y by (([sin v] of (float) ) / (4))\nelse\n if <(costume [number v]) = [3]> then\n change [float v] by (6)\n else\n change [float v] by (-6)\n end\n change y by (([sin v] of (float) ) / (3))\n change size by (([sin v] of (float) ) / (4))\n turn right (([sin v] of (float) ) / (5)) degrees\nend\n\n@lasers\n\nwhen flag clicked\nset [this a clone? v] to [0]\nhide\n\nwhen I receive [gameplay v]\nif <(world) = [4]> then\n for level (7)\n go to x: (-159) y: (-106)\n create clone of (_myself_ v)\n for level (8)\n go to x: (-159) y: (-106)\n create clone of (_myself_ v)\n for level (9)\n go to x: (-159) y: (-106)\n create clone of (_myself_ v)\nend\n\nwhen I receive [slide v]\nif <(this a clone?) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n change x by (-35)\n end\n delete this clone\nend\n\ndefine None\nwait until <(level) = (level)>\nwait (0.5) seconds\n\nwhen I receive [hide level sprites v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (costume1 v)\n repeat (2)\n wait (0) seconds\n next costume\n end\n point in direction (-90)\n repeat (3)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n point in direction (90)\n repeat (2)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\ngo [backward v] (-4) layers\nset [ghost v] effect to (100)\nshow\nset size to (100) %\nrepeat (10)\n set [this a clone? v] to [1]\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (50)\n\n@stars2\n\nwhen flag clicked\nhide\n\nwhen I receive [star list v]\nrepeat (10)\nend\nset [id v] to [0]\nset [row v] to [0]\nrepeat (4)\n change [row v] by (1)\n repeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <[stars v] contains (id)?> then\n switch costume to (collected v)\nelse\n switch costume to (empty v)\nend\ngo to x: (((14) + (((id) - (1)) * (32))) - (((row) - (1)) * (96))) y: ((98) - (((row) - (1)) * (36)))\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (space v) pressed?>\ndelete this clone\n\nwhen I receive [worlds v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\n@jukebox\n\nwhen I receive [change song v]\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (check sound v)\nif <(1Music on?) = [0]> then\n set volume to (0) %\nend\nif <(jukebox song) > [0]> then\n if <(jukebox song) = [3]> then\n play sound [Vexento - Tevo \(Original Mix\) v] until done\n else\n if <(jukebox song) = [4]> then\n play sound [world 2 v] until done\n else\n if <(jukebox song) = [5]> then\n play sound [world 3 intro v] until done\n else\n if <(jukebox song) = [6]> then\n play sound [world 4 intro v] until done\n else\n if <(jukebox song) = [7]> then\n play sound [Boss intro v] until done\n end\n end\n end\n end\n end\n if <(1Music on?) = [0]> then\n set volume to (0) %\n end\n forever\n play sound (jukebox song) until done\n end\nend\n\nwhen I receive [end intro v]\nbroadcast (check sound v)\nif <(1Music on?) = [0]> then\n set volume to (0) %\nend\nif <(jukebox song) > [0]> then\n if <(jukebox song) = [3]> then\n play sound [Vexento - Tevo \(Original Mix\) v] until done\n else\n if <(jukebox song) = [4]> then\n play sound [world 2 v] until done\n else\n if <(jukebox song) = [5]> then\n play sound [world 3 intro v] until done\n else\n if <(jukebox song) = [6]> then\n play sound [world 4 intro v] until done\n else\n if <(jukebox song) = [7]> then\n play sound [Boss intro v] until done\n end\n end\n end\n end\n end\n if <(1Music on?) = [0]> then\n set volume to (0) %\n end\n forever\n play sound (jukebox song) until done\n end\nend\n\nwhen flag clicked\ngo to x: (216) y: (157)\nset size to (75) %\n\nwhen I receive [check sound v]\nforever\n if <<(jukebox song) > [0]> and <(1Music on?) = [1]>> then\n turn right (2) degrees\n show\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n hide\n end\nend\n\nwhen I receive [check sound v]\nforever\n wait until <(1Music on?) = [1]>\n set volume to (100) %\n wait until <(1Music on?) = [0]>\n set volume to (0) %\nend\n\n
Cactus (Pen Platformer)
@Stage\n\n@Pen\n\ndefine None\nset [codeindex v] to [3]\nrepeat (item (2) of [\['getparam', 'char', 'r'\] v])\n go to x: (((item ((codeIndex) + (1)) of [\['getparam', 'char', 'r'\] v]) * (w)) + (x)) y: (((item ((codeIndex) + (2)) of [\['getparam', 'char', 'r'\] v]) * (h)) + (y))\n if <(item (codeIndex) of [\['getparam', 'char', 'r'\] v]) = [0]> then\n set pen size to (thick)\n pen down\n pen up\n else\n set pen size to (1)\n pen down\n set pen size to (thick)\n repeat (item (codeIndex) of [\['getparam', 'char', 'r'\] v])\n change [codeindex v] by (2)\n go to x: (((item ((codeIndex) + (1)) of [\['getparam', 'char', 'r'\] v]) * (w)) + (x)) y: (((item ((codeIndex) + (2)) of [\['getparam', 'char', 'r'\] v]) * (h)) + (y))\n end\n pen up\n end\n change [codeindex v] by (3)\nend\nchange [strx v] by ((w) * ((item (1) of [\['getparam', 'char', 'r'\] v]) + (sp)))\nif <kern> then\n if <[jkern! v] contains (char)?> then\n else\n if <(item (last) of [\['letter:of:', \['+', \['readvariable', 'charindex'\], 1\], \['getparam', 'str', 'r'\]\] v]) = [-10]> then\n change [strx v] by ((-2) * (w))\n end\n end\nend\n\ndefine None\nset [charindex v] to [1]\nrepeat (length of (str))\n INT Draw Char (letter (charIndex) of (str)) at (strX) (strY) W (w) H (h) PS (thick) SW (sp) StoreString (str) KernJ <kern>\n change [charindex v] by (1)\nend\n\ndefine None\nset [strwidth v] to [0]\nset [charindex v] to [1]\nrepeat (length of (str))\n change [strwidth v] by (item (1) of [\['letter:of:', \['readvariable', 'charindex'\], \['getparam', 'str', 'r'\]\] v])\n if <kern> then\n if <[jkern! v] contains (letter (charIndex) of (str))?> then\n else\n if <(item (last) of [\['letter:of:', \['+', \['readvariable', 'charindex'\], 1\], \['getparam', 'str', 'r'\]\] v]) = [-10]> then\n change [strwidth v] by (-2)\n end\n end\n end\n change [charindex v] by (1)\nend\nset [strspacew v] to (((sp) * (strWidth)) / ((length of (str)) - (1)))\nchange [strwidth v] by ((sp) * (strWidth))\nif <(w) = [0]> then\n set [stradaptw v] to (((h) - (thick)) / (8))\n set [stradapth v] to (((h) - (thick)) / (8))\nelse\n if <(h) = [0]> then\n set [stradaptw v] to (((w) - (thick)) / (strWidth))\n set [stradapth v] to (((w) - (thick)) / (strWidth))\n else\n set [stradaptw v] to (((w) - (thick)) / (strWidth))\n set [stradapth v] to (((h) - (thick)) / (8))\n end\nend\nif <(align) = [L]> then\n set [strx v] to ((x) + ((thick) / (2)))\nelse\n if <(align) = [C]> then\n set [strx v] to ((x) - (((strWidth) * (strAdaptW)) / (2)))\n else\n set [strx v] to ((x) - (((strWidth) * (strAdaptW)) + ((thick) / (2))))\n end\nend\nset [stry v] to ((y) - ((4) * (strAdaptH)))\nINT Draw String (str) W (strAdaptW) H (strAdaptH) PS (thick) SW (strSpaceW) KernJ <kern>\n\ndefine None\nset [dx v] to ((x2) - (x1))\nset [dy v] to ((y2) - (y1))\nset [dist v] to (((dx) * (dx)) + ((dy) * (dy)))\nset [dist v] to ([sqrt v] of (dist) )\n\ndefine Mouse Clicked?\nset [oldmouseclicked v] to (mouseClicked)\nset [mouseclicked v] to ((<(mouseClicked) > [0]> * <mouse down?>) + <mouse down?>)\nset [mouseclickedfor v] to (((mouseClickedFor) + (1)) * <mouse down?>)\n\ndefine None\nset [dcoordx v] to (((x) - (dOffsetX)) / (dZoom))\nset [dcoordy v] to (((y) - (dOffsetY)) / (dZoom))\n\ndefine None\nset [dcoordx v] to (((x) * (dZoom)) + (dOffsetX))\nset [dcoordy v] to (((y) * (dZoom)) + (dOffsetY))\n\ndefine None\nset [dx v] to ((([cos v] of (theta) ) * (x)) - (([sin v] of (theta) ) * (y)))\nset [dy v] to ((([sin v] of (theta) ) * (x)) + (([cos v] of (theta) ) * (y)))\n\ndefine None\nset pen color to (c)\ngo to x: (x) y: (y)\nset pen size to (s)\npen down\npen up\n\ndefine None\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nif <(x1) > (xbound)> then\n if <(x2) > (xbound)> then\n stop [this script v]\n else\n set [x1 v] to (xbound)\n set [y1 v] to ((y2) + (((x1) - (x2)) * (m)))\n end\nend\nif <(x1) < (-xbound)> then\n if <(x2) < (-xbound)> then\n stop [this script v]\n else\n set [x1 v] to (-xbound)\n set [y1 v] to ((y2) + (((x1) - (x2)) * (m)))\n end\nend\nif <(y1) > (ybound)> then\n if <(y2) > (ybound)> then\n stop [this script v]\n else\n set [y1 v] to (ybound)\n set [x1 v] to ((x2) + (((y1) - (y2)) / (m)))\n end\nend\nif <(y1) < (-ybound)> then\n if <(y2) < (-ybound)> then\n stop [this script v]\n else\n set [y1 v] to (-ybound)\n set [x1 v] to ((x2) + (((y1) - (y2)) / (m)))\n end\nend\nif <(x2) > (xbound)> then\n set [x2 v] to (xbound)\n set [y2 v] to ((y1) + (((x2) - (x1)) * (m)))\nend\nif <(x2) < (-xbound)> then\n set [x2 v] to (-xbound)\n set [y2 v] to ((y1) + (((x2) - (x1)) * (m)))\nend\nif <(y2) > (ybound)> then\n set [y2 v] to (ybound)\n set [x2 v] to ((x1) + (((y2) - (y1)) / (m)))\nend\nif <(y2) < (-ybound)> then\n set [y2 v] to (-ybound)\n set [x2 v] to ((x1) + (((y2) - (y1)) / (m)))\nend\ngo to x: (x1) y: (y1)\nset pen size to (1)\npen down\nset pen size to (d)\ngo to x: (x2) y: (y2)\npen up\n\ndefine None\ngo to x: (x) y: (y)\nif <(distance to [mouse-pointer v]) < ((s) / (2))> then\n set pen size to (s)\n set pen color to (c)\n pen down\n pen up\n set [bclicked v] to (<(mouseClicked) = [1]> + (0))\n set [bhover v] to [1]\nelse\n set [bclicked v] to [0]\n set [bhover v] to [0]\nend\nchange [banyhover v] by (bHover)\n\ndefine Mouse Drag\nif <key (space v) pressed?> then\n set [dmousedrag v] to [0]\nelse\n if <<(mouseClicked) = [1]> and <(bAnyHover) = [0]>> then\n set [dholdx v] to ((dZoom) * (mouse x))\n set [dholdy v] to ((dZoom) * (mouse y))\n set [dmousedrag v] to [1]\n else\n if <<(mouseClicked) = [2]> and <(dMouseDrag) = [1]>> then\n change [doffsetx v] by ((dHoldX) - ((dZoom) * (mouse x)))\n change [doffsety v] by ((dHoldY) - ((dZoom) * (mouse y)))\n set [dholdx v] to ((dZoom) * (mouse x))\n set [dholdy v] to ((dZoom) * (mouse y))\n end\n end\n if <(mouseClicked) = [0]> then\n set [dmousedrag v] to [0]\n end\nend\n\ndefine Render <> <>\nif <resetting> then\n set [moverate v] to ((1) / ((1) + ([e ^ v] of ((6) - ((moveT) * (0.12))) )))\nend\nDraw Player ((#platRadius) / (dZoom)) (#pSpines) (1.4) (1.2) <blueprints> <resetting>\nif <blueprints> then\n Mouse - Platform Interaction\nend\nset [*platindex v] to [0]\nrepeat ((length of [*platforms v]) / (length of [\(platform\) v]))\n if <blueprints> then\n set pen color to (item (item ((*platIndex) + (5)) of [*platforms v]) of [\(blueprint colors\) v])\n else\n set pen color to (item (item ((*platIndex) + (5)) of [*platforms v]) of [\(platform colors\) v])\n end\n Draw Platform (*platIndex) + Radius (0) <resetting>\n change [*platindex v] by (length of [\(platform\) v])\nend\nif <resetting> then\n if <(moveT) < [100]> then\n change [movet v] by (1.5)\n else\n set [movet v] to [-1]\n set [*platindex v] to [0]\n repeat ((length of [*platforms v]) / (length of [\(platform\) v]))\n replace item ((*platIndex) + (1)) of [*platforms v] with (item ((*platIndex) + (11)) of [*platforms v])\n replace item ((*platIndex) + (2)) of [*platforms v] with (item ((*platIndex) + (12)) of [*platforms v])\n replace item ((*platIndex) + (7)) of [*platforms v] with (item ((*platIndex) + (10)) of [*platforms v])\n set [*moveindex v] to (item (item ((*platIndex) + (8)) of [*platforms v]) of [*move indices v])\n if <(item (*moveIndex) of [*moves v]) > [0]> then\n if <(item ((*platIndex) + (9)) of [*platforms v]) > [-1]> then\n change [*moveindex v] by ((item ((*platIndex) + (9)) of [*platforms v]) * (length of [\(move\) v]))\n replace item ((*moveIndex) + (7)) of [*moves v] with [0]\n end\n replace item ((*platIndex) + (9)) of [*platforms v] with [0]\n end\n change [*platindex v] by (length of [\(platform\) v])\n end\n Reset Player <[] = []>\n end\nend\n\ndefine None\ngo to x: (x1) y: (y1)\nset pen size to (1)\npen down\nset pen size to (s)\ngo to x: (x1) y: (y2)\ngo to x: (x2) y: (y2)\ngo to x: (x2) y: (y1)\ngo to x: (x1) y: (y1)\npen up\n\nwhen I receive [save v]\nSave Contents\nhide list [save code v]\nask [Copy the codes above before continuing.] and wait\nshow list [save code v]\n\nwhen I receive [load v]\nask [Paste the platform codes here: \(Leave empty to cancel.\)] and wait\nif <(answer) = []> then\nelse\n delete (all) of [*platforms v]\n delete (all) of [*moves v]\n delete (all) of [*move indices v]\n Load Platform Codes (answer)\n ask [Paste the move codes here:] and wait\n Load Move Codes (answer)\nend\n\ndefine Normalize Vector\nset [dx v] to ((dx) / (dist))\nset [dy v] to ((dy) / (dist))\n\ndefine None\nset [angle v] to (([atan v] of ((dy) / (dx)) ) + ((180) * <(dx) < [0]>))\n\ndefine Render Moves\nif <<(*mPlatSelect) > [-1]> and <(guiType) = [1]>> then\n set [*moveindex v] to (item (item ((*mPlatSelect) + (8)) of [*platforms v]) of [*move indices v])\n set [storeangle v] to (item ((*mPlatSelect) + (10)) of [*platforms v])\n set [storemovex v] to (item ((*mPlatSelect) + (11)) of [*platforms v])\n set [storemovey v] to (item ((*mPlatSelect) + (12)) of [*platforms v])\n repeat (item (*moveIndex) of [*moves v])\n Get Vector from (storeMoveX) (storeMoveY) to (item ((*moveIndex) + (1)) of [*moves v]) (item ((*moveIndex) + (2)) of [*moves v])\n if <(*moveIndex) = (*selectedMove)> then\n set pen color to (join [0x] [80f0ff])\n else\n set pen color to (join [0x] [00d0ff])\n end\n set [anglenotzero v] to (<([abs v] of (item ((*moveIndex) + (8)) of [*moves v]) ) > [0]> + (0))\n if <<(dist) > [0]> or <(angleNotZero) = [1]>> then\n if <(dist) > [0]> then\n Get Angle (dx) (dy)\n System -> Draw Coords (storeMoveX) (storeMoveY)\n set [tempx v] to (dCoordX)\n set [tempy v] to (dCoordY)\n System -> Draw Coords (item ((*moveIndex) + (1)) of [*moves v]) (item ((*moveIndex) + (2)) of [*moves v])\n Clipped Line from (tempX) (tempY) to (dCoordX) (dCoordY) Radius ((#platRadius) / ((6) * (dZoom)))\n set [tempx v] to (dCoordX)\n set [tempy v] to (dCoordY)\n System -> Draw Coords ((item ((*moveIndex) + (1)) of [*moves v]) + (((120) / (dZoom)) * ([cos v] of ((angle) + (135)) ))) ((item ((*moveIndex) + (2)) of [*moves v]) + (((120) / (dZoom)) * ([sin v] of ((angle) + (135)) )))\n Clipped Line from (tempX) (tempY) to (dCoordX) (dCoordY) Radius ((#platRadius) / ((6) * (dZoom)))\n System -> Draw Coords ((item ((*moveIndex) + (1)) of [*moves v]) + (((120) / (dZoom)) * ([cos v] of ((angle) - (135)) ))) ((item ((*moveIndex) + (2)) of [*moves v]) + (((120) / (dZoom)) * ([sin v] of ((angle) - (135)) )))\n Clipped Line from (tempX) (tempY) to (dCoordX) (dCoordY) Radius ((#platRadius) / ((6) * (dZoom)))\n if <(angleNotZero) = [1]> then\n set [storemovex v] to (((storeMoveX) + (item ((*moveIndex) + (1)) of [*moves v])) / (2))\n set [storemovey v] to (((storeMoveY) + (item ((*moveIndex) + (2)) of [*moves v])) / (2))\n else\n set [storemovex v] to (item ((*moveIndex) + (1)) of [*moves v])\n set [storemovey v] to (item ((*moveIndex) + (2)) of [*moves v])\n end\n end\n if <(angleNotZero) = [1]> then\n System -> Draw Coords ((storeMoveX) + (((240) / (dZoom)) * ([cos v] of (storeAngle) ))) ((storeMoveY) + (((240) / (dZoom)) * ([sin v] of (storeAngle) )))\n set [tempx v] to (dCoordX)\n set [tempy v] to (dCoordY)\n set [anglenotzero v] to (item ((*moveIndex) + (8)) of [*moves v])\n set [angle v] to (storeAngle)\n set [angleinc v] to ([floor v] of (([log v] of ([abs v] of (angleNotZero) ) ) / (0.3)) )\n repeat (angleInc)\n change [angle v] by ((angleNotZero) / (angleInc))\n System -> Draw Coords ((storeMoveX) + (((240) / (dZoom)) * ([cos v] of (angle) ))) ((storeMoveY) + (((240) / (dZoom)) * ([sin v] of (angle) )))\n Clipped Line from (tempX) (tempY) to (dCoordX) (dCoordY) Radius ((#platRadius) / ((6) * (dZoom)))\n set [tempx v] to (dCoordX)\n set [tempy v] to (dCoordY)\n end\n set [storemovex v] to (item ((*moveIndex) + (1)) of [*moves v])\n set [storemovey v] to (item ((*moveIndex) + (2)) of [*moves v])\n change [storeangle v] by (angleNotZero)\n end\n end\n change [*moveindex v] by (length of [\(move\) v])\n end\nend\n\ndefine Settings GUI\nset pen color to (join [0x] [60a0e0])\nDraw Line (guiX) (180) (guiX) (-180) Size (180)\nset pen color to (join [0x] [0])\nDraw String [Initial Values] at ((guiX) - (80)) (165) Align [L] FitW (0) FitH (20) PenSize (2) Space (0.5) KernJ \nDraw String (join (join [Center: ] (item ((*mPlatSelect) + (11)) of [*platforms v])) (join [, ] (item ((*mPlatSelect) + (12)) of [*platforms v]))) at ((guiX) - (80)) (140) Align [L] FitW (0) FitH (15) PenSize (1) Space (0.5) KernJ \nDraw String (join [Length 1: ] (item ((*mPlatSelect) + (3)) of [*platforms v])) at ((guiX) - (80)) (120) Align [L] FitW (0) FitH (15) PenSize (1) Space (0.5) KernJ \nDraw String (join [Length 2: ] (item ((*mPlatSelect) + (4)) of [*platforms v])) at ((guiX) - (80)) (100) Align [L] FitW (0) FitH (15) PenSize (1) Space (0.5) KernJ \nDraw String (join [Type: ] (item ((*mPlatSelect) + (5)) of [*platforms v])) at ((guiX) - (80)) (80) Align [L] FitW (0) FitH (15) PenSize (1) Space (0.5) KernJ \nDraw String (join [Angle: ] (item ((*mPlatSelect) + (10)) of [*platforms v])) at ((guiX) - (80)) (60) Align [L] FitW (0) FitH (15) PenSize (1) Space (0.5) KernJ \nGet Vector from (guiX) (140) to (mouse x) (mouse y)\nset [editattribute v] to [-1]\nset [liney v] to (round ((dy) / (-20)))\nif <<<[-1] < (lineY)> and <(lineY) < [5]>> and <(dx) > [-90]>> then\n if <(mouseClicked) = [1]> then\n set [editattribute v] to (lineY)\n end\n set pen color to (join [0x] [8000d0ff])\n set [liney v] to ((140) - ((20) * (lineY)))\n Draw Line ((guiX) - (80)) (lineY) ((guiX) + (80)) (lineY) Size (20)\nend\n\ndefine Moves GUI\nset pen color to (join [0x] [60a0e0])\nDraw Line (guiX) (180) (guiX) (-180) Size (180)\nset [*moveindex v] to (item (item ((*mPlatSelect) + (8)) of [*platforms v]) of [*move indices v])\nset [*platindex v] to ((110) + ((scrollY) * (((item (*moveIndex) of [*moves v]) * (80)) / (285))))\nset [editattribute v] to [-1]\nrepeat (item (*moveIndex) of [*moves v])\n if <<(mouseClicked) = [1]> and <(*platIndex) < [111]>> then\n Get Vector from (guiX) ((*platIndex) - (35)) to (mouse x) (mouse y)\n if <<(*moveIndex) = (*selectedMove)> and <<[-80] < (dx)> and <(dx) < [70]>>> then\n set [editattribute v] to (round (((dy) - (20)) / (-20)))\n else\n if <<([abs v] of (dx) ) < [80]> and <([abs v] of (dy) ) < [35]>> then\n set [*selectedmove v] to (*moveIndex)\n end\n end\n end\n if <(*moveIndex) = (*selectedMove)> then\n set pen color to (join [0x] [80f0ff])\n else\n set pen color to (join [0x] [00d0ff])\n end\n Draw Rect ((guiX) - (80)) (*platIndex) ((guiX) + (80)) ((*platIndex) - (70)) Size (8)\n set pen color to (join [0x] [0])\n Draw String (join (join [Move to: ] (item ((*moveIndex) + (1)) of [*moves v])) (join [, ] (item ((*moveIndex) + (2)) of [*moves v]))) at ((guiX) - (70)) ((*platIndex) - (15)) Align [L] FitW (0) FitH (12) PenSize (1) Space (0.5) KernJ \n Draw String (join [Rotate by: ] (item ((*moveIndex) + (8)) of [*moves v])) at ((guiX) - (70)) ((*platIndex) - (35)) Align [L] FitW (0) FitH (12) PenSize (1) Space (0.5) KernJ \n Draw String (join [For: ] (join (item ((*moveIndex) + (6)) of [*moves v]) [ frames])) at ((guiX) - (70)) ((*platIndex) - (55)) Align [L] FitW (0) FitH (12) PenSize (1) Space (0.5) KernJ \n if <(*moveIndex) = (*selectedMove)> then\n set pen color to (join [0x] [8000d0ff])\n Get Vector from (guiX) ((*platIndex) - (15)) to (mouse x) (mouse y)\n set [liney v] to (round ((dy) / (20)))\n if <<<[-3] < (lineY)> and <(lineY) < [1]>> and <(dx) > [-90]>> then\n set [liney v] to (((*platIndex) - (15)) + ((20) * (lineY)))\n Draw Line ((guiX) - (69)) (lineY) ((guiX) + (69)) (lineY) Size (15)\n end\n end\n change [*platindex v] by (-80)\n change [*moveindex v] by (length of [\(move\) v])\nend\nMoves GUI 2\n\nwhen I receive [setting attribute v]\nif <(editAttribute) = [0]> then\n ask [Center X:] and wait\n replace item ((*mPlatSelect) + (11)) of [*platforms v] with (round (answer))\n replace item ((*mPlatSelect) + (1)) of [*platforms v] with (round (answer))\n ask [Center Y:] and wait\n replace item ((*mPlatSelect) + (12)) of [*platforms v] with (round (answer))\n replace item ((*mPlatSelect) + (2)) of [*platforms v] with (round (answer))\nelse\n if <(editAttribute) = [1]> then\n ask [Length 1:] and wait\n replace item ((*mPlatSelect) + (3)) of [*platforms v] with (round (answer))\n else\n if <(editAttribute) = [2]> then\n ask [Length 2:] and wait\n replace item ((*mPlatSelect) + (4)) of [*platforms v] with (round (answer))\n else\n if <(editAttribute) = [3]> then\n ask [Type:] and wait\n replace item ((*mPlatSelect) + (5)) of [*platforms v] with (round (answer))\n else\n if <(editAttribute) = [4]> then\n ask [Angle:] and wait\n replace item ((*mPlatSelect) + (7)) of [*platforms v] with (round (answer))\n replace item ((*mPlatSelect) + (10)) of [*platforms v] with (round (answer))\n end\n end\n end\n end\nend\n\nwhen I receive [new move v]\nask [Index? \(Use negative numbers to start from the end of the list.\)] and wait\nAdd Move for Platform (*mPlatSelect) | Move to (0) (0) | Rotate by (0) in (1) ticks at Index (answer)\n\ndefine Moves GUI 2\nset pen color to (join [0x] [60a0e0])\nDraw Rect ((guiX) - (80)) (129) (270) (180) Size (20)\nDraw Line ((guiX) - (72)) (155) (270) (155) Size (32)\nset pen color to (join [0x] [0])\nDraw String [Moves:] at ((guiX) - (85)) (135) Align [L] FitW (0) FitH (20) PenSize (2) Space (0.5) KernJ \nDraw Rect ((guiX) - (25)) (155) ((guiX) - (8)) (172) Size (2)\nif <(mouseClicked) = [1]> then\n go to x: ((guiX) - (17)) y: (163)\n if <(distance to [mouse-pointer v]) < [9]> then\n replace item ((*mPlatSelect) + (13)) of [*platforms v] with ((1) - (item ((*mPlatSelect) + (13)) of [*platforms v]))\n if <(item ((*mPlatSelect) + (9)) of [*platforms v]) = [-1]> then\n replace item ((*mPlatSelect) + (9)) of [*platforms v] with [0]\n end\n end\nend\nif <(item ((*mPlatSelect) + (13)) of [*platforms v]) = [1]> then\n Draw Line ((guiX) - (25)) (155) ((guiX) - (8)) (172) Size (2)\n Draw Line ((guiX) - (25)) (172) ((guiX) - (8)) (155) Size (2)\nend\nDraw String [Loop?] at ((guiX) - (85)) (165) Align [L] FitW (0) FitH (15) PenSize (2) Space (0.5) KernJ \nset pen color to (join [0x] [00d0ff])\nDraw Line ((guiX) - (83)) (120) ((guiX) + (83)) (120) Size (2)\nset pen color to (join [0x] [00d0ff])\nDraw Line ((guiX) + (85)) (110) ((guiX) + (85)) (-175) Size (8)\nset pen color to (join [0x] [d0404040])\nset [*moveindex v] to (item (item ((*mPlatSelect) + (8)) of [*platforms v]) of [*move indices v])\nset [barlength v] to ((285) * ((285) / ((item (*moveIndex) of [*moves v]) * (80))))\nif <(barLength) > [285]> then\n set [barlength v] to [285]\nend\nDraw Line ((guiX) + (85)) ((110) - (scrollY)) ((guiX) + (85)) ((110) - ((scrollY) + (barLength))) Size (8)\nif <<(mouse x) > ((guiX) + (80))> and <(mouseClicked) = [1]>> then\n set [draggingbar v] to [1]\nend\nif <<mouse down?> and <(draggingBar) = [1]>> then\n set [scrolly v] to ((110) - ((mouse y) + ((barLength) / (2))))\n set [dmousedrag v] to [0]\nelse\n set [draggingbar v] to [0]\nend\nif <((110) - ((scrollY) + (barLength))) < [-175]> then\n set [scrolly v] to ((285) - (barLength))\nelse\n if <(scrollY) < [0]> then\n set [scrolly v] to [0]\n end\nend\ngo to x: ((guiX) + (45)) y: (135)\nset [addmove v] to [0]\nif <(distance to [mouse-pointer v]) < [6]> then\n set pen color to (join [0x] [00d0ff])\n set [addmove v] to (mouseClicked)\nelse\n set pen color to (join [0x] [0])\nend\nDraw String [+] at ((guiX) + (40)) (135) Align [L] FitW (0) FitH (40) PenSize (3) Space (0) KernJ \ngo to x: ((guiX) + (71)) y: (135)\nif <(distance to [mouse-pointer v]) < [6]> then\n set pen color to (join [0x] [00d0ff])\n if <<(mouseClicked) = [1]> and <(*selectedMove) > [-1]>> then\n Remove Move (*selectedMove) of Platform (*mPlatSelect)\n end\nelse\n set pen color to (join [0x] [0])\nend\nDraw String [-] at ((guiX) + (65)) (135) Align [L] FitW (0) FitH (42) PenSize (3) Space (0) KernJ \n\nwhen I receive [move attribute v]\nreplace item ((*selectedMove) + (7)) of [*moves v] with [0]\nif <(editAttribute) = [0]> then\n ask [Move to: \(X coordinate?\)] and wait\n replace item ((*selectedMove) + (1)) of [*moves v] with (round (answer))\n ask [Move to: \(Y coordinate?\)] and wait\n replace item ((*selectedMove) + (2)) of [*moves v] with (round (answer))\nelse\n if <(editAttribute) = [1]> then\n ask [Rotate by: \(Number of degrees from -360 to 360\)] and wait\n replace item ((*selectedMove) + (8)) of [*moves v] with (round (answer))\n else\n if <(editAttribute) = [2]> then\n ask [For: \(Number of frames for move/rotate\)] and wait\n replace item ((*selectedMove) + (6)) of [*moves v] with (round (answer))\n end\n end\nend\n\ndefine Mouse - Platform Interaction\nif <<key (m v) pressed?> or <key (p v) pressed?>> then\n Draw -> System Coords (mouse x) (mouse y)\n set [mx v] to (dCoordX)\n set [my v] to (dCoordY)\n set [manycoll v] to [0]\n set [*platindex v] to [0]\n repeat ((length of [*platforms v]) / (length of [\(platform\) v]))\n Check Collision (mX) (mY) (0) with Platform (*platIndex) <[1] = [1]> ([cos v] of (item ((*platIndex) + (7)) of [*platforms v]) ) ([sin v] of (item ((*platIndex) + (7)) of [*platforms v]) )\n if <<(collSuccess) = [1]> and <(mouseClicked) = [1]>> then\n set [*mplatselect v] to (*platIndex)\n change [banyhover v] by (1)\n change [manycoll v] by (1)\n set [guitargetx v] to ((240) - (90))\n end\n change [*platindex v] by (length of [\(platform\) v])\n end\n if <(mouseClicked) = [1]> then\n if <(mAnyColl) = [0]> then\n set [*mplatselect v] to [-1]\n set [guitargetx v] to ((240) + (90))\n else\n if <key (m v) pressed?> then\n set [guitype v] to [1]\n else\n set [guitype v] to [2]\n end\n end\n end\nend\nif <(*mPlatSelect) > [-1]> then\n set pen color to (join [0x] [ffff00])\n Draw Platform (*mPlatSelect) + Radius ((#platRadius) / (2)) <(moveT) > [-1]>\nend\nset [guix v] to (((0.75) * (guiX)) + ((0.25) * (guiTargetX)))\n\ndefine Zoom Buttons\nDraw Dot (-220) (160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-220) (160) Color (join [0x] [c0c0c0]) Size (30)\nset pen color to (join [0x] [707070])\nDraw Line (-229) (160) (-211) (160) Size (2)\nDraw Line (-220) (169) (-220) (151) Size (2)\nDetect Button (-220) (160) Size (32) Highlight (join [0x] [40000000])\nif <(bClicked) = [1]> then\n change [dtargetzoom v] by ((dTargetZoom) / (-3))\nend\nDraw Dot (-180) (160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-180) (160) Color (join [0x] [c0c0c0]) Size (30)\nset pen color to (join [0x] [707070])\nDraw Line (-189) (160) (-171) (160) Size (2)\nDetect Button (-180) (160) Size (32) Highlight (join [0x] [40000000])\nif <(bClicked) = [1]> then\n change [dtargetzoom v] by ((dTargetZoom) / (3))\nend\nif <(dTargetZoom) < [3]> then\n set [dtargetzoom v] to [3]\nend\nif <(dTargetZoom) > [15]> then\n set [dtargetzoom v] to [15]\nend\nset [dzoom v] to (((0.75) * (dZoom)) + ((0.25) * (dTargetZoom)))\n\ndefine Mode Button\nDetect Button (-220) (-160) Size (32) Highlight (join [0x] [01000000])\nif <(bHover) = [1]> then\n change [bmodeomega v] by (0.4)\n if <(bModeOmega) > [20]> then\n set [bmodeomega v] to [20]\n end\nelse\n change [bmodeomega v] by (-0.8)\n if <(bModeOmega) < [0]> then\n set [bmodeomega v] to [0]\n end\nend\nchange [bmodetheta v] by (bModeOmega)\nDraw Dot (-220) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-220) (-160) Color (join [0x] [c0c0c0]) Size (30)\nset pen color to (join [0x] [606060])\nset [baddtheta v] to [0]\nrepeat (4)\n set [dx v] to ((10) * ([cos v] of ((bModeTheta) + (bAddTheta)) ))\n set [dy v] to ((10) * ([sin v] of ((bModeTheta) + (bAddTheta)) ))\n Draw Line ((-220) - (dx)) ((-160) - (dy)) ((-220) + (dx)) ((-160) + (dy)) Size (4)\n change [baddtheta v] by ((180) / (4))\nend\nDraw Dot (-220) (-160) Color (join [0x] [606060]) Size (18)\nDraw Dot (-220) (-160) Color (join [0x] [c0c0c0]) Size (8)\nif <(bClicked) = [1]> then\n set [*mode v] to ((1) - (*mode))\n set [dholdx v] to ((dZoom) * (mouse x))\n set [dholdy v] to ((dZoom) * (mouse y))\n if <(*mode) = [1]> then\n set [dtargetzoom v] to [5]\n Reset GUI\n end\nend\n\ndefine None\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [prot v] by ((-0.75) * (speed))\n if <(pPIndex) > [-1]> then\n change [px v] by ((speed) * (pNy))\n change [py v] by (((0) - (speed)) * (pNx))\n set [pxv v] to ((speed) * (pNy))\n set [pyv v] to (((0) - (speed)) * (pNx))\n end\nelse\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [prot v] by ((0.75) * (speed))\n if <(pPIndex) > [-1]> then\n change [px v] by (((0) - (speed)) * (pNy))\n change [py v] by ((speed) * (pNx))\n set [pxv v] to (((0) - (speed)) * (pNy))\n set [pyv v] to ((speed) * (pNx))\n end\n end\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <<(pCharge) < [30]> and <(pPIndex) > [-1]>> then\n change [pcharge v] by (1)\n set [dzoom v] to ((dTargetZoom) - (((dTargetZoom) - (0.5)) * ((pCharge) / (30))))\n end\nelse\n if <(pCharge) > [0]> then\n change [pxv v] by ((pCharge) * (pNx))\n change [pyv v] by ((pCharge) * (pNy))\n set [*moveindex v] to (item (item ((pPIndex) + (8)) of [*platforms v]) of [*move indices v])\n if <(item (*moveIndex) of [*moves v]) > [0]> then\n change [*moveindex v] by ((item ((pPIndex) + (9)) of [*platforms v]) * (length of [\(move\) v]))\n set [pcharge v] to ((item ((*moveIndex) + (5)) of [*moves v]) * ([abs v] of ((pCollT) / ((2) * (#platRadius))) ))\n change [pxv v] by ((item ((*moveIndex) + (3)) of [*moves v]) - ((pCharge) * ([sin v] of (item ((pPIndex) + (7)) of [*platforms v]) )))\n change [pyv v] by ((item ((*moveIndex) + (4)) of [*moves v]) + ((pCharge) * ([cos v] of (item ((pPIndex) + (7)) of [*platforms v]) )))\n end\n set [pcharge v] to [0]\n set [ppindex v] to [-1]\n end\n set [dzoom v] to (((0.75) * (dZoom)) + ((0.25) * (dTargetZoom)))\nend\nif <(pPIndex) > [-1]> then\n set [pxv v] to ((-2) * (pNx))\n set [pyv v] to ((-2) * (pNy))\n set [pairtime v] to [0]\nelse\n change [pyv v] by (-1)\n change [pairtime v] by (1)\nend\nchange [px v] by (pXV)\nchange [py v] by (pYV)\nif <(pAirtime) > [90]> then\n Reset Player \nend\nset [*platindex v] to [0]\nrepeat ((length of [*platforms v]) / (length of [\(platform\) v]))\n Check Collision (pX) (pY) (#platRadius) with Platform (*platIndex) ([cos v] of (item ((*platIndex) + (7)) of [*platforms v]) ) ([sin v] of (item ((*platIndex) + (7)) of [*platforms v]) )\n change [*platindex v] by (length of [\(platform\) v])\nend\nset [prot v] to ((pRot) mod (360))\n\ndefine None\nif <resetting> then\n set [doffsetx v] to (((1) - (moveRate)) * (pX))\n set [doffsety v] to (((1) - (moveRate)) * (pY))\n System -> Draw Coords (dOffsetX) (dOffsetY)\nelse\n System -> Draw Coords (pX) (pY)\nend\nif <blueprints> then\n set pen color to (join [0x] [e0f0f0])\nelse\n set pen color to (join [0x] [0])\nend\ngo to x: (dCoordX) y: ((dCoordY) + (0.001))\nset pen size to ((2) * (zoomradius))\npen down\npen up\nset [dtheta v] to (pRot)\nset [pspinenum v] to [0]\nrepeat (numspines)\n if <((pSpineNum) mod (2)) = [0]> then\n set [pspinelength v] to ((zoomradius) * (length1))\n else\n set [pspinelength v] to ((zoomradius) * (length2))\n end\n go to x: ((dCoordX) - ((pSpineLength) * ([cos v] of (dTheta) ))) y: ((dCoordY) - ((pSpineLength) * ([sin v] of (dTheta) )))\n set pen size to (1)\n pen down\n set pen size to ((0.125) * (zoomradius))\n go to x: ((dCoordX) + ((pSpineLength) * ([cos v] of (dTheta) ))) y: ((dCoordY) + ((pSpineLength) * ([sin v] of (dTheta) )))\n pen up\n change [pspinenum v] by (1)\n change [dtheta v] by ((180) / (numspines))\nend\ngo to x: (dCoordX) y: ((dCoordY) + (0.001))\nif <blueprints> then\n set pen color to (join [0x] [4070E0])\nelse\n set pen color to (join [0x] [00d000])\nend\nset pen size to ((1.75) * (zoomradius))\npen down\npen up\n\ndefine Reset Player <>\nif <firsttime> then\n set [px v] to [0]\n set [py v] to [0]\n set [pxv v] to [0]\n set [pyv v] to [0]\n set [ppindex v] to [-1]\n set [pcharge v] to [0]\n set [prot v] to [0]\n set [pnx v] to [0]\n set [pny v] to [0]\n set [pairtime v] to [0]\n set [levelfinished v] to [0]\nelse\n set [movet v] to [0]\nend\n\ndefine None\nif <(item ((m) + (7)) of [*moves v]) = [0]> then\n Get Vector from (item ((p) + (1)) of [*platforms v]) (item ((p) + (2)) of [*platforms v]) to (item ((m) + (1)) of [*moves v]) (item ((m) + (2)) of [*moves v])\n replace item ((m) + (3)) of [*moves v] with ((dx) / (item ((m) + (6)) of [*moves v]))\n replace item ((m) + (4)) of [*moves v] with ((dy) / (item ((m) + (6)) of [*moves v]))\n replace item ((m) + (5)) of [*moves v] with ((item ((m) + (8)) of [*moves v]) / (item ((m) + (6)) of [*moves v]))\nend\nreplace item ((p) + (1)) of [*platforms v] with ((item ((p) + (1)) of [*platforms v]) + (item ((m) + (3)) of [*moves v]))\nreplace item ((p) + (2)) of [*platforms v] with ((item ((p) + (2)) of [*platforms v]) + (item ((m) + (4)) of [*moves v]))\nreplace item ((p) + (7)) of [*platforms v] with (((item ((p) + (7)) of [*platforms v]) + (item ((m) + (5)) of [*moves v])) mod (360))\nreplace item ((m) + (7)) of [*moves v] with ((item ((m) + (7)) of [*moves v]) + (1))\nif <(pPIndex) = (p)> then\n Rotate Vector (pNx) (pNy) by (item ((m) + (5)) of [*moves v])\n set [px v] to ((item ((p) + (1)) of [*platforms v]) + ((([cos v] of (item ((p) + (7)) of [*platforms v]) ) * (pCollT)) + ((dx) * ((2) * (#platRadius)))))\n set [py v] to ((item ((p) + (2)) of [*platforms v]) + ((([sin v] of (item ((p) + (7)) of [*platforms v]) ) * (pCollT)) + ((dy) * ((2) * (#platRadius)))))\n change [prot v] by (item ((m) + (5)) of [*moves v])\nend\nif <(item ((m) + (7)) of [*moves v]) = (item ((m) + (6)) of [*moves v])> then\n replace item ((m) + (7)) of [*moves v] with [0]\n replace item ((p) + (9)) of [*platforms v] with (((item ((p) + (9)) of [*platforms v]) + (1)) mod (n))\n if <((item ((p) + (9)) of [*platforms v]) + (item ((p) + (13)) of [*platforms v])) = [0]> then\n replace item ((p) + (9)) of [*platforms v] with [-1]\n end\nend\n\ndefine None\nif <resetting> then\n set [storemovex v] to ((((1) - (moveRate)) * (item ((p) + (1)) of [*platforms v])) + ((moveRate) * (item ((p) + (11)) of [*platforms v])))\n set [storemovey v] to ((((1) - (moveRate)) * (item ((p) + (2)) of [*platforms v])) + ((moveRate) * (item ((p) + (12)) of [*platforms v])))\n set [storeangle v] to ((((1) - (moveRate)) * (item ((p) + (7)) of [*platforms v])) + ((moveRate) * (item ((p) + (10)) of [*platforms v])))\n System -> Draw Coords ((storeMoveX) - ((item ((p) + (3)) of [*platforms v]) * ([cos v] of (storeAngle) ))) ((storeMoveY) - ((item ((p) + (3)) of [*platforms v]) * ([sin v] of (storeAngle) )))\n set [tempx v] to (dCoordX)\n set [tempy v] to (dCoordY)\n System -> Draw Coords ((storeMoveX) + ((item ((p) + (4)) of [*platforms v]) * ([cos v] of (storeAngle) ))) ((storeMoveY) + ((item ((p) + (4)) of [*platforms v]) * ([sin v] of (storeAngle) )))\n Clipped Line from (tempX) (tempY) to (dCoordX) (dCoordY) Radius (((#platRadius) + (r)) / (dZoom))\nelse\n System -> Draw Coords ((item ((p) + (1)) of [*platforms v]) - ((item ((p) + (3)) of [*platforms v]) * ([cos v] of (item ((p) + (7)) of [*platforms v]) ))) ((item ((p) + (2)) of [*platforms v]) - ((item ((p) + (3)) of [*platforms v]) * ([sin v] of (item ((p) + (7)) of [*platforms v]) )))\n set [tempx v] to (dCoordX)\n set [tempy v] to (dCoordY)\n System -> Draw Coords ((item ((p) + (1)) of [*platforms v]) + ((item ((p) + (4)) of [*platforms v]) * ([cos v] of (item ((p) + (7)) of [*platforms v]) ))) ((item ((p) + (2)) of [*platforms v]) + ((item ((p) + (4)) of [*platforms v]) * ([sin v] of (item ((p) + (7)) of [*platforms v]) )))\n Clipped Line from (tempX) (tempY) to (dCoordX) (dCoordY) Radius (((#platRadius) + (r)) / (dZoom))\nend\n\ndefine Misc. Buttons\nDraw Dot (-180) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-180) (-160) Color (join [0x] [c0c0c0]) Size (30)\nDetect Button (-180) (-160) Size (32) Highlight (join [0x] [40000000])\nset pen color to (join [0x] [707070])\nDraw String [New] at (-180) (-160) Align [C] FitW (0) FitH (12) PenSize (1) Space (0.3) KernJ \nif <(bClicked) = [1]> then\n Draw -> System Coords (0) (0)\n Add Platform at (round (dCoordX)) (round (dCoordY)) Angle (0) Length (100) Type (1) \%center (0.5)\nend\nDraw Dot (-140) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-140) (-160) Color (join [0x] [c0c0c0]) Size (30)\nDetect Button (-140) (-160) Size (32) Highlight (join [0x] [40000000])\nset pen color to (join [0x] [707070])\nDraw String [Del] at (-140) (-160) Align [C] FitW (0) FitH (12) PenSize (1) Space (0.3) KernJ \nif <(bClicked) = [1]> then\n if <(*mPlatSelect) > [-1]> then\n Remove Platform (*mPlatSelect)\n Reset GUI\n end\nend\nDraw Dot (-100) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-100) (-160) Color (join [0x] [c0c0c0]) Size (30)\nDetect Button (-100) (-160) Size (32) Highlight (join [0x] [40000000])\nset pen color to (join [0x] [707070])\nDraw String [Reset] at (-100) (-160) Align [C] FitW (0) FitH (9) PenSize (1) Space (0.3) KernJ \nif <(bClicked) = [1]> then\n Reset Player \nend\nDraw Dot (20) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (20) (-160) Color (join [0x] [c0c0c0]) Size (30)\nDetect Button (20) (-160) Size (32) Highlight (join [0x] [40000000])\nset pen color to (join [0x] [707070])\nDraw String [Clear] at (20) (-160) Align [C] FitW (0) FitH (9) PenSize (1) Space (0.4) KernJ \nif <(bClicked) = [1]> then\n delete (all) of [*moves v]\n delete (all) of [*platforms v]\n delete (all) of [*move indices v]\nend\n\ndefine None\nrepeat (length of [\(platform\) v])\n delete ((n) + (1)) of [*platforms v]\nend\n\nwhen flag clicked\nset [#platradius v] to [40]\nset [#pspines v] to [8]\nset [#pspeed v] to [7]\nshow list [save code v]\ndelete (all) of [save code v]\ndelete (all) of [*platforms v]\ndelete (all) of [*moves v]\ndelete (all) of [*move indices v]\ndelete (all) of [*cactus pos v]\nrepeat (15)\n add (pick random (-230) to (230)) to [*cactus pos v]\n add (pick random (-175) to (-30)) to [*cactus pos v]\n add (pick random (5) to (20)) to [*cactus pos v]\nend\nset [*level v] to [2]\nLoad Level (*level)\nset [doffsetx v] to [0]\nset [doffsety v] to [0]\nset [dzoom v] to [5]\nset [dtargetzoom v] to [5]\nset [*mode v] to [1]\nReset GUI\nReset Player <[] = []>\nset [movet v] to [-1]\nforever\n set [banyhover v] to [0]\n Mouse Clicked?\n if <(*mode) = [1]> then\n erase all\n Background \n if <(moveT) < [0]> then\n Update Platforms\n Update Player (#pSpeed)\n set [doffsetx v] to (pX)\n set [doffsety v] to (pY)\n Render \n Mode Button\n if <key (r v) pressed?> then\n Reset Player \n end\n if <(levelFinished) = [1]> then\n change [*level v] by (1)\n Load Level (*level)\n Reset Player <[] = []>\n end\n else\n Render <[1] = [1]>\n end\n set pen color to (join [0x] [0])\n Draw String [Arrow/WASD keys, down to charge, r to reset] at (240) (-170) Align [R] FitW (0) FitH (10) PenSize (1) Space (0.5) KernJ \n else\n erase all\n Background <[1] = [1]>\n Render <[1] = [1]> <(moveT) > [-1]>\n Render Moves\n if <(guiX) < ((240) + (90))> then\n if <(guiType) = [1]> then\n Moves GUI\n if <<(*mPlatSelect) > [-1]> and <<[-1] < (editAttribute)> and <(editAttribute) < [3]>>> then\n broadcast (Move Attribute v) and wait\n else\n if <(addMove) = [1]> then\n broadcast (New Move v) and wait\n end\n end\n else\n Settings GUI\n if <<(*mPlatSelect) > [-1]> and <<[-1] < (editAttribute)> and <(editAttribute) < [5]>>> then\n broadcast (Setting Attribute v) and wait\n end\n end\n end\n Zoom Buttons\n Misc. Buttons\n Save/Load Buttons\n if <(saveState) > [0]> then\n if <(saveState) = [1]> then\n broadcast (Save v) and wait\n else\n broadcast (Load v) and wait\n end\n end\n Mode Button\n Mouse Drag\n set pen color to (join [0x] [e0f0f0])\n Draw String [Mouse to scroll, click with m/p to select.] at (240) (-170) Align [R] FitW (0) FitH (10) PenSize (1) Space (0.6) KernJ \n end\nend\n\ndefine Save/Load Buttons\nset [savestate v] to [0]\nDraw Dot (-60) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-60) (-160) Color (join [0x] [c0c0c0]) Size (30)\nDetect Button (-60) (-160) Size (32) Highlight (join [0x] [40000000])\nset pen color to (join [0x] [707070])\nDraw String [Save] at (-60) (-160) Align [C] FitW (0) FitH (10) PenSize (1) Space (0.3) KernJ \nif <(bClicked) = [1]> then\n set [savestate v] to [1]\nend\nDraw Dot (-20) (-160) Color (join [0x] [606060]) Size (32)\nDraw Dot (-20) (-160) Color (join [0x] [c0c0c0]) Size (30)\nDetect Button (-20) (-160) Size (32) Highlight (join [0x] [40000000])\nset pen color to (join [0x] [707070])\nDraw String [Load] at (-20) (-160) Align [C] FitW (0) FitH (10) PenSize (1) Space (0.3) KernJ \nif <(bClicked) = [1]> then\n set [savestate v] to [2]\nend\n\ndefine None\nset [*moveindex v] to (item (item ((p) + (8)) of [*platforms v]) of [*move indices v])\nreplace item (*moveIndex) of [*moves v] with ((item (*moveIndex) of [*moves v]) - (1))\nrepeat (length of [\(move\) v])\n delete ((n) + (1)) of [*moves v]\nend\nset [*moveindex v] to ((item ((p) + (8)) of [*platforms v]) + (1))\nrepeat ((length of [*move indices v]) - (item ((p) + (8)) of [*platforms v]))\n replace item (*moveIndex) of [*move indices v] with ((item (*moveIndex) of [*move indices v]) - (length of [\(move\) v]))\n change [*moveindex v] by (1)\nend\n\ndefine Update Platforms\nset [*platindex v] to [0]\nrepeat ((length of [*platforms v]) / (length of [\(platform\) v]))\n set [*moveindex v] to (item (item ((*platIndex) + (8)) of [*platforms v]) of [*move indices v])\n if <(item ((*platIndex) + (9)) of [*platforms v]) = [-1]> then\n else\n if <(item (*moveIndex) of [*moves v]) > [0]> then\n Update Platform (*platIndex) with Move ((*moveIndex) + ((item ((*platIndex) + (9)) of [*platforms v]) * (length of [\(move\) v]))) (Total Moves (item (*moveIndex) of [*moves v]) )\n end\n end\n change [*platindex v] by (length of [\(platform\) v])\nend\n\ndefine None\nINT Line (x1) (y1) (x2) (y2) ((2) * (r)) | (((y2) - (y1)) / ((x2) - (x1))) ((240) + (r)) ((180) + (r)) ((-240) - (r)) ((-180) - (r))\n\ndefine None\nadd [_] to [save code v]\nset [savecodeindex v] to [1]\nrepeat (length of (item (n) of [save code v]))\n set [savechar v] to (letter (saveCodeIndex) of (item (n) of [save code v]))\n if <<(saveChar) = (letter (1) of (item (last) of [save code v]))> and <(saveChar) = [0]>> then\n if <(item (last) of [save code v]) = [0]> then\n replace item (last) of [save code v] with [01]\n end\n if <(item (last) of [save code v]) = [09]> then\n add [0] to [save code v]\n end\n replace item (last) of [save code v] with (join [0] ((item (last) of [save code v]) + (1)))\n else\n add (saveChar) to [save code v]\n end\n change [savecodeindex v] by (1)\nend\nreplace item ((n) + (1)) of [save code v] with []\nrepeat ((length of [save code v]) - ((n) + (1)))\n if <<(letter (1) of (item ((n) + (2)) of [save code v])) = [0]> and <(item ((n) + (2)) of [save code v]) > [0]>> then\n replace item ((n) + (1)) of [save code v] with (join (item ((n) + (1)) of [save code v]) (join [f] ((item ((n) + (2)) of [save code v]) + (0))))\n else\n replace item ((n) + (1)) of [save code v] with (join (item ((n) + (1)) of [save code v]) (item ((n) + (2)) of [save code v]))\n end\n delete ((n) + (2)) of [save code v]\nend\n\ndefine None\nset [_convertedcode v] to []\nset [_codetemp v] to ([abs v] of (n) )\nrepeat until <(_codeTemp) = [0]>\n set [_convertedcode v] to (join (letter (((_codeTemp) mod (length of (base))) + (1)) of (base)) (_convertedCode))\n set [_codetemp v] to ([floor v] of ((_codeTemp) / (length of (base))) )\nend\nif <(_convertedCode) = []> then\n set [_convertedcode v] to [0]\nend\nrepeat ((l) - (length of (_convertedCode)))\n set [_convertedcode v] to (join [0] (_convertedCode))\nend\n\ndefine Convert OtherToDec [] Base Chars []\nset [_convertedcode v] to [0]\nset [_codetemp v] to [0]\nrepeat (length of (n))\n set [_codechar v] to [1]\n repeat until <(letter ((length of (n)) - (_codeTemp)) of (n)) = (letter (_codeChar) of (base))>\n change [_codechar v] by (1)\n end\n change [_convertedcode v] by (((_codeChar) - (1)) * ([e ^ v] of (([ln v] of (length of (base)) ) * (_codeTemp)) ))\n change [_codetemp v] by (1)\nend\n\ndefine None\nGet Vector from (item ((p) + (1)) of [*platforms v]) (item ((p) + (2)) of [*platforms v]) to (x) (y)\nset [colltproj v] to (((dx) * (tx)) + ((dy) * (ty)))\nif <(collTProj) < ((0) - (item ((p) + (3)) of [*platforms v]))> then\n set [colltproj v] to ((0) - (item ((p) + (3)) of [*platforms v]))\nelse\n if <(collTProj) > (item ((p) + (4)) of [*platforms v])> then\n set [colltproj v] to (item ((p) + (4)) of [*platforms v])\n end\nend\nGet Vector from ((item ((p) + (1)) of [*platforms v]) + ((collTProj) * (tx))) ((item ((p) + (2)) of [*platforms v]) + ((collTProj) * (ty))) to (x) (y)\nset [colldepth v] to (((radius) + (#platRadius)) - (dist))\nif <mouse?> then\n set [collsuccess v] to (<(collDepth) > [0]> + (0))\nelse\n if <(collDepth) > [0]> then\n Normalize Vector\n if <<(pPIndex) = [-1]> or <<(pPIndex) = (p)> or <(pick random (1) to (2)) = [1]>>> then\n if <(item ((p) + (5)) of [*platforms v]) = [3]> then\n else\n set [pcollt v] to (collTProj)\n set [ppindex v] to (p)\n set [pnx v] to (dx)\n set [pny v] to (dy)\n end\n end\n change [px v] by ((collDepth) * (dx))\n change [py v] by ((collDepth) * (dy))\n set [collvelo v] to (((dx) * (pXV)) + ((dy) * (pYV)))\n set [collvelo v] to ((0) - (collVelo))\n change [pxv v] by ((collVelo) * (dx))\n change [pyv v] by ((collVelo) * (dy))\n if <(item ((p) + (5)) of [*platforms v]) = [2]> then\n Reset Player \n else\n if <(item ((p) + (5)) of [*platforms v]) = [3]> then\n set [pairtime v] to [0]\n set [ppindex v] to [-1]\n set [pnx v] to [0]\n set [pny v] to [0]\n set [*moveindex v] to (item (item ((p) + (8)) of [*platforms v]) of [*move indices v])\n if <(item (*moveIndex) of [*moves v]) > [0]> then\n change [*moveindex v] by ((item ((p) + (9)) of [*platforms v]) * (length of [\(move\) v]))\n set [launchvelo v] to ((item ((*moveIndex) + (5)) of [*moves v]) * ([abs v] of ((collTProj) / ((2) * (#platRadius))) ))\n set [storemovex v] to ((item ((*moveIndex) + (3)) of [*moves v]) - ((launchVelo) * ([sin v] of (item ((p) + (7)) of [*platforms v]) )))\n set [storemovey v] to ((item ((*moveIndex) + (4)) of [*moves v]) + ((launchVelo) * ([cos v] of (item ((p) + (7)) of [*platforms v]) )))\n if <(((storeMoveX) * (dx)) + ((storeMoveY) * (dy))) > [0]> then\n change [pxv v] by ((1.5) * (storeMoveX))\n change [pyv v] by ((1.5) * (storeMoveY))\n end\n end\n else\n if <(item ((p) + (5)) of [*platforms v]) = [4]> then\n set [levelfinished v] to [1]\n end\n end\n end\n end\nend\n\ndefine None\nGet Vector from (x1) (y1) to (x2) (y2)\nNormalize Vector\nadd (((x1) + (x2)) / (2)) to [*platforms v]\nadd (((y1) + (y2)) / (2)) to [*platforms v]\nadd ((dist) / (2)) to [*platforms v]\nadd ((dist) / (2)) to [*platforms v]\nadd (t) to [*platforms v]\nadd [0] to [*platforms v]\nif <(dx) < [0]> then\n add (([atan v] of ((dy) / (dx)) ) + (180)) to [*platforms v]\nelse\n add ([atan v] of ((dy) / (dx)) ) to [*platforms v]\nend\nadd [0] to [*moves v]\nadd (length of [*moves v]) to [*move indices v]\nadd (length of [*move indices v]) to [*platforms v]\nadd [0] to [*platforms v]\nadd (item ((((length of [*platforms v]) + (4)) - (length of [\(platform\) v])) + (7)) of [*platforms v]) to [*platforms v]\nadd (item ((((length of [*platforms v]) + (3)) - (length of [\(platform\) v])) + (1)) of [*platforms v]) to [*platforms v]\nadd (item ((((length of [*platforms v]) + (2)) - (length of [\(platform\) v])) + (2)) of [*platforms v]) to [*platforms v]\nadd [1] to [*platforms v]\n\ndefine None\nadd (x) to [*platforms v]\nadd (y) to [*platforms v]\nadd ((p) * (l)) to [*platforms v]\nadd (((1) - (p)) * (l)) to [*platforms v]\nadd (t) to [*platforms v]\nadd [0] to [*platforms v]\nadd (a) to [*platforms v]\nadd [0] to [*moves v]\nadd (length of [*moves v]) to [*move indices v]\nadd (length of [*move indices v]) to [*platforms v]\nadd [0] to [*platforms v]\nadd (a) to [*platforms v]\nadd (x) to [*platforms v]\nadd (y) to [*platforms v]\nadd [1] to [*platforms v]\n\ndefine None\nadd (x) to [*platforms v]\nadd (y) to [*platforms v]\nadd (l1) to [*platforms v]\nadd (l2) to [*platforms v]\nadd (type) to [*platforms v]\nadd [0] to [*platforms v]\nadd (angle) to [*platforms v]\nadd [0] to [*moves v]\nadd (length of [*moves v]) to [*move indices v]\nadd (length of [*move indices v]) to [*platforms v]\nadd [0] to [*platforms v]\nadd (angle) to [*platforms v]\nadd (x) to [*platforms v]\nadd (y) to [*platforms v]\nadd (loop) to [*platforms v]\n\ndefine Load Move Codes []\nUnpack Contents (code)\nset [savecodeindex v] to [1]\nset [*platindex v] to [0]\nrepeat until <(saveCodeIndex) > (length of (saveCode))>\n Convert OtherToDec (letter (saveCodeIndex) of (saveCode)) Base Chars [0123456789abcdeghijklmnopqrsuvwxyz]\n change [savecodeindex v] by (1)\n repeat (_convertedCode)\n delete (all) of [save code v]\n repeat (2)\n Add (saveCodeIndex) to Code, Length (3) Sign <[1] = [1]>\n end\n Add (saveCodeIndex) to Code, Length (2) Sign <[1] = [1]>\n Add (saveCodeIndex) to Code, Length (2) Sign \n Add Move for Platform (*platIndex) | Move to (item (1) of [save code v]) (item (2) of [save code v]) | Rotate by (item (3) of [save code v]) in (item (4) of [save code v]) ticks at Index (-1)\n end\n change [*platindex v] by (length of [\(platform\) v])\nend\n\ndefine None\nset [_convertedcode v] to (letter ((index) + <sign>) of (saveCode))\nrepeat ((l) - (1))\n set [_convertedcode v] to (join (_convertedCode) (letter ((index) + ((length of (_convertedCode)) + <sign>)) of (saveCode)))\nend\nConvert OtherToDec (_convertedCode) Base Chars [0123456789abcdeghijklmnopqrsuvwxyz]\nif <<not <sign>> or <(letter (saveCodeIndex) of (saveCode)) = [1]>> then\n add (round (_convertedCode)) to [save code v]\nelse\n add (join [-] (round (_convertedCode))) to [save code v]\nend\nchange [savecodeindex v] by ((l) + <sign>)\n\ndefine None\nConvert DecToOther ([abs v] of (val) ) Length (l) Base Chars [0123456789abcdeghijklmnopqrsuvwxyz]\nif <sign> then\n set [sign v] to ((([abs v] of (val) ) / (val)) + (0))\n if <(sign) = [0]> then\n set [sign v] to [1]\n end\n set [savecode v] to (join (saveCode) (join (((sign) + (1)) / (2)) (_convertedCode)))\nelse\n set [savecode v] to (join (saveCode) (_convertedCode))\nend\n\ndefine Unpack Contents []\nset [savecode v] to []\nset [savecodeindex v] to [1]\nrepeat until <(saveCodeIndex) > (length of (code))>\n if <(letter (saveCodeIndex) of (code)) = [f]> then\n repeat (letter ((saveCodeIndex) + (1)) of (code))\n set [savecode v] to (join (saveCode) [0])\n end\n change [savecodeindex v] by (2)\n else\n set [savecode v] to (join (saveCode) (letter (saveCodeIndex) of (code)))\n change [savecodeindex v] by (1)\n end\nend\n\ndefine Load Platform Codes []\nUnpack Contents (code)\nset [savecodeindex v] to [1]\nrepeat ((length of (saveCode)) / (18))\n delete (all) of [save code v]\n repeat (2)\n Add (saveCodeIndex) to Code, Length (3) Sign <[1] = [1]>\n end\n Add (saveCodeIndex) to Code, Length (2) Sign \n repeat (2)\n Add (saveCodeIndex) to Code, Length (3) Sign \n end\n repeat (2)\n Add (saveCodeIndex) to Code, Length (1) Sign \n end\n Add Platform (item (1) of [save code v]) (item (2) of [save code v]) (item (3) of [save code v]) (item (4) of [save code v]) (item (5) of [save code v]) (item (6) of [save code v]) (item (7) of [save code v])\nend\n\ndefine Save Contents\ndelete (all) of [save code v]\nset [savecode v] to []\nset [*platindex v] to [0]\nrepeat ((length of [*platforms v]) / (length of [\(platform\) v]))\n Convert Val (item ((*platIndex) + (11)) of [*platforms v]) Length (3) Sign <[1] = [1]>\n Convert Val (item ((*platIndex) + (12)) of [*platforms v]) Length (3) Sign <[1] = [1]>\n Convert Val (((item ((*platIndex) + (10)) of [*platforms v]) + (360)) mod (360)) Length (2) Sign \n Convert Val (item ((*platIndex) + (3)) of [*platforms v]) Length (3) Sign \n Convert Val (item ((*platIndex) + (4)) of [*platforms v]) Length (3) Sign \n Convert Val (item ((*platIndex) + (5)) of [*platforms v]) Length (1) Sign \n Convert Val (item ((*platIndex) + (13)) of [*platforms v]) Length (1) Sign \n change [*platindex v] by (length of [\(platform\) v])\nend\nadd [Platform Codes:] to [save code v]\nadd (saveCode) to [save code v]\nShorten 0s of Item (2)\ndelete (2) of [save code v]\nset [savecode v] to []\nset [*moveindex v] to [1]\nrepeat until <(*moveIndex) > (length of [*moves v])>\n Convert Val (item (*moveIndex) of [*moves v]) Length (1) Sign \n repeat (item (*moveIndex) of [*moves v])\n Convert Val (item ((*moveIndex) + (1)) of [*moves v]) Length (3) Sign <[1] = [1]>\n Convert Val (item ((*moveIndex) + (2)) of [*moves v]) Length (3) Sign <[1] = [1]>\n Convert Val (item ((*moveIndex) + (8)) of [*moves v]) Length (2) Sign <[1] = [1]>\n Convert Val (item ((*moveIndex) + (6)) of [*moves v]) Length (2) Sign \n change [*moveindex v] by (length of [\(move\) v])\n end\n change [*moveindex v] by (1)\nend\nadd [Move Codes:] to [save code v]\nadd (saveCode) to [save code v]\nShorten 0s of Item (4)\ndelete (4) of [save code v]\n\nAdd Platform at (0) (-100) Angle (0) Length (1000) Type (1) \%center (0.5)\nAdd Platform at (-500) (0) Angle (90) Length (1000) Type (1) \%center (0)\nAdd Move for Platform ((1) * (length of [\(platform\) v])) | Move to (-700) (0) | Rotate by (0) in (50) ticks at Index (-1)\nAdd Move for Platform ((1) * (length of [\(platform\) v])) | Move to (-700) (0) | Rotate by (90) in (50) ticks at Index (-1)\nAdd Move for Platform ((1) * (length of [\(platform\) v])) | Move to (-700) (0) | Rotate by (-90) in (50) ticks at Index (-1)\nAdd Move for Platform ((1) * (length of [\(platform\) v])) | Move to (-500) (0) | Rotate by (0) in (50) ticks at Index (-1)\nAdd Platform at (800) (200) Angle (0) Length (400) Type (1) \%center (0.5)\nAdd Platform at (800) (200) Angle (90) Length (400) Type (1) \%center (0.5)\nAdd Move for Platform ((2) * (length of [\(platform\) v])) | Move to (800) (200) | Rotate by (180) in (80) ticks at Index (-1)\nAdd Move for Platform ((3) * (length of [\(platform\) v])) | Move to (800) (200) | Rotate by (180) in (80) ticks at Index (-1)\nAdd Platform at (1800) (200) Angle (0) Length (400) Type (1) \%center (0.5)\nAdd Platform at (1800) (200) Angle (90) Length (400) Type (1) \%center (0.5)\nAdd Move for Platform ((4) * (length of [\(platform\) v])) | Move to (1800) (200) | Rotate by (180) in (80) ticks at Index (-1)\nAdd Move for Platform ((5) * (length of [\(platform\) v])) | Move to (1800) (200) | Rotate by (180) in (80) ticks at Index (-1)\nAdd Platform at (2800) (0) Angle (90) Length (1000) Type (1) \%center (0)\nAdd Platform at (0) (700) Angle (0) Length (100) Type (1) \%center (0.5)\nAdd Move for Platform ((7) * (length of [\(platform\) v])) | Move to (2500) (700) | Rotate by (180) in (150) ticks at Index (-1)\nAdd Move for Platform ((7) * (length of [\(platform\) v])) | Move to (0) (700) | Rotate by (180) in (150) ticks at Index (-1)\nAdd Platform at (3200) (0) Angle (90) Length (1000) Type (4) \%center (0)\n\ndefine None\ndelete (all) of [*platforms v]\ndelete (all) of [*moves v]\ndelete (all) of [*move indices v]\nLoad Platform Codes (item (n) of [level plat codes v])\nLoad Move Codes (item (n) of [level move codes v])\n\ndefine Reset GUI\nset [*mplatselect v] to [-1]\nset [guitargetx v] to ((240) + (90))\nset [guix v] to ((240) + (90))\nset [scrolly v] to [0]\nset [*selectedmove v] to [-1]\nset [guitype v] to [0]\n\ndefine None\nset [*moveindex v] to (item (item ((p) + (8)) of [*platforms v]) of [*move indices v])\nreplace item (*moveIndex) of [*moves v] with ((item (*moveIndex) of [*moves v]) + (1))\nif <(i) < [0]> then\n change [*moveindex v] by (((((item (*moveIndex) of [*moves v]) - (1)) - ((i) + (1))) * (length of [\(move\) v])) + (1))\nelse\n change [*moveindex v] by (((i) * (length of [\(move\) v])) + (1))\nend\ninsert (rot) at (*moveIndex) of [*moves v] \ninsert [0] at (*moveIndex) of [*moves v] \ninsert (n) at (*moveIndex) of [*moves v] \ninsert [0] at (*moveIndex) of [*moves v] \ninsert [0] at (*moveIndex) of [*moves v] \ninsert [0] at (*moveIndex) of [*moves v] \ninsert (y) at (*moveIndex) of [*moves v] \ninsert (x) at (*moveIndex) of [*moves v] \nset [*moveindex v] to ((item ((p) + (8)) of [*platforms v]) + (1))\nrepeat ((length of [*move indices v]) - (item ((p) + (8)) of [*platforms v]))\n replace item (*moveIndex) of [*move indices v] with ((item (*moveIndex) of [*move indices v]) + (length of [\(move\) v]))\n change [*moveindex v] by (1)\nend\n\ndefine Background <>\nif <blueprints> then\n Shade Screen (join [0x] [4070E0])\nelse\n set pen color to (join [0x] [ffe090])\n Draw Line (-330) (-90) (330) (-90) Size (180)\n set pen color to (join [0x] [a0ffff])\n Draw Line (-330) (90) (330) (90) Size (180)\n set [*platindex v] to [0]\n repeat ((length of [*cactus pos v]) / (3))\n go to x: (item ((*platIndex) + (1)) of [*cactus pos v]) y: (item ((*platIndex) + (2)) of [*cactus pos v])\n set pen color to (join [0x] [00d000])\n set pen size to (1)\n pen down\n set pen size to (5)\n change y by (item ((*platIndex) + (3)) of [*cactus pos v])\n pen up\n change [*platindex v] by (3)\n end\nend\n\ndefine None\ngo to x: (x1) y: (y1)\nset pen size to (1)\npen down\nset pen size to (s)\ngo to x: (x2) y: (y2)\npen up\n\ndefine None\nset pen color to (c)\nDraw Line (-330) (-90) (330) (-90) Size (180)\nDraw Line (-330) (90) (330) (90) Size (180)\n\n@oh yeahhh it's a thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Arrow/WASD keys - Move\nDown/S - Charge jump\nR - Reset\nClick and drag - Scroll\nClick on a platform with M - Edit moves (click on a box to highlight it)\nClick on a platform with P - Edit details
Platformer Golf 2!
@Stage\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<touching color (#7cc6ff)?> or <<touching color (#8dc6ff)?> or <touching color (#00cccc)?>>> then\n go to x: (-368) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [Hole 18]> and <touching (sprite2 v)?>> then\n switch backdrop to (blank v)\n broadcast (show palm v)\n broadcast (show normal v)\n end\nend\n\nwhen I receive [normal course v]\nshow\nforever\n if <touching color (#000000)?> then\n switch backdrop to (next backdrop v)\n go to x: (-368) y: (-70)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [palm course v]\nshow\nforever\n if <touching color (#000000)?> then\n switch backdrop to (next backdrop v)\n go to x: (-368) y: (-70)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [palm course v]\nswitch backdrop to (palm hole 1 v)\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [Palm Hole 9]> and <touching (sprite2 v)?>> then\n switch backdrop to (blank v)\n broadcast (show palm v)\n broadcast (show normal v)\n end\nend\n\nwhen I receive [show yourselfs v]\nhide\n\nwhen flag clicked\ngo to x: (-368) y: (-70)\nforever\n if <touching color (#ffd499)?> then\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#ffd49a)?> then\n change y by (-0.1)\n if <touching color (#ffd49a)?> then\n change y by (-0.1)\n if <touching color (#ffd49a)?> then\n change y by (0.1)\n if <touching color (#ffd49a)?> then\n change y by (-0.1)\n if <touching color (#ffd49a)?> then\n change y by (-0.1)\n if <touching color (#ffd49a)?> then\n change y by (-0.1)\n if <touching color (#ffd49a)?> then\n change y by (2)\n if <key (up arrow v) pressed?> then\n set [y v] to [3]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\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 (#ffd499)?> then\n change y by ((y) * (-1))\n set [y v] to [1]\n end\n change y by (-0.5)\n if <<touching color (#ffd499)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\ngo to x: (-368) y: (-70)\nforever\n if <touching color (#ffe187)?> then\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#fce585)?> then\n change y by (-0.1)\n if <touching color (#fce585)?> then\n change y by (-0.1)\n if <touching color (#fce585)?> then\n change y by (0.1)\n if <touching color (#fce585)?> then\n change y by (-0.1)\n if <touching color (#fce585)?> then\n change y by (-0.1)\n if <touching color (#fce585)?> then\n change y by (-0.1)\n if <touching color (#fce585)?> then\n change y by (2)\n if <key (up arrow v) pressed?> then\n set [y v] to [3]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\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 (#fce585)?> then\n change y by ((y) * (-1))\n set [y v] to [1]\n end\n change y by (-0.5)\n if <<touching color (#fce585)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [normal course v]\nshow\ngo to x: (-368) y: (-70)\n\nwhen flag clicked\nshow\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (1)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n 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 if <<touching color (#00cc44)?> or <touching color (#009933)?>> then\n change y by (1)\n end\n change y by (y)\n if <<touching color (#00cc44)?> or <touching color (#009933)?>> 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 (#00cc44)?> or <touching color (#009933)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [normal course v]\npoint in direction (90)\nswitch backdrop to (blank v)\nshow\nswitch backdrop to (hole 1 v)\nforever\n if <(backdrop [name v]) = [Hole 1]> then\n show\n switch costume to (costume1 v)\n go to x: (257) y: (-20)\n end\n if <(backdrop [name v]) = [Hole 2]> then\n show\n switch costume to (costume1 v)\n end\n if <(backdrop [name v]) = [Hole 3]> then\n show\n switch costume to (costume1 v)\n go to x: (257) y: (-20)\n end\n if <(backdrop [name v]) = [Hole 5]> then\n show\n switch costume to (costume1 v)\n go to x: (257) y: (-20)\n end\n if <(backdrop [name v]) = [Hole 4]> then\n hide\n go to x: (257) y: (-20)\n end\n if <(backdrop [name v]) = [Hole 6]> then\n show\n switch costume to (costume1 v)\n go to x: (257) y: (-20)\n end\n if <(backdrop [name v]) = [Hole 7]> then\n show\n switch costume to (costume1 v)\n go to x: (258) y: (190)\n end\n if <(backdrop [name v]) = [Hole 8]> then\n show\n switch costume to (costume1 v)\n go to x: (194) y: (190)\n end\n if <(backdrop [name v]) = [Hole 9]> then\n show\n switch costume to (costume1 v)\n go to x: (265) y: (214)\n end\n if <(backdrop [name v]) = [Hole 10]> then\n show\n switch costume to (costume1 v)\n go to x: (266) y: (-26)\n end\n if <(backdrop [name v]) = [Hole11]> then\n show\n switch costume to (costume2 v)\n go to x: (-186) y: (185)\n end\n if <(backdrop [name v]) = [Hole 12]> then\n show\n switch costume to (costume1 v)\n go to x: (145) y: (49)\n end\n if <(backdrop [name v]) = [Hole 13]> then\n show\n switch costume to (costume2 v)\n go to x: (-21) y: (-28)\n end\n if <(backdrop [name v]) = [Hole 14]> then\n show\n switch costume to (costume1 v)\n go to x: (261) y: (193)\n end\n if <(backdrop [name v]) = [Hole 15]> then\n show\n switch costume to (costume2 v)\n go to x: (-173) y: (186)\n end\n if <(backdrop [name v]) = [Hole 16]> then\n show\n switch costume to (costume1 v)\n go to x: (261) y: (181)\n end\n if <(backdrop [name v]) = [Hole 17]> then\n show\n switch costume to (costume1 v)\n go to x: (265) y: (-35)\n end\n if <(backdrop [name v]) = [Hole 18]> then\n show\n switch costume to (costume1 v)\n go to x: (264) y: (178)\n end\nend\n\nwhen I receive [palm course v]\nshow\npoint in direction (90)\nswitch backdrop to (blank v)\nshow\nswitch backdrop to (hole 1 v)\nforever\n if <(backdrop [name v]) = [Palm Hole 1]> then\n show\n switch costume to (costume3 v)\n go to x: (252) y: (-18)\n end\n if <(backdrop [name v]) = [Palm Hole 2]> then\n show\n switch costume to (costume3 v)\n go to x: (252) y: (-18)\n end\n if <(backdrop [name v]) = [Palm Hole 3]> then\n show\n switch costume to (costume3 v)\n go to x: (252) y: (-18)\n end\n if <(backdrop [name v]) = [Palm Hole 4]> then\n show\n switch costume to (costume3 v)\n go to x: (252) y: (-18)\n end\n if <(backdrop [name v]) = [Palm Hole 5]> then\n show\n switch costume to (costume3 v)\n go to x: (265) y: (-24)\n end\n if <(backdrop [name v]) = [Palm Hole 6]> then\n show\n switch costume to (costume4 v)\n go to x: (-192) y: (190)\n end\n if <(backdrop [name v]) = [Palm Hole 7]> then\n show\n switch costume to (costume4 v)\n go to x: (-192) y: (164)\n end\n if <(backdrop [name v]) = [Palm Hole 8]> then\n show\n switch costume to (costume4 v)\n go to x: (-177) y: (209)\n end\n if <(backdrop [name v]) = [Palm Hole 9]> then\n show\n switch costume to (costume4 v)\n go to x: (-181) y: (203)\n end\nend\n\nwhen backdrop switches to [blank v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nstart sound [Vexento - Particles v]\nshow\ngo to x: (5) y: (6)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Normal course v)\n hide\n end\nend\n\nwhen I receive [palm course v]\nhide\n\nwhen I receive [show normal v]\nshow\ngo to x: (5) y: (6)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Normal course v)\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (270) y: (6)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Palm Course v)\n hide\n end\nend\n\nwhen I receive [normal course v]\nhide\n\nwhen I receive [show palm v]\nshow\ngo to x: (270) y: (6)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Palm Course v)\n hide\n end\nend\n\n@Sprite5\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@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [normal course v]\ngo [backward v] (2) layers\nset [ghost v] effect to (35)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen I receive [palm course v]\ngo [backward v] (2) layers\nset [ghost v] effect to (25)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen flag clicked\nforever\n change x by (4)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [normal course v]\nwait (1) seconds\ngo [backward v] (2) layers\nset [ghost v] effect to (35)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen I receive [palm course v]\nwait (2) seconds\ngo [backward v] (2) layers\nset [ghost v] effect to (25)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen flag clicked\nforever\n change x by (4)\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [normal course v]\nwait (4) seconds\ngo [backward v] (3) layers\nset [ghost v] effect to (35)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen I receive [palm course v]\nwait (4) seconds\ngo [backward v] (3) layers\nset [ghost v] effect to (25)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen flag clicked\nforever\n change x by (4)\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [normal course v]\nwait (6) seconds\ngo [backward v] (3) layers\nset [ghost v] effect to (35)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen I receive [palm course v]\nwait (7) seconds\ngo [backward v] (3) layers\nset [ghost v] effect to (25)\nshow\nset x to (-240)\ngo to ( v)\nset y to (pick random (180) to (-125))\nforever\n if <(x position) > [239]> then\n show\n set x to (-240)\n set y to (pick random (180) to (-125))\n end\nend\n\nwhen flag clicked\nforever\n change x by (4)\nend\n\n
Thank you so much to @CantStopWishiWashi for curating this!!!\nCurated august 3rd 2018\nTop loved!!!!!!!! August 5 2018\n\n\nHi guys this is the second course of my Platformer Golf platformer series! Pick from two unique courses equipped with sand traps, water hazards & challenging levels!\n++++++++++++++++++Instructions++++++++++++++++++++++++++\n-Arrow keys to move\n-Avoid sand traps and water\n-Love & fave this project
A stick man platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (level)\nend\n\n@player\n\nwhen flag clicked\ngo to x: (-191) y: (-148)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n platforms (10) (-1) (0.7) (4)\n if <touching (spikes v)?> then\n go to x: (-191) y: (-148)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-191) y: (-148)\n set [xv v] to [0]\n set [yv v] to [0]\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spring v)?> then\n set [yv v] to [15]\n end\nend\n\ndefine None\nswitch costume to (hit box v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((running speed) * (-1))\nend\nset [xv v] to ((xv) * (friction))\nchange x by (xv)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (xv) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (yv)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yv) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n end\n if <<(([abs v] of (yv) ) / (yv)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to (jump hight)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\nswitch costume to (normal v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (walk)\nend\nif <(yv) > [2]> then\n switch costume to (jump v)\nend\nif <(yv) < [-4]> then\n switch costume to (fall v)\nend\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(timer) > [.6]>> then\n create clone of (partacals v)\n reset timer\nend\nif <<touching (level v)?> and <(yv) < [-1]>> then\n create clone of (partacals v)\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n go to x: (-11) y: (-137)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nshow\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(level) = [5]> then\n switch costume to (costume2 v)\n end\n if <(level) = [6]> then\n switch costume to (costume5 v)\n end\n if <(level) = [7]> then\n switch costume to (costume6 v)\n end\n if <(level) = [8]> then\n switch costume to (costume7 v)\n end\n if <(level) = [9]> then\n switch costume to (costume8 v)\n end\n if <(level) = [10]> then\n switch costume to (costume9 v)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@flag\n\nwhen flag clicked\ngo [backward v] (99) layers\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <(level) = [1]> then\n go to x: (217) y: (62)\n end\n if <(level) = [2]> then\n go to x: (39) y: (13)\n end\n if <(level) = [3]> then\n go to x: (201) y: (-144)\n end\n if <(level) = [4]> then\n go to x: (217) y: (128)\n end\n if <(level) = [5]> then\n go to x: (-216) y: (39)\n end\n if <(level) = [6]> then\n go to x: (204) y: (137)\n end\n if <(level) = [7]> then\n go to x: (-220) y: (63)\n end\n if <(level) = [8]> then\n go to x: (186) y: (168)\n end\n if <(level) = [9]> then\n go to x: (-215) y: (112)\n end\n if <(level) = [10]> then\n go to x: (-220) y: (140)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@cover\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nhide\n\n
Use WAD or arrow keys to move avoid spikes.
Quest to Infinity | A Platformer
@Stage\n\n@Blocks\n\nwhen flag clicked\nhide\nerase all\ndelete (all) of [leveldata v]\nshow list [export code v]\ndelete (all) of [export code v]\nset [showingexportcode v] to [0]\nset [numberofblocks v] to [22]\nset [currentblock v] to [1]\nset [currentlevel v] to [1]\nshow variable [currentlevel v]\nswitch costume to (currentBlock)\nswitch backdrop to (playmode v)\nerase all\nGenerate: LevelData from (item (currentLevel) of [levels v])\n\ndefine Generate: LevelData from []\nset [import: index v] to [0]\ngo to x: (-240) y: (-190)\nrepeat (19)\n set x to (-240)\n repeat (25)\n change [import: index v] by (1)\n set [import: currentcharacter v] to (letter (import: index) of (string))\n add (import: currentCharacter) to [leveldata v]\n if <not <(import: currentCharacter) = [0]>> then\n switch costume to (import: currentCharacter)\n stamp\n end\n switch costume to (1 v)\n change x by (20)\n end\n change y by (20)\nend\nswitch costume to (currentBlock)\n\ndefine None\nstamp\nset [leveldataindex v] to (((((x) + (240)) * (0.05)) + (1)) + ((((y) + (180)) * (0.05)) * (25)))\nreplace item (levelDataIndex) of [leveldata v] with (type)\nif <(smartMode) = [1]> then\n Find: SmartMode | type: (type)\n if <not <(currentSmartMode) = []>> then\n if <<(item ((levelDataIndex) + (25)) of [leveldata v]) = (letter (1) of (currentSmartMode))> or <(item ((levelDataIndex) + (25)) of [leveldata v]) = (letter (2) of (currentSmartMode))>> then\n replace item (levelDataIndex) of [leveldata v] with (letter (2) of (currentSmartMode))\n switch costume to (letter (2) of (currentSmartMode))\n stamp\n switch costume to (type)\n end\n if <(item ((levelDataIndex) - (25)) of [leveldata v]) = (letter (1) of (currentSmartMode))> then\n replace item ((levelDataIndex) - (25)) of [leveldata v] with (letter (2) of (currentSmartMode))\n switch costume to (letter (2) of (currentSmartMode))\n change y by (-20)\n stamp\n switch costume to (type)\n end\n end\nend\n\ndefine Find: SmartMode | type: []\nset [smartmode_upperindex v] to [0]\nset [currentsmartmode v] to []\nrepeat (length of [smartmode_upper v])\n change [smartmode_upperindex v] by (1)\n if <(type) = (letter (1) of (item (SmartMode_UpperIndex) of [smartmode_upper v]))> then\n set [currentsmartmode v] to (item (SmartMode_UpperIndex) of [smartmode_upper v])\n end\nend\n\ndefine Import: LevelData []\ndelete (all) of [leveldata v]\nerase all\nGenerate: LevelData from (string)\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nforever\n wait until <key (a v) pressed?>\n ask [LD: ] and wait\n if <not <(answer) = []>> then\n insert (answer) at (length of [levels v]) of [levels v] \n end\nend\n\nwhen I receive [level v]\nerase all\nGenerate: LevelData from (item (currentLevel) of [levels v])\n\nwhen [timer v] > (2)\nforever\n play sound (pick random (1) to (5)) until done\nend\n\nask [LD: ] and wait\nif <not <(answer) = []>> then\n insert (answer) at (length of [levels v]) of [levels v] \nend\n\n@Player\n\ndefine GroundCheck\nCheck: TouchingGround\nif <(p: touchingGround) = [0]> then\n set [p: falling v] to [1]\nelse\n set [p: anti-error: counter v] to [0]\n repeat until <<(p: touchingGround) = [0]> or <(p: Anti-Error: counter) > [400]>>\n if <(p: yV) > [0]> then\n change y by ((p: yV) * (-1))\n else\n change y by (1)\n set [p: falling v] to [0]\n end\n Check: TouchingGround\n change [p: anti-error: counter v] by (1)\n end\n set [p: yv v] to [0]\nend\n\ndefine Physics\nCheck: Touching Lava\nCheck: Touching Ladder\nif <<(p: touchingLadder) = [1]> and <not <(p: touchingGround) = [1]>>> then\n if <key (up arrow v) pressed?> then\n set [p: yv v] to [2]\n else\n if <key (down arrow v) pressed?> then\n set [p: yv v] to [-2]\n else\n set [p: yv v] to [0]\n end\n end\nelse\n change [p: yv v] by (p: gravity)\nend\nset [p: anti-error: counter v] to [0]\nAdvancedGroundCheck\nif <(p: Anti-Error: counter) > [400]> then\n set [error_code v] to [Error In GroundCheck: Player was stuck in Blocks of type Ground Probable cause: Player got stuck inside wall ======================================= Recommendation: Pretend nothing ever happend and press J]\n create clone of (_myself_ v)\n Reset: Player\n broadcast (ERROR v) and wait\nend\nif <<(p: falling) = [0]> or <(p: touchingLadder) = [1]>> then\n if <key (up arrow v) pressed?> then\n set [p: yv v] to (p: jumpStrength)\n end\nend\nset [p: ismoving v] to [0]\nif <key (left arrow v) pressed?> then\n if <(p: xV) > [0]> then\n change [p: xv v] by (((p: xV) * (-0.25)) + (((p: speed) - (0.05)) * (-1)))\n else\n change [p: xv v] by ((p: speed) * (-1))\n end\n set [p: ismoving v] to [1]\nend\nif <key (right arrow v) pressed?> then\n if <(p: xV) < [0]> then\n change [p: xv v] by (((p: xV) * (-0.25)) + ((p: speed) - (0.05)))\n else\n change [p: xv v] by (p: speed)\n end\n set [p: ismoving v] to [1]\nend\nif <(p: isMoving) = [1]> then\n set [p: xv v] to ((p: xV) * (0.9))\nelse\n set [p: xv v] to ((p: xV) * (0.8))\nend\nif <(p: touchingLadder) = [1]> then\n set [p: xv v] to ((p: xV) * (0.75))\nend\nif <([abs v] of (p: xV) ) > [0]> then\n Move (p: xV)\nend\nCheck: Touching Lava\nif <(p: touchingLava) = [1]> then\n if <(p: invincible) = [0]> then\n create clone of (_myself_ v)\n Reset: Player\n else\n set [p: yv v] to [7]\n end\nend\nCheck: Touching Spikes\nif <<(p: touchingSpikes) = [1]> and <(p: invincible) = [0]>> then\n create clone of (_myself_ v)\n Reset: Player\nend\nCheck: Touching JumpPad\nif <(p: touchingJumpPad) = [1]> then\n set [p: yv v] to [17]\nend\nif <(y position) < [-175]> then\n create clone of (_myself_ v)\n Reset: Player\nend\nCheck: Touching Flag\nif <(p: touchingFlag) = [1]> then\n Reset: Player\n change [currentlevel v] by (1)\n set [p: deaths on level v] to [0]\n if <(p: randomLevel) = [1]> then\n set [currentlevel v] to (pick random (1) to ((length of [levels v]) - (1)))\n end\n broadcast (DEATH v)\n broadcast (Level v) and wait\n if <(currentLevel) = (length of [levels v])> then\n broadcast (Level v) and wait\n broadcast (END v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\nif <touching color (#1966a2)?> then\n wait until <not <touching color (#1966a2)?>>\nend\n\ndefine Check: Touching Ladder\nif <<touching color (#b77847)?> or > then\n set [p: touchingladder v] to [1]\nelse\n set [p: touchingladder v] to [0]\nend\n\ndefine Check: Touching Lava\nif <<touching color (#ff1212)?> or > then\n set [p: touchinglava v] to [1]\nelse\n set [p: touchinglava v] to [0]\nend\n\nwhen flag clicked\nset [p: gravity v] to [-1]\nset [error_code v] to []\nset [p: jumpstrength v] to [10.75]\nset [p: deaths on level v] to [0]\nset [p: speed v] to [0.7]\nhide variable [error_code v]\nReset: Player\ngo to x: (-200) y: (-80)\nrepeat (10)\n Physics\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\ndefine Check: TouchingGround\nif <<touching color (#62c34c)?> or <<touching color (#8d4914)?> or <<touching color (#70695d)?> or <<touching color (#706a60)?> or <<touching color (#5e574e)?> or >>>>> then\n set [p: touchingground v] to [1]\nelse\n set [p: touchingground v] to [0]\nend\n\nwhen I start as a clone\nset [deathanimation: yvel v] to [5]\nrepeat (20)\n change y by (deathAnimation: yVel)\n change [deathanimation: yvel v] by (-1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Check: Touching JumpPad\nif <<touching color (#82cc7d)?> or > then\n set [p: touchingjumppad v] to [1]\nelse\n set [p: touchingjumppad v] to [0]\nend\n\ndefine None\nchange x by (vel)\nCheck: TouchingGround\nif <(p: touchingGround) = [1]> then\n change x by ((p: xV) * (-0.5))\n if <<([abs v] of (p: xV) ) > [1]> and <<key (up arrow v) pressed?> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n change x by ((p: xV) * (-0.5))\n if <(p: xV) > [0]> then\n set [p: xv v] to [-2]\n change x by (p: xV)\n else\n set [p: xv v] to [2]\n change x by (p: xV)\n end\n set [p: yv v] to [8]\n else\n change x by ((p: xV) * (-0.5))\n set [p: xv v] to ((p: xV) * (-0.5))\n end\nend\n\ndefine Check: Touching Flag\nif <<touching color (#ff4949)?> or <<touching color (#c62d2d)?> or >> then\n set [p: touchingflag v] to [1]\nelse\n set [p: touchingflag v] to [0]\nend\n\ndefine AdvancedGroundCheck\nif <([abs v] of (p: yV) ) < [16]> then\n change y by (p: yV)\n GroundCheck\nelse\n set [p: groundcheck: repeat v] to ([abs v] of ([ceiling v] of ((p: yV) / (15)) ) )\n set [p: groundcheck: counter v] to [0]\n repeat ((p: groundCheck: repeat) + (1))\n change [p: groundcheck: counter v] by (1)\n if <(p: groundCheck: counter) = (p: groundCheck: repeat)> then\n set [p: groundcheck: ychange v] to (([abs v] of (p: yV) ) mod (15))\n else\n set [p: groundcheck: ychange v] to [15]\n if <(p: yV) > [0]> then\n change y by (p: groundCheck: yChange)\n else\n change y by ((p: groundCheck: yChange) * (-1))\n end\n GroundCheck\n end\n end\nend\n\ndefine Reset: Player\nset [p: yv v] to [0]\nset [p: xv v] to [0]\nset [p: falling v] to [0]\nset [p: touchingground v] to [0]\ngo to x: (-200) y: (-80)\nchange [p: deaths on level v] by (1)\nbroadcast (DEATH v)\n\ndefine Check: Touching Spikes\nif <<touching color (#8a8a8a)?> or > then\n set [p: touchingspikes v] to [1]\nelse\n set [p: touchingspikes v] to [0]\nend\n\nwhen I receive [start v]\nforever\n Physics\nend\n\nwhen I receive [skip v]\nReset: Player\nchange [currentlevel v] by (1)\nset [p: deaths on level v] to [0]\nbroadcast (DEATH v)\nbroadcast (Level v) and wait\nif <(currentLevel) = (length of [levels v])> then\n broadcast (Level v) and wait\n broadcast (END v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n stop [this script v]\nelse\nend\n\n@Thumbnail\n\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Error\n\nwhen I receive [error v]\ndelete (all) of [error_message v]\nadd (ERROR_CODE) to [error_message v]\nadd [] to [error_message v]\nadd [Press J to continue] to [error_message v]\nhide list [error_message v]\nwait until <key (j v) pressed?>\nshow list [error_message v]\nbroadcast (Level v)\n\nwhen flag clicked\nshow list [error_message v]\n\n@End\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [brightness v] effect to (-5)\nhide\n\nset [brightness v] effect to (0)\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Storyline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (kostüm2 v)\nshow\nFade In\nwait (1) seconds\nNext\nwait (4) seconds\nNext\nwait (5) seconds\nbroadcast (Start v)\nNext\nwait (6) seconds\nFade Out\nhide\nwait until <(currentLevel) = [6]>\nnext costume\nshow\nFade In\nwait (5) seconds\nFade Out\nhide\nwait until <(currentLevel) = [7]>\nnext costume\nshow\nFade In\nwait (6) seconds\nFade Out\nhide\nwait until <(currentLevel) = [34]>\nnext costume\nshow\nFade In\nwait (6) seconds\nFade Out\nhide\n\ndefine Next\ncreate clone of (_myself_ v)\nFade Out\nnext costume\nset [ghost v] effect to (0)\n\ndefine Fade In\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ndefine Fade Out\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nnext costume\ngo [backward v] (1) layers\nFade In\nwait (1) seconds\ndelete this clone\n\n@Skip\n\nwhen flag clicked\nset [skip: state v] to [0]\nhide\ngo to x: (202) y: (164)\nforever\n if <<(skip: state) = [1]> and <not <(currentLevel) = (length of [levels v])>>> then\n set [ghost v] effect to ((150) - (distance to [player v]))\n else\n end\nend\n\ndefine Fade In\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [death v]\nif <(p: deaths on level) > [9]> then\n if <not <(skip: state) = [1]>> then\n Fade In\n set [skip: state v] to [1]\n end\nelse\n if <not <(skip: state) = [0]>> then\n set [skip: state v] to [0]\n Fade Out\n end\nend\n\nwhen this sprite clicked\nbroadcast (SKIP v)\nFade Out\n\ndefine Fade Out\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Modifiers\n\ndefine Fade Out\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine Fade In\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n show variable [p: speed v]\n show variable [p: gravity v]\n show variable [p: jumpstrength v]\n show variable [p: randomlevel v]\n show variable [p: invincible v]\nelse\n hide variable [p: jumpstrength v]\n hide variable [p: gravity v]\n hide variable [p: speed v]\n hide variable [p: randomlevel v]\n hide variable [p: invincible v]\nend\nhide\nnext costume\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-15)\nelse\n go to x: (179) y: (-173)\nend\nnext costume\nFade Out\nnext costume\nFade In\n\nwhen flag clicked\nshow\nswitch costume to (button v)\ngo to x: (179) y: (-173)\nset [p: randomlevel v] to [0]\nset [p: invincible v] to [0]\nhide variable [p: jumpstrength v]\nhide variable [p: gravity v]\nhide variable [p: speed v]\nhide variable [p: randomlevel v]\nhide variable [p: invincible v]\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <not <(costume [number v]) = [2]>> then\n set [ghost v] effect to ((150) - (distance to [player v]))\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Rainbow\n\nwhen flag clicked\ngo to x: (155) y: (-170)\nforever\n set [ghost v] effect to ((150) - (distance to [player v]))\nend\n\n
Square - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Vexento - Sons of Norway v] until done\nend\n\nwhen flag clicked\nshow variable [level v]\nforever\n set [level v] to (backdrop [number v])\nend\n\nwhen I receive [end v]\nhide variable [level v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (end v)\nwait (1) seconds\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\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 (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> 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?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n show\n if <touching color (#00ff55)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\ngo to x: (-201) y: (-85)\nshow\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <<(x position) > [230]> or <(x position) = [230]>> then\n go to x: (-204) y: (-83)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (-91)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-213) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n broadcast (end v)\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (finish v)\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n
Welcome to Square - A Platformer\nUse the arrow keys or WASD to get the grey square to the other side.\nDo not touch red.\nGreen is bouncy.\nALL LEVELS ARE POSSIBLE!!!
Texted (List Platformer) v1.2
@Stage\n\nwhen flag clicked\nset [s2 v] to [0]\nset [p v] to [0]\nset [l v] to [1]\nset [px v] to [0]\nset [y v] to [0]\nforever\n render\nend\n\ndefine set up\ndelete (all) of [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\nadd [] to [game v]\n\nwhen flag clicked\nset [player v] to [🙂]\nforever\n if <(p) = [0]> then\n if <<key (1 v) pressed?> and <key (2 v) pressed?>> then\n set [player v] to [🙂]\n end\n if <<key (3 v) pressed?> and <key (4 v) pressed?>> then\n set [player v] to [😂]\n end\n if <<key (5 v) pressed?> and <key (6 v) pressed?>> then\n set [player v] to [😍]\n end\n if <<key (7 v) pressed?> and <key (8 v) pressed?>> then\n set [player v] to [🔥]\n end\n if <<key (9 v) pressed?> and <key (0 v) pressed?>> then\n set [player v] to [💯]\n end\n if <<key (0 v) pressed?> and <key (1 v) pressed?>> then\n set [player v] to [🅱]\n end\n if <<key (2 v) pressed?> and <key (3 v) pressed?>> then\n set [player v] to [👌]\n end\n if <<key (4 v) pressed?> and <key (5 v) pressed?>> then\n set [player v] to [😎]\n end\n if <<key (6 v) pressed?> and <key (7 v) pressed?>> then\n set [player v] to [🍕]\n end\n if <<key (8 v) pressed?> and <key (9 v) pressed?>> then\n set [player v] to [🤺]\n end\n end\nend\n\nwhen flag clicked\nforever\n controls\nend\n\nwhen flag clicked\nforever\n if <(p) = [0]> then\n if <(px) > [137]> then\n set [px v] to [0]\n change [l v] by (1)\n end\n if <(px) < [0]> then\n set [px v] to [0]\n end\n if <(l) > [16]> then\n set [l v] to [16]\n end\n end\nend\n\ndefine controls\nif <(p) = [0]> then\n if <key (right arrow v) pressed?> then\n change [px v] by (0.05)\n end\n if <key (left arrow v) pressed?> then\n change [px v] by (-0.05)\n end\n if <key (up arrow v) pressed?> then\n if <(y) = [0]> then\n broadcast (jump v)\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n wait until <key (space v) pressed?>\n set [p v] to [1]\n wait (0.5) seconds\n wait until <key (space v) pressed?>\n set [p v] to [0]\nend\n\nwhen I receive [jump v]\nset [y v] to [0]\nset [j v] to [-3.464]\nif <(p) = [0]> then\n repeat until <(j) > [3.336]>\n set [y v] to (((-0.5) * ((j) * (j))) + (6))\n change [j v] by (0.001)\n end\n set [y v] to [0]\nend\n\nwhen I receive [o1 v]\nrepeat until <key (e v) pressed?>\n replace item (10) of [game v] with (join (join [Enter a number from 0-100 to set as the volume: ] (c)) (m))\nend\nif <<<(c) < [100]> or <(c) = [100]>> and <<(c) > [0]> or <(c) = [0]>>> then\n set volume to (c) %\n replace item (10) of [game v] with []\nelse\n repeat (35)\n replace item (10) of [game v] with [The value you entered was not valid.]\n end\n replace item (10) of [game v] with []\nend\n\nwhen I receive [o2 v]\nrepeat until <key (e v) pressed?>\n replace item (10) of [game v] with (join (join [Enter a number from 0-5 to set as the song: ] (c)) (m))\nend\nif <<<(c) < [5]> or <(c) = [5]>> and <<(c) > [0]> or <(c) = [0]>>> then\n stop all sounds\n set [s v] to (c)\n set [s2 v] to [1]\n broadcast (play song v)\n replace item (10) of [game v] with []\nelse\n repeat (35)\n replace item (10) of [game v] with [The value you entered was not valid.]\n end\n replace item (10) of [game v] with []\nend\n\nwhen I receive [play song v]\nplay sound (s) until done\nset [s2 v] to [0]\n\nwhen I receive [o1 v]\nrepeat until <key (e v) pressed?>\n replace item (12) of [game v] with [Press "e" to confirm]\n replace item (13) of [game v] with [Press "b" to delete your last character]\nend\nreplace item (12) of [game v] with []\nreplace item (13) of [game v] with []\n\nwhen I receive [o2 v]\nrepeat until <key (e v) pressed?>\n replace item (12) of [game v] with [Press "e" to confirm]\n replace item (13) of [game v] with [Press "b" to delete your last character]\nend\nreplace item (12) of [game v] with []\nreplace item (13) of [game v] with []\n\nwhen I receive [o1 v]\nrepeat until <key (e v) pressed?>\n if <key (b v) pressed?> then\n backspace\n wait (0.05) seconds\n end\nend\n\nwhen I receive [o2 v]\nrepeat until <key (e v) pressed?>\n if <key (b v) pressed?> then\n backspace\n wait (0.05) seconds\n end\nend\n\nwhen I receive [o1 v]\nrepeat until <key (\n v) pressed?>\n wait (0) seconds\n if <key (0 v) pressed?> then\n set [c v] to (join (c) [0])\n end\n if <key (1 v) pressed?> then\n set [c v] to (join (c) [1])\n end\n if <key (2 v) pressed?> then\n set [c v] to (join (c) [2])\n end\n if <key (3 v) pressed?> then\n set [c v] to (join (c) [3])\n end\n if <key (4 v) pressed?> then\n set [c v] to (join (c) [4])\n end\n if <key (5 v) pressed?> then\n set [c v] to (join (c) [5])\n end\n if <key (6 v) pressed?> then\n set [c v] to (join (c) [6])\n end\n if <key (7 v) pressed?> then\n set [c v] to (join (c) [7])\n end\n if <key (8 v) pressed?> then\n set [c v] to (join (c) [8])\n end\n if <key (9 v) pressed?> then\n set [c v] to (join (c) [9])\n end\n wait (0.01) seconds\nend\n\nwhen I receive [o2 v]\nrepeat until <key (e v) pressed?>\n wait (0) seconds\n if <key (0 v) pressed?> then\n set [c v] to (join (c) [0])\n end\n if <key (1 v) pressed?> then\n set [c v] to (join (c) [1])\n end\n if <key (2 v) pressed?> then\n set [c v] to (join (c) [2])\n end\n if <key (3 v) pressed?> then\n set [c v] to (join (c) [3])\n end\n if <key (4 v) pressed?> then\n set [c v] to (join (c) [4])\n end\n if <key (5 v) pressed?> then\n set [c v] to (join (c) [5])\n end\n if <key (6 v) pressed?> then\n set [c v] to (join (c) [6])\n end\n if <key (7 v) pressed?> then\n set [c v] to (join (c) [7])\n end\n if <key (8 v) pressed?> then\n set [c v] to (join (c) [8])\n end\n if <key (9 v) pressed?> then\n set [c v] to (join (c) [9])\n end\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n set [m v] to [|]\n wait (0.5) seconds\n set [m v] to []\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(s2) = [0]> then\n set [s v] to (pick random (1) to (5))\n broadcast (play song v) and wait\n end\nend\n\nwhen flag clicked\nhide list [game v]\n\nset [l v] to [12]\n\nwhen flag clicked\nforever\n if <(p) = [0]> then\n if <(l) = [2]> then\n if <<<<<(px) > [19]> and <(px) < [33]>> or <<(px) > [69]> and <(px) < [79]>>> or <<(px) > [91]> and <(px) < [109]>>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [3]> then\n if <<<(px) > [18]> and <(px) < [32]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [3]> then\n if <<<(px) > [42]> and <(px) < [52]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [3]> then\n if <<<(px) > [60]> and <(px) < [74]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [3]> then\n if <<<(px) > [90]> and <(px) < [106]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [4]> then\n if <<<(px) > [10]> and <(px) < [28]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [4]> then\n if <<<(px) > [38]> and <(px) < [54]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [4]> then\n if <<<(px) > [68]> and <(px) < [80]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [4]> then\n if <<<(px) > [88]> and <(px) < [104]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [4]> then\n if <<<(px) > [118]> and <(px) < [136]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [5]> then\n if <<<(px) > [36]> and <(px) < [48]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [5]> then\n if <<<(px) > [90]> and <(px) < [108]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [5]> then\n if <<<(px) > [46]> and <(px) < [74]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [5]> then\n if <<<(px) > [108]> and <(px) < [128]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [6]> then\n if <<<(px) > [14]> and <(px) < [26]>> and <(y) = [0]>> then\n set [px v] to [108]\n end\n end\n if <(l) = [6]> then\n if <<<(px) > [26]> and <(px) < [102]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [6]> then\n if <<<(px) > [128]> and <(px) < [138]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [7]> then\n if <<<(px) > [8]> and <(px) < [26]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [7]> then\n if <<<(px) > [34]> and <(px) < [44]>> and <(y) = [0]>> then\n set [px v] to [98]\n end\n end\n if <(l) = [7]> then\n if <<<(px) > [44]> and <(px) < [92]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [7]> then\n if <<<(px) > [112]> and <(px) < [124]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [7]> then\n if <<<(px) > [122]> and <(px) < [138]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [10]> and <(px) < [28]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [38]> and <(px) < [42]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [38]> and <(px) < [42]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [44]> and <(px) < [50]>> and <(y) = [0]>> then\n set [px v] to [70]\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [70]> and <(px) < [82]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [106]> and <(px) < [120]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [8]> then\n if <<<(px) > [118]> and <(px) < [134]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [9]> then\n if <<<(px) > [2]> and <(px) < [36]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [9]> then\n if <<<(px) > [40]> and <(px) < [54]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [9]> then\n if <<<(px) > ((78) - (18))> and <(px) < [94]>> and <(y) = (() - ())>> then\n set [px v] to [0]\n end\n end\n if <(l) = [9]> then\n if <<<(px) > [96]> and <(px) < [112]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [9]> then\n if <<<(px) > [116]> and <(px) < [130]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [9]> then\n if <<<(px) > [134]> and <(px) < [140]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [10]> then\n if <<<(px) > [4]> and <(px) < [22]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [10]> then\n if <<<(px) > [26]> and <(px) < [48]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [10]> then\n if <<<(px) > [46]> and <(px) < [84]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [10]> then\n if <<<(px) > [94]> and <(px) < [100]>> and <(y) = [0]>> then\n set [px v] to [132]\n end\n end\n if <(l) = [10]> then\n if <<<(px) > [98]> and <(px) < [130]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [11]> then\n if <<<(px) > [14]> and <(px) < [32]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [11]> then\n if <<<(px) > [40]> and <(px) < [62]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [11]> then\n if <<<(px) > [62]> and <(px) < [80]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [11]> then\n if <<<(px) > [78]> and <(px) < [88]>> and <(y) = [0]>> then\n set [px v] to [124]\n end\n end\n if <(l) = [11]> then\n if <<<(px) > [86]> and <(px) < [110]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [11]> then\n if <<<(px) > [134]> and <(px) < [140]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [12]> then\n if <<<(px) > [10]> and <(px) < [24]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [12]> then\n if <<<(px) > [30]> and <(px) < [40]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [12]> then\n if <<<(px) > [40]> and <(px) < [56]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [12]> then\n if <<<(px) > [68]> and <(px) < [78]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [12]> then\n if <<<(px) > [86]> and <(px) < [96]>> and <(y) = [0]>> then\n set [px v] to [132]\n end\n end\n if <(l) = [12]> then\n if <<<(px) > [94]> and <(px) < [128]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [13]> then\n if <<<(px) > [10]> and <(px) < [24]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [13]> then\n if <<<(px) > [30]> and <(px) < [42]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [13]> then\n if <<<(px) > [42]> and <(px) < [64]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [13]> then\n if <<<(px) > [66]> and <(px) < [84]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [13]> then\n if <<<(px) > [82]> and <(px) < [100]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [13]> then\n if <<<(px) > [98]> and <(px) < [116]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [14]> then\n if <<<(px) > [10]> and <(px) < [24]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [14]> then\n if <<<(px) > [32]> and <(px) < [44]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [14]> then\n if <<<(px) > [44]> and <(px) < [72]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [14]> then\n if <<<(px) > [110]> and <(px) < [126]>> and <(y) = [0]>> then\n set [px v] to [0]\n end\n end\n if <(l) = [14]> then\n if <<<(px) > [130]> and <(px) < [140]>> and <(y) = [0]>> then\n broadcast (bounce v) and wait\n end\n end\n if <(l) = [15]> then\n if <<<(px) > [14]> and <(px) < [24]>> and <(y) = [0]>> then\n set [px v] to [38]\n end\n end\n if <(l) = [15]> then\n if <<<(px) > [52]> and <(px) < [62]>> and <(y) = [0]>> then\n set [px v] to [112]\n end\n end\n if <(l) = [15]> then\n if <<<(px) > [88]> and <(px) < [98]>> and <(y) = [0]>> then\n set [px v] to [74]\n end\n end\n if <(l) = [15]> then\n if <<<(px) > [124]> and <(px) < [136]>> and <(y) = [0]>> then\n set [px v] to [4]\n end\n end\n end\nend\n\nforever\n render\n controls\nend\n\nforever\n render\n controls\nend\n\ndefine render\nset up\nset [x v] to [ ]\nrepeat ([floor v] of (px) )\n set [x v] to (join (x) [ ])\nend\nif <(p) = [0]> then\n replace item (13) of [game v] with (item (l) of [land v])\n replace item ((12) - ([floor v] of (y) )) of [game v] with (join (x) (player))\n replace item (1) of [game v] with (join [Level ] (l))\n replace item (3) of [game v] with (item (l) of [text v])\nend\nif <(p) = [1]> then\n replace item (1) of [game v] with [PAUSED]\n replace item (3) of [game v] with [Press space to resume the game.]\n replace item (6) of [game v] with [Press "v" to change the volume.]\n replace item (8) of [game v] with [Press "s" to change the song.]\n if <key (v v) pressed?> then\n set [o v] to [1]\n set [c v] to []\n broadcast (join [o] (o))\n end\n if <key (s v) pressed?> then\n set [o v] to [2]\n set [c v] to []\n broadcast (join [o] (o))\n end\nend\n\nwhen I receive [bounce v]\nset [y v] to [0]\nset [j v] to [-4]\nif <(p) = [0]> then\n repeat until <(j) > [4]>\n set [y v] to ([floor v] of (((-0.5) * ((j) * (j))) + (8)) )\n change [j v] by (0.4)\n end\n set [y v] to [0]\nend\n\ndefine backspace\ndelete (all) of [backspace v]\nset [e v] to [1]\nrepeat (length of (c))\n add (letter (e) of (c)) to [backspace v]\n change [e v] by (1)\nend\ndelete (length of [backspace v]) of [backspace v]\nset [c v] to []\nset [e v] to [1]\nrepeat (length of [backspace v])\n set [c v] to (join (c) (item (e) of [backspace v]))\n change [e v] by (1)\nend\ndelete (all) of [backspace v]\n\n
I mostly fixed this project (except for the player moving left & right). I will keep fixing bugs to the best of my ability.\n\nFULLSCREEN IS NOT RECOMMENDED\n\n"|" is land\n"x" is spikes (Dont touch them.)\n"^" is the bouncy stuff\n">" teleports you to "<"\n\nALL LEVELS ARE POSSIBLE\n\nLevel 1 will tell you how to play the game.
100 level Platformer (IN PROGRESS)
@Stage\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\ngo to x: (-230) y: (-168)\nwait (2) seconds\nset [level v] to [1]\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n go to [front v] layer\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w 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?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ff9400)?> then\n set [yv v] to [0]\n go to x: (-230) y: (-171)\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?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-230) y: (-171)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n switch backdrop to (Level)\n end\n if <(Level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(Level) < [101]> then\n set [sho v] to (join [Level ] (join (Level) [/100]))\n end\n if <touching (portal a v)?> then\n go to x: (210) y: (-86)\n end\n if <touching (portal b v)?> then\n go to x: (-203) y: (69)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n switch backdrop to (Level)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I receive [oh man v]\nchange [deaths v] by (10)\n\n@Life Hax\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\nswitch costume to (costume2 v)\nwait until <touching (player v)?>\ngo to x: (62) y: (3)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Floor\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (0) y: (-50)\nshow\nrepeat until <(Level) > [16]>\n change y by (1)\n if <<(y position) = [358]> or <key (r v) pressed?>> then\n go to x: (0) y: (-50)\n end\nend\nhide\n\n@Thumbmail\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\nend\n\n@Portal A\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (213) y: (-133)\nshow\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen backdrop switches to [backdrop35 v]\ngo to x: (-221) y: (2)\nshow\n\nwhen backdrop switches to [backdrop36 v]\nhide\n\n@Portal B\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-220) y: (163)\nshow\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\n@Darkness\n\nwhen backdrop switches to [backdrop23 v]\npoint in direction (90)\nshow\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (costume1 v)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop24 v]\nstop [other scripts in sprite v]\nhide\n\n@Spinning wheel\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (41) y: (-27)\nshow\nforever\n turn right (1) degrees\n wait (0.01) seconds\nend\n\nwhen backdrop switches to [backdrop26 v]\nstop [other scripts in sprite v]\nhide\n\n@Turning Room\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop33 v]\npoint in direction (80)\ngo to x: (0) y: (0)\nshow\nforever\n turn right (1) degrees\nend\n\nwhen backdrop switches to [backdrop34 v]\nstop [other scripts in sprite v]\nhide\n\n@Redwall1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop37 v]\nwait (1) seconds\ngo to x: (5) y: (167)\nshow\nforever\n glide (2) secs to x: (5) y: (2)\n glide (2) secs to x: (5) y: (167)\nend\n\nwhen backdrop switches to [backdrop38 v]\nstop [other scripts in sprite v]\nhide\n\n@Redwall2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop37 v]\nwait (1) seconds\ngo to x: (2) y: (-165)\nshow\nforever\n glide (2) secs to x: (2) y: (2)\n glide (2) secs to x: (2) y: (-165)\nend\n\nwhen backdrop switches to [backdrop38 v]\nstop [other scripts in sprite v]\nhide\n\n@Redzone\n\nwhen backdrop switches to [backdrop41 v]\ngo to x: (0) y: (0)\nswitch costume to (dot v)\nset size to (400) %\nswitch costume to (redzone v)\nhide\nwait (2) seconds\nbroadcast (Redzone advancing! v)\nwait (2) seconds\nshow\nswitch costume to (dot v)\nset size to (390) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (380) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (370) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (360) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (350) %\nswitch costume to (redzone v)\nwait (2) seconds\nbroadcast (Redzone advancing! v)\nwait (2) seconds\nswitch costume to (dot v)\nset size to (340) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (330) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (320) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (310) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (300) %\nswitch costume to (redzone v)\nwait (2) seconds\nbroadcast (Redzone advancing! v)\nwait (2) seconds\nswitch costume to (dot v)\nset size to (290) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (280) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (270) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (260) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (250) %\nswitch costume to (redzone v)\nwait (2) seconds\nbroadcast (Redzone advancing! v)\nwait (2) seconds\nswitch costume to (dot v)\nset size to (240) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (230) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (220) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (210) %\nswitch costume to (redzone v)\nwait (0) seconds\nswitch costume to (dot v)\nset size to (200) %\nswitch costume to (redzone v)\nwait (2) seconds\nbroadcast (Redzone advancing! v)\nwait (2) seconds\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop42 v]\nstop [other scripts in sprite v]\nhide\n\n@alarm\n\nwhen I receive [redzone advancing! v]\ngo to x: (7) y: (107)\nshow\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Do not click this button\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen backdrop switches to [backdrop46 v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n say [TOLD YOU SO!!!] for (2) seconds\n switch backdrop to (backdrop1 v)\n set [level v] to [1]\n broadcast (oh man v)\n hide\n stop [this script v]\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nwait (10) seconds\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop47 v]\nhide\n\n@LOL\n\nwhen backdrop switches to [backdrop50 v]\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop51 v]\nstop [other scripts in sprite v]\nhide\n\n
Instructions inside, But here they are key "R" to restart. Arrow keys to move, you can walljump. Press up to go up in Water and Down to go down in Water! Blue is bouncy and Red is bad. You can swim in water!\nFullscreen Recommended!\n50 Levels!\nCommon = Regular Level\nPremium = Level with special mechanics\n
Colorless: A Platformer - Part 1
@Stage\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (SoundCheck v)\n\nwhen I receive [changesong v]\nstop [other scripts in stage v]\nbroadcast (SoundCheck v)\nbroadcast (BackdropCheck v)\nstop all sounds\nif <(Song) = [0]> then\n play sound [GYVUS - Blue Sky \[Chillhop Records\].mp3 v] until done\n broadcast (ChangeSong v)\nelse\n if <(Song) = [1]> then\n play sound [ Victory.mp3 v] until done\n broadcast (ChangeSong v)\n else\n if <<(Song) > [1 ]> and <not <(Song) = [1]>>> then\n if <(Song) = [2]> then\n play sound [Vexento - Praeclara v] until done\n set [song v] to (pick random (2) to (4))\n broadcast (ChangeSong v)\n else\n if <(Song) = [3]> then\n play sound [Vexento - Lights v] until done\n set [song v] to (pick random (2) to (4))\n broadcast (ChangeSong v)\n else\n if <(Song) = [4]> then\n play sound [Vexento - My Love v] until done\n set [song v] to (pick random (2) to (4))\n broadcast (ChangeSong v)\n else\n play sound [Reggae Instrumental - I-ternal Love v] until done\n set [song v] to [5]\n broadcast (ChangeSong v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [soundcheck v]\nforever\n if <key (m v) pressed?> then\n wait (0.5) seconds\n if <not <(volume) = [0]>> then\n repeat (3)\n set volume to (0) %\n end\n else\n repeat (3)\n set volume to (100) %\n end\n end\n end\nend\n\nwhen I receive [backdropcheck v]\nforever\n if <(Level) = [1]> then\n switch backdrop to (cave1 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (cave2 v)\n end\n if <(Level) = [ 6 ]> then\n switch backdrop to (cave3 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (forest1 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (forest2 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (forest3 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (snow1 v)\n end\nend\n\nwhen flag clicked\nbroadcast (ChangeSong v)\nset [song v] to [0]\n\nwhen flag clicked\nswitch backdrop to (titlescreen v)\n\nwhen I receive [start v]\nstop [other scripts in stage v]\nset [song v] to [1]\nbroadcast (ChangeSong v)\nbroadcast (BackdropCheck v)\n\nwhen I receive [soundcheck v]\nforever\n set [volume v] to (volume)\nend\n\nwhen I receive [voldown v]\nchange volume by (-10)\n\nwhen I receive [volup v]\nchange volume by (10)\n\nwhen I receive [victory!!!!! wahooo!!! v]\nstop [other scripts in stage v]\nset [song v] to [5]\nbroadcast (ChangeSong v)\nbroadcast (BackdropCheck v)\n\nwhen I receive [cutscenep2 v]\nswitch backdrop to (cave1 v)\n\nwhen I receive [cutscenep2 v]\nstop all sounds\nstop [other scripts in stage v]\nset [song v] to (pick random (2) to (4))\nbroadcast (ChangeSong v)\nbroadcast (BackdropCheck v)\nbroadcast (SoundCheck v)\n\n@Player\n\nwhen I receive [options menu v]\nhide\n\nwhen I receive [story time! v]\nhide\n\nwhen I receive [start v]\nset size to (60) %\nshow\nset [yv v] to [0]\ngo to x: (-187) y: (-105)\nset [xv v] to [0]\n\nwhen I receive [cutscenep1 v]\nhide\n\nwhen I receive [map v]\nset [play v] to [0]\nhide\n\nwhen I receive [mapback v]\nset [play v] to [1]\nshow\n\nwhen I receive [victory!!!!! wahooo!!! v]\nset [victory v] to [1]\nwait (1) seconds\ngo to x: (-185) y: (-90)\n\nwhen I receive [start2 v]\nforever\n if <(Play) = [1]> then\n if <(LDM MODE) = [0]> then\n if <(Dead) = [1]> then\n set [brightness v] effect to (50)\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (1)\n end\n wait (0.2) seconds\n set [dead v] to [0]\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-187) y: (-105)\n end\n else\n if <(Dead) = [1]> then\n wait (0.2) seconds\n set [dead v] to [0]\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-187) y: (-105)\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Play) = [1]> then\n if <(LDM MODE) = [0]> then\n if <(Dead) = [1]> then\n set [brightness v] effect to (50)\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (1)\n end\n wait (0.2) seconds\n set [dead v] to [0]\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-187) y: (-105)\n end\n else\n if <(Dead) = [1]> then\n wait (0.2) seconds\n set [dead v] to [0]\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-187) y: (-105)\n end\n end\n end\nend\n\nwhen flag clicked\nset [death count: v] to [0]\nset [dead v] to [0]\nhide variable [death count: v]\nhide variable [☁ deaths in world record time: v]\nset [time: v] to [0]\nhide variable [time: v]\nhide variable [☁ world record time: v]\nset [level v] to [0]\nhide variable [world record: v]\nhide variable [minigame deaths: v]\nset [victory v] to [0]\nhide variable [average time v]\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nforever\n if <(Dead) = [0]> then\n if <touching color (#ff0000)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n change [minigame deaths: v] by (1)\n set [dead v] to [1]\n end\n end\nend\n\nwhen I receive [cutscenep2 v]\nstop [other scripts in sprite v]\nshow\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (-137) y: (30)\n\nwhen I receive [start2 v]\nwait (0.1) seconds\nset size to (60) %\nshow\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-187) y: (10)\n\nwhen I receive [start v]\nset [play v] to [1]\nMove\n\nwhen I receive [title screen v]\nswitch costume to (costume1 v)\ngo to x: (37) y: (60)\nhide\n\nwhen I receive [start2 v]\nset [play v] to [1]\nMove\ngo to x: (-187) y: (-105)\n\ndefine DeathCheck\nforever\n if <<(Play) = [1]> and <(Victory) = [0]>> then\n if <<(x position) = [240]> or <(x position) > [240]>> then\n set x to (-187)\n set y to (-105)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Next Stage v)\n end\n if <(Dead) = [0]> then\n if <<touching (obstacles v)?> or <<touching (changingground v)?> and <(GroundColor) = [2]>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n change [death count: v] by (1)\n set [dead v] to [1]\n end\n end\n end\nend\n\ndefine Move\nforever\n if <(Play) = [1]> then\n if <(Dead) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.1)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((xv) * (0.82))\n change x by (xv)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change y by (1)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change x by ((xv) * (-1))\n change y by (-5)\n end\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 [9]\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 (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (changingground v)?> and <(GroundColor) = [1]>>> 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 end\n end\nend\n\nwhen I receive [start v]\nDeathCheck\n\nwhen I receive [start2 v]\nDeathCheck\n\n@Ground\n\nwhen flag clicked\ngo to x: (-2) y: (-38)\nset [level v] to [0]\nset [title screen v] to [0]\nhide\n\nwhen I receive [story time! v]\nhide\n\nwhen flag clicked\nforever\n set [groundcostume v] to (costume [number v])\nend\n\nwhen I receive [cheater!!! v]\nforever\n switch costume to (cheater! v)\n show variable [death count: v]\nend\n\nwhen I receive [victory!!!!! wahooo!!! v]\nshow variable [minigame deaths: v]\nshow variable [time: v]\nshow variable [death count: v]\nif <<(Time:) > [80]> and <(Time:) < (☁ World Record Time:)>> then\n set [☁ world record time: v] to (Time:)\n set [☁ deaths in world record time: v] to (Death Count:)\n set [world record: v] to (join [Time: ] (join (☁ World Record Time:) (join [ Deaths: ] (☁ Deaths in World Record Time:))))\nend\nshow variable [world record: v]\nif <(Time:) > [80]> then\n broadcast (averagetime v)\nend\n\nwhen I receive [next stage v]\nif <(Level) < [13]> then\n if <(Level) = [12]> then\n broadcast (cutscenep1 v)\n else\n next costume\n change [level v] by (1)\n go to x: (-2) y: (-38)\n end\nend\nif <<(Level) > [12]> and <not <(Level) = [30]>>> then\n if <(Level) = [16]> then\n broadcast (cutscenep5 v)\n else\n next costume\n change [level v] by (1)\n go to x: (-2) y: (-38)\n end\nend\n\nwhen I receive [start2 v]\nshow\ngo to x: (-2) y: (-38)\nswitch costume to (level 13 v)\nset [level v] to [13]\n\nwhen I receive [start v]\nswitch costume to (level 1 v)\nset [level v] to [1]\nshow\n\nwhen I receive [victory!!!!! wahooo!!! v]\nswitch costume to (victory v)\ngo to x: (-2) y: (0)\nset [level v] to [30]\n\nwhen I receive [averagetime v]\nif <(Level) = [30]> then\n if <(Time:) < [10000]> then\n change [☁ completions v] by (1)\n change [☁ total time v] by (Time:)\n set [☁ average time v] to ((☁ Total Time) / (☁ Completions))\n end\nend\nshow variable [☁ average time v]\nif <(Time:) < (☁ Average Time)> then\n broadcast (aboveaverage v)\nelse\n broadcast (belowaverage v)\nend\n\nwhen I receive [cutscenep2 v]\nhide\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (-2) y: (-38)\nset [level v] to [0]\nset [title screen v] to [0]\nhide\n\nwhen I receive [story time! v]\nhide\n\nwhen I receive [cheater!!! v]\nforever\n switch costume to (cheater! v)\n show variable [death count: v]\nend\n\nwhen I receive [next stage v]\nif <(Level) < [13]> then\n if <(Level) = [12]> then\n broadcast (cutscenep1 v)\n else\n next costume\n end\nend\nif <<(Level) > [12]> and <not <(Level) = [30]>>> then\n if <(Level) = [16]> then\n hide\n else\n next costume\n end\nend\n\nwhen I receive [start2 v]\nshow\ngo to x: (-2) y: (-38)\nswitch costume to (level 13 v)\n\nwhen I receive [start v]\nswitch costume to (level 1 v)\nset [level v] to [1]\nshow\n\nwhen I receive [victory!!!!! wahooo!!! v]\nswitch costume to (victory v)\ngo to x: (-2) y: (0)\n\nwhen I receive [cutscenep2 v]\nhide\n\n@Play\n\nwhen I receive [options menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Story Time! v)\nhide\n\nwhen I receive [start2 v]\nhide\n\ndefine Bounce\nforever\n glide (1) secs to x: (-17) y: (-59)\n wait (0) seconds\n glide (1) secs to x: (-17) y: (-79)\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n change [time: v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [cutscenep1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [start2 v]\nwait (1) seconds\nrepeat until <(Level) = [30]>\n change [time: v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [victory!!!!! wahooo!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [title screen v]\ngo to x: (-17) y: (-79)\nshow\nforever\n if <(LDM MODE) = [0]> then\n Bounce\n else\n go to x: (-17) y: (-59)\n end\nend\n\n@Options\n\nwhen this sprite clicked\nbroadcast (Options Menu v)\nset [option menu v] to [1]\nset [title screen v] to [0]\n\nwhen I receive [story time! v]\nhide\n\nwhen I receive [title screen v]\ngo to x: (4) y: (-80)\nswitch costume to (options v)\nshow\nforever\n if <(LDM MODE) = [0]> then\n Bounce\n else\n go to x: (4) y: (-59)\n end\nend\n\ndefine Bounce\nforever\n glide (1) secs to x: (4) y: (-59)\n wait (0) seconds\n glide (1) secs to x: (4) y: (-80)\nend\n\nwhen I receive [options menu v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Intro\n\nwhen I receive [intro v]\nset size to (135) %\ngo to [front v] layer\ngo to x: (18) y: (25)\nswitch costume to (intro v)\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nswitch costume to (intro 2 v)\nset [brightness v] effect to (0)\nwait (2) seconds\nbroadcast (Title Screen v)\nset [title screen v] to [1]\nhide\n\n@StoryText\n\nwhen flag clicked\ngo to x: (6) y: (27)\nset [play v] to [0]\nset [start v] to [0]\nhide\n\nwhen I receive [story time! v]\nforever\n repeat until <(Story) = [10]>\n if <key (s v) pressed?> then\n broadcast (start v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [story time! v]\nshow\nset [story v] to [1]\nswitch costume to (story1 v)\nforever\n if <(Level) = [0 ]> then\n if <key (space v) pressed?> then\n if <(Story) = [10]> then\n broadcast (start v)\n hide\n else\n next costume\n change [story v] by (1)\n wait (1) seconds\n end\n end\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\nif <(LDM MODE) = [0 ]> then\n show\n forever\n if <(Level) = [ 1 ]> then\n hide\n go to x: (-3) y: (16)\n switch costume to (leveltext1 v)\n show\n end\n if <(Level) = [2]> then\n hide\n switch costume to (leveltext2 v)\n show\n end\n if <(Level) = [3]> then\n hide\n go to x: (-7) y: (-84)\n switch costume to (leveltext3 v)\n show\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n go to x: (181) y: (-159)\n switch costume to (leveltext5 v)\n show\n end\n if <(Level) = [6]> then\n hide\n go to x: (76) y: (-20)\n switch costume to (leveltext6 v)\n show\n end\n if <(Level) = [7]> then\n hide\n go to x: (-7) y: (11)\n switch costume to (leveltext7 v)\n show\n end\n if <(Level) = [8]> then\n hide\n go to x: (0) y: (-130)\n switch costume to (leveltext8 v)\n show\n end\n if <(Level) = [9]> then\n hide\n go to x: (20) y: (7)\n switch costume to (leveltext9 v)\n show\n end\n if <(Level) = [10]> then\n hide\n go to x: (20) y: (20)\n switch costume to (leveltext10 v)\n show\n end\n if <(Level) = [11]> then\n hide\n go to x: (-37) y: (-63)\n switch costume to (leveltext11 v)\n show\n end\n if <(Level) = [12]> then\n hide\n go to x: (0) y: (-73)\n switch costume to (leveltext12 v)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [cheater!!! v]\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nhide\n\nwhen I receive [start2 v]\nif <(LDM MODE) = [0 ]> then\n show\n forever\n if <(Level) = [13]> then\n hide\n go to x: (0) y: (-15)\n switch costume to (leveltext13 v)\n show\n end\n if <(Level) = [14]> then\n hide\n end\n if <(Level) = [15]> then\n hide\n go to x: (0) y: (0)\n switch costume to (leveltext15 v)\n show\n end\n if <(Level) = [16]> then\n hide\n go to x: (0) y: (0)\n switch costume to (leveltext16 v)\n show\n end\n end\nend\n\nwhen I receive [cutscenep2 v]\nstop [other scripts in sprite v]\nhide\n\nif <(Level) = [12]> then\n if <(Level) = [12]> then\n hide\n go to x: (0) y: (-73)\n switch costume to (leveltext12 v)\n show\n end\n hide\n go to x: (0) y: (-73)\n switch costume to (leveltext12 v)\n show\nend\n\nswitch costume to (leveltext13 v)\nshow\n\nwhen I receive [aboveaverage v]\ngo to x: (32) y: (-171)\nswitch costume to (above average v)\nshow\n\nwhen I receive [belowaverage v]\ngo to x: (18) y: (-145)\nswitch costume to (below average v)\nshow\n\n@UpArrow\n\nwhen I receive [options menu v]\nshow\n\nwhen flag clicked\ngo to x: (51) y: (-46)\nset size to (80) %\nhide\n\nwhen flag clicked\nforever\n if <(Option Menu) = [1]> then\n show\n end\n if <(Option Menu) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [option menu v] to [0]\n\nwhen I receive [title screen v]\nhide\n\nwhen flag clicked\nset [volume v] to [0]\n\nwhen this sprite clicked\nif <not <(Volume) = [100]>> then\n broadcast (VolUp v)\nend\n\n@DownArrow\n\nwhen I receive [options menu v]\nshow\n\nwhen flag clicked\ngo to x: (58) y: (-33)\nset size to (79) %\nhide\n\nwhen I receive [title screen v]\nhide\n\nwhen flag clicked\nforever\n if <(Option Menu) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <not <(Volume) = [0]>> then\n broadcast (VolDown v)\nend\n\n@Back\n\nwhen this sprite clicked\nif <(Option Menu) = [1]> then\n broadcast (Title Screen v)\n set [title screen v] to [1]\n set [option menu v] to [0]\nend\n\nwhen flag clicked\ngo to x: (-22) y: (-172)\nset size to (90) %\nhide\n\nwhen I receive [options menu v]\nset [option menu v] to [1]\nshow\n\nwhen I receive [title screen v]\nhide\n\n@Volume\n\nwhen flag clicked\nhide\n\nwhen I receive [options menu v]\nshow\ngo to x: (-88) y: (14)\nrepeat until <(Title Screen) = [1]>\n if <(Volume) = [100]> then\n switch costume to (vol100 v)\n end\n if <(Volume) = [90]> then\n switch costume to (vol90 v)\n end\n if <(Volume) = [80]> then\n switch costume to (vol80 v)\n end\n if <(Volume) = [70]> then\n switch costume to (vol70 v)\n end\n if <(Volume) = [60]> then\n switch costume to (vol60 v)\n end\n if <(Volume) = [50]> then\n switch costume to (vol50 v)\n end\n if <(Volume) = [40]> then\n switch costume to (vol40 v)\n end\n if <(Volume) = [30]> then\n switch costume to (vol30 v)\n end\n if <(Volume) = [20]> then\n switch costume to (vol20 v)\n end\n if <(Volume) = [10]> then\n switch costume to (vol10 v)\n end\n if <(Volume) = [0]> then\n switch costume to (vol0 v)\n end\nend\n\nwhen I receive [title screen v]\nhide\n\n@Tree1\n\nwhen flag clicked\nhide\n\nwhen I receive [treecheck v]\nset size to (80) %\nforever\n if <<(Level) > [6]> and <(Level) < [13]>> then\n go to x: (-98) y: (-112)\n show\n forever\n if <(LDM) = [0]> then\n wait (pick random (3) to (5)) seconds\n repeat until <(costume [number v]) = [7]>\n wait (0) seconds\n next costume\n end\n wait (pick random (3) to (5)) seconds\n repeat until <(costume [number v]) = [1]>\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [cheater!!! v]\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nhide\n\nwhen I receive [start2 v]\nbroadcast (TreeCheck v)\nbroadcast (LDMCheck v)\n\nwhen I receive [next stage v]\nstop [other scripts in sprite v]\nbroadcast (TreeCheck v)\nbroadcast (LDMCheck v)\n\nwhen I receive [ldmoff v]\nif <<(Level) > [6]> and <(Level) < [13]>> then\n show\nelse\n hide\nend\n\nwhen I receive [ldmcheck v]\nforever\n if <<(LDM) = [1]> or <(LDM MODE) = [1]>> then\n hide\n end\nend\n\n@Tree2\n\nwhen flag clicked\nhide\n\nwhen I receive [treecheck v]\nset size to (80) %\nforever\n if <<(Level) > [6]> and <(Level) < [13]>> then\n go to x: (112) y: (-112)\n show\n forever\n if <(LDM) = [0]> then\n wait (pick random (3) to (5)) seconds\n repeat until <(costume [number v]) = [7]>\n wait (0) seconds\n next costume\n end\n wait (pick random (3) to (5)) seconds\n repeat until <(costume [number v]) = [1]>\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [cheater!!! v]\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nhide\n\nwhen I receive [start2 v]\nbroadcast (TreeCheck v)\nbroadcast (LDMCheck v)\n\nwhen I receive [ldmcheck v]\nforever\n if <<(LDM) = [1]> or <(LDM MODE) = [1]>> then\n hide\n end\nend\n\nwhen I receive [ldmoff v]\nif <<(Level) > [6]> and <(Level) < [13]>> then\n show\nelse\n hide\nend\n\nwhen I receive [next stage v]\nstop [other scripts in sprite v]\nbroadcast (TreeCheck v)\nbroadcast (LDMCheck v)\n\n@CheaterDetector\n\nwhen flag clicked\nset [groundcostume v] to [0]\nhide\n\nwhen I receive [start v]\nwait (0.25) seconds\nforever\n if <not <(Level) = [30]>> then\n if <not <(GroundCostume) = (Level)>> then\n broadcast (CHEATER!!! v)\n end\n end\nend\n\n@ChangingGround\n\nwhen flag clicked\nswitch costume to (clone1 v)\nhide\n\nwhen I receive [story time! v]\nhide\n\nwhen I receive [next stage v]\nforever\n if <<(Level) = [8]> or <(Level) = [10]>> then\n if <(Level) = [8]> then\n show\n go to x: (-147) y: (123)\n create clone of (_myself_ v)\n go to x: (-52) y: (44)\n create clone of (_myself_ v)\n hide\n stop [this script v]\n end\n if <(Level) = [10]> then\n show\n go to x: (-183) y: (-56)\n create clone of (_myself_ v)\n go to x: (-71) y: (31)\n create clone of (_myself_ v)\n go to x: (33) y: (30)\n create clone of (_myself_ v)\n go to x: (119) y: (-27)\n create clone of (_myself_ v)\n go to x: (207) y: (30)\n create clone of (_myself_ v)\n hide\n repeat (10)\n set [groundcolor v] to [1]\n end\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I receive [cheater!!! v]\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nhide\n\nwhen I start as a clone\nwait (2) seconds\nshow\nforever\n if <(Level) = [8]> then\n repeat until <not <(Level) = [8]>>\n switch costume to (clone1 v)\n set [groundcolor v] to [1]\n if <(Level) = [8]> then\n repeat (10)\n if <(Level) = [8]> then\n wait (0.3) seconds\n end\n end\n end\n switch costume to (clone2 v)\n set [groundcolor v] to [2]\n if <(Level) = [8]> then\n repeat (10)\n if <(Level) = [8]> then\n wait (0.3) seconds\n end\n end\n end\n end\n delete this clone\n end\n if <(Level) = [10]> then\n repeat until <not <(Level) = [10]>>\n set [groundcolor v] to [1]\n switch costume to (clone1 v)\n repeat (10)\n if <(Level) = [10]> then\n wait (0.3) seconds\n end\n end\n set [groundcolor v] to [2]\n switch costume to (clone2 v)\n if <(Level) = [10]> then\n repeat (10)\n if <(Level) = [10]> then\n wait (0.3) seconds\n end\n end\n end\n end\n delete this clone\n end\nend\n\ndefine delete this clone\ndelete this clone\n\n@Map\n\nwhen flag clicked\ngo to x: (-15) y: (3)\nhide\n\nwhen I receive [map v]\ngo to [front v] layer\nshow\nset size to (105) %\n\nwhen I receive [mapback v]\nhide\n\n@Cutscene\n\nwhen flag clicked\nset [cutscene2 v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [cutscenep2 v]\nshow\n\nwhen I receive [start2 v]\nhide\n\n@TextCutscene\n\nwhen flag clicked\nswitch costume to (scenetext1 v)\ngo to x: (-76) y: (3)\nhide\nset [cutscene v] to [0]\nset [cutscenetext v] to [0]\n\nwhen I receive [cutscenep2 v]\nset [cutscenetext v] to [1]\nswitch costume to (scenetext1 v)\nshow\n\nwhen I receive [cutscenetext v]\nswitch costume to (scenetext8 v)\n\nwhen I receive [start2 v]\nhide\n\nwhen [space v] key pressed\nif <(Cutscene) = [1]> then\n Text\nend\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [start2 v]\nset [cutscene v] to [0]\n\ndefine Text\nif <<(CutsceneText) = [1]> or <<(CutsceneText) = [2]> or <<(CutsceneText) = [3]> or <<(CutsceneText) = [4]> or <<(CutsceneText) = [5]> or <(CutsceneText) = [6]>>>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [cutscenetext v] by (1)\n next costume\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(CutsceneText) = [7]> then\n broadcast (CutsceneP3 v)\n set [cutscene v] to [0]\n end\n if <(Cutscene2) = [1]> then\n broadcast (CutsceneP4 v)\n set [cutscene v] to [0]\n set [cutscene2 v] to [0]\n wait (1) seconds\n hide\n end\nend\n\n@Fade In/Out\n\nwhen I receive [cutscenep1 v]\nif <(LDM MODE) = [0]> then\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n broadcast (CutsceneP2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [cutscene v] to [1]\nelse\n set [ghost v] effect to (0)\n wait (2) seconds\n broadcast (CutsceneP2 v)\n set [ghost v] effect to (100)\n set [cutscene v] to [1]\nend\n\nwhen I receive [cutscenep3 v]\nif <(LDM MODE) = [0]> then\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n broadcast (CutsceneText v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [cutscene v] to [1]\n set [cutscene2 v] to [1]\nelse\n set [ghost v] effect to (0)\n wait (2) seconds\n broadcast (CutsceneText v)\n set [ghost v] effect to (100)\n set [cutscene v] to [1]\n set [cutscene2 v] to [1]\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [cutscenep4 v]\nif <(LDM MODE) = [0]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n broadcast (Start2 v)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [cutscene v] to [0]\n set [cutscene2 v] to [0]\nelse\n set [ghost v] effect to (0)\n wait (2) seconds\n broadcast (Start2 v)\n set [ghost v] effect to (100)\n set [cutscene v] to [0]\n set [cutscene2 v] to [0]\nend\n\nwhen I receive [cutscenep5 v]\nif <(LDM MODE) = [0]> then\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n broadcast (Victory!!!!! WAHOOO!!! v)\n set [level v] to [30]\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n set [ghost v] effect to (0)\n wait (2) seconds\n broadcast (Victory!!!!! WAHOOO!!! v)\n set [level v] to [30]\n set [ghost v] effect to (100)\nend\n\n@MapButtons\n\nwhen flag clicked\nswitch costume to (mapbutton v)\ngo to x: (204) y: (147)\nset [map v] to [0]\nhide\n\nwhen this sprite clicked\nif <(Map) = [0]> then\n broadcast (Map v)\n set [map v] to [1]\nelse\n broadcast (MapBack v)\n set [map v] to [0]\nend\n\nwhen I receive [cutscenep2 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [mapback v]\ngo to x: (204) y: (147)\nswitch costume to (mapbutton v)\ngo to [front v] layer\nshow\n\nwhen I receive [map v]\nswitch costume to (back v)\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I receive [start2 v]\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n if <<(Level) > [7]> or <(Level) = [7]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Map) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n go to x: (-187) y: (129)\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n go to x: (-192) y: (133)\n end\n end\nend\n\nwhen I receive [start2 v]\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [victory!!!!! wahooo!!! v]\nhide\n\nwhen I receive [start2 v]\nforever\n if <(Map) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n go to x: (-187) y: (129)\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n go to x: (-192) y: (133)\n end\n end\nend\n\n@MapLocation\n\nwhen flag clicked\nset size to (105) %\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (-107) y: (-84)\n end\n if <(Level) = [8]> then\n go to x: (-89) y: (-82)\n end\n if <(Level) = [9]> then\n go to x: (-50) y: (-80)\n end\n if <(Level) = [10]> then\n go to x: (-25) y: (-90)\n end\n if <(Level) = [11]> then\n go to x: (-10) y: (-107)\n end\n if <(Level) = [12]> then\n go to x: (19) y: (-131)\n end\n if <(Level) = [13]> then\n go to x: (46) y: (-126)\n end\n if <(Level) = [14]> then\n go to x: (64) y: (-110)\n end\n if <(Level) = [15]> then\n go to x: (83) y: (-104)\n end\n if <(Level) = [16]> then\n go to x: (92) y: (-109)\n end\nend\n\nwhen I receive [mapback v]\nhide\n\nwhen I receive [map v]\nif <(LDM MODE) = [0]> then\n show\n repeat (10)\n go to [front v] layer\n end\nend\n\nwhen I receive [ldm mode on v]\nstop [other scripts in sprite v]\n\n@Snow\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (182)) y: (180)\nset size to (pick random (50) to (15)) %\nset [y-var v] to (pick random (-3) to (-5))\nif <(LDM) = [0]> then\n show\n repeat until <(y position) < [-175]>\n change y by (y-var)\n end\nend\ndelete this clone\n\nwhen I receive [cheater!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [start2 v]\nforever\n if <<(Level) = [13]> or <(Level) > [13]>> then\n if <<(LDM) = [0]> and <(LDM MODE) = [0]>> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nset [ldm v] to [1]\nset [y-var v] to [-40]\nwait (3) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [ldm mode on v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset size to (135) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (30)\nbroadcast (Intro v)\n\nwhen I receive [intro v]\nhide\n\n@Title Screen\n\nwhen flag clicked\nswitch costume to (title screen v)\ngo to x: (-2) y: (-38)\nset [level v] to [0]\nset [title screen v] to [0]\nhide\n\nwhen I receive [title screen v]\ngo to x: (-2) y: (-38)\nshow\nforever\n if <(LDM MODE) = [0]> then\n Bounce\n else\n go to x: (-2) y: (-20)\n end\nend\n\nwhen I receive [story time! v]\nhide\n\nwhen I receive [start v]\nhide\n\ndefine Bounce\nforever\n glide (1) secs to x: (-2) y: (-20)\n wait (0) seconds\n glide (1) secs to x: (-2) y: (-38)\nend\n\nwhen I receive [options menu v]\nhide\n\n@Ending\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (182)) y: (180)\nset size to (pick random (45) to (20)) %\nswitch costume to (pick random (1) to (2))\nset [y-var v] to (pick random (-3) to (-5))\nif <(LDM) = [0]> then\n show\n repeat until <(y position) < [-175]>\n change y by (y-var)\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [ldm v] to [0]\nforever\n if <key (l v) pressed?> then\n wait (0.1) seconds\n if <not <(LDM) = [0]>> then\n repeat (3)\n set [ldm v] to [0]\n broadcast (LDMoff v)\n end\n else\n repeat (3)\n set [ldm v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [victory!!!!! wahooo!!! v]\nwait (4) seconds\nset [ldm v] to [0]\nforever\n if <<(LDM) = [0]> and <(LDM MODE) = [0]>> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [cheater!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [ldm mode on v]\nforever\n stop [other scripts in sprite v]\nend\n\n@LDM Mode:\n\nwhen this sprite clicked\nif <(LDM MODE) = [0]> then\n set [ldm mode v] to [1]\n switch costume to (ldm on v)\nelse\n switch costume to (ldm off v)\n set [ldm mode v] to [0]\nend\n\nwhen I receive [options menu v]\ngo to x: (-35) y: (96)\nset size to (100) %\nshow\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [start v]\nif <(LDM MODE) = [1]> then\n broadcast (LDM Mode On v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (ldm off v)\nhide variable [ldm mode v]\nset [ldm mode v] to [0]\n\n
My first real project. (The others were just to make me a "scratcher")\n» Hints below\nCompete for the World Record time! Comment your time and deaths! Make sure to beat the average time!\nPlease Love and Favorite if you enjoyed it!\n\n–––––––––––––––––– Instructions –––––––––––––––––––\n\n» <^> or WASD to move\n» s to skip the story\n» m to mute\n\n––––––––––––––––––––– Hints ––––––––––––––––––––––\nOn the "wall jumping skills required" level, go to the very edge of the first platform, then jump up to skip most of the section. Another way to make it easier is by putting it on fullscreen to get some lag.\n\nFeel free to ask any questions if you are having a lot of trouble beating a level!
The Bunny - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset [bunny health v] to [100]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext backdrop\nset [carrots v] to [0]\n\nwhen I receive [next background v]\nwait (0.1) seconds\nnext backdrop\n\n@Bunny\n\nwhen flag clicked\nshow variable [weapon v]\nshow variable [carrots v]\nset [bunny health v] to [100]\nset [weapon v] to [Carrot]\nset [sword v] to [0]\nswitch costume to (bunny v)\ngo to x: (-218) y: (-85)\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(Potion) = [Speed]> then\n change [x vel v] by (1.4)\n else\n change [x vel v] by (0.9)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(Potion) = [Speed]> then\n change [x vel v] by (-1.2)\n else\n change [x vel v] by (-0.9)\n end\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((x vel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n start sound [jump v]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-0.8)\n change y by (y vel)\n if <touching color (#666666)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [1]\n end\n change y by (-0.8)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n if <(Potion) = [Jump]> then\n set [y vel v] to [15]\n else\n set [y vel v] to [12]\n end\n start sound [jump v]\n end\n end\n change y by (0.8)\n if <touching color (#ff9400)?> then\n start sound [fairydust v]\n broadcast (next level v)\n go to x: (-218) y: (-85)\n end\n if <touching color (#f69588)?> then\n start sound [bxsb v]\n change [bunny health v] by (-20)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-218) y: (-85)\n set [y vel v] to [0]\n set [x vel v] to [0]\n set [ghost v] effect to (0)\n end\n if <touching (zombie v)?> then\n set [y vel v] to [5]\n start sound [Hit v]\n if <(Direction) = [90]> then\n set [x vel v] to [-10]\n change [bunny health v] by (-10)\n end\n if <(Direction) = [-90]> then\n set [x vel v] to [10]\n change [bunny health v] by (-10)\n end\n end\n if <touching (boss carrot v)?> then\n set [y vel v] to [5]\n start sound [Hit v]\n if <(Direction) = [90]> then\n set [x vel v] to [-10]\n change [bunny health v] by (-5)\n end\n if <(Direction) = [-90]> then\n set [x vel v] to [10]\n change [bunny health v] by (-5)\n end\n end\n if <touching (fire v)?> then\n set [y vel v] to [4]\n start sound [Hit v]\n if <(Direction) = [90]> then\n set [x vel v] to [-7]\n change [bunny health v] by (-5)\n end\n if <(Direction) = [-90]> then\n set [x vel v] to [7]\n change [bunny health v] by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [direction v] to (direction)\nend\n\nwhen flag clicked\nforever\n if <touching (carrot \(display\) v)?> then\n change [carrots v] by (1)\n wait (0.1) seconds\n end\nend\n\nwait (0.2) seconds\n\nwhen flag clicked\nforever\n if <<key (2 v) pressed?> and <(Sword) = [yes]>> then\n set [weapon v] to [Sword]\n end\n if <key (1 v) pressed?> then\n set [weapon v] to [Carrot]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-218) y: (-85)\nset [bunny health v] to [100]\n\n@Carrot (Attack)\n\nwhen I start as a clone\nshow\ngo to (bunny v)\ngo [backward v] (1) layers\npoint in direction (Direction)\nmove (30) steps\nstart sound [laser1 v]\nrepeat until <<touching color (#666666)?> or <<touching (target v)?> or <touching (zombie v)?>>>\n move (10) steps\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [carrots v] to [0]\nhide\nforever\n if <key (space v) pressed?> then\n if <<(Weapon) = [Carrot]> and <(Carrots) > [0]>> then\n create clone of (_myself_ v)\n change [carrots v] by (-1)\n wait (0.2) seconds\n end\n end\nend\n\n@Carrot (Display)\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.5)\n end\n repeat (30)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\ngo to x: (0) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (bunny v)?> then\n wait (0.01) seconds\n start sound [Collect v]\n delete this clone\n end\nend\n\nwhen backdrop switches to [5 v]\ngo to x: (50) y: (-156)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-156)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [6 v]\ngo to x: (-50) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [8 v]\ngo to x: (-150) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [9 v]\ngo to x: (-150) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [9 v]\ngo to x: (-100) y: (-156)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [restart v]\ndelete this clone\n\n@Zombie\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [8 v]\ngo to x: (50) y: (-161)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n point in direction (90)\n repeat (35)\n change x by (2.5)\n end\n point in direction (-90)\n repeat (35)\n change x by (-2.5)\n end\nend\n\nwhen backdrop switches to [9 v]\ngo to x: (20) y: (-51)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (carrot \(attack\) v)?> or <touching (sword \(attack\) v)?>> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@Sprite1\n\n@Target\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [6 v]\ngo to x: (79) y: (-155)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (carrot \(attack\) v)?> then\n start sound [recording1 v]\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n broadcast (next background v)\n delete this clone\n end\nend\n\nwhen backdrop switches to [9 v]\ngo to x: (127) y: (-51)\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\ndelete this clone\n\n@Health Bar\n\nwhen flag clicked\nforever\n broadcast (health v)\nend\n\nwhen I receive [health v]\nPlayer Health Bar\n\ndefine Player Health Bar\nerase all\ngo to [front v] layer\npen up\nset pen color to (#ffffff)\nset pen size to (8)\ngo to x: (([x position v] of [bunny v]) - (20)) y: (([y position v] of [bunny v]) + (32))\npen down\ngo to x: (([x position v] of [bunny v]) + (20)) y: (([y position v] of [bunny v]) + (32))\nif <not <(Bunny Health) < [1]>> then\n go to x: (([x position v] of [bunny v]) - (20)) y: (([y position v] of [bunny v]) + (32))\n set pen color to (#55ffff)\n pen up\n set pen size to (4)\n pen down\n change x by ((Bunny Health) / (2.5))\n pen up\nend\n\n@Levels\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nstart sound [Lost Sky - Dreams \[NCS Release\].mp3 v]\nswitch costume to (1 v)\nforever\n go [backward v] (10000) layers\nend\n\nwhen I receive [next background v]\nnext costume\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Restart v)\n switch costume to (1 v)\n switch backdrop to (1 v)\n set [level v] to [1]\n end\nend\n\n@Sword (Attack)\n\nwhen flag clicked\nforever\n go to (bunny v)\n point in direction (Direction)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Weapon) = [Sword]> then\n if <key (space v) pressed?> then\n show\n else\n hide\n end\n end\nend\n\n@Sword (Display)\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.5)\n end\n repeat (30)\n change y by (-0.5)\n end\nend\n\nwhen backdrop switches to [11 v]\ngo to x: (0) y: (-154)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (bunny v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n set [sword v] to [yes]\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\n@Sprite2\n\n@Boss\n\nwhen flag clicked\nhide\nset [boss health v] to [1000]\nhide variable [boss health v]\n\nwhen backdrop switches to [12 v]\nshow variable [boss health v]\nshow\nforever\n go to x: (0) y: (-105)\n point towards (bunny v)\n if <touching (sword \(attack\) v)?> then\n change [boss health v] by (-2)\n end\n if <(Boss Health) < [1]> then\n start sound [eyeyee - Zombie Death Minecraft v]\n broadcast (next level v)\n hide variable [boss health v]\n hide\n stop [this script v]\n end\nend\n\n@Jump Potion\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.5)\n end\n repeat (30)\n change y by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (bunny v)?> then\n wait (0.01) seconds\n broadcast (Jump Boost v)\n start sound [Coin v]\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [potion v] to [None]\nset size to (17) %\n\nwhen I receive [jump boost v]\nset [potion v] to [Jump]\n\nwhen backdrop switches to [14 v]\ngo to x: (-90) y: (-163)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [15 v]\ngo to x: (-96) y: (-163)\ncreate clone of (_myself_ v)\n\n@Speed Potion\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.5)\n end\n repeat (30)\n change y by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (bunny v)?> then\n wait (0.01) seconds\n broadcast (Speed Up v)\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (17) %\nhide\n\nwhen I receive [speed up v]\nset [potion v] to [Speed]\nstart sound [Coin v]\n\nwhen I receive [next level v]\nset [potion v] to [None]\n\nwhen I receive [restart v]\nset [potion v] to [None]\n\nwhen backdrop switches to [14 v]\ngo to x: (-5) y: (-163)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [16 v]\ngo to x: (-135) y: (-163)\ncreate clone of (_myself_ v)\n\n@Health Potion\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n repeat (30)\n change y by (0.5)\n end\n repeat (30)\n change y by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (bunny v)?> then\n wait (0.01) seconds\n set [bunny health v] to [100]\n start sound [Magical Healing Spells Sound Effects v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (17) %\nhide\n\nwhen backdrop switches to [14 v]\ngo to x: (80) y: (-163)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [15 v]\ngo to x: (90) y: (-163)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [16 v]\ngo to x: (120) y: (-163)\ncreate clone of (_myself_ v)\n\n@Jump Particle\n\nwhen flag clicked\nhide\nset [ghost v] effect to (130)\nforever\n repeat until <not <(Potion) = [Jump]>>\n go to (bunny v)\n instantly create (1) clones\n end\nend\n\ndefine instantly create (clones) clones\nrepeat (clones)\n create clone of (_myself_ v)\nend\n\ndefine render\nchange size by (20)\nswitch costume to (glow v)\nstamp\nswitch costume to (particle v)\nchange size by (-20)\n\nwhen I start as a clone\nhide\ngo to (bunny v)\nset [main-x v] to (x position)\nset [life v] to (pick random (125) to (150))\nset [vel v] to (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nswitch costume to (particle v)\nset size to ((life) / (1.25)) %\nset [ghost v] effect to ((life) / (1.75))\nset [ghost v] to ((life) / (1.75))\nshow\nrepeat until <(life) < [1]>\n change [life v] by (-3)\n if <(vel) < [0]> then\n change [vel v] by (0.5)\n end\n if <(vel) > [0]> then\n change [vel v] by (-0.5)\n end\n if <(x position) < (main-x)> then\n change x by (0.5)\n end\n if <(x position) > (main-x)> then\n change x by (-0.5)\n end\n change x by (vel)\n change y by ((life) / (30))\n change [ghost v] effect by (2)\n change [ghost v] by (2)\n set size to ((life) / (1.25)) %\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [tick v]\nrender\n\n@Speed Particle\n\nwhen flag clicked\nhide\nset [ghost v] effect to (130)\nforever\n repeat until <not <(Potion) = [Speed]>>\n go to (bunny v)\n instantly create (1) clones\n end\nend\n\ndefine instantly create (clones) clones\nrepeat (clones)\n create clone of (_myself_ v)\nend\n\ndefine render\nchange size by (20)\nswitch costume to (glow v)\nstamp\nswitch costume to (particle v)\nchange size by (-20)\n\nwhen I start as a clone\nhide\ngo to (bunny v)\nset [main-x v] to (x position)\nset [life v] to (pick random (125) to (150))\nset [vel v] to (pick random (-10) to (10))\nchange y by (pick random (-5) to (5))\nswitch costume to (particle v)\nset size to ((life) / (1.25)) %\nset [ghost v] effect to ((life) / (1.75))\nset [ghost v] to ((life) / (1.75))\nshow\nrepeat until <(life) < [1]>\n change [life v] by (-3)\n if <(vel) < [0]> then\n change [vel v] by (0.5)\n end\n if <(vel) > [0]> then\n change [vel v] by (-0.5)\n end\n if <(x position) < (main-x)> then\n change x by (0.5)\n end\n if <(x position) > (main-x)> then\n change x by (-0.5)\n end\n change x by (vel)\n change y by ((life) / (30))\n change [ghost v] effect by (2)\n change [ghost v] by (2)\n set size to ((life) / (1.25)) %\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [tick v]\nrender\n\n@Boss Carrot\n\nwhen I start as a clone\nshow\ngo to (boss v)\nchange y by (40)\ngo [backward v] (1) layers\npoint towards (bunny v)\nmove (10) steps\nstart sound [laser1 v]\nrepeat until <<touching color (#666666)?> or <<touching (bunny v)?> or <touching (target v)?>>>\n move (10) steps\n go to [front v] layer\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [12 v]\nforever\n if <(Boss Health) > [0]> then\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\nend\n\n@Fire\n\nwhen flag clicked\nhide\nset size to (15) %\nforever\n if <(backdrop [number v]) = [16]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nif <not <(backdrop [number v]) = [16]>> then\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-90) to (70)) y: (163)\nrepeat until <<touching (bunny v)?> or <touching color (#666666)?>>\n point in direction (180)\n move (20) steps\nend\nrepeat (2)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\n@Game Over\n\nwhen flag clicked\nset [bunny health v] to [100]\ngo to x: (0) y: (0)\nhide\nforever\n if <(Bunny Health) < [1]> then\n show\n go to [front v] layer\n hide variable [weapon v]\n hide variable [carrots v]\n stop [all v]\n end\nend\n\n@Thumbnail\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\nhide variable [carrots v]\nhide variable [weapon v]\n\n
=================Instuctions===============\n-Arrow Keys to move\n-Go to the orange to get to the next level\n-R to restart\n-Space to attack\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf you see this, comment "bunny" :D
Generic platformer (A platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [Vexento - Pixel Party v] until done\nset volume to (100) %\n\nwhen I receive [its time to stop v]\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nstop [this script v]\n\nwhen I receive [title screen v]\nset volume to (100) %\nwait (0.5) seconds\nset volume to (100) %\nforever\n play sound [Masked Heroes v] until done\n set volume to (100) %\nend\n\nwhen I receive [title screen v]\nset volume to (100) %\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [title screen v]\nswitch backdrop to (backdrop3 v)\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Sprite1\n\nwhen I receive [spin boi v]\nwait (8) seconds\nbroadcast (ITS TIME TO STOP v) and wait\n\nwhen flag clicked\nhide\nswitch costume to (costume4 v)\nset size to (100) %\ngo to x: (-281) y: (3)\nset [velocity logo v] to [1]\nshow\nrepeat until <(x position) > [-130]>\n change [velocity logo v] by (0.5)\n change x by (velocity logo)\nend\nrepeat until <(velocity logo) < [1]>\n change [velocity logo v] by (-0.5)\n change x by (velocity logo)\nend\nset [velocity logo v] to [0]\nrepeat until <(size) > [300]>\n change size by (100)\nend\nwait (0.1) seconds\nrepeat until <(size) < [101]>\n change size by (-100)\nend\nbroadcast (spin boi v)\nwait (4.5) seconds\nforever\n glide (0.01) secs to x: (pick random (17) to (7)) y: (pick random (9) to (-2))\nend\n\nwhen I receive [title screen v]\nhide\n\n@spin boi\n\nwhen flag clicked\nhide\ngo to x: (0) y: (1)\ngo [backward v] (20) layers\nforever\n turn right (3) degrees\nend\n\nwhen I receive [spin boi v]\nshow\n\nwhen I receive [title screen v]\nhide\n\n@Sprite2\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 [title screen v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [its time to stop v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (title screen v)\nstop [this script v]\n\n@♛Wow Meme♛\n\nwhen flag clicked\nswitch costume to (wow meme-0 v)\nset size to (100) %\ngo to x: (297) y: (119)\nhide\n\nwhen I receive [spin boi v]\nswitch costume to (wow meme-0 v)\nwait (1.5) seconds\nshow\nnext costume\nrepeat until <(x position) < [186]>\n change x by (-3)\nend\nrepeat (18)\n next costume\n wait (0.05) seconds\nend\nstart sound [WOW v]\nrepeat (22)\n next costume\n wait (0.05) seconds\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nhide\n\nwhen I receive [title screen v]\nshow\n\nwhen I receive [title screen v]\nwait (0.5) seconds\nforever\n if <key (space v) pressed?> then\n broadcast (start v)\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [nextlevel v]\nnext costume\nwait (1) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [14]> then\n broadcast (realistic boi v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [back to derp v]\nbroadcast (NextLevel v)\nstop [this script v]\n\n@Sprite5\n\nwhen I receive [start v]\nshow\ngo to x: (-167) y: (-34)\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n if <(water) = [0]> then\n change [xv v] by (0.7)\n end\n end\n go to [front v] layer\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 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 set [yv v] to [8]\n end\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <touching (sprite6 v)?> then\n broadcast (nextlevel v)\n go to x: (-167) y: (-34)\n end\n if <touching color (#ff0000)?> then\n go to x: (-167) y: (-34)\n if <<([costume # v] of [sprite4 v]) = [15]> or <([costume # v] of [sprite4 v]) = [14]>> then\n go to x: (-167) y: (0)\n end\n end\nend\n\nset [yv v] to [20]\nchange y by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [realistic boi v]\ngo to x: (-167) y: (0)\n\nwhen I receive [realistic boi v]\ngo to x: (-167) y: (0)\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Sprite7\n\nwhen flag clicked\nset size to (40) %\ngo [backward v] (100) layers\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (100) layers\ngo to x: (198) y: (-6)\n\nwhen I receive [realistic boi v]\nshow\n\nwhen I receive [back to derp v]\nswitch costume to (costume2 v)\nrepeat (10)\n change y by (10)\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <<([costume # v] of [sprite4 v]) = [14]> or <([costume # v] of [sprite4 v]) = [15]>> then\n show\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (134) y: (131)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [realistic boi v]\nshow\nforever\n if <touching (sprite5 v)?> then\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (back to derp v) and wait\n end\n end\nend\n\nbroadcast (back to derp v)\n\nwhen flag clicked\nforever\n if <<([costume # v] of [sprite4 v]) = [14]> or <([costume # v] of [sprite4 v]) = [15]>> then\n show\n else\n hide\n end\nend\n\n@Sprite9\n\n
arrow keys to move and jump. be amazed by my awesome intro ;d *winks sarcastically* THIS IS A JOKE PROJECT
buttercup platformer parallax test
@Stage\n\nwhen flag clicked\nforever\n play sound [Hippo Campus - Buttercup v] until done\nend\n\n@buttercup test\n\ndefine run player\nerase all\ngo to x: (0) y: (0)\nswitch costume to (terrain_collision v)\nset size to (100) %\nstamp\nswitch costume to (player_collision v)\nset size to (100) %\nshow\ngo to x: (px) y: (py)\nchange [pyv v] by (-3)\nif <key (up arrow v) pressed?> then\n if <(ground) = [1]> then\n set [pyv v] to [17]\n end\n if <(wall) = [1]> then\n set [pyv v] to [10]\n set [pxv v] to [-20]\n end\n if <(wall) = [-1]> then\n set [pyv v] to [10]\n set [pxv v] to [20]\n end\nend\nif <key (right arrow v) pressed?> then\n change [pxv v] by (3)\nend\nif <key (left arrow v) pressed?> then\n change [pxv v] by (-3)\nend\nset [pxv v] to ((pxv) * (0.65))\nif <not <(pxv) = [0]>> then\n change x by (pxv)\n repeat (5)\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n change y by (-5)\n end\n set [wall v] to [0]\n if <(pxv) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (-1)\n set [pxv v] to [0]\n set [wall v] to [1]\n end\n else\n repeat until <not <touching color (#000000)?>>\n change x by (1)\n set [pxv v] to [0]\n set [wall v] to [-1]\n end\n end\nend\nif <not <(pyv) = [0]>> then\n change y by (pyv)\n set [ground v] to [0]\n if <(pyv) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n set [pyv v] to [0]\n end\n else\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n set [pyv v] to [0]\n set [ground v] to [1]\n end\n end\nend\nset [px v] to (x position)\nset [py v] to (y position)\nchange [pø v] by ((pxv) * (3.14159))\n\ndefine None\nerase all\nhide\nswitch costume to (. v)\nset size to (200) %\nswitch costume to (\[\] v)\ngo to x: (0) y: (0)\nswitch costume to (join [buttercup sky back ] ((([floor v] of ((tick) * (0.3)) ) mod (3)) + (1)))\nstamp\nswitch costume to (\[\] v)\ngo to x: ((x) * (0.1)) y: (((y) * (0.1)) + (0))\nswitch costume to (join [buttercup sky front ] ((([floor v] of ((tick) * (0.3)) ) mod (3)) + (1)))\nstamp\nswitch costume to (\[\] v)\ngo to x: ((x) * (0.9)) y: (((y) * (0.9)) + (0))\nswitch costume to (join [buttercup terrain back ] ((([floor v] of ((tick) * (0.3)) ) mod (3)) + (1)))\nstamp\nswitch costume to (\[\] v)\ngo to x: ((x) - ((px) * (-2))) y: (((y) - ((py) * (-2))) - (0))\npoint in direction (pø)\nswitch costume to (player base v)\nstamp\npoint in direction (90)\nswitch costume to (player eyes v)\nstamp\nswitch costume to (\[\] v)\ngo to x: ((x) * (1)) y: (((y) * (1)) + (0))\nswitch costume to (join [buttercup terrain middle ] ((([floor v] of ((tick) * (0.3)) ) mod (3)) + (1)))\nstamp\nswitch costume to (\[\] v)\ngo to x: ((x) * (1.1)) y: (((y) * (1.1)) + (0))\nswitch costume to (join [buttercup terrain front ] ((([floor v] of ((tick) * (0.3)) ) mod (3)) + (1)))\nstamp\n\nset [px v] to [0]\nset [py v] to [1000]\n\nwhen flag clicked\nset [px v] to [-50]\nset [py v] to [180]\nset [pxv v] to [0]\nset [pyv v] to [0]\npoint in direction (90)\nforever\n detect\n run player\n run camera\n draw (camX) ((camY) + (-180))\n change [tick v] by (1)\nend\n\ndefine detect\nswitch costume to (. v)\ngo to x: (1000) y: (0)\nif <(x position) = [1000]> then\n set [?? v] to [0]\nelse\n set [?? v] to [1]\nend\n\ndefine run camera\nchange [camx v] by ((((px) * (-2)) - (camX)) / (5))\nchange [camy v] by (((((py) * (-2)) + (180)) - (camY)) / (5))\nif <(camY) > [340]> then\n set [camy v] to [340]\nend\nif <(camX) < [-110]> then\n set [camx v] to [-110]\nend\nif <(camX) > [110]> then\n set [camx v] to [110]\nend\n\nchange [tick v] by (1)\n\n
wow this blew up thanks griffpatch haha\nthis is just an art demo, while you're here i have actual games if that's your thing~\nhttps://scratch.mit.edu/projects/263387822/\nhttps://scratch.mit.edu/projects/254511243/\nhttps://scratch.mit.edu/projects/114563396/
Guinea Pig Platformer!!!
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [guinea pig irratating ajriog;ljkqwepo;gjpoiqw;lak v]\nnext backdrop\n\nwhen backdrop switches to [backdrop18 v]\nforever\n wait (7) seconds\n switch backdrop to (backdrop7 v)\nend\n\n@Sprite2\n\nwhen [left arrow v] key pressed\nswitch costume to (costume9 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [blue v]\n\nwhen backdrop switches to [backdrop18 v]\nstop [other scripts in sprite v]\ngo to x: (-187) y: (-100)\nshow\nrepeat (10)\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume10 v)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n show\nend\n\nwhen flag clicked\ngo to x: (-185) y: (7)\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 (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\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 (#00ff55)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff55)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-185) y: (7)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (guinea pig irratating ajriog;ljkqwepo;gjpoiqw;lak v)\n go to x: (-185) y: (7)\n end\nend\n\nwhen [d v] key pressed\nswitch costume to (costume1 v)\n\nwhen [a v] key pressed\nswitch costume to (costume9 v)\n\n@Untitled drawing\n\nshow\n\nwhen flag clicked\nhide\nforever\n play sound [Vexento - Glow.mp3 v] until done\nend\n\n@Sprite1\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen flag clicked\nshow\nif <touching (sprite2 v)?> then\nend\n\nwhen flag clicked\ngo to x: (202) y: (-131)\nswitch costume to (costume1 v)\n\nwait (1) seconds\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Untitled drawing (2)\n\nwhen flag clicked\nhide\n\nrepeat (10)\nend\n\ngo to x: (-2) y: (-19)\nwait (0) seconds\nturn right (15) degrees\n\nwait (0) seconds\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nshow\nforever\n turn left (1) degrees\nend\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (0) y: (100)\ngo to [front v] layer\nforever\n set x to (([sin v] of ((timer) * (400)) ) * (30))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (10)))\n set size to (700) %\nend\n\n@Sprite3\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (202) y: (-131)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop18 v]\nshow\ngo to x: (-149) y: (-107)\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nswitch costume to (costume4 v)\nwait (1) seconds\nswitch costume to (costume5 v)\nwait (1) seconds\nswitch costume to (costume6 v)\nwait (1.5) seconds\nswitch costume to (costume7 v)\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\n\n
Use the arrow keys to move. You are a guinea pig you have escaped from your cage! your owner left a trail of carrots. your goal is to follow the trail of carrots! Don't touch the spikes!\n \n\nCheck this out!!!\nhttps://scratch.mit.edu/projects/184900454/
The Quest of Sir Johnny Bitmap (a platformer) - 2 year old project
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (0)\nif <<<(current [month v]) > [10]> and <(current [month v]) < [13]>> or <<(current [month v]) > [0]> and <(current [month v]) < [3]>>> then\n switch backdrop to (intro_winter v)\nend\nif <<(current [month v]) > [8]> and <(current [month v]) < [11]>> then\n switch backdrop to (intro_fall v)\nend\nif <<(current [month v]) > [3]> and <(current [month v]) < [9]>> then\n switch backdrop to (intro_summer v)\nend\nif <<(current [month v]) > [2]> and <(current [month v]) < [6]>> then\n switch backdrop to (intro_spring v)\nend\n\nwhen I receive [main menu v]\nswitch backdrop to (game v)\nset [ghost v] effect to (70)\n\nwhen flag clicked\nforever\n set volume to (0) %\n play sound [dance around v] until done\nend\n\n@Player\n\nwhen [right arrow v] key pressed\nset [walk costume v] to [2]\nwait until <not <key (right arrow v) pressed?>>\n\nwhen [left arrow v] key pressed\nset [walk costume v] to [2]\nwait until <not <key (left arrow v) pressed?>>\n\nwhen I receive [start v]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n if <touching (water v)?> then\n set [y velocity v] to [6.5]\n wait until <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>\n else\n if <(in air) < [2]> then\n set [y velocity v] to [10]\n wait until <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n wait (0.2) seconds\n if <touching (water v)?> then\n broadcast (show breath counter v)\n if <(Breath) > [26]> then\n set [breath v] to [1]\n broadcast (Level Start/Switch v)\n broadcast (lose 3 lives v)\n wait (2) seconds\n end\n if <(PLAY) = [+]> then\n change [breath v] by (1)\n end\n wait (0.6) seconds\n end\n end\nend\n\nwhen flag clicked\nset [character v] to [1]\n\nwhen I receive [start v]\nforever\n set [climb costume v] to [7]\n set [pow costume v] to [10]\n wait (0.2) seconds\n set [climb costume v] to [8]\n set [pow costume v] to [11]\n wait (0.2) seconds\nend\n\nwhen I receive [start v]\nforever\n set [walk costume v] to [1]\n wait (0.1) seconds\n set [walk costume v] to [2]\n wait (0.1) seconds\n set [walk costume v] to [1]\n wait (0.1) seconds\n set [walk costume v] to [3]\n wait (0.1) seconds\nend\n\nwhen I receive [next character v]\nif <(character) < [4]> then\n change [character v] by (1)\nelse\n set [character v] to [1]\nend\n\nwhen I receive [previous character v]\nif <(character) > [1]> then\n change [character v] by (-1)\nelse\n set [character v] to [4]\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n set volume to (100) %\n play sound [bubbles v] until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <(PLAY) = [+]> then\n if <not <touching (water v)?>> then\n go to [front v] layer\n go [backward v] (9) layers\n end\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n broadcast (lose life v)\n broadcast (Level Start/Switch v)\n end\n if <not <touching (water v)?>> then\n set [breath v] to [1]\n broadcast (hide breath counter v)\n end\n if <touching (spring v)?> then\n set [y velocity v] to [13]\n end\n if <<(x position) = [238]> or <(x position) > [238]>> then\n set x to (-200)\n broadcast (Level Start/Switch v)\n broadcast (nextLevelcoins v)\n change [level v] by (1)\n end\n end\nend\n\nwhen I receive [start v]\nshow\nwait (0.1) seconds\nforever\n wait until <touching (water v)?>\n wait (0.1) seconds\n if <touching (water v)?> then\n broadcast (plunge v)\n end\n wait until <not <touching (water v)?>>\n wait (0.1) seconds\nend\n\nset [character v] to [2]\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n if <(PLAY) = [+]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n if <not <touching (water v)?>> then\n Move (-3)\n else\n Move (-1)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n if <not <touching (water v)?>> then\n Move (3)\n else\n Move (1)\n end\n end\n end\nend\n\nwhen I receive [dead v]\nwait (0.1) seconds\nif <(character) = [1]> then\n switch costume to (1dead v)\nend\nif <(character) = [2]> then\n switch costume to (2dead v)\nend\nif <(character) = [3]> then\n switch costume to (3dead v)\nend\nstop [other scripts in sprite v]\nif <(character) = [1]> then\n switch costume to (1dead v)\nend\nif <(character) = [2]> then\n switch costume to (2dead v)\nend\nif <(character) = [3]> then\n switch costume to (3dead v)\nend\n\ndefine Sense_Ground <y vel > 0 >\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouchhitbox v)\nelse\n switch costume to (naturalhitbox v)\nend\nrepeat until <<<not <touching (groundhitbox v)?>> and <<not <touching (m.p x v)?>> and <not <touching (m.p y v)?>>>> and <not <touching (block v)?>>>\n if <y vel > 0 > then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nif <touching (spikes v)?> then\n broadcast (level start/switch v)\n broadcast (lose life v)\nend\nif <<touching (lever v)?> and <key (space v) pressed?>> then\n broadcast (touching player v)\nend\nswitch costume to (movingplatformhitbox v)\nif <(in air) = [0]> then\n if <<touching (m.p x v)?> and <([moving v] of [m.p x v]) = [Left]>> then\n Move (-3)\n end\n if <<touching (m.p x v)?> and <([moving v] of [m.p x v]) = [Right]>> then\n Move (3)\n end\n if <<touching (m.p x v)?> and <([moving v] of [m.p x v]) = [Stop]>> then\n Move (0)\n end\nend\nif <touching (ladder v)?> then\n set [y velocity v] to [0]\n switch costume to (hitbox v)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (3)\n Correct_Costume\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change y by (-3)\n Correct_Costume\n end\n if <touching (levels v)?> then\n Correct_Costume\n else\n if <<not <<key (up arrow v) pressed?> and <not <key (w v) pressed?>>>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n Correct_Costume\n end\n end\nend\nCorrect_Costume\n\nwhen I receive [start v]\nbroadcast (level start/switch v)\nshow\nrepeat (7)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n go [backward v] (100) layers\n end\nend\n\ndefine Correct_Costume\nif <(character) = [1]> then\n if <touching (ladder v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (Climb Costume)\n end\n if <touching (levels v)?> then\n switch costume to (1stand v)\n else\n if <<<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (1climb1 v)\n end\n end\n end\n if <<(y velocity) = [0]> and <not <touching (ladder v)?>>> then\n if <<(ground lift) < [8]> and <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (Walk Costume)\n else\n switch costume to (1stand v)\n end\n end\n if <(y velocity) > [0]> then\n switch costume to (1jump v)\n end\n if <(y velocity) < [0]> then\n switch costume to (1fall v)\n end\n if <<touching (ladder v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n switch costume to (Climb Costume)\n end\n if <(in air) = [0]> then\n if <<<not <touching (ladder v)?>> and <(y velocity) = [0]>> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (1crouch v)\n end\n if <([weapon v] of [weapon list v]) = [1]> then\n if <<<(Punch) = [+]> and <(y velocity) = [0]>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (Pow Costume)\n end\n end\n end\nend\nif <(character) = [2]> then\n if <touching (ladder v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to ((Climb Costume) + (11))\n end\n if <touching (levels v)?> then\n switch costume to (2stand v)\n else\n if <<<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (2climb1 v)\n end\n end\n end\n if <<(y velocity) = [0]> and <not <touching (ladder v)?>>> then\n if <<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> and <(ground lift) < [8]>> then\n switch costume to ((Walk Costume) + (11))\n else\n switch costume to (2stand v)\n end\n end\n if <(y velocity) > [0]> then\n switch costume to (2jump v)\n end\n if <(y velocity) < [0]> then\n switch costume to (2fall v)\n end\n if <<touching (ladder v)?> and <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to ((Climb Costume) + (11))\n end\n if <(in air) = [0]> then\n if <<<not <touching (ladder v)?>> and <(y velocity) = [0]>> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (2crouch v)\n end\n if <([weapon v] of [weapon list v]) = [1]> then\n if <<<(Punch) = [+]> and <(y velocity) = [0]>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (2pow v)\n end\n end\n end\nend\nif <(character) = [3]> then\n if <touching (ladder v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to ((Climb Costume) + (22))\n end\n if <touching (levels v)?> then\n switch costume to (3stand v)\n else\n if <<<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (3climb1 v)\n end\n end\n end\n if <<(in air) = [0]> and <not <touching (ladder v)?>>> then\n if <<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> and <(ground lift) < [8]>> then\n switch costume to ((Walk Costume) + (22))\n else\n switch costume to (3stand v)\n end\n end\n if <<<(y velocity) = [0]> and <not <(in air) = [0]>>> and <not <touching (ladder v)?>>> then\n switch costume to (3fall v)\n end\n if <(y velocity) > [0]> then\n switch costume to (3jump v)\n end\n if <(y velocity) < [0]> then\n switch costume to (3fall v)\n end\n if <<touching (ladder v)?> and <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to ((Climb Costume) + (22))\n end\n if <(in air) = [0]> then\n if <<<not <touching (ladder v)?>> and <(y velocity) = [0]>> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (3crouch v)\n end\n if <([weapon v] of [weapon list v]) = [1]> then\n if <<<(Punch) = [+]> and <(y velocity) = [0]>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (3pow v)\n end\n end\n end\nend\nif <(character) = [4]> then\n if <touching (ladder v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to ((Climb Costume) + (33))\n end\n if <touching (levels v)?> then\n switch costume to (4stand v)\n else\n if <<<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to (4climb1 v)\n end\n end\n end\n if <<(in air) = [0]> and <not <touching (ladder v)?>>> then\n if <<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> and <(ground lift) < [8]>> then\n switch costume to ((Walk Costume) + (33))\n else\n switch costume to (4stand v)\n end\n end\n if <<<(y velocity) = [0]> and <not <(in air) = [0]>>> and <not <touching (ladder v)?>>> then\n switch costume to (4fall v)\n end\n if <(y velocity) > [0]> then\n switch costume to (4jump v)\n end\n if <(y velocity) < [0]> then\n switch costume to (4fall v)\n end\n if <<touching (ladder v)?> and <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n switch costume to ((Climb Costume) + (33))\n end\n if <(in air) = [0]> then\n if <<<not <touching (ladder v)?>> and <(y velocity) = [0]>> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (4crouch v)\n end\n if <([weapon v] of [weapon list v]) = [1]> then\n if <<<(Punch) = [+]> and <(y velocity) = [0]>> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> then\n switch costume to ((Pow Costume) + (33))\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [punch v] to [-]\nforever\n if <<key (space v) pressed?> and <([weapon v] of [weapon list v]) = [1]>> then\n set [punch v] to [+]\n wait (0.2) seconds\n set [punch v] to [-]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nset size to (70) %\nset x to (-124)\nset [ghost v] effect to (100)\n\nwhen I receive [plunge v]\nset volume to (100) %\nstart sound [plunge v]\n\nwhen I receive [start v]\nforever\n if <not <touching (water v)?>> then\n set volume to (0) %\n end\nend\n\nwhen I receive [level start/switch v]\ngo to x: (-223) y: (-156)\nif <(Level) = [1]> then\n go to x: (-210) y: (-102)\nend\nif <(Level) = [2]> then\n go to x: (-223) y: (119)\nend\nif <(Level) = [3]> then\n go to x: (-223) y: (92)\nend\nif <(Level) = [4]> then\n go to x: (-223) y: (-156)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-146)\nend\nif <(Level) = [6]> then\n go to x: (-210) y: (118)\nend\nif <(Level) = [7]> then\n go to x: (-219) y: (-141)\nend\n\nwhen I receive [start v]\nclear graphic effects\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n if <(PLAY) = [+]> then\n if <not <touching (ladder v)?>> then\n if <not <touching (water v)?>> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (-1)\n end\n end\n change y by (y velocity)\n change [in air v] by (1)\n Sense_Ground <(y velocity) > [0]>\n end\nend\n\nwhen I receive [start v]\nforever\n set size to (70) %\nend\n\ndefine Move (steps)\nif <key (down arrow v) pressed?> then\n if <not <touching (ladder v)?>> then\n switch costume to (crouchhitbox v)\n end\nelse\n switch costume to (naturalhitbox v)\nend\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<<<not <touching (groundhitbox v)?>> and <not <touching (block v)?>>> and <<not <touching (m.p x v)?>> and <not <touching (m.p y v)?>>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nCorrect_Costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (nextlevelcoins v)\n\nwhen I receive [fullbreath v]\nset [breath v] to [1]\n\n@Wizard\n\nwhen I receive [dead v]\nhide\n\ndefine Sense_Ground <y vel > 0 >\nswitch costume to (naturalhitbox v)\nrepeat until <<<not <touching (groundhitbox v)?>> and <<not <touching (m.p x v)?>> and <not <touching (m.p y v)?>>>> and <not <touching (block v)?>>>\n if <y vel > 0 > then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nswitch costume to (movingplatformhitbox v)\nif <(in air) = [0]> then\n if <<touching (m.p x v)?> and <([moving v] of [m.p x v]) = [Left]>> then\n Move (-3)\n end\n if <<touching (m.p x v)?> and <([moving v] of [m.p x v]) = [Right]>> then\n Move (3)\n end\n if <<touching (m.p x v)?> and <([moving v] of [m.p x v]) = [Stop]>> then\n Move (0)\n end\nend\nswitch costume to (1stand v)\n\nwhen I receive [start v]\nbroadcast (level start/switch v)\nshow\nrepeat (7)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n go [backward v] (100) layers\n end\nend\n\nwhen flag clicked\nset size to (70) %\nset x to (-124)\nset [ghost v] effect to (100)\n\nwhen I receive [plunge v]\nset volume to (100) %\nstart sound [plunge v]\n\nwhen I receive [start v]\nforever\n if <not <touching (water v)?>> then\n set volume to (0) %\n end\nend\n\nwhen I receive [level start/switch v]\ngo to x: (-223) y: (-156)\nif <(Level) = [1]> then\n go to x: (-210) y: (-102)\nend\nif <(Level) = [2]> then\n go to x: (-223) y: (119)\nend\nif <(Level) = [3]> then\n go to x: (-223) y: (92)\nend\nif <(Level) = [4]> then\n go to x: (-223) y: (-156)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-146)\nend\nif <(Level) = [6]> then\n go to x: (-210) y: (118)\nend\nif <(Level) = [7]> then\n go to x: (-219) y: (-141)\nend\n\nwhen I receive [start v]\nhide\nclear graphic effects\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n if <(PLAY) = [+]> then\n if <not <touching (ladder v)?>> then\n if <not <touching (water v)?>> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (-1)\n end\n end\n change y by (y velocity)\n change [in air v] by (1)\n Sense_Ground <(y velocity) > [0]>\n end\nend\n\nwhen I receive [start v]\nforever\n set size to (70) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (nextlevelcoins v)\n\ndefine Move (steps)\nswitch costume to (naturalhitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<<<not <touching (groundhitbox v)?>> and <not <touching (block v)?>>> and <<not <touching (m.p x v)?>> and <not <touching (m.p y v)?>>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\n@Enemy \n\nwhen I start as a clone\nforever\n set [walk costume v] to [1]\n wait (0.05) seconds\n set [walk costume v] to [2]\n wait (0.05) seconds\n set [walk costume v] to [1]\n wait (0.05) seconds\n set [walk costume v] to [3]\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nset [death life v] to [life]\nset [moving v] to [+]\nif <(enemy type) = [1]> then\n set [enemyhealth v] to [2]\nend\nforever\n if <(enemy type) = [1]> then\n if <<<touching (player v)?> and <([punch v] of [player v]) = [+]>> or <(death life) = [dead]>> then\n if <(EnemyHealth) > [1]> then\n change [enemyhealth v] by (-1)\n start sound [punch soft v]\n set [ghost v] effect to (50)\n set [moving v] to [-]\n if <([x position v] of [player v]) > (x position)> then\n set [y velocity v] to [5]\n repeat (5)\n walk (-3)\n end\n else\n set [y velocity v] to [5]\n repeat (5)\n walk (3)\n end\n end\n wait (0.2) seconds\n set [moving v] to [+]\n clear graphic effects\n else\n set [enemyhealth v] to [0]\n start sound [punch soft v]\n knight die\n end\n end\n end\nend\n\nwhen I receive [edge v]\nset [edge v] to [+]\n\nwhen I start as a clone\nforever\n if <<(distance to [player v]) < [18]> and <<not <(costume [number v]) = [7]>> and <not <(costume [number v]) = [16]>>>> then\n if <(moving) = [+]> then\n broadcast (Level Start/Switch v)\n broadcast (lose life v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy type) = [2]> then\n if <(y position) < [-185]> then\n delete this clone\n end\n end\nend\n\ndefine None\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<<<not <touching (enemyground v)?>> and <not <touching (block v)?>>> and <not <touching (m.p x v)?>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n turn right (180) degrees\n change x by ((-1) * (steps))\n change y by (-8)\nend\nif <(enemy type) = [1]> then\n if <(death life) = [life]> then\n switch costume to (Walk Costume)\n end\n if <(death life) = [dead]> then\n switch costume to (enemy1_dead v)\n end\nend\nif <(enemy type) = [3]> then\n if <(death life) = [life]> then\n switch costume to (swim costume)\n end\n if <(death life) = [dead]> then\n switch costume to (crocodile_3 v)\n end\nend\n\nwhen I receive [level start/switch v]\nrepeat (20)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(enemy type) = [2]> then\n set size to (70) %\n if <(costume [number v]) = [10]> then\n set rotation style [left-right v]\n point towards (player v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy type) = [3]> then\n set [swim costume v] to [14]\n wait (0.1) seconds\n set [swim costume v] to [15]\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nforever\nend\n\nwhen I start as a clone\nshow\nif <(enemy type) = [2]> then\n if <(costume [number v]) = [12]> then\n set rotation style [left-right v]\n set rotation style [left-right v]\n switch costume to (enemy2_arrow v)\n set rotation style [left-right v]\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (groundhitbox v)?>>>\n set rotation style [left-right v]\n move (6) steps\n end\n if <touching (player v)?> then\n broadcast (Level Start/Switch v)\n broadcast (lose life v)\n delete this clone\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\ndefine None\nset [enemy type v] to [1]\ngo to x: (x) y: (y)\nswitch costume to (enemy1_stand v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n set [pow costume v] to [8]\n wait (0.2) seconds\n set [pow costume v] to [9]\n wait (0.2) seconds\nend\n\ndefine None\nset [enemy type v] to [2]\ngo to x: (x) y: (y)\nswitch costume to (enemy2_stand v)\ncreate clone of (_myself_ v)\nswitch costume to (enemy2_arrowspwan v)\ncreate clone of (_myself_ v)\nswitch costume to (enemy2_stand v)\nhide\n\nwhen I receive [level start/switch v]\nhide\nrepeat (10)\n delete this clone\nend\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n walk knight at x (0) y (-129)\nend\nif <(Level) = [3]> then\n walk knight at x (90) y (-152)\nend\nif <(Level) = [4]> then\n walk knight at x (-135) y (-67)\nend\nif <(Level) = [5]> then\n walk knight at x (-32) y (44)\n walk knight at x (-73) y (44)\n walk knight at x (13) y (-151)\nend\nif <(Level) = [6]> then\n walk knight at x (30) y (-151)\nend\nif <(Level) = [7]> then\n walk knight at x (-82) y (124)\nend\n\ndefine handle ground <>\nswitch costume to (hitbox v)\nrepeat until <<not <touching (enemyground v)?>> and <<not <touching (m.p x v)?>> and <not <touching (block v)?>>>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nif <(death life) = [life]> then\n switch costume to (enemy1_stand v)\nend\nif <(enemy type) = [1]> then\n if <(death life) = [dead]> then\n switch costume to (enemy1_dead v)\n end\nend\nif <(enemy type) = [3]> then\n if <(death life) = [dead]> then\n switch costume to (crocodile_3 v)\n end\nend\n\nif <(enemy type) = [3]> then\n if <<touching (player v)?> and <<<([costume # v] of [player v]) = [10]> or <([costume # v] of [player v]) = [11]>> or <([costume # v] of [player v]) = [21]>>> then\n if <(enemy type) = [3]> then\n switch costume to (crocodile_3 v)\n end\n set [death life v] to [dead]\n if <(direction) < [0]> then\n if <(enemy type) = [3]> then\n switch costume to (crocodile_3 v)\n end\n walk (5)\n set [y velocity v] to [12]\n walk (5)\n wait (3) seconds\n delete this clone\n else\n if <(enemy type) = [3]> then\n switch costume to (crocodile_3 v)\n end\n walk (-5)\n set [y velocity v] to [12]\n walk (-5)\n wait (3) seconds\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy type) = [2]> then\n if <(costume [number v]) = [11]> then\n switch costume to (enemy2_arrow v)\n create clone of (_myself_ v)\n switch costume to (enemy2_arrowspwan v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(PLAY) = [+]> then\n if <(enemy type) = [1]> then\n if <(death life) = [life]> then\n if <(y velocity) > [0]> then\n switch costume to (enemy1_jump v)\n end\n if <(y velocity) < [0]> then\n switch costume to (enemy1_fall v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n if <(PLAY) = [+]> then\n if <<(enemy type) = [1]> or <(enemy type) = [3]>> then\n change [y velocity v] by (-1)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(PLAY) = [+]> then\n if <(enemy type) = [1]> then\n set size to (70) %\n if <not <touching (water v)?>> then\n go to [front v] layer\n else\n go to [front v] layer\n go [backward v] (4) layers\n end\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n if <(direction) < [0]> then\n change x by (10)\n else\n change x by (-10)\n end\n wait (1) seconds\n end\n end\n if <(enemy type) = [3]> then\n set size to (50) %\n if <not <touching (water v)?>> then\n go to [front v] layer\n else\n go [backward v] (4) layers\n end\n if <touching (_edge_ v)?> then\n turn right (180) degrees\n if <(direction) < [0]> then\n change x by (10)\n else\n change x by (-10)\n end\n wait (1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(PLAY) = [+]> then\n if <<(enemy type) = [1]> or <(enemy type) = [3]>> then\n if <<(death life) = [life]> and <(moving) = [+]>> then\n if <(direction) < [0]> then\n point in direction (-90)\n if <(ground lift) = [8]> then\n walk (-7)\n else\n walk (-2.8)\n end\n else\n point in direction (90)\n if <(ground lift) = [8]> then\n walk (7)\n else\n walk (2.8)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [enemy die v]\nif <<touching color (#462903)?> and <touching (weapons v)?>> then\n if <(death life) = [life]> then\n knight die\n end\nend\n\ndefine knight die\nset [moving v] to [-]\nset [death life v] to [dead]\nif <(direction) < [0]> then\n if <(enemy type) = [1]> then\n switch costume to (enemy1_dead v)\n end\n walk (5)\n set [y velocity v] to [12]\n walk (5)\n wait (3) seconds\n delete this clone\nelse\n if <(enemy type) = [1]> then\n switch costume to (enemy1_dead v)\n end\n walk (-5)\n set [y velocity v] to [12]\n walk (-5)\n wait (3) seconds\n delete this clone\nend\n\ndefine None\nset [enemy type v] to [3]\ngo to x: (x) y: (y)\nswitch costume to (crocodile_1 v)\ncreate clone of (_myself_ v)\nhide\n\n@Weapons\n\nwhen flag clicked\nhide\nset size to (100) %\nset [arrows v] to [0]\nforever\n set rotation style [left-right v]\n if <<([weapon v] of [weapon list v]) = [2]> and <[weapons v] contains [Bow]?>> then\n go to (player v)\n show\n if <not <key (down arrow v) pressed?>> then\n if <<(PLAY) = [+]> and <not <touching (water v)?>>> then\n go to [front v] layer\n end\n if <touching (water v)?> then\n go [backward v] (1) layers\n end\n if <(Arrows) = [0]> then\n switch costume to (bowempty v)\n end\n if <(Arrows) > [0]> then\n if <key (space v) pressed?> then\n switch costume to (bowarrowshoot v)\n else\n switch costume to (bowarrow v)\n end\n end\n else\n if <([in air v] of [player v]) = [0]> then\n switch costume to (bowdown v)\n go [backward v] (1) layers\n end\n end\n else\n hide\n end\nend\n\nwhen [space v] key pressed\nset [arrow speed v] to [0]\nif <<([weapon v] of [weapon list v]) = [2]> and <<(Arrows) > [0]> and <[weapons v] contains [Bow]?>>> then\n if <<not <([costume # v] of [player v]) = [6]>> and <<not <([costume # v] of [player v]) = [17]>> and <not <([costume # v] of [player v]) = [28]>>>> then\n repeat until <not <key (space v) pressed?>>\n change [arrow speed v] by (1)\n wait (0.01) seconds\n if <key (up arrow v) pressed?> then\n if <([direction v] of [player v]) = [90]> then\n end\n end\n arrow\n wait (0.3) seconds\n end\nend\n\nwhen I receive [arrow v]\nchange [arrows v] by (1)\n\ndefine arrow\nchange [arrows v] by (-1)\nswitch costume to (arrow v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction ([direction v] of [player v])\nif <not <touching (water v)?>> then\n go to [front v] layer\nelse\n go [backward v] (50) layers\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\n set rotation style [all around v]\n go to (player v)\n show\n if <(arrow speed) < [4]> then\n switch costume to (arrow v)\n repeat (3)\n move (5) steps\n end\n if <(direction) < [0]> then\n repeat until <<<touching (_edge_ v)?> or <touching (groundhitbox v)?>> or <touching (block v)?>>\n if <not <(direction) = [180]>> then\n turn left (10) degrees\n move (8) steps\n end\n if <(direction) = [180]> then\n move (9) steps\n end\n if <touching (lever v)?> then\n broadcast (touching player v)\n end\n if <touching (enemy v)?> then\n broadcast (enemy die v)\n end\n end\n else\n repeat until <<<touching (_edge_ v)?> or <touching (groundhitbox v)?>> or <touching (block v)?>>\n if <not <(direction) = [180]>> then\n turn right (10) degrees\n move (8) steps\n end\n if <(direction) = [180]> then\n move (9) steps\n end\n if <touching (lever v)?> then\n broadcast (touching player v)\n end\n if <touching (enemy v)?> then\n broadcast (enemy die v)\n end\n end\n end\n if <<touching (groundhitbox v)?> or <touching (block v)?>> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (_edge_ v)?> then\n repeat (3)\n move (10) steps\n end\n delete this clone\n end\n end\n if <<(arrow speed) = [4]> or <<(arrow speed) = [5]> or <(arrow speed) = [6]>>> then\n switch costume to (arrow v)\n if <(direction) < [0]> then\n repeat until <<<touching (_edge_ v)?> or <touching (groundhitbox v)?>> or <touching (block v)?>>\n if <not <(direction) = [180]>> then\n turn left (2.5) degrees\n move (16) steps\n end\n if <(direction) = [180]> then\n move (14) steps\n end\n if <touching (lever v)?> then\n broadcast (touching player v)\n end\n if <touching (enemy v)?> then\n broadcast (enemy die v)\n end\n end\n else\n repeat until <<<touching (_edge_ v)?> or <touching (groundhitbox v)?>> or <touching (block v)?>>\n if <not <(direction) = [180]>> then\n turn right (2.5) degrees\n move (16) steps\n end\n if <(direction) = [180]> then\n move (16) steps\n end\n if <touching (lever v)?> then\n broadcast (touching player v)\n end\n if <touching (enemy v)?> then\n broadcast (enemy die v)\n end\n end\n end\n if <<touching (groundhitbox v)?> or <touching (block v)?>> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (_edge_ v)?> then\n repeat (3)\n move (10) steps\n end\n delete this clone\n end\n end\n if <(arrow speed) > [6]> then\n switch costume to (arrowfast v)\n repeat until <<<touching (_edge_ v)?> or <touching (groundhitbox v)?>> or <touching (block v)?>>\n go to [front v] layer\n move (18) steps\n if <touching (lever v)?> then\n broadcast (touching player v)\n end\n if <touching (enemy v)?> then\n broadcast (enemy die v)\n end\n end\n switch costume to (arrow v)\n end\n if <<touching (groundhitbox v)?> or <touching (block v)?>> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (_edge_ v)?> then\n repeat (3)\n move (10) steps\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (groundhitbox v)?> or <touching (block v)?>> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <touching (_edge_ v)?> then\n repeat (3)\n move (10) steps\n end\n delete this clone\n end\nend\n\nset [coins v] to [10000]\n\nwhen I receive [level start/switch v]\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction ([direction v] of [player v])\nend\n\n@choose character\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [character v]\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to ([character v] of [player v])\nend\n\n@Water\n\nwhen I receive [level start/switch v]\nswitch costume to (Level)\nset [brightness v] effect to (100)\ngo to [front v] layer\nwait (0.1) seconds\nclear graphic effects\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\nforever\n switch costume to ([costume # v] of [groundhitbox v])\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nclear graphic effects\nstop [other scripts in sprite v]\ngo [backward v] (100) layers\n\nset [level v] to [8]\nbroadcast (Level Start/Switch v)\nbroadcast (nextLevelcoins v)\n\n@GroundHitbox\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (level1 v)\n\nwhen I receive [level start/switch v]\nswitch costume to (Level)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [main menu v]\nhide\n\nset [level v] to [8]\nbroadcast (level start/switch v)\nbroadcast (nextlevelcoins v)\n\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [level start/switch v]\nswitch costume to (Level)\nset [brightness v] effect to (100)\nwait (0.1) seconds\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [dead v]\nset [brightness v] effect to (0)\nstop [other scripts in sprite v]\ngo [backward v] (100) layers\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [groundhitbox v])\n go to x: (0) y: (0)\n if <(costume [number v]) > [8]> then\n broadcast (message v)\n stop [all v]\n end\nend\n\n@EnemyGround\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to ([costume # v] of [groundhitbox v])\nend\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (level1 v)\n\nwhen I receive [main menu v]\nhide\n\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [level start/switch v]\n\nwhen I receive [start v]\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\nforever\n switch costume to ([costume # v] of [groundhitbox v])\nend\n\nwhen I receive [start v]\nshow\nrepeat (5)\n go to [front v] layer\nend\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [level start/switch v]\nrepeat (5)\n go to [front v] layer\nend\ngo to [front v] layer\n\n@lever\n\nwhen flag clicked\nhide\n\ndefine delete clones\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [level start/switch v]\nhide\ndelete clones\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n set [levers v] to [1]\n clone at x (107) y (-147)\nend\nif <(Level) = [3]> then\n set [levers v] to [2]\n clone at x (-131) y (100)\n clone at x (15) y (-167)\nend\nif <(Level) = [4]> then\n set [levers v] to [1]\n clone at x (-163) y (142)\nend\nif <(Level) = [5]> then\n set [levers v] to [3]\n clone at x (-222) y (117)\n clone at x (-63) y (28)\n clone at x (0) y (-167)\nend\nif <(Level) = [6]> then\n set [levers v] to [1]\n clone at x (70) y (100)\nend\nif <(Level) = [7]> then\n set [levers v] to [1]\n clone at x (-86) y (14)\nend\nif <(Level) = [8]> then\n set [levers v] to [1]\n clone at x (209) y (-154)\nend\n\ndefine clone at x (x) y (y)\nhide\nswitch costume to (deactivated v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I receive [touching player v]\nif <<touching (player v)?> and <(Activated?) = [false]>> then\n broadcast (-1 levers v)\n start sound [ding v]\n animation [0.1]\n set [activated? v] to [true]\nend\n\nwhen I receive [-1 levers v]\nwait (1) seconds\nchange [levers v] by (-1)\n\nwhen I start as a clone\nset [activated? v] to [false]\nrepeat (10)\n go to [front v] layer\n show\nend\n\nwhen I receive [touching player v]\nif <<(Activated?) = [false]> and <<<touching color (#462903)?> or <touching color (#ff0000)?>> and <touching (weapons v)?>>> then\n broadcast (-1 levers v)\n start sound [ding v]\n switch costume to (deactivated v)\n animation [0.1]\n set [activated? v] to [true]\nend\n\nrepeat (4)\n wait (0.5) seconds\n next costume\nend\n\ndefine animation (speed?)\nswitch costume to (deactivated v)\nwait (speed?) seconds\nswitch costume to (deactivated2 v)\nwait (speed?) seconds\nswitch costume to (deactivated3 v)\nwait (speed?) seconds\nswitch costume to (deactivated4 v)\nwait (speed?) seconds\nswitch costume to (activated v)\n\n@game over\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nset size to (150) %\ngo to x: (-49) y: (-89)\nhide\nwait until <([costume # v] of [life v]) = [19]>\nset [play v] to [-]\nset [ghost v] effect to (100)\nshow\nbroadcast (dead v)\nwait (3) seconds\nbroadcast (dead v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n switch costume to ([character v] of [player v])\nend\nwait (3) seconds\nbroadcast (game over restart v)\nbroadcast (main menu v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over restart v]\nhide\nwait (0.1) seconds\nset size to (150) %\ngo to x: (-49) y: (-89)\nhide\nwait until <([costume # v] of [life v]) = [19]>\nset [ghost v] effect to (100)\nshow\nset [play v] to [-]\nbroadcast (dead v)\nwait (3) seconds\nbroadcast (dead v)\nset [play v] to [-]\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n switch costume to ([character v] of [player v])\n go to [front v] layer\nend\nwait (3) seconds\nbroadcast (game over restart v)\nbroadcast (main menu v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Main menu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [13]>> then\n go to x: (0) y: (-100)\n end\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-30)\n end\n if <(costume [number v]) = [5]> then\n go to x: (205) y: (150)\n end\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [14]>> then\n go to x: (0) y: (20)\n end\n if <(costume [number v]) = [9]> then\n go to x: (80) y: (0)\n end\n if <(costume [number v]) = [10]> then\n go to x: (-80) y: (0)\n end\n if <(costume [number v]) = [11]> then\n go to x: (0) y: (-140)\n end\nend\n\ndefine clones main menu.E\nswitch costume to (play.e v)\ncreate clone of (_myself_ v)\nswitch costume to (instruction icon.e v)\ncreate clone of (_myself_ v)\nswitch costume to (character icon.e v)\ncreate clone of (_myself_ v)\nswitch costume to (bitmap bricks.e v)\nshow\nset [play v] to [-]\n\nwhen this sprite clicked\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [13]>> then\n start sound [dink v]\n set [play v] to [+]\n broadcast (start v)\nend\nif <(costume [number v]) = [3]> then\n start sound [dink v]\n broadcast (instructions v)\nend\nif <(costume [number v]) = [5]> then\n start sound [dink v]\n broadcast (main menu v)\nend\nif <<(costume [number v]) = [6]> or <(costume [number v]) = [14]>> then\n start sound [dink v]\n broadcast (character v)\nend\nif <(costume [number v]) = [9]> then\n start sound [dink v]\n broadcast (next character v)\nend\nif <(costume [number v]) = [10]> then\n start sound [dink v]\n broadcast (previous character v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (main menu v)\n play sound [dink v] until done\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\ndefine instructions.E\nif <(Language) = [1]> then\n switch costume to (instructions.e v)\nend\nif <(Language) = [2]> then\n switch costume to (instructions.f v)\nend\nrepeat (1)\n delete this clone\nend\nswitch costume to (close v)\ncreate clone of (_myself_ v)\nif <(Language) = [1]> then\n switch costume to (instructions.e v)\nend\nif <(Language) = [2]> then\n switch costume to (instructions.f v)\nend\n\nwhen I receive [character v]\nif <(Language) = [1]> then\n switch costume to (choose player.e v)\nend\nif <(Language) = [2]> then\n switch costume to (choose player.f v)\nend\nrepeat (1)\n delete this clone\nend\nswitch costume to (choose character arrow 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (choose character arrow 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (ok v)\ncreate clone of (_myself_ v)\nif <(Language) = [1]> then\n switch costume to (choose player.e v)\nend\nif <(Language) = [2]> then\n switch costume to (choose player.f v)\nend\n\nwhen I receive [main menu v]\nswitch costume to (bitmap bricks.e v)\nrepeat (1)\n delete this clone\nend\nif <(Language) = [1]> then\n clones main menu.E\nend\nif <(Language) = [2]> then\n Clones Main Menu.F\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n go [backward v] (2) layers\nend\n\ndefine Clones Main Menu.F\nswitch costume to (play.f v)\ncreate clone of (_myself_ v)\nswitch costume to (instruction icon.e v)\ncreate clone of (_myself_ v)\nswitch costume to (character icon.f v)\ncreate clone of (_myself_ v)\nswitch costume to (bitmap bricks.f v)\nshow\nset [play v] to [-]\n\nwhen I receive [main menu v]\nrepeat (1)\n delete this clone\nend\nclones main menu.E\n\nwhen I receive [instructions v]\ninstructions.E\n\nrepeat (1)\n delete this clone\nend\n\n@Life\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (195) y: (156)\nset size to (50) %\nhide\nforever\n if <(PLAY) = [+]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [lose life v]\nbroadcast (level start/switch v)\nnext costume\n\nwhen I receive [start v]\nshow\n\nwhen I receive [game over restart v]\nswitch costume to (costume1 v)\ngo to x: (195) y: (156)\nset size to (50) %\nhide\nforever\n if <(PLAY) = [+]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [lose 3 lives v]\nrepeat (3)\n if <not <(costume [number v]) = [19]>> then\n next costume\n wait (0.001) seconds\n end\nend\n\nwhen I receive [extra life v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\n@extra life\n\nwhen I start as a clone\nshow\nif <(HealthType) = [1]> then\n set rotation style [left-right v]\n set size to (50) %\n show\n switch costume to (heart17 v)\n repeat (5)\n go to [front v] layer\n end\n repeat until <touching (player v)?>\n if <(PLAY) = [+]> then\n next costume\n if <touching (water v)?> then\n go [backward v] (20) layers\n end\n if <(costume [number v]) = [37]> then\n switch costume to (heart1 v)\n end\n wait (0.05) seconds\n end\n end\n start sound [A minor ukulele v]\n switch costume to (heartdone v)\n point towards (life v)\n repeat until <touching (life v)?>\n move (10) steps\n change size by (-0.5)\n if <(distance to [life v]) < [60]> then\n change size by (-5)\n change [ghost v] effect by (10)\n end\n end\n broadcast (extra life v)\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n switch costume to (bubbles1 v)\n go to [front v] layer\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(HealthType) = [2]> then\n set size to (50) %\n if <<touching (player v)?> and <(PLAY) = [+]>> then\n broadcast (FULLBREATH v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(HealthType) = [2]> then\n if <(PLAY) = [+]> then\n switch costume to (bubbles1 v)\n wait (0.1) seconds\n switch costume to (bubbles2 v)\n wait (0.1) seconds\n switch costume to (bubbles3 v)\n wait (0.1) seconds\n switch costume to (bubbles4 v)\n wait (0.1) seconds\n switch costume to (bubbles5 v)\n wait (0.5) seconds\n switch costume to (bubbles6 v)\n wait (0.1) seconds\n end\n end\nend\n\nswitch costume to (heartdone v)\n\nwhen I receive [level start/switch v]\nhide\nrepeat (1)\n delete this clone\nend\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [3]> then\n Life at X (125) Y (21)\nend\nif <(Level) = [4]> then\n Life at X (14) Y (4)\nend\nif <(Level) = [5]> then\n Life at X (201) Y (23)\nend\nif <(Level) = [6]> then\n Life at X (80) Y (48)\n Life at X (-91) Y (-91)\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [8]> then\n Breath at X (-160) Y (56)\n Breath at X (160) Y (56)\n Breath at X (0) Y (2)\n Breath at X (-160) Y (-53)\n Breath at X (160) Y (-53)\n Breath at X (0) Y (-105)\n Breath at X (-160) Y (-144)\n Breath at X (160) Y (-144)\nend\n\ndefine None\nset [healthtype v] to [2]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\ndefine None\nset [healthtype v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\n@coins\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\ndefine coin at x (x) y (y)\nset size to (60) %\nset [currency v] to [1]\nswitch costume to (coin1 v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset [collected? v] to [false]\nforever\n if <(PLAY) = [+]> then\n if <touching (water v)?> then\n go [backward v] (1) layers\n end\n next costume\n if <<(currency) = [1]> and <(costume [number v]) > [6]>> then\n switch costume to (coin1 v)\n end\n if <<(currency) = [2]> and <(costume [number v]) = [28]>> then\n switch costume to (bluegem1 v)\n end\n wait (0.08) seconds\n end\nend\n\nwhen I receive [level start/switch v]\nwait (0.1) seconds\nrepeat (1)\n delete this clone\nend\nif <(PLAY) = [+]> then\n if <(Level) = [1]> then\n coin at x (-113) y (111)\n coin at x (-41) y (120)\n end\n if <(Level) = [2]> then\n coin at x (-175) y (-58)\n coin at x (-175) y (-83)\n coin at x (-175) y (-108)\n coin at x (182) y (96)\n coin at x (210) y (96)\n end\n if <(Level) = [3]> then\n coin at x (58) y (152)\n coin at x (84) y (152)\n coin at x (11) y (29)\n coin at x (-115) y (-87)\n coin at x (-90) y (-87)\n end\n if <(Level) = [4]> then\n coin at x (50) y (99)\n coin at x (70) y (99)\n coin at x (-90) y (-53)\n coin at x (-70) y (-53)\n coin at x (-207) y (-35)\n coin at x (-207) y (32)\n coin at x (-160) y (0)\n coin at x (-160) y (73)\n coin at x (-207) y (110)\n coin at x (-123) y (155)\n coin at x (-103) y (155)\n coin at x (-83) y (155)\n coin at x (-63) y (155)\n end\n if <(Level) = [5]> then\n coin at x (-83) y (-123)\n coin at x (-47) y (-123)\n coin at x (-65) y (-57)\n coin at x (35) y (-45)\n coin at x (67) y (-81)\n coin at x (103) y (-105)\n coin at x (138) y (-131)\n coin at x (-79) y (146)\n coin at x (-32) y (146)\n coin at x (-148) y (146)\n coin at x (-133) y (146)\n coin at x (-133) y (163)\n coin at x (-148) y (163)\n gem at x (-180) y (-155)\n end\n if <(Level) = [6]> then\n coin at x (-43) y (-125)\n coin at x (-43) y (-150)\n coin at x (-23) y (-125)\n coin at x (-23) y (-150)\n coin at x (-3) y (-125)\n coin at x (-3) y (-150)\n coin at x (19) y (-125)\n coin at x (19) y (-150)\n coin at x (42) y (-150)\n coin at x (42) y (-125)\n coin at x (-70) y (-87)\n coin at x (-70) y (-72)\n coin at x (-54) y (-87)\n coin at x (-54) y (-72)\n end\n if <(Level) = [7]> then\n coin at x (135) y (90)\n coin at x (155) y (90)\n coin at x (135) y (65)\n coin at x (155) y (65)\n coin at x (135) y (40)\n coin at x (155) y (40)\n coin at x (135) y (15)\n coin at x (155) y (15)\n coin at x (135) y (-10)\n coin at x (155) y (-10)\n coin at x (135) y (-35)\n coin at x (155) y (-35)\n coin at x (-40) y (-145)\n coin at x (-20) y (-145)\n coin at x (0) y (-145)\n coin at x (20) y (-145)\n coin at x (40) y (-145)\n end\n if <(Level) = [8]> then\n coin at x (-71) y (59)\n coin at x (-41) y (59)\n coin at x (-11) y (59)\n coin at x (21) y (59)\n coin at x (51) y (59)\n coin at x (81) y (59)\n wait (0) seconds\n coin at x (-71) y (-50)\n coin at x (-41) y (-50)\n coin at x (-11) y (-50)\n coin at x (21) y (-50)\n coin at x (51) y (-50)\n coin at x (81) y (-50)\n wait (0) seconds\n coin at x (-71) y (-142)\n coin at x (-41) y (-142)\n coin at x (-11) y (-142)\n coin at x (21) y (-142)\n coin at x (51) y (-142)\n coin at x (81) y (-142)\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <<(PLAY) = [+]> and <not <touching (water v)?>>> then\n go to [front v] layer\n end\n if <<(PLAY) = [+]> and <touching (water v)?>> then\n go [backward v] (100) layers\n end\n if <(PLAY) = [-]> then\n go [backward v] (100) layers\n end\nend\n\ndefine gem at x (x) y (y)\nset size to (100) %\nset [currency v] to [2]\nswitch costume to (bluegem1 v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(distance to [player v]) < [20]> then\n broadcast (coin count v)\n if <(costume [number v]) < [7]> then\n change [coins v] by (1)\n end\n if <(costume [number v]) > [6]> then\n change [coins v] by (10)\n switch costume to (bluegem-done v)\n end\n broadcast (sound, collect v)\n repeat (10)\n if <(costume [number v]) > [6]> then\n switch costume to (bluegem-done v)\n end\n change y by (5)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [sound, collect v]\nif <<(Collected?) = [false]> and <(distance to [player v]) < [25]>> then\n set [collected? v] to [true]\n set volume to (30) %\n play sound [collect v] until done\nend\n\nbroadcast (nextlevelcoins v)\n\n@number of coins\n\nwhen flag clicked\nhide\n\ndefine number of coins\ncreate clones\n\nwhen I start as a clone\n\nwhen I receive [coin count v]\nrepeat (1)\n erase all\n delete this clone\nend\n\nwhen I receive [coin count v]\nnumber of coins\n\nwhen I receive [start v]\nrepeat (1)\n erase all\n delete this clone\nend\nbroadcast (coin count v)\n\ndefine create clones\nset [coin number v] to [0]\ngo to x: (-221) y: (157)\nrepeat (length of (coins))\n change [coin number v] by (1)\n switch costume to (letter (coin number) of (coins))\n stamp\n change x by (20)\nend\n\ngo to [front v] layer\n\ncreate clone of (_myself_ v)\n\nshow\nforever\n if <(PLAY) = [+]> then\n go to [front v] layer\n end\nend\n\n@Block\n\ndefine None\nswitch costume to (horizontal v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level start/switch v]\nrepeat (10)\n delete this clone\nend\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n horizontal block at x (-176) y (-33)\n vertical block at x (12) y (93)\nend\nif <(Level) = [3]> then\n vertical block at x (230) y (-137)\nend\nif <(Level) = [4]> then\n vertical block at x (222) y (66)\nend\nif <(Level) = [5]> then\n horizontal block at x (180) y (169)\n horizontal block at x (128) y (169)\nend\nif <(Level) = [6]> then\n horizontal block at x (201) y (-36)\nend\nif <(Level) = [7]> then\n horizontal block at x (184) y (172)\n horizontal block at x (153) y (-103)\nend\nif <(Level) = [8]> then\n vertical block at x (148) y (144)\n horizontal block at x (166) y (110)\nend\n\nwhen I receive [dead v]\nhide\nbroadcast (Level Start/Switch v)\nwait (0.001) seconds\ngo [backward v] (100) layers\nstop [other scripts in sprite v]\n\ndefine None\nswitch costume to (vertical v)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo [backward v] (5) layers\nforever\n if <([levers v] of [lever v]) < [1]> then\n repeat until <<touching (groundhitbox v)?> or <(y position) < [-210]>>\n change y by (-10)\n go [backward v] (1) layers\n end\n if <(costume [number v]) = [2]> then\n change y by (-20)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@M.P X\n\nwhen flag clicked\nhide\nswitch costume to (ground v)\nset [ghost v] effect to (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\nwhen I receive [left v]\nset [moving v] to [Left]\n\nwhen I receive [level start/switch v]\nrepeat (1)\n delete this clone\nend\nhide\nif <(Level) = [1]> then\n platform x at x (117) y (95)\nend\nif <(Level) = [2]> then\n platform x at x (130) y (75)\nend\nif <(Level) = [3]> then\n platform x at x (105) y (90)\nend\nif <(Level) = [4]> then\n platform x at x (18) y (133)\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n platform x at x (194) y (-54)\nend\nif <(Level) = [8]> then\n platform x at x (100) y (111)\nend\nif <(Level) = [9]> then\n hide\nend\n\nwhen I receive [stop v]\nset [moving v] to [Stop]\n\ndefine None\nset [platform v] to [x]\ngo to x: (x) y: (y)\nshow\n\nwhen I receive [right v]\nset [moving v] to [Right]\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n if <(Platform) = [x]> then\n broadcast (left v)\n change x by (-5)\n repeat until <<<touching (groundhitbox v)?> or <touching (block v)?>> or <touching (_edge_ v)?>>\n if <(PLAY) = [+]> then\n change x by (-3)\n end\n end\n broadcast (stop v)\n wait (1) seconds\n broadcast (right v)\n change x by (5)\n repeat until <<<touching (groundhitbox v)?> or <touching (block v)?>> or <touching (_edge_ v)?>>\n if <(PLAY) = [+]> then\n change x by (3)\n end\n end\n broadcast (stop v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n switch costume to (log v)\n else\n switch costume to (ground v)\n end\nend\n\nplatform x at x (-72) y (-93)\n\n@M.P Y\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\npoint in direction (90)\nset rotation style [don't rotate v]\n\nwhen I start as a clone\nshow\nforever\n repeat until <<<touching (groundhitbox v)?> or <touching (block v)?>> or <touching (_edge_ v)?>>\n if <(PLAY) = [+]> then\n change y by (-3)\n end\n end\n wait (1) seconds\n change y by (4)\n repeat until <<<touching (groundhitbox v)?> or <touching (block v)?>> or <touching (_edge_ v)?>>\n if <(PLAY) = [+]> then\n change y by (3)\n end\n end\n wait (1) seconds\n change y by (-4)\nend\n\nwhen I receive [level start/switch v]\nhide\nrepeat (10)\n delete this clone\nend\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n go to x: (-176) y: (-90)\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n hide\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n go to x: (155) y: (-38)\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n go to x: (-186) y: (101)\n create clone of (_myself_ v)\n go to x: (153) y: (-122)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n go to x: (-177) y: (-102)\n create clone of (_myself_ v)\nend\n\n@Spring\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\ngo [backward v] (100) layers\n\nwhen I receive [level start/switch v]\nrepeat (10)\n delete this clone\nend\nif <(Level) = [1]> then\n hide\nend\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [3]> then\n hide\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [6]> then\n spring at x (139) y (-102)\nend\nif <(Level) = [7]> then\n spring at x (-135) y (-58)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(thing) = [spring]> then\n if <touching (player v)?> then\n switch costume to (spring_down v)\n start sound [boing v]\n wait (0.05) seconds\n else\n switch costume to (spring_up v)\n end\n if <(PLAY) = [+]> then\n go to [front v] layer\n end\n end\nend\n\ndefine None\nset [thing v] to [spring]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\n@Ground Textures\n\n@Ladder\n\nwhen flag clicked\nshow\nforever\n switch costume to ([costume # v] of [groundhitbox v])\n set x to (0)\n set y to (0)\nend\n\n@shop\n\nwhen flag clicked\nhide\nset [play v] to [+]\nswitch costume to (shop v)\nrepeat (10)\n delete this clone\nend\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen [r v] key pressed\nset [play v] to [+]\nswitch costume to (shop v)\nrepeat (10)\n delete this clone\nend\nstop [this script v]\n\nwhen I start as a clone\nforever\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n show\nend\n\nwhen I receive [slide v]\nif <(Slide) = [1]> then\n if <not <[weapons v] contains [Sword]?>> then\n switch costume to (sword 35 v)\n create clone of (_myself_ v)\n end\n if <not <[weapons v] contains [Bow]?>> then\n switch costume to (bow 45 v)\n create clone of (_myself_ v)\n end\n switch costume to (life refill 100 v)\n create clone of (_myself_ v)\n switch costume to (arrow 2 v)\n create clone of (_myself_ v)\n if <not <[weapons v] contains [Pick-axe]?>> then\n switch costume to (pick-axe v)\n create clone of (_myself_ v)\n end\nend\nswitch costume to (background v)\n\nwhen I receive [un-shop v]\nswitch costume to (shop v)\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nif <<(costume [number v]) = [6]> or <(costume [number v]) = [8]>> then\n show\n wait (1) seconds\n hide\n delete this clone\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [slide v] to [1]\n set [play v] to [-]\n broadcast (slide v)\n switch costume to (background v)\n stop [this script v]\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n if <(coins) < [35]> then\n broadcast (not enough v)\n end\n if <(coins) > [34]> then\n add [Sword] to [weapons v]\n broadcast (sword v)\n delete this clone\n end\nend\nif <(costume [number v]) = [4]> then\n if <(coins) < [45]> then\n broadcast (not enough v)\n end\n if <(coins) > [44]> then\n add [Bow] to [weapons v]\n broadcast (bow v)\n change [coins v] by (-45)\n broadcast (coin count v)\n delete this clone\n end\nend\nif <(costume [number v]) = [5]> then\n if <(coins) < [100]> then\n broadcast (not enough v)\n end\n if <(coins) > [99]> then\n change [coins v] by (-100)\n broadcast (coin count v)\n repeat (9)\n broadcast (extra life v)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n if <(coins) < [2]> then\n broadcast (not enough v)\n end\n if <([arrows v] of [weapons v]) < [16]> then\n if <(coins) > [1]> then\n change [coins v] by (-2)\n broadcast (coin count v)\n broadcast (arrow v)\n end\n end\nend\n\nwhen I receive [not enough v]\nif <(costume [number v]) = [2]> then\n if <(Language) = [1]> then\n switch costume to (not enough.e v)\n end\n if <(Language) = [2]> then\n switch costume to (not enough.f v)\n end\n create clone of (_myself_ v)\n switch costume to (background v)\nend\n\nwhen I receive [dead v]\nhide\n\n@plunge\n\nwhen flag clicked\nerase all\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [hide breath counter v]\nif <(costume [number v]) > [6]> then\n hide\nend\n\nwhen I receive [plunge v]\nif <(costume [number v]) < [7]> then\n go to (player v)\n set [ghost v] effect to (50)\n switch costume to (costume1 v)\n set size to (30) %\n show\n repeat (5)\n next costume\n go to [front v] layer\n change size by (5)\n wait (0.04) seconds\n end\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [show breath counter v]\nif <(costume [number v]) > [6]> then\n show\nend\n\nwhen I start as a clone\nhide\nforever\n set [ghost v] effect to (0)\n set x to ([x position v] of [player v])\n set y to (([y position v] of [player v]) + (30))\n set size to (60) %\n switch costume to (([breath v] of [player v]) + (6))\n if <(PLAY) = [+]> then\n go to [front v] layer\n else\n go [backward v] (1) layers\n end\nend\n\n@mentor\n\nwhen flag clicked\nswitch costume to (costume0 v)\nhide\n\nwhen I receive [level start/switch v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nif <(Language) = [1]> then\n if <(Level) < [6]> then\n switch costume to ((Level) + (1))\n end\n if <(Level) > [5]> then\n switch costume to ((Level) + (2))\n end\n if <<<(Level) = [6]> and <((coins) + (14)) < [45]>> and <not <[weapons v] contains [Bow]?>>> then\n switch costume to (lev6.e v)\n end\n repeat (10)\n go to [front v] layer\n end\n hide\n wait until <key (space v) pressed?>\n repeat (20)\n change [ghost v] effect by (5)\n end\n if <<<(Level) = [6]> and <((coins) + (10)) < [45]>> and <not <[weapons v] contains [Bow]?>>> then\n set [coins v] to [45]\n broadcast (coin count v)\n end\n hide\nend\nif <(Language) = [2]> then\n if <(Level) = [1]> then\n switch costume to (lev1.f v)\n end\n if <(Level) = [2]> then\n switch costume to (lev2.f v)\n end\n wait until <key (space v) pressed?>\n repeat (20)\n change [ghost v] effect by (5)\n end\n if <<<(Level) = [6]> and <((coins) + (10)) < [45]>> and <not <[weapons v] contains [Bow]?>>> then\n set [coins v] to [45]\n broadcast (coin count v)\n end\n hide\nend\n\nshow\n\nshow\nshow\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nforever\n if <(PLAY) = [+]> then\n go to [front v] layer\n end\n hide\nend\n\n@Weapon list\n\nwhen flag clicked\nhide\ndelete (all) of [weapons v]\nadd [Punch] to [weapons v]\n\nwhen I receive [bow v]\nset [weapon v] to [2]\n\nwhen I receive [start v]\nset [weapon v] to [1]\nforever\n go to x: (0) y: (160)\n if <(Weapon) = [1]> then\n switch costume to (punch v)\n end\n if <(length of [weapons v]) = [0]> then\n show\n switch costume to (punch v)\n end\n if <(length of [weapons v]) > [0]> then\n show\n end\n if <(Weapon) = [2]> then\n switch costume to (([arrows v] of [weapons v]) + (2))\n if <([arrows v] of [weapons v]) > [15]> then\n switch costume to (bowarrows15 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n if <(Weapon) < (length of [weapons v])> then\n change [weapon v] by (1)\n wait (0.3) seconds\n else\n set [weapon v] to [1]\n wait (0.3) seconds\n end\n end\nend\n\n@back\n\nwhen this sprite clicked\nif <(costume [number v]) = [6]> then\n set [play v] to [+]\n broadcast (un-shop v)\nend\nif <(costume [number v]) = [8]> then\n switch costume to (music off v)\n stop [this script v]\nend\nif <(costume [number v]) = [9]> then\n switch costume to (music on v)\n stop [this script v]\nend\n\nwhen I receive [start v]\nshow\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\n stop [this script v]\nend\nif <(volume) = [100]> then\n set volume to (0) %\n stop [this script v]\nend\n\nwhen I receive [level start/switch v]\nif <(costume [number v]) = [21]> then\n go to x: (0) y: (0)\n show\n clear graphic effects\n wait (0.1) seconds\n hide\nend\n\nwhen I start as a clone\nswitch costume to (costume5 v)\nforever\n go to [front v] layer\n if <(costume [number v]) = [8]> then\n set volume to (70) %\n end\n if <(costume [number v]) = [9]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset volume to (70) %\nhide\nforever\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n if <(PLAY) = [+]> then\n set [ghost v] effect to (100)\n go to [front v] layer\n end\n if <(PLAY) = [-]> then\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (5) layers\n show\n end\nend\n\nwhen I receive [game over restart v]\nset volume to (0) %\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nforever\n play sound [Barriera v] until done\nend\n\nwhen I receive [dead v]\nhide\n\nswitch costume to (music on v)\nshow\nclear graphic effects\nforever\n go to x: (0) y: (0)\n if <(PLAY) = [+]> then\n go to [front v] layer\n end\n if <(PLAY) = [-]> then\n go to [front v] layer\n go [backward v] (10) layers\n set [ghost v] effect to (0)\n end\nend\n\n@English/French\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [language v] to [1]\n broadcast (main menu v)\nend\nif <(costume [number v]) = [3]> then\n set [language v] to [2]\n broadcast (main menu v)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n set size to (100) %\n end\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (50)\n end\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (-50)\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (background v)\nend\n\nwhen I receive [english/french v]\nset [language v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nswitch costume to (english v)\ncreate clone of (_myself_ v)\nswitch costume to (francais v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\n\n@intro2\n\nwhen I receive [hit u v]\nif <(costume [number v]) = [7]> then\n repeat until <(y position) < [-208]>\n change [y velocity v] by (-2)\n turn right (15) degrees\n end\n set [y velocity v] to [0]\n hide\nend\n\nwhen I start as a clone\npoint in direction (90)\nset [y velocity v] to [0]\nforever\n if <(costume [number v]) = [7]> then\n change y by (y velocity)\n set [y velocity v] to ((y velocity) * (0.9))\n end\nend\n\nwhen flag clicked\ngo to x: (20) y: (0)\nswitch costume to (c v)\nhide\nrepeat (8)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\ngo to x: (20) y: (0)\nset [ghost v] effect to (100)\nwait until <touching color (#ae5a06)?>\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [english/french v]\ndelete this clone\n\n@intro\n\nwhen I receive [0 v]\nswitch costume to (acorn v)\ngo to x: (20) y: (180)\ngo to [front v] layer\nset [y velocity v] to [0]\nswitch costume to (acorn v)\nwait (1) seconds\nshow\nrepeat until <(y position) < [1]>\n change [y velocity v] by (-1.7)\n go to [front v] layer\nend\nset [y velocity v] to [0]\nif <(y position) < [0]> then\n set y to (0)\nend\nbroadcast (hit u v)\nstart sound [Hit the U v]\nwait (1) seconds\nswitch costume to (acornfall1 v)\nwait (speed) seconds\nswitch costume to (acornfall2 v)\nwait (speed) seconds\nswitch costume to (acornfall3 v)\nwait (speed) seconds\nswitch costume to (acornfall4 v)\nwait (speed) seconds\nswitch costume to (acornfall5 v)\nwait (speed) seconds\nswitch costume to (acornfall6 v)\nwait (2) seconds\nstart sound [pop v]\nswitch costume to (0pop v)\nwait (0.03) seconds\nswitch costume to (0 v)\nwait (3) seconds\nhide\nbroadcast (English/French v)\nstop [this script v]\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n go to x: (-270) y: (-60)\n show\n clear graphic effects\nend\n\nwhen flag clicked\nset [clone v] to [1]\ngo to x: (0) y: (-108)\ncreate clone of (_myself_ v)\nhide\ngo to x: (20) y: (0)\nswitch costume to (run1 v)\nhide\n\nwhen flag clicked\nset [y velocity v] to [0]\nset [speed v] to [0.02]\nswitch costume to (acorn v)\ngo to x: (20) y: (195)\nhide\nforever\n change y by (y velocity)\n set [y velocity v] to ((y velocity) * (0.9))\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n clear graphic effects\n show\nend\nforever\n go to [front v] layer\n if <(x position) < [330]> then\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (run1 v)\n end\n change x by (6)\n else\n broadcast (0 v)\n delete this clone\n end\nend\n\nwhen I receive [0 v]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [8]> then\n start sound [footstep wood v]\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [message v]\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\n\n
English:\nInstructions (please read)\n~ Use the arrow keys to move\n~ Press the down arrow key to crouch\n~ Avoid spikes and enemy knights (Don't say I didn't warn you!!!)\n~ Don't stay underwater for too long or you'll drown\n~ Collect heart icons for extra lives\n~ Collect coins to purchase weapons and lives\n~ Press space to use a weapon\n~ Press space to activate a lever to move certain blocks\n\nFrancais:\n~ Utilise les flèches pour te déplacer\n~ Appuyez sur la flèche vers le bas pour vous accroupir\n~ Évitez les pics et les chevaliers ennemis\n~ Ne reste pas sous l'eau trop longtemps ou tu vas te noyer\n~ Recueillir des icônes de coeur pour des vies supplémentaires\n~ Accumulez des pièces pour acheter des armes et des vies\n~ Appuyez sur l'espace pour utiliser une arme\n~ Appuyez sur l'espace pour activer un levier pour déplacer certains blocs
Bears (Platformer)
@Stage\n\nwhen backdrop switches to [level 8 v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (10) seconds\ngo to x: (-182) y: (-128)\nswitch backdrop to (level 1 v)\nforever\n if <touching (grape for bare v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-189) y: (-124)\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [lvel 3 v]\ngo to x: (-200) y: (-127)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-185) y: (-124)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (-170) y: (-121)\n\nwhen backdrop switches to [lvel 9 v]\ngo to x: (-183) y: (44)\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [death v]\n\nwhen flag clicked\nhide variable [death v]\nwait (0.8) seconds\ngo to x: (-143) y: (-129)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#cccc00)?> then\n set [mode v] to [jump]\n set [yv v] to [14]\n end\n if <touching color (#5b9aea)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\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 <(x position) > [365]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-83) y: (-129)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\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 (#00ff55)?> then\n change y by (-2)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> 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 (#00ff55)?> 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?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#00ff55)?>> then\n change y by (-1)\n if <not <touching color (#00ff55)?>> then\n change y by (-1)\n if <not <touching color (#00ff55)?>> then\n change y by (-1)\n if <not <touching color (#00ff55)?>> then\n change y by (-1)\n if <not <touching color (#00ff55)?>> then\n change y by (-1)\n if <not <touching color (#00ff55)?>> 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 (#00ff55)?> then\n change y by (-2)\n if <touching color (#00ff55)?> 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 backdrop switches to [level 1 v]\nshow\ngo to x: (-182) y: (-128)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#009999)?> then\n go to x: (-170) y: (-121)\n change [death v] by (1)\n end\nend\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-182) y: (-115)\n\n@Intro\n\nwhen flag clicked\nhide\nset [intro? v] to [1]\nif <(Intro?) = [1]> then\n hide\n switch costume to (background v)\n create clone of (_myself_ v)\n set volume to (100) %\n start sound [Intro Music v]\n wait (1) seconds\n switch costume to (logo v)\n create clone of (_myself_ v)\n wait (3) seconds\n switch costume to (games v)\n create clone of (_myself_ v)\n repeat (3)\n wait (0.5) seconds\n next costume\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n switch costume to (favorite v)\n create clone of (_myself_ v)\n repeat (3)\n wait (0.15) seconds\n next costume\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (fade v)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (Intro Done v)\n hide\nelse\n broadcast (Intro Done v)\nend\n\nwhen I receive [intro done v]\nset [intro? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nhide\npoint in direction (90)\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n show\nelse\n if <(costume [number v]) = [4]> then\n go to x: (-360) y: (0)\n point in direction (90)\n switch costume to (logo v)\n set [ghost v] effect to (0)\n set size to (120) %\n go to [front v] layer\n show\n set [bounce v] to [2]\n repeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((0) - (x position)) * (0.2)))\n change x by (Bounce)\n end\n set [bounce v] to [1]\n repeat (2)\n repeat (12)\n set [bounce v] to (((Bounce) * (0.5)) + (((80) - (size)) * (0.9)))\n change size by (Bounce)\n end\n repeat (12)\n set [bounce v] to (((Bounce) * (0.5)) + (((120) - (size)) * (0.9)))\n change size by (Bounce)\n end\n end\n wait (0.05) seconds\n repeat (7)\n change size by (((80) - (size)) * (0.5))\n end\n repeat (15)\n change x by (((-70) - (x position)) * (0.3))\n end\n else\n if <(costume [number v]) > [8]> then\n go to x: (60) y: (-60)\n set [ghost v] effect to (100)\n set size to (120) %\n go to [front v] layer\n show\n repeat (6)\n change y by (((0) - (y position)) * (0.5))\n change [ghost v] effect by (-15)\n end\n wait (0.2) seconds\n repeat (6)\n change y by (((60) - (y position)) * (0.5))\n change [ghost v] effect by (15)\n end\n delete this clone\n else\n point in direction (pick random (75) to (115))\n go to x: (260) y: (0)\n set size to (100) %\n go to [front v] layer\n show\n if <(costume [number v]) = [5]> then\n X: (60)\n else\n if <(costume [number v]) = [6]> then\n X: (110)\n else\n if <(costume [number v]) = [7]> then\n X: (160)\n else\n X: (210)\n end\n end\n end\n end\n end\nend\n\ndefine None\nset [bounce v] to [1]\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.5)) + (((x) - (x position)) * (0.2)))\n change x by (Bounce)\nend\n\nset [intro? v] to [1]\nerase all\nshow\ngo to [front v] layer\nswitch costume to (thumbnail v)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\n\n@Grape for Bare\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (208) y: (-150)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (181) y: (111)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (188) y: (-98)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (157) y: (-50)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (139) y: (104)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (139) y: (104)\n\nwhen backdrop switches to [end level v]\ngo to x: (215) y: (113)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (205) y: (-141)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [level 8 v]\ngo to x: (98) y: (68)\n\nwhen backdrop switches to [lvel 9 v]\ngo to x: (158) y: (108)\n\n
Bears l Devoleped by @-ProgrammerBro-\n========================================= Instuctions\n=========================================\n➤ Leave a ♡ love and ☆ favorite if you enjoyed the game!\n➤Follow me for new games!\n➤ This game will take approximately 1+ minutes to complete!\n➤Use the arrow keys \n➤Comment Feedback and Feedforward\n➤Check out my other platformers!
Bloop
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nset [level v] to [0]\n\nwhen I receive [message1 v]\nswitch backdrop to (level 1 v)\nset [level v] to [1]\nforever\n play sound [Still Alive - 8Bit\(1\) v] until done\nend\n\nwhen I receive [next level v]\nswitch backdrop to (level)\n\nwhen flag clicked\nbroadcast (message1 v)\n\n@Screens\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nbroadcast (next level v)\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\nswitch costume to (level)\n\n@tileset\n\nwhen flag clicked\nhide\n\n@bloop\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\npoint in direction (90)\ngo to x: (-215) y: (-122)\nset [gravity v] to [0]\nforever\n if <<touching (ground v)?> or <touching (magic v)?>> then\n if <[0] < (gravity)> then\n change y by ((0) - (gravity))\n end\n if <<touching (ground v)?> or <touching (magic v)?>> then\n set [gravity v] to [0]\n up\n if <key (up arrow v) pressed?> then\n set [gravity v] to [11]\n start sound [jump v]\n end\n else\n set [gravity v] to [-1]\n end\n else\n change [gravity v] by (-1)\n end\n change y by (gravity)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (4)\n change y by (10)\n if <<touching (ground v)?> or <touching (magic v)?>> then\n change x by (-4)\n end\n if <<touching (blue lock v)?> and <(blue key?) = [false]>> then\n change x by (-4)\n end\n if <<touching (orange lock v)?> and <(orange key?) = [false]>> then\n change x by (-4)\n end\n change y by (-10)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-4)\n change y by (10)\n if <<touching (ground v)?> or <touching (magic v)?>> then\n change x by (4)\n end\n if <<touching (blue lock v)?> and <(blue key?) = [false]>> then\n change x by (4)\n end\n if <<touching (orange lock v)?> and <(orange key?) = [false]>> then\n change x by (4)\n end\n change y by (-10)\n end\nend\n\ndefine up\nrepeat until <not <<touching (ground v)?> or <touching (magic v)?>>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n point in direction (90)\n go to x: (-210) y: (-122)\nend\nif <(level) = [3]> then\n point in direction (90)\n go to x: (-209) y: (38)\nend\nif <(level) = [4]> then\n point in direction (90)\n go to x: (-208) y: (-123)\nend\nif <(level) = [5]> then\n point in direction (90)\n go to x: (-210) y: (121)\nend\nif <(level) = [6]> then\n point in direction (90)\n go to x: (-131) y: (-121)\nend\nif <(level) = [7]> then\n point in direction (90)\n go to x: (-173) y: (-122)\nend\nif <(level) = [8]> then\n point in direction (90)\n go to x: (-195) y: (-40)\nend\nif <(level) = [9]> then\n point in direction (90)\n go to x: (-202) y: (119)\nend\nif <(level) = [10]> then\n point in direction (90)\n go to x: (-215) y: (-122)\nend\nif <(level) = [11]> then\n point in direction (90)\n go to x: (-215) y: (-122)\nend\n\nwhen I receive [respawn v]\nif <(level) = [1]> then\n point in direction (90)\n go to x: (-215) y: (-122)\nend\nif <(level) = [2]> then\n point in direction (90)\n go to x: (-210) y: (-122)\nend\nif <(level) = [3]> then\n point in direction (90)\n go to x: (-209) y: (38)\nend\nif <(level) = [4]> then\n point in direction (90)\n go to x: (-208) y: (-123)\nend\nif <(level) = [5]> then\n point in direction (90)\n go to x: (-210) y: (121)\nend\nif <(level) = [6]> then\n point in direction (90)\n go to x: (-131) y: (-121)\nend\nif <(level) = [7]> then\n point in direction (90)\n go to x: (-173) y: (-122)\nend\nif <(level) = [8]> then\n point in direction (90)\n go to x: (-195) y: (-40)\nend\nif <(level) = [9]> then\n point in direction (90)\n go to x: (-202) y: (119)\nend\nif <(level) = [10]> then\n point in direction (90)\n go to x: (-215) y: (-122)\nend\nif <(level) = [11]> then\n point in direction (90)\n go to x: (-215) y: (-122)\nend\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\nforever\n if <touching (door v)?> then\n broadcast (next level v)\n change [level v] by (1)\n end\n if <<not <touching (portal 1 v)?>> and <not <touching (portal 2 v)?>>> then\n set [portal? v] to [false]\n end\n if <<touching (portal 1 v)?> and <(portal?) = [false]>> then\n set [portal? v] to [true]\n go to (portal 2 v)\n end\n if <<touching (portal 2 v)?> and <(portal?) = [false]>> then\n set [portal? v] to [true]\n go to (portal 1 v)\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <key (right arrow v) pressed?> then\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n end\n if <key (left arrow v) pressed?> then\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <<touching (hazards v)?> or <touching (hazard 2 v)?>> then\n broadcast (respawn v)\n start sound [hurt v]\n end\nend\n\n@hazards\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (level 1 v)\ngo to (ground v)\nshow\n\nwhen I receive [next level v]\nswitch costume to (level)\n\n@hazard 2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n show\n go to x: (144) y: (44)\n forever\n glide (1) secs to x: (257) y: (44)\n glide (1) secs to x: (144) y: (44)\n end\nend\nif <(level) = [7]> then\n hide\nend\nif <(level) = [10]> then\n go to (ground v)\n show\n forever\n glide (1) secs to x: (110) y: (0)\n glide (1) secs to x: (0) y: (0)\n end\nend\nif <(level) = [11]> then\n hide\nend\n\n@bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (level 1 v)\ngo to (ground v)\nshow\nforever\n if <touching (bloop v)?> then\n set [gravity v] to [14]\n start sound [jump v]\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (level)\n\n@magic\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n switch costume to (level 5 v)\n forever\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (2) seconds\n set [ghost v] effect to (0)\n end\nend\nif <(level) = [6]> then\n hide\nend\nif <(level) = [7]> then\n switch costume to (level 7 v)\n forever\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (2) seconds\n set [ghost v] effect to (0)\n end\nend\nif <(level) = [8]> then\n hide\nend\nif <(level) = [9]> then\n switch costume to (level 9 v)\n forever\n show\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (2) seconds\n set [ghost v] effect to (0)\n end\nend\nif <(level) = [10]> then\n hide\nend\n\n@door\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (-15) y: (-118)\npoint in direction (90)\nshow\nforever\n turn right (1) degrees\nend\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n show\n go to x: (-220) y: (124)\nend\nif <(level) = [3]> then\n show\n go to x: (-169) y: (-119)\nend\nif <(level) = [4]> then\n show\n go to x: (-114) y: (156)\nend\nif <(level) = [5]> then\n show\n go to x: (219) y: (-120)\nend\nif <(level) = [6]> then\n show\n go to x: (148) y: (-119)\nend\nif <(level) = [7]> then\n show\n go to x: (-110) y: (0)\nend\nif <(level) = [8]> then\n show\n go to x: (-222) y: (-119)\nend\nif <(level) = [9]> then\n show\n go to x: (184) y: (-122)\nend\nif <(level) = [10]> then\n show\n go to x: (185) y: (83)\nend\nif <(level) = [11]> then\n hide\nend\n\n@portal 1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [portal? v] to [false]\nif <(level) = [3]> then\n show\n go to x: (220) y: (83)\nend\nif <(level) = [4]> then\n show\n go to x: (221) y: (-121)\nend\nif <(level) = [5]> then\n hide\nend\nif <(level) = [6]> then\n show\n go to x: (74) y: (-118)\nend\nif <(level) = [7]> then\n hide\nend\nif <(level) = [8]> then\n show\n go to x: (221) y: (-120)\nend\nif <(level) = [9]> then\n hide\nend\nif <(level) = [10]> then\n show\n go to x: (221) y: (-120)\nend\nif <(level) = [11]> then\n hide\nend\n\n@portal 2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [portal? v] to [false]\nif <(level) = [3]> then\n show\n go to x: (-41) y: (-119)\nend\nif <(level) = [4]> then\n show\n go to x: (-219) y: (157)\nend\nif <(level) = [5]> then\n hide\nend\nif <(level) = [6]> then\n show\n go to x: (-222) y: (164)\n forever\n glide (4) secs to x: (-222) y: (-158)\n glide (4) secs to x: (-222) y: (164)\n end\nend\nif <(level) = [7]> then\n hide\nend\nif <(level) = [8]> then\n show\n go to x: (-37) y: (-76)\nend\nif <(level) = [9]> then\n hide\nend\nif <(level) = [10]> then\n show\n go to x: (-220) y: (161)\nend\nif <(level) = [11]> then\n hide\nend\n\n@blue lock\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (110) y: (-119)\nshow\nforever\n if <<touching (bloop v)?> and <(blue key?) = [true]>> then\n start sound [door v]\n hide\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n show\n go to x: (-40) y: (125)\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [4]> then\n hide\nend\nif <(level) = [5]> then\n show\n go to x: (148) y: (-120)\nend\nif <(level) = [6]> then\n show\n go to x: (186) y: (-118)\nend\nif <(level) = [7]> then\n show\n go to x: (-184) y: (0)\nend\nif <(level) = [8]> then\n show\n go to x: (-110) y: (-118)\nend\nif <(level) = [9]> then\n show\n go to x: (112) y: (-122)\nend\nif <(level) = [10]> then\n show\n go to x: (149) y: (83)\nend\nif <(level) = [11]> then\n hide\nend\n\nwhen I receive [respawn v]\nif <(level) = [1]> then\n show\n go to x: (110) y: (-119)\nend\nif <(level) = [2]> then\n show\n go to x: (-40) y: (125)\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [4]> then\n hide\nend\nif <(level) = [5]> then\n show\n go to x: (148) y: (-120)\nend\nif <(level) = [6]> then\n show\n go to x: (186) y: (-118)\nend\nif <(level) = [7]> then\n show\n go to x: (-184) y: (0)\nend\nif <(level) = [8]> then\n show\n go to x: (-110) y: (-118)\nend\nif <(level) = [9]> then\n show\n go to x: (112) y: (-122)\nend\nif <(level) = [10]> then\n show\n go to x: (149) y: (83)\nend\nif <(level) = [11]> then\n hide\nend\n\n@blue key\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nset [blue key? v] to [false]\ngo to x: (-187) y: (123)\npoint in direction (90)\nshow\nforever\n if <touching (bloop v)?> then\n start sound [ObtainKey v]\n set [blue key? v] to [true]\n hide\n end\nend\n\nwhen I receive [next level v]\nset [blue key? v] to [false]\nif <(level) = [2]> then\n show\n go to x: (71) y: (-84)\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [4]> then\n hide\nend\nif <(level) = [5]> then\n show\n go to x: (220) y: (80)\nend\nif <(level) = [6]> then\n show\n go to x: (71) y: (41)\nend\nif <(level) = [7]> then\n show\n go to x: (-226) y: (119)\nend\nif <(level) = [8]> then\n show\n go to x: (-146) y: (43)\nend\nif <(level) = [9]> then\n show\n go to x: (-115) y: (-40)\nend\nif <(level) = [10]> then\n show\n go to x: (-76) y: (-43)\nend\nif <(level) = [11]> then\n hide\nend\n\nwhen I receive [respawn v]\nset [blue key? v] to [false]\nif <(level) = [1]> then\n show\n go to x: (-187) y: (123)\nend\nif <(level) = [2]> then\n show\n go to x: (71) y: (-84)\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [4]> then\n hide\nend\nif <(level) = [5]> then\n show\n go to x: (220) y: (80)\nend\nif <(level) = [6]> then\n show\n go to x: (71) y: (41)\nend\nif <(level) = [7]> then\n show\n go to x: (-226) y: (119)\nend\nif <(level) = [8]> then\n show\n go to x: (-146) y: (43)\nend\nif <(level) = [9]> then\n show\n go to x: (-115) y: (-40)\nend\nif <(level) = [10]> then\n show\n go to x: (-76) y: (-43)\nend\nif <(level) = [11]> then\n hide\nend\n\n@orange lock\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n if <<touching (bloop v)?> and <(orange key?) = [true]>> then\n start sound [door v]\n hide\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [7]> then\n show\n go to x: (-183) y: (122)\nend\nif <(level) = [8]> then\n show\n go to x: (184) y: (-118)\nend\nif <(level) = [9]> then\n hide\nend\n\nwhen I receive [respawn v]\nif <(level) = [7]> then\n show\n go to x: (-183) y: (122)\nend\nif <(level) = [8]> then\n show\n go to x: (184) y: (-118)\nend\nif <(level) = [9]> then\n hide\nend\n\n@orange key\n\nwhen flag clicked\nset [orange key? v] to [false]\npoint in direction (90)\nhide\n\nwhen I receive [next level v]\nset [orange key? v] to [false]\nforever\n if <touching (bloop v)?> then\n start sound [ObtainKey v]\n set [orange key? v] to [true]\n hide\n end\nend\n\nwhen I receive [respawn v]\nset [orange key? v] to [false]\nif <(level) = [7]> then\n forever\n if <touching (bloop v)?> then\n start sound [ObtainKey v]\n set [orange key? v] to [true]\n hide\n end\n end\nend\n\nwhen I receive [respawn v]\nset [orange key? v] to [false]\nif <(level) = [7]> then\n show\n go to x: (36) y: (-6)\nend\nif <(level) = [8]> then\n show\n go to x: (-223) y: (123)\nend\nif <(level) = [9]> then\n hide\nend\n\nwhen I receive [next level v]\nset [orange key? v] to [false]\nif <(level) = [7]> then\n show\n go to x: (36) y: (-6)\nend\nif <(level) = [8]> then\n show\n go to x: (-223) y: (123)\nend\nif <(level) = [9]> then\n hide\nend\n\n@redo\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (208) y: (150)\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (respawn v)\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [next level v]\nwait (1) seconds\ngo to [front v] layer\nif <(level) = [11]> then\n hide\nend\n\n
You play as a little blue specimen named Bloop who is traveling through a dangerous world with lava, cliche bouncy mushrooms, disappearing blocks and more..... Can you make it to the end?\n\nFRONT PAGED! 8/5/14 Thanks so much :D\n\n
The Very Long Journey (a platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\nwait (2) seconds\nswitch backdrop to (how it all went v)\nwait (10) seconds\nbroadcast (intro v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n set [level v] to (backdrop [number v])\nend\n\nwhen I receive [intro v]\nswitch backdrop to (intro v)\nset [ghost v] effect to (100)\nrepeat (50)\n wait (0.01) seconds\n change [ghost v] effect by (-2)\nend\nwait (5) seconds\nrepeat (5)\n wait (0.01) seconds\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\nswitch backdrop to (title v)\nwait (3) seconds\nbroadcast (start v)\n\nwhen I receive [next v]\nwait (0.01) seconds\nnext backdrop\n\nwhen I receive [game over v]\nswitch backdrop to (game over v)\n\nwhen I receive [you win!!! v]\nswitch backdrop to (you win!!! v)\nwait (5) seconds\nswitch backdrop to (click green flag v)\n\n@Sprite1\n\ndefine reset\ngo to x: (-100) y: (-38)\n\nwhen backdrop switches to [backdrop45 v]\nforever\n if <touching (sprite4 v)?> then\n broadcast (game over v)\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (-100) y: (-38)\nshow variable [level v]\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [deaths 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 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 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 (-5)\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 I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n reset\n end\n if <key (s v) pressed?> then\n broadcast (next v)\n reset\n end\n if <<touching color (#ff0000)?> or <(y position) < [-100]>> then\n change [deaths v] by (1)\n reset\n end\n if <touching color (#ff9400)?> then\n set [yv v] to [0]\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [15]\n end\n if <touching color (#006622)?> then\n repeat until <not <touching color (#006622)?>>\n switch costume to (costume4 v)\n end\n if <not <touching color (#006622)?>> then\n set size to (100) %\n end\n end\n if <touching color (#003fff)?> then\n set [yv v] to [5]\n end\n if <touching color (#66004c)?> then\n repeat until <not <touching color (#66004c)?>>\n switch costume to (costume5 v)\n end\n if <not <touching color (#66004c)?>> then\n set size to (100) %\n end\n end\n if <(x position) > [350]> then\n broadcast (next v)\n reset\n end\n if <<(level) = [27]> and <touching (sprite2 v)?>> then\n go to x: (158) y: (-51)\n end\nend\n\nwhen backdrop switches to [backdrop100 v]\nforever\n if <touching (sprite7 v)?> then\n broadcast (you win!!! v)\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop27 v]\nforever\n switch costume to (costume1 v)\n go to [front v] layer\n show\n set size to (75) %\n go to x: (-126) y: (-126)\n repeat until <not <(level) = [27]>>\n next costume\n wait (0.1) seconds\n end\n if <not <(level) = [27]>> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop28 v]\ngo to [front v] layer\nshow\ngo to x: (88) y: (-12)\nrepeat until <not <(level) = [28]>>\n switch costume to (pick random (1) to (4))\n wait (0.1) seconds\nend\nif <not <(level) = [28]>> then\n hide\nend\n\n@Sprite4\n\nwhen backdrop switches to [backdrop45 v]\nset size to (100) %\ngo to [front v] layer\nshow\ngo to x: (37) y: (58)\nrepeat (6)\n wait (5) seconds\n change size by (15)\nend\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <not <(level) = [45]>> then\n end\nend\n\n@Sprite5\n\nwhen backdrop switches to [backdrop45 v]\ngo to [front v] layer\nshow\ngo to x: (92) y: (17)\nwait (35) seconds\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <not <(level) = [45]>> then\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\npoint in direction (90)\nset size to (0) %\ngo to [front v] layer\nshow\ngo to x: (-5) y: (7)\nrepeat (50)\n wait (0.01) seconds\n change size by (2)\n turn right (57.6) degrees\nend\nwait (5) seconds\nrepeat (5)\n wait (0.01) seconds\n change y by (38)\n change [ghost v] effect by (20)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop100 v]\ngo to [front v] layer\nshow\ngo to x: (154) y: (25)\n\nwhen I receive [you win!!! v]\nhide\n\n
Arrow keys to move around.\nAvoid red. It is lava.\nOrange is quicksand. It makes you sink.\nYellow makes you jump really high.\nGreen makes you smaller.\nBlue makes you jump just a little bit.\nPurple makes you larger than usual.\n"r" key to restart a level.\n"s" key to skip a level.\nEnjoy the game! If you did, please leave a ❤ and ★! \nWhen you're finished, please check out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/
Emergency City | Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Fade \(Alan Walker\) v] until done\nend\n\n@Player\n\ndefine None\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (scrolling level hitbox v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (scrolling level hitbox v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (scrolling level hitbox v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (scrolling level hitbox v)?> then\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n end\n end\n set [xv v] to [0]\nend\nchange y by (YV)\nif <touching (scrolling level hitbox v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (scrolling level hitbox v)?> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n if <<(YV) < [1]> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [yv v] to (jump)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nif <key (r v) pressed?> then\n Reset\nend\nswitch costume to (join [Player] (Player))\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen I receive [player loop v]\nforever\n Platform (12) (-1) (0.85) (1.05)\n Player Change\n set [scrollx v] to (round (ScrollX))\nend\n\nset [scrollx v] to [15000]\n\ndefine None\nset [scrollx v] to (scroll x)\nset y to (y)\n\ndefine Reset\nGo To (280) (-100)\nset [player v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ndelete (all) of [emergency status v]\nrepeat (8)\n add [false] to [emergency status v]\nend\n\ndefine Player Change\nchange y by (-2)\nif <<touching (scrolling level hitbox v)?> and <<(YV) < [0.1]> and <(YV) > [-1.1]>>> then\n if <key (3 v) pressed?> then\n set [player v] to [3]\n end\n if <key (0 v) pressed?> then\n set [player v] to [0]\n end\n if <key (1 v) pressed?> then\n set [player v] to [1]\n end\n if <key (2 v) pressed?> then\n set [player v] to [2]\n end\nend\nchange y by (2)\n\nwhen I receive [play v]\nshow\nReset\nbroadcast (player loop v)\nbroadcast (camera loop v)\nbroadcast (BG loop v)\n\nwhen flag clicked\nhide\n\n@Scrolling Level HitBox\n\ndefine None\ngo to x: (0) y: (0)\nswitch costume to (costume0 v)\nset [levelx_ v] to [0]\nrepeat (level length)\n create clone of (_myself_ v)\n next costume\n change [levelx_ v] by (480)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [setup v]\nCreate Level HitBox (33)\n\nwhen I receive [bg loop v]\nforever\n set x to ((LevelX_) - (ScrollX))\n if <([abs v] of ((LevelX_) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\n@Scrolling Level Emergencies\n\ndefine None\ngo to x: (0) y: (0)\nswitch costume to (costume0 v)\nset [levelx_ v] to [0]\nrepeat (level length2)\n create clone of (_myself_ v)\n next costume\n change [levelx_ v] by (480)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [bg loop v]\nforever\n set x to ((LevelX_) - (ScrollX))\n if <([abs v] of ((LevelX_) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nCreate Level Emergency (33)\n\n@Message\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nforever\n if <<(ScrollX) > [15260]> and <[emergency status v] contains [false]?>> then\n set [scrollx v] to [15260]\n switch costume to (costume2 v)\n end\n if <(ScrollX) < [15160]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nhide\ngo to [front v] layer\nswitch costume to (costume3 v)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nclear graphic effects\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\nend\n\n@NPC1 (Police)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset y to (-131)\nset [npc x v] to [2500]\nset [click amount v] to [0]\nforever\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n Delete All Clones\n else\n show\n if <(Player) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of (distance to [player v]) ) < [125]> then\n if <(Click Amount) < [10]> then\n change [click amount v] by (1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\ndefine Delete All Clones\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume2 v)\npoint in direction (pick random (-89) to (89))\nrepeat (10)\n move (3) steps\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Click Amount) < [10]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n repeat (6)\n create clone of (_myself_ v)\n end\n end\n wait (0.5) seconds\n else\n Delete All Clones\n switch costume to (costume3 v)\n replace item (1) of [emergency status v] with [true]\n wait (2) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC2 (Nurse)\n\nwhen flag clicked\nset [click amount v] to [0]\nforever\n if <(Click Amount) < [10]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\n end\n else\n if <(Click Amount) > [9]> then\n switch costume to (costume3 v)\n replace item (2) of [emergency status v] with [true]\n wait (2.5) seconds\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nset y to (-131)\nset [npc x v] to [4840]\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n if <(Player) = [2]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of (distance to [player v]) ) < [125]> then\n if <(Click Amount) < [10]> then\n change [click amount v] by (1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC3 (FireFighter)\n\nwhen flag clicked\nset y to (100)\nset [npc x v] to [6390]\npoint in direction (105)\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n if <(Player) = [3]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of ((ScrollX) - (NPC X)) ) < [100]> then\n if <(Click Amount) > [0]> then\n change [click amount v] by (-1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [click amount v] to [10]\nforever\n if <(Click Amount) > [0]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n switch costume to (costume2 v)\n wait (0.05) seconds\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n end\n else\n if <(Click Amount) < [1]> then\n hide\n replace item (3) of [emergency status v] with [true]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC4 (FireFighter)\n\nwhen flag clicked\nset y to (100)\nset [npc x v] to [6560]\npoint in direction (65)\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n if <(Player) = [3]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of ((ScrollX) - (NPC X)) ) < [100]> then\n if <(Click Amount) > [0]> then\n change [click amount v] by (-1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [click amount v] to [10]\nforever\n if <(Click Amount) > [0]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n switch costume to (costume2 v)\n wait (0.05) seconds\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n end\n else\n if <(Click Amount) < [1]> then\n hide\n replace item (4) of [emergency status v] with [true]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC5 (Police)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset y to (-131)\nset [npc x v] to [9650]\nset [click amount v] to [0]\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n Delete All Clones\n else\n show\n if <(Player) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of (distance to [player v]) ) < [125]> then\n if <(Click Amount) < [10]> then\n change [click amount v] by (1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\ndefine Delete All Clones\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume2 v)\npoint in direction (pick random (-89) to (89))\nrepeat (10)\n move (3) steps\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Click Amount) < [10]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n repeat (3)\n create clone of (_myself_ v)\n end\n end\n wait (0.5) seconds\n else\n Delete All Clones\n switch costume to (costume3 v)\n replace item (5) of [emergency status v] with [true]\n wait (2) seconds\n stop [other scripts in sprite v]\n hide\n end\nend\n\nset [npc x v] to [9650]\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC6 (FireFighter)\n\nwhen flag clicked\nset y to (10)\nset [npc x v] to [12025]\npoint in direction (90)\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n if <(Player) = [3]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of ((ScrollX) - (NPC X)) ) < [100]> then\n if <(Click Amount) > [0]> then\n change [click amount v] by (-1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [click amount v] to [10]\nforever\n if <(Click Amount) > [0]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n switch costume to (costume2 v)\n wait (0.05) seconds\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n end\n else\n if <(Click Amount) < [1]> then\n hide\n replace item (6) of [emergency status v] with [true]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC7 (Nurse)\n\nwhen flag clicked\nset [click amount v] to [0]\nforever\n if <(Click Amount) < [10]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\n end\n else\n if <(Click Amount) > [9]> then\n switch costume to (costume3 v)\n replace item (7) of [emergency status v] with [true]\n wait (2.5) seconds\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nset y to (-131)\nset [npc x v] to [13475]\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n if <(Player) = [2]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of (distance to [player v]) ) < [125]> then\n if <(Click Amount) < [10]> then\n change [click amount v] by (1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC8 (Nurse)\n\nwhen flag clicked\nset [click amount v] to [0]\nforever\n if <(Click Amount) < [10]> then\n if <not <([abs v] of ((NPC X) - (ScrollX)) ) > [240]>> then\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\n end\n else\n if <(Click Amount) > [9]> then\n switch costume to (costume3 v)\n replace item (8) of [emergency status v] with [true]\n wait (2.5) seconds\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nset y to (-131)\nset [npc x v] to [14850]\nforever\n set x to ((NPC X) - (ScrollX))\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n if <(Player) = [2]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <([abs v] of (distance to [player v]) ) < [125]> then\n if <(Click Amount) < [10]> then\n change [click amount v] by (1)\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n@NPC8 (Nurse)2\n\nwhen flag clicked\nset y to (-50)\nset [npc x v] to [15375]\nhide\nwait (1) seconds\nforever\n set x to ((NPC X) - (ScrollX))\n if <<<not <[emergency status v] contains [false]?>> and <touching (player v)?>> and <(Player) = [0]>> then\n broadcast (end v)\n stop [this script v]\n end\n if <([abs v] of ((NPC X) - (ScrollX)) ) > [240]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n set x to ((NPC X) - (ScrollX))\nend\n\n\n\n@Title Card\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (50)\npoint in direction (90)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\n set size to ((([cos v] of ((timer) * (150)) ) * (10)) + (90)) %\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Play Button\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-50)\npoint in direction (90)\nset size to (80) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Fade In v) and wait\n broadcast (setup v) and wait\n broadcast (Play v)\n hide\n broadcast (Fade Out v) and wait\n stop [this script v]\n end\n else\n set size to (80) %\n end\nend\n\n@Fade In/Out\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [fade in v]\nhide\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (12)\n change [ghost v] effect by ((100) / (-12))\nend\nclear graphic effects\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [fade out v]\nshow\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (0)\nshow\nrepeat (12)\n change [ghost v] effect by ((100) / (12))\nend\nclear graphic effects\nset [ghost v] effect to (100)\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\nshow\n\n
Journey to 700 - A Story Platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Vexento - Lights v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-204) y: (-107)\nhide\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\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 (#e5e5e5)?> then\n change y by (1)\n if <touching color (#e5e5e5)?> then\n change y by (1)\n if <touching color (#e5e5e5)?> then\n change y by (1)\n if <touching color (#e5e5e5)?> then\n change y by (1)\n if <touching color (#e5e5e5)?> then\n change y by (1)\n if <touching color (#e5e5e5)?> then\n change y by (1)\n if <touching color (#e5e5e5)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n change x by ((x) * (-1))\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 (#e5e5e5)?> 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 (#e5e5e5)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#a8a892)?> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#99ffbb)?> or <touching color (#ccffdd)?>> then\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (-204) y: (-107)\n set [ghost v] effect to (0)\n set [yvelocity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffe9cc)?> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-207) y: (-107)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#ccd8ff)?> then\n set [y v] to [-30]\n end\nend\n\nwhen I receive [start v]\nwait (2) seconds\ngo to x: (-207) y: (-107)\nshow\n\nwhen [r v] key pressed\ngo to x: (-204) y: (-107)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [going back... v]\nswitch costume to (costume10 v)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nrepeat (8)\n switch costume to ((costume [number v]) - (1))\n wait (0.5) seconds\nend\nbroadcast (Start v)\nclear graphic effects\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\nbroadcast (Going Back... v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
Fidget Factory\nhttps://scratch.mit.edu/projects/245177968/\n\n✰Welcome to Journey to 700!\n✰This is a story platformer about my Scratch Journey!\n✰Try your best to read it!\n✰Arrow to move\n✰"r" to restart\n✰Don't touch the Slime!!!\n✰You'll figure out the rest!\n✰Haha... Play to the end to figure something out...
The Ghunough 2: The Elemental Crystal
@Stage\n\nwhen flag clicked\nerase all\nset volume to (100) %\nset [delete clones v] to [0]\nset [level v] to [1]\nswitch backdrop to ((Level) + (1))\n\nwhen I receive [new level v]\nchange [deaths v] by (1)\nset [delete clones v] to [1]\nswitch backdrop to (backdrop3 v)\nwait (0.02) seconds\nset [delete clones v] to [0]\nswitch backdrop to ((Level) + (1))\nbroadcast (level set up v)\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen flag clicked\nforever\n play sound [jungle music v] until done\nend\n\nwhen backdrop switches to [backdrop12 v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in stage v]\n\nwhen backdrop switches to [backdrop13 v]\nrepeat (150)\n change volume by (0.75)\nend\nset volume to (100) %\n\nwhen [s v] key pressed\nif <(username) = [Will_Wam]> then\n change [level v] by (-1)\n broadcast (new level v) and wait\nend\n\nwhen backdrop switches to [backdrop18 v]\nset volume to (0) %\nstop all sounds\nwait (8) seconds\nset volume to (0) %\nstop all sounds\nrepeat (20)\n change volume by (5)\nend\n\nwhen [q v] key pressed\nif <(username) = [Will_Wam]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [17]\n set [ulocked elements v] to [3]\n broadcast (new level v) and wait\nend\n\nwhen [r v] key pressed\nif <not <(backdrop [number v]) = [55]>> then\n broadcast (new level v) and wait\nend\n\nset volume to (100) %\n\nset volume to (0) %\n\nwhen backdrop switches to [backdrop22 v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in stage v]\n\nwhen backdrop switches to [backdrop13 v]\nforever\n play sound [mysterious evil boss v] until done\nend\n\nwhen backdrop switches to [backdrop23 v]\nrepeat (50)\n change volume by (2)\nend\n\nwhen backdrop switches to [backdrop23 v]\nforever\n play sound [Waves v] until done\nend\n\nwhen backdrop switches to [backdrop33 v]\nstop [other scripts in stage v]\nset volume to (0) %\nstop all sounds\nwait (4) seconds\nset volume to (100) %\nstop all sounds\nforever\n play sound [tsunamichuta music v] until done\nend\n\nwhen backdrop switches to [backdrop36 v]\nstop [other scripts in stage v]\nbroadcast (music up 1 v)\nstop all sounds\nset volume to (0) %\nforever\n play sound [forest v] until done\nend\n\nwhen I receive [gate 2 down v]\nstop all sounds\nset volume to (0) %\n\nwhen [w v] key pressed\nif <(username) = [Will_Wam]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [19]\n set [ulocked elements v] to [3]\n broadcast (new level v) and wait\nend\n\nwhen [e v] key pressed\nif <(username) = [Will_Wam]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [34]\n set [ulocked elements v] to [4]\n broadcast (new level v) and wait\nend\n\nwhen I receive [music up 1 v]\nrepeat (50)\n change volume by (2)\nend\nset volume to (100) %\n\nwhen backdrop switches to [backdrop43 v]\nset volume to (0) %\nstop [other scripts in stage v]\nbroadcast (music up 2 v)\nstop all sounds\nset volume to (0) %\nforever\n play sound [tsunamichuta music v] until done\nend\n\nwhen I receive [music up 2 v]\nwait (4) seconds\nrepeat (50)\n change volume by (2)\nend\nset volume to (100) %\n\nwhen [t v] key pressed\nif <(username) = [Will_Wam]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [44]\n set [ulocked elements v] to [4]\n broadcast (new level v) and wait\nend\n\nif <(username) = [Will_Wam]> then\nend\n\nwhen backdrop switches to [backdrop42 v]\nset volume to (0) %\nstop [other scripts in stage v]\nbroadcast (music up 1 v)\nstop all sounds\nset volume to (0) %\n\nwhen backdrop switches to [backdrop44 v]\nset volume to (0) %\nstop [other scripts in stage v]\nbroadcast (music up 1 v)\nstop all sounds\nset volume to (0) %\n\nwhen backdrop switches to [backdrop45 v]\nset volume to (0) %\nstop [other scripts in stage v]\nbroadcast (music up 1 v)\nstop all sounds\nset volume to (0) %\nforever\n play sound [Stage Three v] until done\nend\n\nwhen [y v] key pressed\nif <(username) = [Will_Wam]> then\n set [already startud bro v] to [0]\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [54]\n set [ulocked elements v] to [4]\n broadcast (new level v) and wait\nend\n\nwhen backdrop switches to [backdrop53 v]\nset volume to (0) %\nstop [other scripts in stage v]\nstop all sounds\nset volume to (0) %\n\nwhen [u v] key pressed\nif <(username) = [Will_Wam]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [level v] to [55]\n set [ulocked elements v] to [4]\n broadcast (new level v) and wait\nend\n\nwhen backdrop switches to [backdrop32 v]\nstop [other scripts in stage v]\nstart sound [Waves v]\n\nwhen [a v] key pressed\nif <(username) = [Will_Wam]> then\n change [level v] by (1)\n broadcast (new level v) and wait\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-224) y: (-134)\nset [yv v] to [0]\nset [xv v] to [0]\nshow\nforever\n if <(able to move) = [1]> then\n change [yv v] by (-0.7)\n if <key (right arrow v) pressed?> then\n if <not <touching color (#7cceff)?>> then\n change [xv v] by (0.7)\n end\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n if <not <touching color (#7cceff)?>> then\n change [xv v] by (-0.7)\n end\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (sprite3 v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (sprite3 v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (sprite3 v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (sprite3 v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (sprite3 v)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching (sprite3 v)?> or <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 (sprite3 v)?> or <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 (sprite3 v)?> or <touching color (#000000)?>> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#7cceff)?>> then\n set [yv v] to [12]\n else\n set [yv v] to [6]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nset [moving v] to [0]\nforever\n if <(y position) > [177]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#7cceff)?> then\n set [message help v] to [1]\n if then\n broadcast (new level v)\n end\n set size to (300) %\n change y by (-5)\n if <color (#0f4c00) is touching (#7cceff)?> then\n change [yv v] by (0.5)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n start sound [recording2 v]\n set [yv v] to [10]\n set size to (120) %\n wait (1) seconds\n end\n end\n change y by (5)\n set size to (120) %\n if <key (up arrow v) pressed?> then\n if <(Selected Element) = [2]> then\n change [yv v] by (0.9)\n else\n change [yv v] by (0.7)\n end\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(Selected Element) = [2]> then\n change [xv v] by (-0.6)\n else\n change [xv v] by (-0.3)\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(Selected Element) = [2]> then\n change [xv v] by (0.6)\n else\n change [xv v] by (0.3)\n end\n end\n set [yv v] to ((Yv) * (0.9))\n end\n if <not <touching color (#7cceff)?>> then\n set [message help v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (new level v)\n wait (1) seconds\n else\n end\n if <(y position) < [-177]> then\n broadcast (new level v)\n wait (0.5) seconds\n else\n end\nend\n\nif then\nend\n\nset size to (4578) %\n\nset size to (300) %\n\nset size to (120) %\n\nchange [xv v] by (0.3)\n\nchange y by (-10)\n\nwhen backdrop switches to [backdrop19 v]\nforever\n switch costume to (Selected Element)\nend\n\nchange [ulocked elements v] by (1)\n\nset size to (120) %\n\nwhen backdrop switches to [backdrop17 v]\nforever\n switch costume to (Selected Element)\nend\n\nwhen backdrop switches to [backdrop9 v]\nforever\n switch costume to (Selected Element)\nend\n\nset [level v] to [1]\nbroadcast (new level v)\n\nchange [level v] by (1)\nbroadcast (new level v)\n\nwhen backdrop switches to [backdrop34 v]\nforever\n switch costume to (Selected Element)\nend\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-214) y: (-136)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-216) y: (107)\n\nwhen backdrop switches to [backdrop3 real v]\ngo to x: (-226) y: (95)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-214) y: (-134)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-220) y: (41)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-219) y: (-148)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-219) y: (51)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-227) y: (133)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-220) y: (100)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-223) y: (-93)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-229) y: (83)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-222) y: (30)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-224) y: (-50)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-225) y: (0)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-220) y: (162)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (-222) y: (-112)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-225) y: (64)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-227) y: (65)\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-223) y: (61)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (-222) y: (-105)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-222) y: (-110)\n\nwhen backdrop switches to [backdrop22 v]\ngo to x: (-222) y: (-128)\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (-225) y: (-31)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (-224) y: (-114)\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (-224) y: (85)\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (-226) y: (-114)\n\nwhen backdrop switches to [backdrop27 v]\ngo to x: (-222) y: (59)\n\nwhen backdrop switches to [backdrop28 v]\ngo to x: (-224) y: (-132)\n\nwhen backdrop switches to [backdrop29 v]\ngo to x: (-226) y: (110)\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (-226) y: (-127)\n\nwhen backdrop switches to [backdrop31 v]\ngo to x: (-225) y: (110)\n\nwhen backdrop switches to [backdrop32 v]\ngo to x: (-225) y: (-136)\n\nwhen backdrop switches to [backdrop33 v]\ngo to x: (-225) y: (-129)\n\nwhen backdrop switches to [backdrop34 v]\ngo to x: (-225) y: (-136)\n\nwhen backdrop switches to [backdrop36 v]\ngo to x: (-225) y: (-136)\n\nwhen backdrop switches to [backdrop35 v]\ngo to x: (-225) y: (-129)\n\nwhen backdrop switches to [backdrop37 v]\ngo to x: (-226) y: (-118)\n\nwhen backdrop switches to [backdrop38 v]\ngo to x: (-229) y: (-122)\n\nwhen backdrop switches to [backdrop39 v]\ngo to x: (-227) y: (-13)\n\nwhen backdrop switches to [backdrop40 v]\ngo to x: (-228) y: (-94)\n\nwhen backdrop switches to [backdrop41 v]\ngo to x: (-225) y: (68)\n\nwhen backdrop switches to [backdrop42 v]\ngo to x: (-225) y: (-121)\n\nwhen backdrop switches to [backdrop43 v]\ngo to x: (-225) y: (-99)\n\nwhen backdrop switches to [backdrop44 v]\ngo to x: (-225) y: (-93)\n\nwhen backdrop switches to [backdrop45 v]\ngo to x: (-227) y: (22)\n\nwhen backdrop switches to [backdrop46 v]\ngo to x: (-226) y: (30)\n\nwhen backdrop switches to [backdrop47 v]\ngo to x: (-227) y: (-117)\n\nwhen backdrop switches to [backdrop48 v]\ngo to x: (-229) y: (80)\n\nwhen backdrop switches to [backdrop49 v]\ngo to x: (-229) y: (-104)\n\nwhen backdrop switches to [backdrop50 v]\ngo to x: (-230) y: (96)\n\nwhen backdrop switches to [backdrop51 v]\ngo to x: (-230) y: (-128)\n\nwhen backdrop switches to [backdrop52 v]\ngo to x: (-230) y: (-132)\n\nwhen backdrop switches to [backdrop53 v]\ngo to x: (-230) y: (13)\n\nwhen flag clicked\nset [able to move v] to [1]\n\nwhen backdrop switches to [backdrop54 v]\ngo to x: (-229) y: (-66)\nif <(already startud bro) = [0]> then\n set [able to move v] to [0]\n wait (1) seconds\n repeat (60)\n change x by (4)\n end\n wait (1) seconds\n broadcast (wake up v)\nelse\n set [able to move v] to [1]\n broadcast (darkfur start fighting v)\nend\n\nwhen backdrop switches to [backdrop45 v]\nforever\n switch costume to (Selected Element)\nend\n\nwhen backdrop switches to [backdrop54 v]\nforever\n switch costume to (Selected Element)\nend\n\nwhen backdrop switches to [backdrop55 v]\ngo to x: (-226) y: (3)\n\nwhen backdrop switches to [backdrop56 v]\ngo to x: (-228) y: (15)\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nshow\nset x to (0)\nset y to (0)\nforever\n if <not <(backdrop [number v]) = (costume [number v])>> then\n switch costume to (backdrop [number v])\n end\nend\n\nforever\n go to x: (0) y: (0)\n wait (0.03) seconds\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\n wait (0.03) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\nset [message v] to [0]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nwait (2) seconds\nswitch costume to (costume1 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop4 v]\nwait (1) seconds\nswitch costume to (costume2 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop5 v]\nwait (1) seconds\nswitch costume to (costume3 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop6 v]\nwait (2.5) seconds\nswitch costume to (costume4 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop8 v]\nwait (2.5) seconds\nswitch costume to (costume5 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop9 v]\nwait (1) seconds\nswitch costume to (costume6 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop10 v]\nwait (0.5) seconds\nswitch costume to (costume7 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop11 v]\nwait (1) seconds\nswitch costume to (costume8 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop12 v]\nwait (1) seconds\nswitch costume to (costume9 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop15 v]\nwait (0.5) seconds\nswitch costume to (costume10 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop16 v]\nwait (1.5) seconds\nswitch costume to (costume11 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop17 v]\nwait (0.5) seconds\nswitch costume to (costume12 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop19 v]\nwait (1) seconds\nswitch costume to (costume13 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop23 v]\nwait (1) seconds\nswitch costume to (costume14 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop25 v]\nwait (1) seconds\nswitch costume to (costume15 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop29 v]\nwait (1) seconds\nswitch costume to (costume16 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop30 v]\nwait (1) seconds\nswitch costume to (costume17 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop32 v]\nwait (1) seconds\nswitch costume to (costume18 v)\nbroadcast (message come v)\n\nhide\n\nwhen backdrop switches to [backdrop36 v]\nwait (0.5) seconds\nswitch costume to (costume19 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop39 v]\nwait (0.5) seconds\nswitch costume to (costume20 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop41 v]\nwait (0.5) seconds\nswitch costume to (costume21 v)\nbroadcast (message come v)\n\nwhen I receive [message come v]\nset [message v] to [1]\nset [ghost v] effect to (100)\nshow\nset y to (60)\nstart sound [recording1 v]\nrepeat (10)\n change y by (-6)\n change [ghost v] effect by (-10)\nend\nrepeat until <<(delete clones) = [1]> or <key (z v) pressed?>>\n go to [front v] layer\n if <touching (sprite2 v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\nstart sound [recording1 v]\nif <(delete clones) = [1]> then\n set [message v] to [0]\n set [ghost v] effect to (100)\nelse\n repeat (10)\n change y by (6)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\nend\nset [message v] to [0]\n\nwhen I receive [message come v]\nforever\n show\n if <<<<touching (sprite2 v)?> and <touching color (#7cceff)?>> and <(message) = [1]>> and <(message help) = [1]>> then\n stop [other scripts in sprite v]\n start sound [recording1 v]\n if <(delete clones) = [1]> then\n set [message v] to [0]\n set [ghost v] effect to (100)\n else\n repeat (10)\n change y by (6)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n end\n set [message v] to [0]\n else\n show\n end\nend\n\nwhen [a v] key pressed\nstop [other scripts in sprite v]\nhide\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [backdrop46 v]\nwait (1.5) seconds\nswitch costume to (costume22 v)\nbroadcast (message come v)\n\nwhen backdrop switches to [backdrop55 v]\nwait (1.5) seconds\nswitch costume to (costume23 v)\nbroadcast (message come v)\n\n@Sprite5\n\nwhen flag clicked\nset [thizzle fire? v] to [0]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nset rotation style [all around v]\ngo to x: (148) y: (-14)\npoint in direction (85)\ncreate clone of (_myself_ v)\n\npoint in direction (90)\n\ngo to x: (148) y: (-14)\nshow\n\nbroadcast (new level v)\n\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop7 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (192) y: (0)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop7 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (190) y: (70)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop7 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (190) y: (-71)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop11 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-22) y: (-92)\ncreate clone of (_myself_ v)\ngo to x: (70) y: (3)\ncreate clone of (_myself_ v)\ngo to x: (192) y: (109)\ncreate clone of (_myself_ v)\n\nstop [other scripts in sprite v]\n\nbroadcast (new level v)\n\nswitch costume to ((costume [number v]) - (1))\n\nif <(thizzle fire?) = [0]> then\n if <(thizzle fire?) = [0]> then\n else\n switch costume to (costume1 v)\n end\nelse\n switch costume to (costume1 v)\nend\n\ndelete this clone\n\nif <not <color (#520000) is touching (#000000)?>> then\nend\n\nchange size by (-20)\n\nwait (2.3283064365386963e-10) seconds\n\nif <(thizzle fire?) = [0]> then\nelse\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nshow\nset size to (30) %\nswitch costume to (costume1 v)\nforever\n wait (pick random (1.9) to (2.1)) seconds\n repeat (7)\n next costume\n end\n start sound [recording2 v]\n repeat (10)\n switch costume to (costume9 v)\n wait (0.05) seconds\n switch costume to (costume10 v)\n wait (0.05) seconds\n switch costume to (costume11 v)\n wait (0.05) seconds\n end\n switch costume to (costume8 v)\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [3]>>> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching color (#3aa2a9)?> then\n if <not <color (#ff9400) is touching (#38a0a7)?>> then\n set [thizzle smoke v] to ((x position) - (0))\n set [thizzle smoke y v] to ((y position) - (10))\n broadcast (thizzle smoke v)\n repeat (3)\n switch costume to (costume12 v)\n end\n delete this clone\n end\n end\nend\n\nset [ulocked elements v] to [2]\nset [water power v] to [1]\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-43) y: (-8)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-129) y: (15)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop14 v]\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (71) y: (116)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (182) y: (-133)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop22 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (99) y: (-65)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop17 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-229) y: (-118)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop27 v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-92) y: (71)\ncreate clone of (_myself_ v)\ngo to x: (125) y: (71)\ncreate clone of (_myself_ v)\ngo to x: (179) y: (-129)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-102) y: (-8)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop47 v]\nset rotation style [left-right v]\ngo to x: (3) y: (18)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\n@Sprite6\n\nwhen flag clicked\nset [ulocked elements v] to [1]\nset [water power v] to [0]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nset size to (100) %\ngo to x: (1) y: (-109)\nclear graphic effects\nrepeat until <touching (sprite2 v)?>\nend\nset [water power v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\nchange [ulocked elements v] by (1)\nstop [other scripts in sprite v]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nset size to (75) %\nshow\nclear graphic effects\nrepeat until <(Water power) = [1]>\n go to (sprite6 v)\n go [backward v] (1) layers\n set [ghost v] effect to (50)\n set size to (75) %\n if <(delete clones) = [1]> then\n hide\n stop [this script v]\n end\n turn right (3) degrees\nend\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (5)\n turn right (15) degrees\nend\n\nwhen backdrop switches to [backdrop8 v]\nset [water power v] to [0]\n\n@Sprite8\n\nwhen flag clicked\nset [selected element v] to [1]\nhide\n\nwhen I receive [element bar v]\nwait (3) seconds\nforever\n if <key (x v) pressed?> then\n if <(Selected Element) < ((Ulocked elements) - (0.99))> then\n change [selected element v] by (1)\n else\n set [selected element v] to [1]\n end\n broadcast (light ring v)\n wait until <not <key (x v) pressed?>>\n end\nend\n\nwhen I receive [element bar v]\nset [ghost v] effect to (100)\nshow\ngo to x: (-4) y: (-4)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (sprite2 v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\n switch costume to (Selected Element)\n go to [front v] layer\nend\n\nwhen I receive [rowal deh leturz! v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nwait until <(backdrop [number v]) > [8]>\nbroadcast (element bar v)\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [light ring v]\ngo to (sprite2 v)\nset size to (50) %\nclear graphic effects\nswitch costume to (Selected Element)\nshow\nrepeat (10)\n turn right (15) degrees\n change [ghost v] effect by (10)\n change size by (3)\n go to (sprite2 v)\nend\nhide\n\n@Sprite10\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n if <(delete clones) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nstop [other scripts in sprite v]\nbroadcast (villager v)\nset rotation style [left-right v]\ngo to x: (35) y: (-103)\nshow\nclear graphic effects\nforever\n wait until <(distance to [sprite2 v]) < [50]>\n go to x: (35) y: (-103)\n repeat (8)\n start sound (pick random (6) to (4))\n wait (0.08) seconds\n point towards (sprite2 v)\n end\n switch costume to (costume2 v)\n wait (0.4) seconds\n repeat (10)\n start sound (pick random (6) to (4))\n wait (0.08) seconds\n point towards (sprite2 v)\n end\n wait (0.5) seconds\n wait until <not <(distance to [sprite2 v]) < [50]>>\nend\n\nwhen I receive [villager die v]\nset rotation style [all around v]\npoint in direction (90)\nif <(direction) = [90]> then\n repeat (10)\n turn right (9) degrees\n end\nelse\n repeat (10)\n turn right (-9) degrees\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [villager v]\nforever\n wait until <(distance to [sprite2 v]) < [50]>\n say [That's a deep pit! Make sure you don't fall in!] for (((0.64) + (0.8)) + (0.9)) seconds\n wait (0.5) seconds\n wait until <not <(distance to [sprite2 v]) < [50]>>\nend\n\nwhen I receive [villager v]\nforever\n wait until <(distance to [sprite2 v]) < [50]>\n repeat (4)\n switch costume to (costume2 v)\n wait (0.08) seconds\n switch costume to (costume3 v)\n wait (0.08) seconds\n end\n switch costume to (costume2 v)\n wait (0.4) seconds\n repeat (5)\n switch costume to (costume2 v)\n wait (0.08) seconds\n switch costume to (costume3 v)\n wait (0.08) seconds\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\n wait until <not <(distance to [sprite2 v]) < [50]>>\nend\n\nwhen I receive [villager v]\nset rotation style [left-right v]\nforever\n if <(delete clones) = [1]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Sprite11\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <(Selected Element) = [2]> then\n if <(able to move) = [1]> then\n if <<key (space v) pressed?> or <key (down arrow v) pressed?>> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n wait until <<not <key (space v) pressed?>> and <not <key (down arrow v) pressed?>>>\n end\n end\n end\nend\n\nwhen I start as a clone\nstart sound [recording3 v]\nset size to (50) %\ngo to (sprite2 v)\npoint in direction ([direction v] of [sprite2 v])\nshow\nrepeat until <<touching (lord darkfur v)?> or <<<<<<<<touching (sprite3 v)?> or <<touching color (#000000)?> and <not <touching (sprite2 v)?>>>> or <touching (_edge_ v)?>> or <touching (sprite10 v)?>> or <touching (sprite16 v)?>> or <touching color (#c00d01)?>> or <touching color (#008c2e)?>> or <touching color (#4f2800)?>>>\n move (7) steps\nend\nif <touching (sprite16 v)?> then\n broadcast (Ardethantos OUCH!! v)\nend\nif <touching (lord darkfur v)?> then\n if <(darkfur hitable) = [1]> then\n broadcast (hurt darkfur OUCH!!! v)\n end\nend\nmove (7) steps\nwait (0.05) seconds\nif <touching (sprite10 v)?> then\n broadcast (villager die v)\n delete this clone\nelse\n if <touching (_edge_ v)?> then\n delete this clone\n else\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n end\nend\ndelete this clone\n\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nset size to (20) %\nclear graphic effects\nhide\n\nwhen I receive [thizzle smoke v]\nset size to (pick random (20) to (30)) %\ngo to x: (thizzle smoke) y: (thizzle smoke y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nstart sound [recording2 v]\nrepeat (10)\n change size by (1)\n change y by (3)\n change [ghost v] effect by (10)\n turn right (15) degrees\nend\ndelete this clone\n\nrepeat (5)\nend\n\nwait (0.03) seconds\n\n@Sprite14\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n if <(Selected Element) = [3]> then\n if <(able to move) = [1]> then\n if <<key (space v) pressed?> or <key (down arrow v) pressed?>> then\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n start sound [recording2 v]\n wait (1) seconds\n wait until <not <<not <key (space v) pressed?>> and <not <key (down arrow v) pressed?>>>>\n end\n end\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (0.03) seconds\nend\n\nchange [ulocked elements v] by (1)\n\nwhen I start as a clone\nset size to (50) %\ngo to (sprite2 v)\nshow\nrepeat until <<touching (lord darkfur v)?> or <<touching (sprite33 v)?> or <<<<<<<touching (sprite3 v)?> or <<touching color (#000000)?> and <not <touching (sprite2 v)?>>>> or <touching (_edge_ v)?>> or <touching (sprite10 v)?>> or <touching color (#006622)?>> or <touching color (#4f2800)?>> or <touching color (#7cceff)?>>>>\n move (5) steps\nend\nif <touching (sprite33 v)?> then\n if <(bOSS 3 HITABLE) = [1]> then\n broadcast (boss 3 OUCH!!! v)\n end\nend\nif <touching (lord darkfur v)?> then\n if <(darkfur hitable) = [1]> then\n broadcast (hurt darkfur OUCH!!! v)\n end\nend\nset rotation style [all around v]\nmove (7) steps\nwait (0.05) seconds\nif <touching (sprite10 v)?> then\n broadcast (villager die v)\n delete this clone\nelse\n if <touching (_edge_ v)?> then\n delete this clone\n else\n repeat (10)\n change size by (1)\n change [ghost v] effect by (10)\n turn right (40) degrees\n end\n end\nend\ndelete this clone\n\npoint in direction ([direction v] of [sprite2 v])\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset [ulocked elements v] to [1]\nset [fire power v] to [0]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nshow\nset size to (100) %\ngo to x: (-15) y: (-40)\nclear graphic effects\nrepeat until <touching (sprite2 v)?>\nend\nset [fire power v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\nchange [ulocked elements v] by (1)\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop15 v]\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nset size to (100) %\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nset size to (75) %\nshow\nclear graphic effects\nrepeat until <(fire power) = [1]>\n go to (sprite13 v)\n go [backward v] (1) layers\n set [ghost v] effect to (50)\n set size to (75) %\n if <(delete clones) = [1]> then\n hide\n stop [this script v]\n end\n turn right (3) degrees\nend\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (5)\n turn right (15) degrees\nend\n\nwhen backdrop switches to [backdrop15 v]\nset [fire power v] to [0]\n\n@Phytogoop\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [phyto yv v] to [0]\nforever\n switch costume to (costume1 v)\n wait (0.5) seconds\n repeat until <not <touching (sprite3 v)?>>\n change [phyto yv v] by (1)\n change y by (phyto yv)\n end\n repeat until <touching (sprite3 v)?>\n change [phyto yv v] by (1)\n change y by (phyto yv)\n end\n start sound (pick random (1) to (4))\n set [phyto yv v] to [0]\n if <touching (sprite3 v)?> then\n change y by (-4)\n if <touching (sprite3 v)?> then\n change y by (-4)\n if <touching (sprite3 v)?> then\n change y by (-4)\n if <touching (sprite3 v)?> then\n change y by (-4)\n end\n end\n end\n end\n change y by (4)\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat until <not <touching (sprite3 v)?>>\n change [phyto yv v] by (-1)\n change y by (phyto yv)\n end\n repeat until <touching (sprite3 v)?>\n change [phyto yv v] by (-1)\n change y by (phyto yv)\n end\n set [phyto yv v] to [0]\n start sound (pick random (1) to (4))\n if <touching (sprite3 v)?> then\n change y by (4)\n if <touching (sprite3 v)?> then\n change y by (4)\n if <touching (sprite3 v)?> then\n change y by (4)\n if <touching (sprite3 v)?> then\n change y by (4)\n end\n end\n end\n end\n change y by (-4)\nend\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [left-right v]\nshow\nforever\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [4]>>> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching color (#ff5102)?> then\n set [phyto death y v] to (y position)\n set [phyto death x v] to (x position)\n broadcast (phyto die v)\n repeat (5)\n switch costume to (costume3 v)\n wait (0.05) seconds\n end\n delete this clone\n end\nend\n\npoint in direction (90)\n\nchange y by (((phyto yv) * (-1)) / (2))\nchange y by (((phyto yv) * (-1)) / (2))\nchange y by ((phyto yv) * (-1))\n\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\n\nswitch costume to (costume2 v)\nturn right (10) degrees\n\nset rotation style [all around v]\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-110) y: (-4)\npoint in direction (90)\ncreate clone of (_myself_ v)\ngo to x: (122) y: (-129)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (-124) y: (-108)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (80)\nend\n\npoint in direction (90)\ncreate clone of (_myself_ v)\ngo to x: (122) y: (-129)\npoint in direction (-90)\n\nwhen backdrop switches to [backdrop22 v]\ngo to x: (-32) y: (-123)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-86) y: (-106)\npoint in direction (-90)\ncreate clone of (_myself_ v)\ngo to x: (123) y: (-129)\ncreate clone of (_myself_ v)\ngo to x: (34) y: (62)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop35 v]\ngo to x: (15) y: (-119)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop50 v]\ngo to x: (-49) y: (-106)\npoint in direction (-90)\ncreate clone of (_myself_ v)\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nstart sound [recording2 v]\n\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop18 v]\nset [ardethantos missle v] to [0]\nset [ardethantos being hurt v] to [0]\nset [ardethantos able to hit v] to [0]\nclear graphic effects\nset [ardethantos hp v] to [10]\npoint in direction (90)\ngo to x: (-9) y: (51)\nswitch costume to (costume1 v)\nset size to (45) %\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (4)\n next costume\n wait (0.06) seconds\nend\nwait (1) seconds\nswitch costume to (costume6 v)\nplay sound [recording1 v] until done\nswitch costume to (costume5 v)\nset [ardethantos move v] to [1]\nset [ardethantos able to hit v] to [1]\nforever\n wait (1) seconds\n if <(Ardethantos move) = [1]> then\n repeat (17)\n create clone of (sprite18 v)\n wait (0.2) seconds\n end\n wait (10) seconds\n end\n if <(Ardethantos move) = [2]> then\n repeat (8)\n create clone of (sprite19 v)\n wait (0.05) seconds\n end\n wait (5) seconds\n end\n if <(Ardethantos move) = [4]> then\n repeat (pick random (20) to (10))\n create clone of (sprite20 v)\n wait (0.2) seconds\n end\n wait (5) seconds\n end\n if <(Ardethantos move) = [3]> then\n broadcast (transform: cannon v) and wait\n end\n set [ardethantos move v] to (pick random (1) to (4))\nend\n\nset [ardethantos hp v] to [3]\n\nwhen I receive [transform: cannon v]\nif <(ardethantos being hurt) = [0]> then\n set [ardethantos missle v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n change size by (-2)\n end\n set size to (25) %\n go to x: (-9) y: (51)\n switch costume to (costume7 v)\n clear graphic effects\n stamp\n switch costume to (costume8 v)\n repeat (200)\n point towards (sprite2 v)\n end\n set [missle speed v] to [-1]\n repeat until <<touching (_edge_ v)?> or <<touching (sprite2 v)?> and <not <(Selected Element) = [3]>>>>\n change [missle speed v] by (1)\n move (missle speed) steps\n end\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [3]>>> then\n erase all\n hide\n set [level v] to [17]\n broadcast (new level v)\n stop [other scripts in sprite v]\n stop [this script v]\n else\n move (missle speed) steps\n hide\n wait (1) seconds\n go to x: (270) y: (-212)\n erase all\n point in direction (90)\n go to x: (-9) y: (101)\n switch costume to (costume5 v)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (-5)\n change size by (2)\n end\n clear graphic effects\n end\n set [ardethantos missle v] to [0]\nend\n\nwhen I receive [ardethantos ouch!! v]\nif <<<(ardethantos being hurt) = [0]> and <(Ardethantos missle) = [0]>> and <(ardethantos able to hit) = [1]>> then\n set [ardethantos being hurt v] to [1]\n set [ardethantos move v] to [0]\n change [ardethantos hp v] by (-1)\n switch costume to (costume6 v)\n set [ghost v] effect to (60)\n change x by (5)\n start sound [recording4 v]\n repeat (10)\n change x by (-10)\n wait (0.05) seconds\n change x by (10)\n wait (0.05) seconds\n end\n go to x: (-9) y: (51)\n wait (3) seconds\n clear graphic effects\n set [ardethantos being hurt v] to [0]\nelse\n wait (2) seconds\n go to x: (-9) y: (51)\n clear graphic effects\n set [ardethantos being hurt v] to [0]\nend\n\nbroadcast (xtreme mega shadow balls v) and wait\nbroadcast (mega shadow balls v) and wait\n\nwhen backdrop switches to [backdrop18 v]\nwait (10) seconds\nwait until <(Ardethantos HP) < [0.1]>\nset [ardethantos able to hit v] to [0]\nstop [other scripts in sprite v]\ngo to x: (-9) y: (51)\nclear graphic effects\nshow\nswitch costume to (costume5 v)\nwait (1) seconds\nswitch costume to (costume6 v)\nplay sound [recording2 v] until done\nswitch costume to (costume5 v)\nwait (1) seconds\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\nrepeat (10)\n turn right (30) degrees\n change [ghost v] effect by (10)\nend\nbroadcast (open gate v)\nforever\n hide\nend\n\nwhen I receive [shtop v]\nerase all\nhide\nset [level v] to [17]\nbroadcast (new level v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen I receive [open gate v]\nswitch costume to (costume2 v)\nrepeat (32)\n change y by (-3)\nend\nhide\n\n@Sprite18\n\nwhen I start as a clone\nstart sound [recording1 v]\nswitch costume to (costume1 v)\nset size to (0) %\ngo to (sprite16 v)\ngo to [front v] layer\nshow\npoint in direction (90)\nrepeat (50)\n change size by (1)\nend\nrepeat (30)\n change y by (3)\nend\ngo to (sprite16 v)\nswitch costume to (costume2 v)\nrepeat (pick random (200) to (300))\n turn right (3) degrees\nend\nturn right (-90) degrees\nswitch costume to (costume1 v)\nmove (90) steps\nrepeat until <touching (_edge_ v)?>\n move (7) steps\nend\nrepeat (10)\n change size by (-10)\n move (7) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nforever\nend\n\nwhen I receive [mega shadow balls v]\n\nrepeat (17)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nwait (10) seconds\n\nstop [this script v]\n\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [3]>>> then\n erase all\n hide\n set [level v] to [17]\n broadcast (new level v)\n broadcast (shtop v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite19\n\nwhen I start as a clone\nstart sound [recording1 v]\nswitch costume to (costume1 v)\nset size to (0) %\ngo to (sprite16 v)\ngo to [front v] layer\nshow\npoint in direction (90)\nrepeat (50)\n change size by (1)\nend\nrepeat (30)\n change y by (3)\nend\ngo to (sprite16 v)\nswitch costume to (costume2 v)\nrepeat (pick random (200) to (100))\n turn right (3) degrees\nend\nturn right (-90) degrees\nswitch costume to (costume1 v)\nmove (90) steps\nrepeat until <touching (_edge_ v)?>\n move (7) steps\nend\nrepeat (10)\n change size by (-10)\n move (7) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nforever\nend\n\nwhen I receive [xtreme mega shadow balls v]\n\nrepeat (8)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nwait (5) seconds\n\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [3]>>> then\n erase all\n hide\n set [level v] to [17]\n broadcast (new level v)\n broadcast (shtop v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@Sprite20\n\nwhen I start as a clone\ngo to (sprite16 v)\npoint towards (sprite2 v)\nclear graphic effects\nshow\nset size to (pick random (50) to (30)) %\nstart sound [recording1 v]\nrepeat until <touching (_edge_ v)?>\n move (3) steps\nend\nrepeat (5)\n move (3) steps\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [3]>>> then\n erase all\n hide\n set [level v] to [17]\n broadcast (new level v)\n broadcast (shtop v)\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nturn left (45) degrees\n\n@Sprite21\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\nhide variable [ardethantos hp v]\nhide variable [tsunamichuta hp v]\nhide variable [boss 3 hp v]\nhide variable [darkfur hp v]\n\nwhen backdrop switches to [backdrop18 v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (-9) y: (154)\npoint in direction (90)\nshow\ngo to [front v] layer\nshow variable [ardethantos hp v]\nwait (5) seconds\nwait until <(Ardethantos HP) < [0.1]>\nhide variable [ardethantos hp v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nshow\nshow variable [ardethantos hp v]\nset [ardethantos hp v] to [0]\n\nwhen backdrop switches to [backdrop32 v]\nhide\nclear graphic effects\nset size to (100) %\nhide variable [tsunamichuta hp v]\n\nwhen backdrop switches to [backdrop33 v]\nclear graphic effects\nswitch costume to (costume2 v)\ngo to x: (-9) y: (154)\npoint in direction (90)\nshow\ngo to [front v] layer\nshow variable [tsunamichuta hp v]\nwait (5) seconds\nwait until <(tsunamichuta HP) < [0.1]>\nhide variable [tsunamichuta hp v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\nclear graphic effects\nset size to (100) %\nhide variable [ardethantos hp v]\n\nwhen backdrop switches to [backdrop42 v]\nhide\nclear graphic effects\nset size to (100) %\nhide variable [boss 3 hp v]\n\nwhen backdrop switches to [backdrop53 v]\nhide\nclear graphic effects\nset size to (100) %\nhide variable [darkfur hp v]\n\nwhen backdrop switches to [backdrop43 v]\nclear graphic effects\nswitch costume to (costume3 v)\ngo to x: (-9) y: (154)\npoint in direction (90)\nshow\ngo to [front v] layer\nshow variable [boss 3 hp v]\nwait (5) seconds\nwait until <(boss 3 HP) < [0.1]>\nhide variable [boss 3 hp v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [darkfur start fighting v]\nclear graphic effects\nswitch costume to (costume4 v)\ngo to x: (-9) y: (154)\npoint in direction (90)\nshow\ngo to [front v] layer\nshow variable [darkfur hp v]\nwait (5) seconds\nwait until <(darkfur HP) < [0.1]>\nhide variable [darkfur hp v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Sprite22\n\nwhen flag clicked\nset size to (20) %\nclear graphic effects\nhide\n\nwhen I receive [phyto die v]\nset size to (pick random (50) to (30)) %\ngo to x: (phyto death x) y: (phyto death y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nstart sound [recording3 v]\nrepeat (10)\n change size by (1)\n change y by (3)\n change [ghost v] effect by (10)\n turn right (15) degrees\nend\ndelete this clone\n\nrepeat (5)\nend\n\nwait (0.03) seconds\n\n@Petrigoop\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [phyto yv v] to [0]\nforever\n switch costume to (costume1 v)\n wait (0.6) seconds\n repeat until <not <touching (sprite3 v)?>>\n change [phyto yv v] by (1)\n change y by (phyto yv)\n end\n repeat until <touching (sprite3 v)?>\n change [phyto yv v] by (1)\n change y by (phyto yv)\n end\n start sound (pick random (1) to (5))\n set [phyto yv v] to [0]\n if <touching (sprite3 v)?> then\n change y by (-4)\n if <touching (sprite3 v)?> then\n change y by (-4)\n if <touching (sprite3 v)?> then\n change y by (-4)\n if <touching (sprite3 v)?> then\n change y by (-4)\n end\n end\n end\n end\n change y by (4)\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat until <not <touching (sprite3 v)?>>\n change [phyto yv v] by (-1)\n change y by (phyto yv)\n end\n repeat until <touching (sprite3 v)?>\n change [phyto yv v] by (-1)\n change y by (phyto yv)\n end\n set [phyto yv v] to [0]\n start sound (pick random (1) to (5))\n if <touching (sprite3 v)?> then\n change y by (4)\n if <touching (sprite3 v)?> then\n change y by (4)\n if <touching (sprite3 v)?> then\n change y by (4)\n if <touching (sprite3 v)?> then\n change y by (4)\n end\n end\n end\n end\n change y by (-4)\nend\n\nchange y by (((phyto yv) * (-1)) / (2))\nchange y by (((phyto yv) * (-1)) / (2))\nchange y by ((phyto yv) * (-1))\n\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\n\nswitch costume to (costume2 v)\nturn right (10) degrees\n\nset rotation style [all around v]\n\nwhen backdrop switches to [backdrop25 v]\npoint in direction (-90)\ngo to x: (-103) y: (-108)\ncreate clone of (_myself_ v)\nchange x by (90)\nchange x by (90)\ncreate clone of (_myself_ v)\ngo to x: (-60) y: (78)\nwait (0) seconds\ncreate clone of (_myself_ v)\nchange x by (90)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop24 v]\npoint in direction (90)\ngo to x: (-78) y: (-59)\ncreate clone of (_myself_ v)\ngo to x: (-173) y: (-126)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop26 v]\npoint in direction (-90)\ngo to x: (-160) y: (-110)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (pick random (40) to (70))\nend\n\nrepeat (5)\n switch costume to (costume3 v)\n wait (0.05) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [left-right v]\nshow\nforever\n if <touching (sprite2 v)?> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching color (#ff5102)?> then\n set [phyto death y v] to (y position)\n set [phyto death x v] to (x position)\n broadcast (phyto die v)\n wait (0.4) seconds\n end\nend\n\nwhen backdrop switches to [backdrop28 v]\npoint in direction (-90)\ngo to x: (-50) y: (-125)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop30 v]\npoint in direction (-90)\ngo to x: (-56) y: (-122)\ncreate clone of (_myself_ v)\ngo to x: (31) y: (-11)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop35 v]\npoint in direction (-90)\ngo to x: (127) y: (-49)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop38 v]\npoint in direction (-90)\ngo to x: (-146) y: (-111)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop48 v]\npoint in direction (90)\ngo to x: (-162) y: (-104)\ncreate clone of (_myself_ v)\n\n@Sprite23\n\nwhen flag clicked\nset [thizzle fire? v] to [0]\nhide\n\nbroadcast (new level v)\n\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\n\nstop [other scripts in sprite v]\n\nbroadcast (new level v)\n\nchange size by (-20)\n\nwait (2.3283064365386963e-10) seconds\nif then\nend\n\nif <(thizzle fire?) = [0]> then\nelse\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nshow\nset size to (30) %\nswitch costume to (costume1 v)\nforever\n wait (pick random (1.9) to (2.1)) seconds\n repeat (7)\n next costume\n end\n start sound [recording1 v]\n repeat (9)\n switch costume to (costume9 v)\n wait (0.05) seconds\n switch costume to (costume10 v)\n wait (0.05) seconds\n switch costume to (costume11 v)\n wait (0.05) seconds\n end\n switch costume to (costume8 v)\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [2]>>> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching color (#2d7600)?> then\n repeat (3)\n switch costume to (costume12 v)\n end\n delete this clone\n end\nend\n\nset [ulocked elements v] to [2]\nset [water power v] to [1]\n\nif <(thizzle fire?) = [0]> then\n if <(thizzle fire?) = [0]> then\n else\n switch costume to (costume1 v)\n end\nelse\n switch costume to (costume1 v)\nend\n\nswitch costume to ((costume [number v]) - (1))\n\ndelete this clone\n\nwhen backdrop switches to [backdrop24 v]\npoint in direction (-90)\ngo to x: (117) y: (54)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop26 v]\npoint in direction (90)\ngo to x: (180) y: (-101)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop27 v]\npoint in direction (90)\ngo to x: (98) y: (-130)\ncreate clone of (_myself_ v)\ngo to x: (18) y: (72)\ncreate clone of (_myself_ v)\ngo to x: (-99) y: (-129)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-10) y: (-6)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop48 v]\ngo to x: (-103) y: (1)\npoint in direction (-90)\ncreate clone of (_myself_ v)\ngo to x: (-70) y: (-111)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nset [thizzle smoke v] to ((x position) - (0))\nset [thizzle smoke y v] to ((y position) - (10))\nbroadcast (thizzle smoke v)\n\n@Sprite24\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\nset [ghost v] effect to (100)\nshow\nforever\n if <<([y position v] of [sprite2 v]) > ((y position) - (15))> and <([y position v] of [sprite2 v]) < ((y position) + (15))>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <<([y position v] of [sprite2 v]) > ((y position) - (15))> and <([y position v] of [sprite2 v]) < ((y position) + (15))>>>\n if <([x position v] of [sprite2 v]) > (x position)> then\n change [xx v] by (0.8)\n end\n if <([x position v] of [sprite2 v]) < (x position)> then\n change [xx v] by (-0.8)\n end\n if <([x position v] of [sprite2 v]) > (x position)> then\n switch costume to (costume2 v)\n else\n if <([x position v] of [sprite2 v]) < (x position)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n change x by (3)\n if <touching (sprite3 v)?> then\n set [xx v] to [0]\n change x by (-3)\n end\n change x by (-3)\n change x by (-3)\n if <touching (sprite3 v)?> then\n set [xx v] to [0]\n change x by (3)\n end\n change x by (3)\n change x by (xx)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change x by (xx)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [xx v] to ((xx) * (0.9))\n if <touching (sprite2 v)?> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching color (#59a790)?> then\n repeat (10)\n change size by (-8)\n end\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (-174) y: (40)\ncreate clone of (_myself_ v)\ngo to x: (-174) y: (71)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop31 v]\ngo to x: (50) y: (86)\nrepeat (7)\n create clone of (_myself_ v)\n change y by (-20)\nend\n\ngo to x: (-174) y: (71)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop49 v]\ngo to x: (107) y: (-129)\ncreate clone of (_myself_ v)\n\nset size to (1000) %\nswitch costume to (costume1 v)\nset size to (80) %\n\nwhen backdrop switches to [backdrop51 v]\ngo to x: (162) y: (33)\ncreate clone of (_myself_ v)\ngo to x: (-13) y: (-128)\ncreate clone of (_myself_ v)\n\n@Sprite25\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop31 v]\nset [plant power v] to [0]\nset size to (75) %\nshow\nclear graphic effects\nrepeat until <(plant power) = [1]>\n go to (sprite26 v)\n go [backward v] (1) layers\n set [ghost v] effect to (50)\n set size to (75) %\n if <(delete clones) = [1]> then\n hide\n stop [this script v]\n end\n turn right (3) degrees\nend\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (5)\n turn right (15) degrees\nend\n\nwhen backdrop switches to [backdrop31 v]\nset [selected element v] to [1]\nset [ulocked elements v] to [3]\n\n@Sprite26\n\nwhen flag clicked\nset [ulocked elements v] to [1]\nset [water power v] to [0]\nhide\n\nwhen backdrop switches to [backdrop31 v]\nforever\n repeat (50)\n change y by (0.2)\n end\n repeat (50)\n change y by (-0.2)\n end\nend\n\nwhen backdrop switches to [backdrop31 v]\nshow\nset size to (100) %\ngo to x: (207) y: (-116)\nclear graphic effects\nrepeat until <touching (sprite2 v)?>\nend\nset [plant power v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\nchange [ulocked elements v] by (1)\nstop [other scripts in sprite v]\n\n@Sprite27\n\nwhen flag clicked\nset size to (50) %\nhide\nset rotation style [left-right v]\nforever\n if <(Selected Element) = [4]> then\n if <<key (space v) pressed?> or <key (down arrow v) pressed?>> then\n if <(able to move) = [1]> then\n create clone of (_myself_ v)\n start sound [recording2 v]\n wait (0.3) seconds\n wait until <<not <key (space v) pressed?>> and <not <key (down arrow v) pressed?>>>\n end\n end\n end\nend\n\nchange [ulocked elements v] by (1)\n\nwhen I start as a clone\npoint in direction ([direction v] of [sprite2 v])\nset size to (50) %\ngo to (sprite2 v)\nshow\nrepeat until <<touching (lord darkfur v)?> or <<<<<<<<touching (sprite3 v)?> or <<touching color (#000000)?> and <not <touching (sprite2 v)?>>>> or <touching (_edge_ v)?>> or <touching (sprite10 v)?>> or <<touching color (#006622)?> and <not <touching (sprite2 v)?>>>> or <touching color (#4f2800)?>> or <touching color (#28006a)?>> or <touching (sprite28 v)?>>>\n move (5) steps\nend\nif <touching (sprite28 v)?> then\n broadcast (Tsunamichuta OUCH!!! v)\nend\nif <touching (lord darkfur v)?> then\n if <(darkfur hitable) = [1]> then\n broadcast (hurt darkfur OUCH!!! v)\n end\nend\nset rotation style [all around v]\nmove (7) steps\nwait (0.1) seconds\nif <touching (sprite10 v)?> then\n broadcast (villager die v)\n delete this clone\nelse\n if <touching (_edge_ v)?> then\n delete this clone\n else\n repeat (10)\n change size by (1)\n change [ghost v] effect by (10)\n turn right (40) degrees\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.03) seconds\nend\n\ndelete this clone\n\nset size to (6789676987698769) %\n\nset size to (50) %\n\n@Sprite28\n\nwhen flag clicked\nset [tsunamichuta underground v] to [0]\nset [tsunam hitable? v] to [0]\nhide\n\nwhen backdrop switches to [backdrop33 v]\nset [tsunamichuta underground v] to [0]\nset [tsunam hitable? v] to [0]\ngo to x: (127) y: (-73)\npoint in direction (90)\nhide\nclear graphic effects\nset [tsunamichuta hp v] to [10]\nwait (1) seconds\nstart sound [recording1 v]\nwait (2.5) seconds\nshow\nswitch costume to (costume11 v)\nwait (0) seconds\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.03) seconds\nswitch costume to (costume1 v)\nset [tsunam hitable? v] to [1]\nforever\n if <(tsunamichuta underground) = [0]> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n end\nend\n\nwhen backdrop switches to [backdrop32 v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [backdrop33 v]\nwait (3.6) seconds\nforever\n wait (pick random (3) to (2)) seconds\n set [tsunamichuta move v] to (pick random (1) to (4))\n if <(tsunamichuta underground) = [1]> then\n if <(pick random (1) to (2)) = [2]> then\n set [tsunamichuta move v] to [2]\n end\n end\n if <(tsunamichuta move) = [1]> then\n if <(tsunamichuta underground) = [0]> then\n set [tsunam hitable? v] to [0]\n set [tsunamichuta underground v] to [1]\n switch costume to (costume1 v)\n wait (0) seconds\n switch costume to (costume6 v)\n repeat (5)\n next costume\n end\n wait (0.03) seconds\n hide\n wait (1) seconds\n end\n end\n if <(tsunamichuta move) = [2]> then\n if <(tsunamichuta underground) = [1]> then\n set [tsunam hitable? v] to [1]\n show\n switch costume to (costume11 v)\n wait (0) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.03) seconds\n switch costume to (costume1 v)\n set [tsunamichuta underground v] to [0]\n end\n end\n if <(tsunamichuta move) = [3]> then\n repeat (pick random (2) to (5))\n create clone of (sprite29 v)\n wait (4) seconds\n end\n end\n if <(tsunamichuta move) = [4]> then\n create clone of (sprite30 v)\n wait (2) seconds\n end\nend\n\nwhen backdrop switches to [backdrop33 v]\n\nwhen I receive [tsunamichuta ouch!!! v]\nif <(tsunam hitable?) = [1]> then\n broadcast (lkjhlkjh v)\nend\n\nwhen backdrop switches to [backdrop33 v]\nclear graphic effects\nwait (10) seconds\nwait until <(tsunamichuta HP) < [0.1]>\nstop [other scripts in sprite v]\nclear graphic effects\nswitch costume to (costume1 v)\nstart sound [recording2 v]\nstart sound [recording1 v]\nrepeat (20)\n turn right (20) degrees\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (gate 2 down v)\n\nset [tsunam hitable? v] to [0]\n\nwhen I receive [lkjhlkjh v]\nset [tsunam hitable? v] to [0]\nchange [tsunamichuta hp v] by (-1)\nstart sound [recording1 v]\nset [ghost v] effect to (60)\nwait (2) seconds\nset [ghost v] effect to (0)\nset [tsunam hitable? v] to [1]\n\n@Sprite29\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset size to (0) %\nclear graphic effects\ngo to [front v] layer\npoint towards (sprite2 v)\nif <(tsunamichuta underground) = [0]> then\n go to x: (74) y: (-59)\nelse\n go to x: (pick random (-110) to (215)) y: (-119)\nend\nshow\nrepeat (pick random (80) to (110))\n change size by (0.8)\nend\nstart sound [recording2 v]\nrepeat until <touching (sprite2 v)?>\n point towards (sprite2 v)\n move (5) steps\n if <touching (sprite2 v)?> then\n if <not <((costume [number v]) + (1)) = (Selected Element)>> then\n set [level v] to [32]\n broadcast (new level v)\n end\n end\nend\nrepeat until <touching (_edge_ v)?>\n move (5) steps\n if <touching (sprite2 v)?> then\n if <not <((costume [number v]) + (1)) = (Selected Element)>> then\n set [level v] to [32]\n broadcast (new level v)\n end\n end\nend\nrepeat (4)\n move (5) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\npoint towards (sprite2 v)\n\n@Sprite30\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (3))\nset x to (240)\nset y to (0)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (120)\n change x by (-4)\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [2]>>> then\n set [level v] to [32]\n broadcast (new level v)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\npoint in direction (0)\n\n@Sprite31\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop33 v]\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop32 v]\ngo to [front v] layer\nhide\n\nwhen I receive [gate 2 down v]\nswitch costume to (costume2 v)\nrepeat (23)\n change y by (-2)\nend\nhide\n\n@Petrigoop2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [phyto yv v] to [0]\nforever\n switch costume to (costume1 v)\n wait (0.6) seconds\n repeat until <not <touching (sprite3 v)?>>\n change [phyto yv v] by (1)\n change x by (phyto yv)\n end\n repeat until <touching (sprite3 v)?>\n change [phyto yv v] by (1)\n change x by (phyto yv)\n end\n start sound (pick random (1) to (5))\n set [phyto yv v] to [0]\n if <touching (sprite3 v)?> then\n change x by (-4)\n if <touching (sprite3 v)?> then\n change x by (-4)\n if <touching (sprite3 v)?> then\n change x by (-4)\n if <touching (sprite3 v)?> then\n change x by (-4)\n end\n end\n end\n end\n change x by (4)\n switch costume to (costume2 v)\n wait (0.5) seconds\n repeat until <not <touching (sprite3 v)?>>\n change [phyto yv v] by (-1)\n change x by (phyto yv)\n end\n repeat until <touching (sprite3 v)?>\n change [phyto yv v] by (-1)\n change x by (phyto yv)\n end\n set [phyto yv v] to [0]\n start sound (pick random (1) to (5))\n if <touching (sprite3 v)?> then\n change x by (4)\n if <touching (sprite3 v)?> then\n change x by (4)\n if <touching (sprite3 v)?> then\n change x by (4)\n if <touching (sprite3 v)?> then\n change x by (4)\n end\n end\n end\n end\n change x by (-4)\nend\n\npoint in direction (90)\n\nchange y by (((phyto yv) * (-1)) / (2))\nchange y by (((phyto yv) * (-1)) / (2))\nchange y by ((phyto yv) * (-1))\n\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\n\nswitch costume to (costume2 v)\nturn right (10) degrees\n\nset rotation style [all around v]\n\nrepeat (5)\n switch costume to (costume3 v)\n wait (0.05) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [left-right v]\nshow\nforever\n if <touching (sprite2 v)?> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\n if <touching color (#ff5102)?> then\n set [phyto death y v] to (y position)\n set [phyto death x v] to (x position)\n broadcast (phyto die v)\n wait (0.4) seconds\n end\nend\n\nwait (10) seconds\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop37 v]\npoint in direction (-90)\ngo to x: (37) y: (-16)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop38 v]\npoint in direction (-90)\ngo to x: (123) y: (-34)\ncreate clone of (_myself_ v)\n\npoint in direction (-90)\n\nwhen backdrop switches to [backdrop48 v]\npoint in direction (-90)\ngo to x: (199) y: (-111)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop52 v]\npoint in direction (-90)\ngo to x: (118) y: (38)\ncreate clone of (_myself_ v)\n\n@Sprite32\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nforever\n repeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n change x by (25)\n if <<touching color (#000000)?> or <touching (_edge_ v)?>> then\n else\n change x by (-25)\n end\n change x by (5)\n end\n start sound [recording2 v]\n change x by (-25)\n repeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n change y by (-25)\n if <<touching color (#000000)?> or <touching (_edge_ v)?>> then\n else\n change y by (25)\n end\n change y by (-5)\n end\n start sound [recording2 v]\n change y by (25)\n repeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n change x by (-25)\n if <<touching color (#000000)?> or <touching (_edge_ v)?>> then\n else\n change x by (25)\n end\n change x by (-5)\n end\n start sound [recording2 v]\n change x by (25)\n repeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n change y by (25)\n if <<touching color (#000000)?> or <touching (_edge_ v)?>> then\n else\n change y by (-25)\n end\n change y by (5)\n end\n start sound [recording2 v]\n change y by (-25)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop39 v]\ngo to x: (120) y: (63)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (64)\ncreate clone of (_myself_ v)\ngo to x: (-120) y: (65)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (sprite2 v)?> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nwhen backdrop switches to [backdrop40 v]\ngo to x: (22) y: (151)\ncreate clone of (_myself_ v)\ngo to x: (22) y: (-124)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop47 v]\ngo to x: (-155) y: (40)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop45 v]\ngo to x: (-109) y: (152)\ncreate clone of (_myself_ v)\n\n@Sprite33\n\nwhen backdrop switches to [backdrop43 v]\nset [boss 3 hitable v] to [0]\nset [boss 3 hp v] to [30]\ngo to x: (81) y: (-85)\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nclear graphic effects\nwait (3) seconds\nrepeat (2)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nrepeat (2)\n next costume\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\nend\nwait (1) seconds\nset [boss 3 hitable v] to [1]\nforever\n wait (1) seconds\n set [boss 3 move v] to (pick random (1) to (7))\n if <(boss 3 MOVE) = [1]> then\n repeat (10)\n wait (0.3) seconds\n create clone of (sprite35 v)\n end\n end\n if <<(boss 3 MOVE) = [2]> or <(boss 3 MOVE) = [3]>> then\n repeat (10)\n create clone of (sprite35 v)\n end\n end\n if <<(boss 3 MOVE) = [4]> or <(boss 3 MOVE) = [5]>> then\n wait (0.5) seconds\n create clone of (sprite36 v)\n wait (0.5) seconds\n end\n if <<(boss 3 MOVE) = [6]> or <(boss 3 MOVE) = [7]>> then\n wait (1) seconds\n end\nend\n\nwhen backdrop switches to [backdrop42 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss 3 ouch!!! v]\nset [boss 3 hitable v] to [0]\nchange [boss 3 hp v] by (-1)\nset [ghost v] effect to (60)\nwait (1) seconds\nclear graphic effects\nset [boss 3 hitable v] to [1]\n\nwhen backdrop switches to [backdrop43 v]\nwait (12) seconds\nwait until <(boss 3 HP) < [0.1]>\nstop [other scripts in sprite v]\nwait (1) seconds\nswitch costume to (costume3 v)\nrepeat (2)\n next costume\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.3) seconds\nend\nwait (1) seconds\nrepeat (40)\n turn right (15) degrees\n change [ghost v] effect by (5.2)\nend\nhide\nbroadcast (gate 3 down v)\n\n@Sprite34\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nhide\n\nwhen backdrop switches to [backdrop43 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop42 v]\nhide\ngo to [front v] layer\n\nwhen I receive [gate 3 down v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nchange x by (-1)\nrepeat (30)\n change y by (-5)\nend\n\nwhen backdrop switches to [backdrop44 v]\ngo to [front v] layer\nhide\n\n@Sprite35\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [Woosh v]\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (53) y: (-38)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n point towards (sprite2 v)\nend\nrepeat until <touching (_edge_ v)?>\n move (5) steps\n if <<touching (sprite2 v)?> and <not <(Selected Element) = [4]>>> then\n set [level v] to [42]\n broadcast (new level v)\n end\nend\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite36\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (53) y: (-38)\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n point towards (sprite2 v)\nend\nrepeat until <touching (_edge_ v)?>\n move (3) steps\n if <<touching (sprite2 v)?> and <not <((Selected Element) + (-1)) = (costume [number v])>>> then\n set [level v] to [42]\n broadcast (new level v)\n end\nend\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nset [selected element v] to [1]\n\n@Sprite37\n\nwhen flag clicked\nset [thizzle fire? v] to [0]\nhide\n\npoint in direction (90)\n\ngo to x: (148) y: (-14)\nshow\n\nbroadcast (new level v)\n\nstop [other scripts in sprite v]\n\nbroadcast (new level v)\n\ndelete this clone\n\nif <not <color (#520000) is touching (#000000)?>> then\nend\n\nwait (2.3283064365386963e-10) seconds\n\nwhen I start as a clone\nshow\nset size to (30) %\nswitch costume to (costume1 v)\nforever\n wait (pick random (1.9) to (2.1)) seconds\n repeat (7)\n next costume\n end\n start sound [recording2 v]\n repeat (10)\n switch costume to (costume9 v)\n wait (0.05) seconds\n switch costume to (costume10 v)\n wait (0.05) seconds\n switch costume to (costume11 v)\n wait (0.05) seconds\n end\n switch costume to (costume8 v)\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <touching (sprite2 v)?> then\n broadcast (new level v)\n end\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\nset [ulocked elements v] to [2]\nset [water power v] to [1]\n\nwhen backdrop switches to [backdrop49 v]\npoint in direction (-90)\ngo to x: (44) y: (67)\ncreate clone of (_myself_ v)\n\n@Sprite38\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nhide\n\nwhen backdrop switches to [backdrop54 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen backdrop switches to [backdrop53 v]\nhide\n\nwhen I receive [gate 4 down v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nrepeat (4)\n change y by (-10)\n wait (0.01) seconds\n change y by (10)\n wait (0.01) seconds\nend\n\nwhen backdrop switches to [backdrop55 v]\nhide\n\n@Lord Darkfur\n\nwhen flag clicked\nset [darkfur hitable v] to [0]\nhide\n\nwhen I receive [wake up v]\nshow\nswitch costume to (nicestand1 v)\nwait (0.1) seconds\nswitch costume to (nicestand2 v)\nwait (0.1) seconds\nswitch costume to (nicestand1 v)\nwait (0.1) seconds\nwait (0.5) seconds\nsay [Oh, uh, hello there.] for (3) seconds\nwait (0.5) seconds\nsay [What brings you here on a night like this?] for (4) seconds\nwait (2) seconds\nsay [Ah, looking for the elemental crystal are you?] for (4) seconds\nwait (0.5) seconds\nsay [Well, I know just where it is!] for (2) seconds\nwait (2) seconds\nsay [You want me to give it to you?] for (2) seconds\nwait (0.5) seconds\nsay [Well, I'm sorry, it's not something that I can just hand over to anybody.] for (4) seconds\nset [able to move v] to [1]\nwait until <<touching color (#2d7600)?> or <<touching color (#3aa2a9)?> or <touching color (#ff5102)?>>>\nstop [other scripts in sprite v]\nswitch costume to (stand1 v)\nwait until <(Yv) = [0]>\nset [able to move v] to [0]\nsay [Hey! What was that for?!] for (3) seconds\nwait (0.1) seconds\nsay [You'll pay for this!! And none of your elements can block my power orbs!] for (6) seconds\nwait (0.1) seconds\nsay [You'll never get my crystal! I, Lord Darkfur, will rule all the ghunough with my elemental power!!!] for (8) seconds\nsay [Muahahahahahahahahahaha!!!!!] for (3) seconds\nrepeat (39)\n go to [front v] layer\n change x by (1)\n change y by (5)\n switch costume to (levitate1 v)\n if <(costume [number v]) > [3]> then\n switch costume to (levitate1 v)\n else\n next costume\n end\nend\nchange y by (3)\nswitch costume to (stand1 v)\nwait (1) seconds\nset [already startud bro v] to [1]\nset [able to move v] to [1]\nset [darkfur hp v] to [40]\nbroadcast (darkfur start fighting v)\n\nwhen backdrop switches to [backdrop54 v]\nset rotation style [left-right v]\nif <(already startud bro) = [0]> then\n go to x: (71) y: (-73)\n set size to (20) %\n switch costume to (nicestand2 v)\n point in direction (-90)\n clear graphic effects\n show\n wait (1) seconds\n forever\n wait (pick random (3.1) to (4)) seconds\n switch costume to (nicestand2 v)\n wait (0.1) seconds\n switch costume to (nicestand1 v)\n end\nelse\n go to x: (107) y: (124)\nend\n\nwhen I receive [darkfur start fighting v]\nforever\n play sound [Boss from __--Programmer--__ v] until done\nend\n\nwhen backdrop switches to [backdrop53 v]\nset [able to move v] to [1]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [darkfur start fighting v]\nset size to (20) %\nset [darkfur hp v] to [40]\nswitch costume to (stand1 v)\nshow\nset rotation style [left-right v]\nset [darkfur hitable v] to [1]\nforever\n wait (pick random (2) to (4)) seconds\n set [darkfur move v] to (pick random (1) to (8))\n if <(darkfur move) = [1]> then\n repeat (pick random (10) to (5))\n wait (0.1) seconds\n create clone of (sprite39 v)\n end\n end\n if <(darkfur move) = [2]> then\n repeat (pick random (3) to (5))\n wait (0.1) seconds\n create clone of (sprite40 v)\n end\n wait (8) seconds\n end\n if <(darkfur move) = [3]> then\n switch costume to (levitate1 v)\n glide (1.5) secs to x: (110) y: (125)\n switch costume to (stand1 v)\n end\n if <(darkfur move) = [4]> then\n switch costume to (levitate1 v)\n glide (1.5) secs to x: (148) y: (-5)\n switch costume to (stand1 v)\n end\n if <(darkfur move) = [5]> then\n switch costume to (levitate1 v)\n glide (1.5) secs to x: (-140) y: (19)\n switch costume to (stand1 v)\n end\n if <(darkfur move) = [6]> then\n switch costume to (levitate1 v)\n glide (1) secs to x: (-96) y: (105)\n switch costume to (stand1 v)\n end\n if <(darkfur move) = [7]> then\n switch costume to (levitate1 v)\n glide (1) secs to x: (x position) y: ([y position v] of [sprite2 v])\n create clone of (sprite39 v)\n glide (1.5) secs to x: (110) y: (125)\n switch costume to (stand1 v)\n end\n if <(darkfur move) = [8]> then\n start sound [recording2 v]\n repeat (25)\n point towards (sprite2 v)\n if <touching (sprite2 v)?> then\n set [level v] to [53]\n broadcast (new level v)\n end\n wait (0.05) seconds\n switch costume to (levitate5 v)\n if <touching (sprite2 v)?> then\n set [level v] to [53]\n broadcast (new level v)\n end\n move (4) steps\n wait (0.05) seconds\n switch costume to (levitate6 v)\n if <touching (sprite2 v)?> then\n set [level v] to [53]\n broadcast (new level v)\n end\n move (4) steps\n wait (0.05) seconds\n switch costume to (levitate7 v)\n move (4) steps\n end\n switch costume to (levitate7 v)\n switch costume to (levitate1 v)\n glide (1.5) secs to x: (148) y: (-5)\n switch costume to (stand1 v)\n end\nend\n\nwait (1.5) seconds\n\nwhen I receive [darkfur start fighting v]\nwait (10) seconds\nwait until <(darkfur HP) < [0.1]>\nset [delete clones v] to [1]\nwait (0.1) seconds\nset [delete clones v] to [0]\nstop [other scripts in sprite v]\nsay [ARRRRRRGGGG!!! NOOOOOOOOO!!!] for (3) seconds\nset rotation style [all around v]\nrepeat (50)\n change size by (1)\n change [ghost v] effect by (2)\n turn right (30) degrees\nend\nhide\nbroadcast (gate 4 down v)\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen I receive [darkfur start fighting v]\nforever\n point towards (sprite2 v)\nend\n\nforever\nend\n\nwhen I receive [hurt darkfur ouch!!! v]\nstart sound [recording1 v]\nset [darkfur hitable v] to [0]\nchange [darkfur hp v] by (-1)\nset [ghost v] effect to (60)\nsay [Ouch!] for (0.5) seconds\nwait (1) seconds\nset [darkfur hitable v] to [1]\nset [ghost v] effect to (0)\n\nset [able to move v] to [1]\n\nwhen backdrop switches to [backdrop50 v]\nset [already startud bro v] to [0]\n\n@Sprite39\n\nwhen I start as a clone\nswitch costume to (firstproj1 v)\ngo to (lord darkfur v)\nchange y by (15)\npoint towards (sprite2 v)\nset size to (20) %\nshow\nrepeat until <touching (_edge_ v)?>\n go to [front v] layer\n move (5) steps\n if <touching (sprite2 v)?> then\n set [level v] to [53]\n broadcast (new level v)\n end\nend\nswitch costume to (firstproj2 v)\nrepeat (10)\n change size by (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite40\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (firstproj1 v)\ngo to (lord darkfur v)\nchange y by (15)\npoint in direction (pick random (-180) to (180))\nset size to (20) %\nshow\nrepeat (5)\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n move (5) steps\n end\n turn right (180) degrees\n move (5) steps\n if <touching (sprite2 v)?> then\n set [level v] to [53]\n broadcast (new level v)\n end\nend\nswitch costume to (firstproj2 v)\nrepeat (10)\n change size by (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(delete clones) = [1]> then\n delete this clone\n end\nend\n\n@Sprite41\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop56 v]\nset [turn powa v] to [0]\ngo to x: (-165) y: (-102)\npoint in direction (90)\nset size to (50) %\ngo to [front v] layer\nshow\nwait until <touching (sprite2 v)?>\nglide (0.5) secs to x: (-18) y: (-96)\nwait (0.5) seconds\nforever\n change [turn powa v] by (1)\n turn right (turn powa) degrees\n set [turn powa v] to ((turn powa) * (0.99))\nend\n\nwhen backdrop switches to [backdrop56 v]\nset [turn powa v] to [0]\ngo to x: (-165) y: (-102)\npoint in direction (90)\nset size to (50) %\ngo to [front v] layer\nshow\nwait until <touching (sprite2 v)?>\nset [able to move v] to [0]\nwait (5) seconds\nbroadcast (shimmer v)\nwait (2) seconds\nstop [other scripts in sprite v]\n\n@Sprite42\n\nwhen flag clicked\nhide\n\nwhen I receive [shimmer v]\ngo to x: (-19) y: (-85)\nset size to (1) %\nshow\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nrepeat (50)\n turn right (10) degrees\n change size by (20)\n change [ghost v] effect by (2)\nend\n\n@Sprite43\n\nwhen flag clicked\nhide\n\nwhen I receive [shimmer v]\nswitch costume to (costume1 v)\nset x to (0)\nset y to (0)\nset size to (100) %\nshow\ngo to [front v] layer\npoint in direction (90)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\nbroadcast (rowal deh leturz! v)\nforever\n play sound [Boss from __--Programmer--__ v] until done\nend\n\n@Sprite44\n\nwhen flag clicked\nhide variable [deaths v]\nhide\n\nwhen I receive [rowal deh leturz! v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (-1000)\nshow\ngo to [front v] layer\nrepeat (700)\n change y by (1.5)\nend\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nset [deaths v] to ((deaths) - (57))\nshow variable [deaths v]\n\n@Sprite45\n\nwhen flag clicked\nhide\n\nshow\nset x to (0)\nset y to (0)\ngo to [front v] layer\n\n
About the platformer: \n>Took approximately 45 hours total to create\n>Use the arrow keys to move\n>This is a game about elements, mainly water, fire, and plant.\n>This is inspired by all of those other games about elements\n>This was created by a guy who has a broken arm, and he wasn't too good at testing how hard the game was, so it will probably be either way too hard or way too easy.\n>Let me know what you think! What did I do well? What should I change in later projects?\n>Credit is given to people at the end of the project.\n>If you think that I did well and appreciate the work I put in to this, please love it or follow me. Thank you!
A Very Hard Platformer
@Stage\n\nwhen I receive [next v]\nwait (0.01) seconds\nnext backdrop\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nforever\n set [level v] to (backdrop [number v])\nend\n\nwhen I receive [instructions v]\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [menu v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [leaderboard v]\nswitch backdrop to (backdrop12 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop13 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.05) seconds\nend\nwait (5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.05) seconds\nend\nswitch backdrop to (backdrop4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.05) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n set [sfc v] to ((deaths) * (15))\nend\n\ndefine reset\ngo to x: (-224) y: (-150)\n\nwhen I receive [play v]\nforever\n if <key (r v) pressed?> then\n reset\n end\n if <<touching color (#ff0000)?> or <<touching color (#666666)?> or <(y position) < [-170]>>> then\n change [deaths v] by (1)\n reset\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [10]\n end\n if <<touching (sprite2 v)?> or <<<key (q v) pressed?> and <key (w v) pressed?>> and <key (e v) pressed?>>> then\n broadcast (next v)\n reset\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nbroadcast (finish v)\nhide\n\nwhen I receive [play v]\nrepeat until \n wait (1) seconds\n change [time v] by (1)\n if <(backdrop [name v]) = [backdrop20]> then\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nset size to (30) %\ngo to x: (-224) y: (-152)\nshow variable [level v]\nset [level v] to [1]\nset [deaths v] to [0]\nset [time v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [score v] to [0]\nset [☁ world high score v] to (☁ world high score)\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.3)\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 if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-3]\n else\n set [xv v] to [3]\n end\n set [yv v] to [5]\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 (-5)\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 [5]\n end\n change y by (1)\nend\n\nwhen I receive [finish v]\nforever\n set [score v] to ((10000) - ((time) + (sfc)))\nend\n\nwhen I receive [finish v]\nforever\n if <(score) > (☁ world high score)> then\n set [☁ world high score v] to (score)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nset size to (20) %\ngo to x: (231) y: (-141)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (231) y: (165)\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n@Sprite3\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (40) y: (-42)\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [leaderboard v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (-95) y: (-42)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (leaderboard v)\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (172) y: (-42)\n\nwhen this sprite clicked\nbroadcast (instructions v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [leaderboard v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nset size to (100) %\ngo to [front v] layer\nshow\ngo to x: (172) y: (-41)\n\nwhen this sprite clicked\nbroadcast (menu v)\nhide\n\nwhen I receive [leaderboard v]\nset size to (100) %\ngo to [front v] layer\nshow\ngo to x: (172) y: (-67)\n\nwhen backdrop switches to [backdrop20 v]\nset size to (80) %\ngo to [front v] layer\nshow\ngo to x: (208) y: (-73)\n\n@0-Pixel\n\nwhen flag clicked\nhide\n\nwhen I receive [leaderboard v]\ngo to [front v] layer\nshow\nset size to (300) %\ngo to x: (-164) y: (11)\nforever\n switch costume to ((letter (1) of (☁ world high score)) + (1))\nend\n\nwhen I receive [menu v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\ngo to [front v] layer\nshow\ngo to x: (-168) y: (3)\nforever\n switch costume to ((letter (1) of (score)) + (1))\nend\n\n@0-Pixel2\n\nwhen flag clicked\nhide\n\nwhen I receive [leaderboard v]\ngo to [front v] layer\nshow\nset size to (300) %\ngo to x: (-66) y: (11)\nforever\n switch costume to ((letter (2) of (☁ world high score)) + (1))\nend\n\nwhen I receive [menu v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\ngo to [front v] layer\nshow\ngo to x: (-61) y: (2)\nforever\n switch costume to ((letter (2) of (score)) + (1))\nend\n\n@0-Pixel3\n\nwhen flag clicked\nhide\n\nwhen I receive [leaderboard v]\ngo to [front v] layer\nshow\nset size to (300) %\ngo to x: (34) y: (11)\nforever\n switch costume to ((letter (3) of (☁ world high score)) + (1))\nend\n\nwhen I receive [menu v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (51) y: (11)\ngo to [front v] layer\nshow\nforever\n switch costume to ((letter (3) of (score)) + (1))\nend\n\n@0-Pixel4\n\nwhen flag clicked\nhide\n\nwhen I receive [leaderboard v]\ngo to [front v] layer\nshow\nset size to (300) %\ngo to x: (132) y: (11)\nforever\n switch costume to ((letter (4) of (☁ world high score)) + (1))\nend\n\nwhen I receive [menu v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\ngo to [front v] layer\nshow\ngo to x: (146) y: (1)\nforever\n switch costume to ((letter (4) of (score)) + (1))\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (50)\n change size by (2)\n change [ghost v] effect by (-2)\n wait (0.05) seconds\nend\nwait (5) seconds\nrepeat (50)\n change y by (5)\n change size by (-2)\n change [ghost v] effect by (2)\n wait (0.05) seconds\nend\n\n
Use the arrow keys to move around.\nAvoid red and spikes.\nYellow makes you jump higher.\nPress "r" to restart a level.\nTry to beat the high score if you can!\nIf you enjoyed this, please give it a ❤ , ★ and comment if you can!\nFull screen is recommended.\nWhen you're finished, please check out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/
Jack Jack | A Platformer | Incredibles 2 |
@Stage\n\nwhen I receive [next level v]\n\nwhen [r v] key pressed\nchange [level v] by (-1)\nbroadcast (Next Level v)\n\nwhen [o v] key pressed\nset [game end v] to [1]\nchange [level v] by (-2)\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n play sound [Michael Giacchino - Incredits 2 \(From Incredibles 2Audio Only\).mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n switch backdrop to (backdrop1 v)\n if <(Level) = [20]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen [p v] key pressed\nbroadcast (Next Level v)\n\nwhen I receive [laser fight v]\nrepeat until <(Game End) = [1]>\n switch backdrop to (backdrop3 v)\nend\n\n@Jack Jack\n\nwhen flag clicked\nforever\n if <<(Xv) > [1]> or <(Xv) < [-1]>> then\n change [walk v] by (1)\n if <(Walk) > [9]> then\n set [walk v] to [1]\n end\n wait (0.1) seconds\n else\n set [walk v] to [1]\n end\nend\n\nwhen flag clicked\ndelete (all) of [collected v]\nset [game end v] to [0]\nset [laser fight v] to [0]\nset [level v] to [0]\nbroadcast (next level v)\nset [levitation v] to [0]\ngo to [front v] layer\nset size to (20) %\nset rotation style [left-right v]\ngo to x: (-200) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n switch costume to (hitbox v)\n if <key (d v) pressed?> then\n if <(Selected Power) = [6]> then\n change [xv v] by (50)\n else\n change [xv v] by (0.5)\n end\n point in direction (90)\n end\n if <key (a v) pressed?> then\n if <(Selected Power) = [6]> then\n change [xv v] by (-50)\n else\n change [xv v] by (-0.5)\n end\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n switch costume to (hitbox v)\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n switch costume to (hitbox v)\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(y position) < [-180]> then\n change [level v] by (-1)\n broadcast (next level v)\n end\n switch costume to (hitbox v)\n change [yv v] by (-0.8)\n change y by (Yv)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n switch costume to (hitbox v)\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n switch costume to (hitbox v)\n if <key (w v) pressed?> then\n if <(Selected Power) = [6]> then\n set [yv v] to [20]\n else\n set [yv v] to [11]\n end\n end\n end\n change y by (1)\n switch costume to (jack jack stand v)\n if <<(Xv) > [1]> or <(Xv) < [-1]>> then\n switch costume to ((Walk) + (2))\n end\n change y by (-1)\n if <not <<touching (ground v)?> or <touching (levitation v)?>>> then\n switch costume to (jack jack airborne v)\n end\n change y by (1)\nend\n\nnext costume\n\nset size to (30) %\n\nmove (1) steps\nif <touching (_edge_ v)?> then\n go to x: (-201) y: (-67)\nend\n\nif <(costume [number v]) = [1]> then\n\nrepeat until <not <key (space v) pressed?>>\n\nswitch costume to (jack jack stand v)\n\nif <key (a v) pressed?> then\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n if <(Level) > [20]> then\n set [level v] to [20]\n broadcast (laser fight v)\n end\n if <(Laser Fight) = [0]> then\n if <key (space v) pressed?> then\n if <(Selected Power) = [1]> then\n repeat (10)\n switch costume to (jack jack fire v)\n set [xv v] to [0]\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n set [yv v] to [0]\n end\n end\n repeat (10)\n set [xv v] to [0]\n switch costume to (jack jack fire v)\n create clone of (projectiles v)\n broadcast (projectile costume v)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n set [yv v] to [0]\n end\n end\n repeat (5)\n set [xv v] to [0]\n switch costume to (jack jack fire v)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n set [yv v] to [0]\n end\n end\n end\n if <(Selected Power) = [2]> then\n set [xv v] to [0]\n repeat (5)\n switch costume to (jack jack lazer v)\n point towards (mouse-pointer v)\n end\n create clone of (projectiles v)\n broadcast (projectile costume v)\n repeat (5)\n switch costume to (jack jack lazer v)\n end\n end\n if <(Selected Power) = [3]> then\n repeat (8)\n set [yv v] to [6]\n set [xv v] to ((Xv) * (0.7))\n switch costume to (jack jack metal v)\n end\n repeat until <<touching (ground v)?> or <touching (levitation v)?>>\n change y by (1)\n set [xv v] to ((Xv) * (0.6))\n change [yv v] by (-1)\n switch costume to (jack jack metal v)\n change y by (-1)\n if <touching (raccoon v)?> then\n change [racoon hp v] by (-1)\n end\n end\n repeat (5)\n change y by (-5)\n switch costume to (jack jack metal v)\n if <touching (raccoon v)?> then\n change [racoon hp v] by (-1)\n end\n end\n if <touching (ground v)?> then\n change y by (25)\n end\n end\n if <(Selected Power) = [4]> then\n repeat (5)\n switch costume to (jack jack levitation v)\n set [levitation v] to [1]\n set [xv v] to [0]\n end\n repeat until <not <key (space v) pressed?>>\n switch costume to (jack jack levitation v)\n set [levitation v] to [1]\n set [xv v] to [0]\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n set [yv v] to [0]\n end\n end\n set [levitation v] to [0]\n end\n if <(Selected Power) = [5]> then\n repeat (10)\n change size by (1)\n end\n if <(Level) = [20]> then\n set size to (15) %\n else\n set size to (20) %\n end\n repeat (10)\n switch costume to (jack jack chuby v)\n change size by (1)\n end\n repeat (30)\n switch costume to (jack jack chuby v)\n set [xv v] to ((Xv) * (0.6))\n change [yv v] by (-1)\n end\n repeat (10)\n switch costume to (jack jack chuby v)\n change size by (-1)\n change [yv v] by (1)\n end\n if <(Level) = [20]> then\n set size to (25) %\n else\n set size to (30) %\n end\n repeat (10)\n change size by (-1)\n end\n if <(Level) = [20]> then\n set size to (15) %\n else\n set size to (20) %\n end\n end\n broadcast (cool down v)\n wait (1) seconds\n end\n end\nend\n\nset [yv v] to [5]\n\nwhen I receive [next level v]\nset [laser fight v] to [0]\ngo to x: (-200) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nchange [level v] by (1)\nif <(Level) = [10]> then\n go to x: (-191) y: (75)\nend\n\nset [yv v] to [5]\nset [xv v] to [0]\n\nset [xv v] to ((Xv) * (0.5))\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <(Level) = [20]> then\n set size to (15) %\nelse\n set size to (20) %\nend\n\nset size to (30) %\n\nhide\n\nwhen I receive [laser fight v]\nrepeat until <(Game End) = [1]>\n switch costume to (jack jack lazer2 v)\n point in direction (90)\n set size to (90) %\n go to x: (-138) y: (-38)\nend\n\nwhen I start as a clone\n\nadd [16] to [collected v]\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n show\nend\n\nwhen I receive [raccoon smash v]\nif <touching (jack jack v)?> then\n set [level v] to [19]\n broadcast (Next Level v)\nend\nif <touching (raccoon v)?> then\n set [racoon hp v] to [0]\nend\nturn right (5) degrees\nwait (0.1) seconds\nturn left (10) degrees\nwait (0.1) seconds\npoint in direction (90)\n\ngo to (the racoon v)\ngo to [front v] layer\nif <([direction v] of [the racoon v]) = [90]> then\n switch costume to (arms v)\nelse\n switch costume to (arms2 v)\nend\nif <touching (jack jack v)?> then\n change [level v] by (-1)\n broadcast (Next Level v)\n show\nend\nrepeat (74)\n if <touching (jack jack v)?> then\n if <([costume # v] of [jack jack v]) = [16]> then\n set [brightness v] effect to (10)\n end\n end\nend\nset [brightness v] effect to (0)\nhide\n\nshow\n\nwhen I receive [laser fight v]\nrepeat until <(Game End) = [1]>\n hide\nend\n\n@Projectiles\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I start as a clone\nif <(Selected Power) = [1]> then\n switch costume to (fire v)\n show\n go to (jack jack v)\n point in direction ([direction v] of [jack jack v])\n move (20) steps\n turn right (pick random (-20) to (20)) degrees\nend\nif <(Selected Power) = [2]> then\n switch costume to (laser v)\n show\n go to (jack jack v)\n change y by (16)\n go to [front v] layer\n point towards (mouse-pointer v)\nend\nrepeat (5)\n move (10) steps\nend\nforever\n move (10) steps\n if <touching (raccoon v)?> then\n change [racoon hp v] by (-2)\n if <(costume [number v]) = [2]> then\n change [racoon hp v] by (-3)\n end\n delete this clone\n end\n if <<touching (_edge_ v)?> or <touching (ground v)?>> then\n delete this clone\n end\n if <touching (levitation v)?> then\n repeat (2)\n move (10) steps\n end\n delete this clone\n end\nend\n\nmove (20) steps\n\nwhen I receive [projectile costume v]\nif <(Selected Power) = [1]> then\n switch costume to (fire v)\nend\nif <(Selected Power) = [2]> then\n switch costume to (laser v)\nend\n\n@Selected Power\n\nwhen [e v] key pressed\nnext costume\nset [selected power v] to (costume [number v])\n\nwhen this sprite clicked\nnext costume\nset [selected power v] to (costume [number v])\n\nwhen [q v] key pressed\nswitch costume to ((costume [number v]) - (1))\nset [selected power v] to (costume [number v])\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\n\ngo to (raccoon v)\n\nwait (0) seconds\nif <(Level) = [4]> then\n switch costume to (power-1 v)\n set [selected power v] to (costume [number v])\nend\n\nset [ghost v] effect to (0)\n\nwhen [1 v] key pressed\nswitch costume to (power-1 v)\nset [selected power v] to (costume [number v])\n\nwhen flag clicked\nshow\ngo to x: (181) y: (148)\nswitch costume to (power-1 v)\nset [selected power v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (25)\n set [brightness v] effect to (20)\n else\n change size by (20)\n set [brightness v] effect to (0)\n end\n if <not <(size) < [100]>> then\n change size by ((0) - ((size) / (5)))\n end\nend\n\nwhen [2 v] key pressed\nswitch costume to (power-2 v)\nset [selected power v] to (costume [number v])\n\nwhen [3 v] key pressed\nswitch costume to (power-3 v)\nset [selected power v] to (costume [number v])\n\nwhen [4 v] key pressed\nswitch costume to (power-4 v)\nset [selected power v] to (costume [number v])\n\nwhen [5 v] key pressed\nswitch costume to (power-5 v)\nset [selected power v] to (costume [number v])\n\nwhen I receive [laser fight v]\nrepeat until <(Game End) = [1]>\n hide\nend\nshow\n\n@Thumbnail\n\nhide\n\nwhen I receive [laser fight v]\nswitch costume to (thumbnail2 v)\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\ngo to [front v] layer\nswitch costume to (thumbnail v)\n\n@Cool Down\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (179) y: (148)\nswitch costume to (power-1 v)\nset [selected power v] to [1]\nforever\n show\n if <touching (mouse-pointer v)?> then\n change size by (25)\n set [brightness v] effect to (20)\n else\n change size by (20)\n set [brightness v] effect to (0)\n end\n if <not <(size) < [100]>> then\n change size by ((0) - ((size) / (5)))\n end\nend\n\nwhen I receive [cool down v]\nset [ghost v] effect to (0)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (6)\nend\n\nwhen I receive [laser fight v]\nrepeat until <(Game End) = [1]>\n hide\nend\n\n@Levitation\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset [costume v] to [1]\nforever\n if <(Costume) = [1]> then\n if <(Levitation) = [0]> then\n switch costume to (Costume)\n else\n if <touching (mouse-pointer v)?> then\n repeat until <(Levitation) = [0]>\n switch costume to ((Costume) + (1))\n if <not <touching (mouse-pointer v)?>> then\n point towards (mouse-pointer v)\n move (3) steps\n if <(Level) = [9]> then\n go to x: (120) y: (y position)\n end\n if <(Level) = [16]> then\n go to x: (-73) y: (y position)\n end\n if <(Level) = [18]> then\n go to x: (-49) y: (y position)\n end\n end\n end\n end\n end\n end\n if <(Costume) = [3]> then\n switch costume to (Costume)\n if <touching (jack jack v)?> then\n if <([costume # v] of [jack jack v]) = [16]> then\n switch costume to ((Costume) + (1))\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n end\n end\n end\n if <(Costume) = [5]> then\n switch costume to (Costume)\n if <([costume name v] of [button v]) = [Down]> then\n hide\n else\n show\n end\n end\n if <(Costume) = [6]> then\n switch costume to (Costume)\n if <touching (projectiles v)?> then\n if <([costume # v] of [projectiles v]) = [2]> then\n switch costume to ((Costume) + (1))\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nset rotation style [don't rotate v]\nset [costume v] to [0]\nset [ghost v] effect to (0)\nhide\nif <(Level) = [2]> then\n show\n set [costume v] to [1]\n go to x: (-14) y: (-31)\nend\nif <(Level) = [6]> then\n show\n set [costume v] to [1]\n go to x: (-14) y: (-31)\nend\nif <(Level) = [7]> then\n show\n set [costume v] to [1]\n go to x: (-57) y: (-96)\nend\nif <(Level) = [8]> then\n show\n set [costume v] to [3]\n go to x: (116) y: (-9)\nend\nif <(Level) = [9]> then\n show\n set [costume v] to [1]\n go to x: (120) y: (-139)\nend\nif <(Level) = [11]> then\n show\n set [costume v] to [5]\n go to x: (222) y: (72)\nend\nif <(Level) = [14]> then\n show\n set [costume v] to [6]\n go to x: (6) y: (-22)\nend\nif <(Level) = [15]> then\n show\n set [costume v] to [5]\n go to x: (131) y: (-65)\nend\nif <(Level) = [16]> then\n create clone of (_myself_ v)\n show\n set [costume v] to [1]\n go to x: (-73) y: (114)\nend\nif <(Level) = [17]> then\n show\n set [costume v] to [3]\n go to x: (2) y: (119)\nend\nif <(Level) = [18]> then\n show\n set [costume v] to [1]\n go to x: (-49) y: (80)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\ngo to x: (0) y: (0)\n\nforever\nend\n\nif <touching (jack jack v)?> then\nend\n\nchange [boss hp v] by (-1)\n\nswitch costume to ((Costume) + (1))\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\ngo to x: (-122) y: (-67)\nswitch costume to (costume5 v)\nif <([costume name v] of [button v]) = [Down]> then\n hide\nelse\n show\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(Level) = [16]> then\n forever\n go to x: (-122) y: (-67)\n switch costume to (costume5 v)\n if <([costume name v] of [button v]) = [Down]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [raccoon throw v]\nhide\ngo to x: (-62) y: (120)\npoint towards (jack jack v)\nset rotation style [all around v]\nforever\n show\n repeat until <(y position) < [36]>\n switch costume to (trash can v)\n if <(Boss HP) = [4]> then\n move (6) steps\n else\n move (11) steps\n end\n end\n if <<(Levitation) = [0]> and <not <touching (mouse-pointer v)?>>> then\n switch costume to (trash can v)\n if <(Boss HP) = [4]> then\n move (6) steps\n else\n move (11) steps\n end\n if <touching (the racoon v)?> then\n if <(y position) > [35]> then\n if <touching color (#2b1e13)?> then\n change [boss hp v] by (-1)\n broadcast (Bam v)\n hide\n stop [this script v]\n end\n end\n end\n if <touching (jack jack v)?> then\n set [level v] to [19]\n broadcast (Next Level v)\n hide\n stop [this script v]\n end\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\n else\n repeat until <(Levitation) = [0]>\n switch costume to (trash can2 v)\n if <not <touching (mouse-pointer v)?>> then\n point towards (mouse-pointer v)\n end\n end\n end\nend\n\nwhen I receive [raccoon smash v]\nshow\ngo to (the racoon v)\ngo to [front v] layer\nif <([direction v] of [the racoon v]) = [90]> then\n switch costume to (arms v)\nelse\n switch costume to (arms2 v)\nend\nif <touching (jack jack v)?> then\n set [level v] to [19]\n broadcast (Next Level v)\n show\nend\nrepeat (75)\n if <touching (jack jack v)?> then\n if <([costume # v] of [jack jack v]) = [16]> then\n set [brightness v] effect to (10)\n set [boss hp v] to ((Old Boss Hp) - (1))\n end\n end\nend\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [laser fight v]\nstop [other scripts in sprite v]\nhide\n\n@Raccoon\n\ndefine Attack\nif <touching (jack jack v)?> then\n if <not <<<([costume # v] of [jack jack v]) = [16]> or <([costume # v] of [jack jack v]) = [18]>> or <([size v] of [jack jack v]) > [25]>>> then\n if <(Racoon Hp) > [0]> then\n change [level v] by (-1)\n broadcast (Next Level v)\n end\n end\nend\n\nmove (-8) steps\n\nwhen flag clicked\nforever\n if <touching (jack jack v)?> then\n if <([costume # v] of [jack jack v]) = [18]> then\n if <([direction v] of [jack jack v]) = [90]> then\n change [racoon xv v] by (2)\n else\n change [racoon xv v] by (-2)\n end\n end\n end\n if <(costume [number v]) < [7]> then\n switch costume to (racoon-hitbox v)\n end\n set [racoon xv v] to ((Racoon Xv) * (0.9))\n change x by (Racoon Xv)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change x by ((Racoon Xv) * (-1))\n change y by (-5)\n set [racoon xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [racoon yv v] by (-0.8)\n change y by (Racoon Yv)\n if <<touching (ground v)?> or <touching (levitation v)?>> then\n change y by ((Racoon Yv) * (-1))\n set [racoon yv v] to [0]\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nset size to (50) %\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\nhide\nwait (0) seconds\nif <(Level) = [5]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n repeat (5)\n go to x: (155) y: (-92)\n end\n Stuff-1\nend\nif <(Level) = [6]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (159) y: (100)\n Stuff-1\nend\nif <(Level) = [11]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (50) y: (46)\n Stuff-1\nend\nif <(Level) = [12]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (-163) y: (-96)\n Stuff-1\nend\nif <(Level) = [13]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (98) y: (46)\n Stuff-1\nend\nif <(Level) = [16]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (-20) y: (168)\n Stuff-1\nend\nif <(Level) = [17]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (-3) y: (66)\n Stuff-1\nend\nif <(Level) = [18]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (-49) y: (138)\n Stuff-1\nend\nif <(Level) = [19]> then\n set [racoon hp v] to [10]\n point in direction (-90)\n go to x: (-149) y: (25)\n Stuff-1\nend\n\ndefine Stuff-1\nset [attack v] to [0]\nshow\nif <(costume [number v]) < [7]> then\n switch costume to (racoon-1 v)\nend\nforever\n if <([x position v] of [jack jack v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(costume [number v]) < [7]> then\n if <(Attack) = [0]> then\n if <(Racoon Hp) > [0]> then\n repeat (10)\n switch costume to (racoon-1 v)\n end\n switch costume to (racoon-1 v)\n end\n if <(Racoon Hp) > [0]> then\n repeat (10)\n switch costume to (racoon-2 v)\n end\n switch costume to (racoon-2 v)\n end\n end\n end\n if <(Racoon Hp) < [1]> then\n forever\n if <(costume [number v]) < [7]> then\n switch costume to (racoon-dead v)\n end\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nwait (0) seconds\nif <(Level) = [5]> then\n Stuff-2\nend\nif <(Level) = [6]> then\n Stuff-2\nend\nif <(Level) = [11]> then\n Stuff-2\nend\nif <(Level) = [12]> then\n wait (0.8) seconds\n Stuff-2\nend\nif <(Level) = [13]> then\n Stuff-2\nend\nif <(Level) = [16]> then\n Stuff-2\nend\nif <(Level) = [17]> then\n Stuff-2\nend\nif <(Level) = [18]> then\n Stuff-2\nend\nif <(Level) = [19]> then\n Stuff-2\nend\n\ndefine Move\nif <touching (jack jack v)?> then\n if <([costume # v] of [jack jack v]) = [18]> then\n end\nelse\n if <(direction) = [90]> then\n change [racoon xv v] by (0.5)\n else\n change [racoon xv v] by (-0.5)\n end\nend\n\ndefine Stuff-2\nforever\n if <(Racoon Hp) > [0]> then\n if <(costume [number v]) < [7]> then\n if <(distance to [jack jack v]) < [125]> then\n repeat (5)\n set [attack v] to [1]\n repeat (2)\n switch costume to (racoon-3 v)\n Move\n end\n switch costume to (racoon-3 v)\n Attack\n end\n repeat (5)\n set [attack v] to [1]\n repeat (2)\n switch costume to (racoon-4 v)\n Move\n end\n switch costume to (racoon-4 v)\n Attack\n end\n switch costume to (racoon-4 v)\n set [attack v] to [0]\n wait (0.8) seconds\n end\n end\n end\nend\n\nwhen I receive [spawn v]\nwait (2) seconds\nStuff-2\n\nwhen I receive [spawn v]\ngo to x: ([x position v] of [jack jack v]) y: (200)\nset [racoon yv v] to [0]\nset [racoon hp v] to [10]\nStuff-1\n\nwhen I start as a clone\nhide\nset size to (100) %\nforever\n point in direction (90)\n go to (raccoon v)\n change y by (50)\n switch costume to ((Racoon Hp) + (6))\n if <(Racoon Hp) < [1]> then\n switch costume to (hp-11 v)\n end\nend\n\nwhen I receive [laser fight v]\nrepeat until <(Game End) = [1]>\n hide\nend\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\nhide\nif <(Level) = [11]> then\n show\n go to x: (122) y: (-114)\n forever\n if <<touching (raccoon v)?> or <touching (jack jack v)?>> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n end\nend\nif <(Level) = [15]> then\n show\n go to x: (115) y: (-114)\n forever\n if <<touching (raccoon v)?> or <touching (jack jack v)?>> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n end\nend\nif <(Level) = [16]> then\n show\n go to x: (-80) y: (-118)\n forever\n if <<touching (raccoon v)?> or <touching (jack jack v)?>> then\n switch costume to (down v)\n else\n switch costume to (up v)\n end\n end\nend\n\n@Incredi Star\n\nwhen I receive [new level v]\n\ndefine If Level =\nif <(Level) = [1]> then\n go to x: (-198) y: (50)\nend\nif <(Level) = [2]> then\n go to x: (-192) y: (154)\nend\nif <(Level) = [3]> then\n go to x: (222) y: (-111)\nend\nif <(Level) = [4]> then\n go to x: (57) y: (-127)\nend\nif <(Level) = [5]> then\n go to x: (-155) y: (65)\nend\nif <(Level) = [6]> then\n go to x: (2) y: (173)\nend\nif <(Level) = [7]> then\n go to x: (81) y: (-123)\nend\nif <(Level) = [8]> then\n go to x: (-74) y: (-92)\nend\nif <(Level) = [9]> then\n go to x: (124) y: (-189)\nend\nif <(Level) = [10]> then\n go to x: (-53) y: (-165)\nend\nif <(Level) = [11]> then\n go to x: (133) y: (-133)\nend\nif <(Level) = [12]> then\n go to x: (-55) y: (-121)\nend\nif <(Level) = [13]> then\n go to x: (-235) y: (80)\nend\nif <(Level) = [14]> then\n go to x: (11) y: (130)\nend\nif <(Level) = [15]> then\n go to x: (11) y: (115)\nend\nif <(Level) = [16]> then\n go to x: (126) y: (147)\nend\nif <(Level) = [17]> then\n go to x: (160) y: (170)\nend\nif <(Level) = [18]> then\n go to x: (121) y: (38)\nend\nif <(Level) = [19]> then\n go to x: (0) y: (-100)\nend\nif <(Level) = [20]> then\n go to x: (191) y: (-127)\nend\n\ngo to x: (0) y: (0)\n\nforever\n set [ghost v] effect to (0)\nend\n\ngo to x: (157) y: (-162)\n\nwhen flag clicked\ndelete (all) of [collected v]\nforever\n If Level =\n if <[collected v] contains (Level)?> then\n hide\n else\n show\n end\n switch costume to (incredi symbol-1 v)\n set [ghost v] effect to (99)\n if <(distance to [jack jack v]) < [100]> then\n set [ghost v] effect to (distance to [jack jack v])\n end\n if <touching (jack jack v)?> then\n set [ghost v] effect to (0)\n add (Level) to [collected v]\n repeat (2)\n switch costume to (incredi symbol-1 v)\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\ngo to x: (-227) y: (12)\n\ngo to x: (-100) y: (0)\n\ngo to x: (145) y: (-118)\n\ndelete (all) of [collected v]\n\nwhen I receive [laser fight v]\nforever\n if <(Laser Fight) < [-120]> then\n stop [other scripts in sprite v]\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to ((length of [collected v]) + (4))\n if <(length of [collected v]) = [0]> then\n switch costume to (incredi symbol-25 v)\n end\n go to x: (171) y: (-97)\n end\nend\n\n@The Racoon\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [7]>> then\n go [backward v] (100) layers\n end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nhide\nwait (0) seconds\nif <(Level) = [20]> then\n set [boss hp v] to [10]\n set [old boss hp v] to [10]\n create clone of (_myself_ v)\n switch costume to (racoon-1 v)\n show\n point in direction (-90)\n go to x: (295) y: (-12)\n repeat until <(Boss HP) < [5]>\n repeat until <<(x position) > (([x position v] of [jack jack v]) - (100))> and <(x position) < (([x position v] of [jack jack v]) + (100))>>\n if <(x position) > ([x position v] of [jack jack v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n repeat (20)\n move (1) steps\n change y by (-0.5)\n end\n repeat (20)\n move (1) steps\n change y by (0.5)\n end\n end\n repeat (4)\n wait (0.1) seconds\n next costume\n end\n broadcast (Raccoon Smash v)\n repeat (4)\n switch costume to (racoon-5 v)\n wait (0.5) seconds\n next costume\n wait (0.3) seconds\n end\n switch costume to (racoon-1 v)\n wait (1) seconds\n switch costume to (racoon-7 v)\n set [yv v] to [12]\n if <(x position) > ([x position v] of [jack jack v])> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n wait (0.5) seconds\n switch costume to (racoon-1 v)\n set [old boss hp v] to (Boss HP)\n wait (0.5) seconds\n end\n repeat until <(Boss HP) < [1]>\n point in direction (90)\n go to x: (-25) y: (-12)\n switch costume to (racoon-8 v)\n wait (0.5) seconds\n switch costume to (racoon-9 v)\n wait (0.5) seconds\n broadcast (Raccoon Throw v)\n switch costume to (racoon-10 v)\n wait (5) seconds\n switch costume to (racoon-8 v)\n wait (1) seconds\n end\nend\n\nrepeat (5)\nend\n\npoint towards (jack jack v)\n\nwhen I receive [next level v]\nwait (0) seconds\nif <(Level) = [20]> then\n wait (4) seconds\n repeat until <(Boss HP) < [1]>\n broadcast (Spawn v)\n wait (pick random (10) to (14)) seconds\n end\nend\n\nforever\nend\n\nset y to (-12)\n\nwhen I start as a clone\nshow\nforever\n set size to (300) %\n go to x: (0) y: (100)\n change y by (50)\n switch costume to ((Boss HP) + (7))\n if <(Boss HP) < [1]> then\n switch costume to (hp-11 v)\n end\nend\n\nwait until <(Racoon Hp) < [1]>\n\nset [boss hp v] to [2]\nset [old boss hp v] to [2]\n\nwhen I receive [bam v]\nif <(costume [number v]) > [18]> then\n switch costume to (racoon-11 v)\n wait (0.5) seconds\n switch costume to (racoon-8 v)\nend\n\nwhen I receive [laser fight v]\nset [laser fight v] to [-20]\nset [game end v] to [0]\nrepeat until <(Game End) = [1]>\n go to x: (170) y: (3)\n go to [front v] layer\n show\n switch costume to (racoon-12 v)\n point in direction (-90)\n move (Laser Fight) steps\n change [laser fight v] by (1)\n if <(Laser Fight) > [150]> then\n set [game end v] to [1]\n broadcast (Next Level v)\n change [level v] by (-1)\n end\n if <(Laser Fight) < [-120]> then\n set [game end v] to [1]\n hide\n stop [all v]\n end\n if <key (space v) pressed?> then\n go to [front v] layer\n change [laser fight v] by (-6)\n repeat until <not <key (space v) pressed?>>\n go to [front v] layer\n show\n switch costume to (racoon-12 v)\n go to x: (170) y: (3)\n point in direction (-90)\n move (Laser Fight) steps\n change [laser fight v] by (1)\n end\n end\nend\n\nhide\n\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\ndelete this clone\n\nforever\nend\n\nwhen I receive [laser fight v]\ndelete this clone\n\nhide\nstop [all v]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nforever\n if <(Level) = [20]> then\n if <(Boss HP) < [1]> then\n broadcast (Laser Fight v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [laser fight v]\ndelete this clone\n\nif <(Boss HP) < [1]> then\n broadcast (Laser Fight v)\nend\n\nwait (1) seconds\n\nbroadcast (laser fight v)\n\n@Boss Fight Words\n\nwhen I receive [next level v]\nset [game end v] to [0]\nwait (0) seconds\nif <(Level) = [20]> then\n show\n repeat (4)\n set size to (100) %\n go to [front v] layer\n next costume\n if <(costume [number v]) = [5]> then\n switch costume to (costume1 v)\n end\n go to x: (0) y: (-150)\n set [ghost v] effect to (100)\n repeat (20)\n change y by (2)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change y by (-2)\n change [ghost v] effect by (5)\n end\n wait (2) seconds\n end\nend\n\nwhen I receive [laser fight v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\nswitch costume to (costume5 v)\nshow\ngo to x: (0) y: (-15)\nset size to (100) %\nrepeat until <(Game End) = [1]>\n repeat (2)\n change size by (-4)\n end\n repeat (2)\n change size by (4)\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n
Cave Platformer 2
@Stage\n\n@Background\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (105) %\nswitch costume to (scrolling2 v)\ngo to x: (140) y: (0)\nrepeat (12)\n go to x: (140) y: (0)\n repeat (13)\n change x by (-10)\n end\nend\nhide\n\n@Circles\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nwait (1.5) seconds\nrepeat (6)\n create clone of (_myself_ v)\n wait (0.5) seconds\n next costume\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat (100)\n change size by (10)\n change [ghost v] effect by (2)\nend\n\n@Emblem\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (75)\nshow\nset [counter v] to [3]\nrepeat (15)\n turn right (1) degrees\n change size by (Counter)\n change [counter v] by (-1)\nend\nset [counter v] to [1]\nrepeat (12)\n change [counter v] by (2)\n turn right (2) degrees\n change size by (Counter)\nend\nwait (0.3) seconds\nset [counter v] to [1]\nrepeat (15)\n turn right (-3) degrees\n change [counter v] by (-2)\n change size by (Counter)\nend\nhide\n\n@Cover\n\nwhen flag clicked\nswitch costume to (1 v)\nset [brightness v] effect to (0)\ngo to x: (0) y: (366)\ngo to [front v] layer\nhide\nwait (5) seconds\ngo to [front v] layer\nshow\nrepeat (30)\n Smooth Glide to (-40)\nend\nwait (0.5) seconds\nnext costume\nbroadcast (Game v)\nrepeat (30)\n Smooth Glide to (590)\nend\nhide\n\nwhen flag clicked\nset volume to (30) %\nwait (5.4) seconds\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\nrepeat (20)\n change volume by (5)\nend\n\nwhen flag clicked\nplay sound [Intro Song v] until done\nforever\n play sound [Main Theme v] until done\nend\n\ndefine None\nchange y by (((y) - (y position)) / (8))\n\nwhen I receive [cover v]\nswitch costume to (1 v)\ngo to x: (0) y: (366)\ngo to [front v] layer\nshow\nrepeat (30)\n Smooth Glide to (-10)\nend\nwait (0.2) seconds\nnext costume\nrepeat (30)\n Smooth Glide to (660)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Title Page\n\nwhen flag clicked\nset [game v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (cave v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (cave2 v)\ncreate clone of (_myself_ v)\nswitch costume to (cave4 v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (title v)\ngo to [front v] layer\nset [counter v] to [0]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n create clone of (_myself_ v)\n wait until <not <mouse down?>>\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n forever\n repeat (20)\n change y by (-0.2)\n switch costume to (cave4 v)\n go [backward v] (1) layers\n end\n repeat (20)\n change y by (0.2)\n switch costume to (cave4 v)\n go [backward v] (1) layers\n end\n end\nend\nif <(costume [number v]) = [1]> then\n set [counter v] to [8]\n repeat (20)\n change [ghost v] effect by (6)\n change y by (Counter)\n change [counter v] by (-1)\n change size by (-4)\n end\n delete this clone\nend\n\nwhen I receive [game v]\nshow\n\nwhen I receive [start v]\nwait (1) seconds\nif <(costume [number v]) = [1]> then\n switch costume to (cave3 v)\n repeat until <(Level) = [13]>\n go [backward v] (25) layers\n end\n switch costume to (cave5 v)\nelse\n hide\n delete this clone\nend\n\nwait until \n\n@Button\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nhide\nrepeat (10)\n go to [front v] layer\nend\n\ndefine size_change (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I receive [game v]\nshow\nset size to (100) %\nwait (1) seconds\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(size) = [120]>> then\n size_change (120)\n end\n if <mouse down?> then\n change [game v] by (1)\n broadcast (start v)\n broadcast (cover v)\n repeat until <(size) = [10]>\n size_change (10)\n end\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n if <not <(size) = [100]>> then\n size_change (100)\n end\n end\nend\n\nwhen I start as a clone\nchange [ghost v] effect by (50)\nset size to (120) %\nrepeat (10)\n size_change (180)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [game v]\nforever\n if <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\n@You\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nwait (1) seconds\ngo to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\nshow\nset [y v] to [0]\nset [x v] to [0]\nset [hurt v] to [0]\nset size to (130) %\npoint in direction (90)\nset [fails v] to [0]\nforever\n if <touching (boss v)?> then\n if <(Hurt) = [1]> then\n change [lives v] by (-1)\n repeat (20)\n Glide (item (((Level) * (2)) - (1)) of [spawnpoints v]) (item ((Level) * (2)) of [spawnpoints v])\n end\n set [x v] to [0]\n set [y v] to [0]\n else\n change [fails v] by (1)\n set [counter v] to [8]\n repeat (30)\n change [counter v] by (-1)\n change y by (Counter)\n change size by (-5)\n change [ghost v] effect by (5)\n end\n go to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\n point in direction (90)\n set size to (130) %\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n if <<touching (lava v)?> or <<<(x) = [0]> and <(y) = [0]>> and <touching (level safe v)?>>> then\n change [fails v] by (1)\n set [counter v] to [10]\n repeat (30)\n if <(x) > [0.1]> then\n move (2) steps\n turn right (3) degrees\n else\n if <(x) < [-0.1]> then\n move (-2) steps\n turn right (-3) degrees\n else\n move (0) steps\n end\n end\n change [counter v] by (-1)\n change y by (Counter)\n change size by (-5)\n change [ghost v] effect by (5)\n end\n go to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\n point in direction (90)\n set size to (130) %\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<<<touching (still lazers v)?> or <touching (flashing lazers v)?>> or <touching (moving dangers v)?>> or <touching (bullets v)?>> then\n change [fails v] by (1)\n set [counter v] to [8]\n repeat (30)\n change [counter v] by (-1)\n change y by (Counter)\n change size by (-5)\n change [ghost v] effect by (5)\n end\n go to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\n point in direction (90)\n set size to (130) %\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (Cover v)\n wait (1) seconds\n if <(Level) = [11]> then\n change [level v] by (1)\n broadcast (Boss v)\n else\n change [level v] by (1)\n end\n go to x: (item (((Level) * (2)) - (1)) of [spawnpoints v]) y: (item ((Level) * (2)) of [spawnpoints v])\n point in direction (90)\n set size to (130) %\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (level safe v)?> then\n change y by (1)\n if <touching (level safe v)?> then\n change y by (1)\n if <touching (level safe v)?> then\n change y by (1)\n if <touching (level safe v)?> then\n change y by (1)\n if <touching (level safe v)?> then\n change y by (1)\n if <touching (level safe v)?> then\n change y by (1)\n if <touching (level safe v)?> then\n change y by (-6)\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 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 (level safe v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (level safe v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [8.5]\n end\n change y by (0.5)\n if <(Level) = [13]> then\n go to x: (-199) y: (-74)\n stop [this script v]\n end\nend\n\ndefine None\nchange x by (((x) - (x position)) / (4))\nchange y by (((y) - (y position)) / (4))\n\n@Level Safe\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nforever\n Front-1\n switch costume to (Level)\nend\n\ndefine Front-1\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Lava\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nforever\n repeat (20)\n change y by (-0.2)\n switch costume to (Level)\n end\n repeat (20)\n change y by (0.2)\n switch costume to (Level)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Still Lazers\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nforever\n Front-1\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\ndefine Front-1\ngo to [front v] layer\ngo [backward v] (11) layers\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nset [counter v] to [1]\nif <(username) = [CrystalKeeper7]> then\n wait until <key (h v) pressed?>\n wait until <key (u v) pressed?>\n wait until <key (m v) pressed?>\n wait until <key (b v) pressed?>\n wait until <key (n v) pressed?>\n wait until <key (a v) pressed?>\n wait until <key (i v) pressed?>\n wait until <key (l v) pressed?>\n broadcast (thumb v)\nend\n\nwhen I receive [thumb v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Particle Effects\n\ndefine None\nset y to (y)\nswitch costume to (pick random (1) to (3))\nset x to (pick random (x) to (x2))\nset size to (pick random (60) to (80)) %\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [game v]\nset size to (50) %\nrepeat until <(Game) = [1]>\n Fumes (-240) to (240) With Y: (-115)\n Fumes (-240) to (240) With Y: (-115)\n Fumes (-240) to (240) With Y: (-115)\n Fumes (-240) to (240) With Y: (-115)\nend\nwait (0.5) seconds\nforever\n if <(Level) = [1]> then\n Fumes (-116) to (68) With Y: (-64)\n else\n if <(Level) = [2]> then\n Fumes (-50) to (100) With Y: (-90)\n Fumes (140) to (230) With Y: (-55)\n else\n if <(Level) = [3]> then\n Fumes (-100) to (124) With Y: (-98)\n else\n if <(Level) = [4]> then\n Fumes (-100) to (124) With Y: (-104)\n else\n if <(Level) = [5]> then\n Fumes (-125) to (117) With Y: (-104)\n else\n if <(Level) = [6]> then\n Fumes (-151) to (-23) With Y: (43)\n else\n if <(Level) = [7]> then\n Fumes (-87) to (198) With Y: (-123)\n Fumes (-87) to (198) With Y: (-123)\n else\n if <(Level) = [8]> then\n Fumes (-200) to (-61) With Y: (75)\n Fumes (-17) to (119) With Y: (45)\n Fumes (-240) to (-113) With Y: (-123)\n else\n if <(Level) = [9]> then\n Fumes (-151) to (-87) With Y: (-129)\n Fumes (-9) to (70) With Y: (-129)\n Fumes (100) to (193) With Y: (-139)\n else\n if <(Level) = [10]> then\n Fumes (-132) to (152) With Y: (-117)\n Fumes (-132) to (152) With Y: (-117)\n else\n if <(Level) = [11]> then\n Fumes (-185) to (-105) With Y: (-58)\n Fumes (-60) to (0) With Y: (-79)\n Fumes (107) to (178) With Y: (-132)\n else\n if <(Level) = [12]> then\n Fumes (-96) to (114) With Y: (-100)\n Fumes (-96) to (114) With Y: (-100)\n else\n Fumes (-74) to (203) With Y: (-74)\n Fumes (-74) to (203) With Y: (-74)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\ngo [backward v] (5000) layers\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (1)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@LevelNumbers\n\nwhen flag clicked\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nswitch costume to (10 v)\ngo to x: (-180) y: (163)\nshow\ncreate clone of (_myself_ v)\nchange x by (12)\nrepeat until <(Level) = [13]>\n if <(letter (2) of (Level)) = []> then\n hide\n else\n show\n end\n switch costume to ((letter (2) of (Level)) + (1))\nend\ngo to x: (105) y: (89)\nif <(Fails) > [99]> then\n set [fails v] to [99]\nend\nset [fails v] to ((100) - (Fails))\nset [counter2 v] to [1]\nhide\nrepeat (length of (Fails))\n switch costume to ((letter (Counter2) of (Fails)) + (1))\n change [counter2 v] by (1)\n stamp\n change x by (12)\nend\n\nwhen I start as a clone\nrepeat until <(Level) = [13]>\n if <(letter (1) of (Level)) = []> then\n hide\n else\n show\n end\n switch costume to ((letter (1) of (Level)) + (1))\nend\ndelete this clone\n\n@Moving Dangers\n\nwhen I receive [start v]\nwait (1) seconds\nset size to (100) %\nforever\n Front-1\n if <(Level) = [3]> then\n show\n switch costume to (first v)\n go to x: (-20) y: (50)\n turn right (3) degrees\n else\n if <(Level) = [6]> then\n show\n switch costume to (first v)\n go to x: (-90) y: (10)\n turn right (3) degrees\n else\n if <(Level) = [8]> then\n show\n switch costume to (lazers4 v)\n point in direction (90)\n go to x: (0) y: (13)\n repeat (30)\n change y by (-2)\n Front-1\n if <(Level) = [9]> then\n hide\n end\n end\n repeat (30)\n change y by (2)\n Front-1\n if <(Level) = [9]> then\n hide\n end\n end\n else\n if <(Level) = [11]> then\n show\n switch costume to (first v)\n go to x: (240) y: (-60)\n turn right (2) degrees\n else\n hide\n go to x: (0) y: (0)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Front-1\ngo to [front v] layer\ngo [backward v] (18) layers\n\n@Buttons\n\nwhen flag clicked\nhide\n\n@Flashing Lazers\n\nwhen I receive [start v]\nwait (1) seconds\nreset timer\nforever\n if <(Level) < [6]> then\n hide\n else\n if <(Level) = [6]> then\n switch costume to (6 v)\n go to x: (0) y: (0)\n if <((round (timer)) mod (4)) < [2]> then\n show\n else\n hide\n end\n else\n if <(Level) = [7]> then\n show\n go to x: (0) y: (0)\n if <((round (timer)) mod (4)) < [2]> then\n switch costume to (7 v)\n else\n switch costume to (8 v)\n end\n else\n if <(Level) = [8]> then\n show\n go to x: (0) y: (0)\n if <((round (timer)) mod (4)) < [2]> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\n else\n if <(Level) = [9]> then\n show\n go to x: (0) y: (0)\n if <((round (timer)) mod (4)) < [2]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n else\n if <(Level) = [10]> then\n show\n go to x: (0) y: (0)\n if <((round (timer)) mod (4)) < [2]> then\n switch costume to (9 v)\n else\n switch costume to (10 v)\n end\n else\n if <(Level) = [11]> then\n show\n go to x: (0) y: (0)\n if <((round (timer)) mod (4)) < [2]> then\n switch costume to (11 v)\n else\n switch costume to (12 v)\n end\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Boss\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nswitch costume to (lazer v)\npoint towards (you v)\nrepeat (5)\n move (10) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nmove (10) steps\ndelete this clone\n\nwhen I receive [boss v]\nset [ghost v] effect to (0)\ngo to x: (147) y: (-32)\nshow\nwait (2) seconds\nset [lives v] to [4]\nrepeat until <(Lives) = [0]>\n switch costume to (cave2 v)\n show\n set [brightness v] effect to (0)\n set [hurt v] to [0]\n repeat ((7) - (Lives))\n if <(pick random (1) to (3)) = [1]> then\n repeat (5)\n wait (0.2) seconds\n create clone of (bullets v)\n end\n else\n repeat (5)\n wait (0.3) seconds\n repeat (20)\n change [brightness v] effect by (1)\n end\n create clone of (bullets v)\n repeat (5)\n change [brightness v] effect by (-4)\n end\n end\n end\n end\n change [hurt v] by (1)\n set [brightness v] effect to (-10)\n wait (4) seconds\nend\n\nwhen flag clicked\nset size to (100) %\nhide\nset [lives v] to [4]\nwait until <(Lives) = [0]>\nstop [other scripts in sprite v]\nset [counter v] to [8]\nrepeat (30)\n change [counter v] by (-1)\n change y by (Counter)\n change size by (-5)\n change [ghost v] effect by (5)\nend\nbroadcast (cover v)\nwait (1) seconds\nchange [level v] by (1)\n\n@Bullets\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (15) layers\nshow\nset [brightness v] effect to (0)\nswitch costume to (lazer v)\ngo to (boss v)\npoint towards (you v)\nrepeat (5)\n move ((14) - (Lives)) steps\nend\nrepeat until <touching (_edge_ v)?>\n move ((14) - (Lives)) steps\nend\nmove ((14) - (Lives)) steps\ndelete this clone\n\n
Land of Desolation II: Dark Solarus [Platformer]
@Stage\n\nwhen I receive [message1 v]\nplay sound [Pasted3.mp3 v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (15) seconds\nset [ghost v] effect to (100)\nswitch backdrop to (arrière-plan1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message9 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message9 v]\nwait (16) seconds\nswitch costume to (arrière-plan2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [2.1]> then\n wait (9) seconds\n stop all sounds\n play sound [Undertale OST 031 - Waterfall.mp3 v] until done\n end\n if <<(niveau ; lieu) = [2.2]> or <<(niveau ; lieu) = [2.3]> or <<(niveau ; lieu) = [2.4]> or <<(niveau ; lieu) = [2.5]> or <(niveau ; lieu) = [2.6]>>>>> then\n stop all sounds\n play sound [Undertale OST 031 - Waterfall.mp3 v] until done\n end\n if <(niveau ; lieu) = [3]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message15 v]\nset [niveau ; lieu v] to [3]\n\nwhen I receive [message15 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [3.1]> then\n wait (9) seconds\n stop all sounds\n play sound [Super Mario 64 Music- Bowser's Road.mp3 v] until done\n end\n if <<(niveau ; lieu) = [3.2]> or <<(niveau ; lieu) = [3.3]> or <<(niveau ; lieu) = [3.4]> or <<(niveau ; lieu) = [3.5]> or <(niveau ; lieu) = [3.6]>>>>> then\n stop all sounds\n play sound [Super Mario 64 Music- Bowser's Road.mp3 v] until done\n end\n if <(niveau ; lieu) = [4]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [3]> then\n stop all sounds\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [4]> then\n stop all sounds\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [message22 v]\nset [niveau ; lieu v] to [4]\n\nwhen I receive [message22 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (arrière-plan3 v)\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message26 v]\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message29 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (2) seconds\nswitch backdrop to (arrière-plan4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [4.1]> then\n wait (9) seconds\n stop all sounds\n play sound [Majoras Mask Astral Observatory Music.mp3 v] until done\n end\n if <<(niveau ; lieu) = [4.2]> or <<(niveau ; lieu) = [4.3]> or <<(niveau ; lieu) = [4.4]> or <<(niveau ; lieu) = [4.5]> or <(niveau ; lieu) = [4.6]>>>>> then\n stop all sounds\n play sound [Majoras Mask Astral Observatory Music.mp3 v] until done\n end\n if <(niveau ; lieu) = [5]> then\n stop all sounds\n play sound [Master Sword - The Legend of Zelda A Link to the Past.mp3 v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5.1]> then\n wait (1) seconds\n stop all sounds\n play sound [Southern Swamp - The Legend of Zelda_ Majora's Mask.mp3 v] until done\n end\n if <<(niveau ; lieu) = [5.2]> or <<(niveau ; lieu) = [5.3]> or <<(niveau ; lieu) = [5.4]> or <<(niveau ; lieu) = [5.5]> or <(niveau ; lieu) = [5.6]>>>>> then\n stop all sounds\n play sound [Southern Swamp - The Legend of Zelda_ Majora's Mask.mp3 v] until done\n end\n if <(niveau ; lieu) = [6]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message31 v]\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (arrière-plan5 v)\nwait (8) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [niveau ; lieu v] to [5.1]\n\nwhen I receive [message37 v]\nset [niveau ; lieu v] to [6]\n\nwhen I receive [message37 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (arrière-plan6 v)\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [6.1]> then\n wait (9) seconds\n stop all sounds\n play sound [Mario and Luigi_ Partners in Time Soundtrack - Gritzy Desert.mp3 v] until done\n end\n if <<(niveau ; lieu) = [6.2]> or <<(niveau ; lieu) = [6.3]> or <<(niveau ; lieu) = [6.4]> or <<<<<(niveau ; lieu) = [6.5]> or <(niveau ; lieu) = [6.6]>> or <(niveau ; lieu) = [6.7]>> or <(niveau ; lieu) = [6.8]>> or <(niveau ; lieu) = [6.9]>>>>> then\n stop all sounds\n play sound [Mario and Luigi_ Partners in Time Soundtrack - Gritzy Desert.mp3 v] until done\n end\n if <(niveau ; lieu) = [7]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [7]> then\n stop all sounds\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [message41 v]\nset [niveau ; lieu v] to [7]\n\nwhen I receive [message41 v]\nwait (8) seconds\nset [niveau ; lieu v] to [non]\n\nwhen I receive [message41 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (arrière-plan7 v)\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch backdrop to (arrière-plan8 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [valeur 1-1 v] to [0]\nforever\n if <(niveau ; lieu) = [6]> then\n set [valeur 1-1 v] to [1]\n stop all sounds\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [message41 v]\nwait (30) seconds\nswitch backdrop to (arrière-plan9 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message41 v]\nwait (59) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [good code v]\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message41 v]\nwait (68) seconds\nset [niveau ; lieu v] to [7.1]\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [7.1]> then\n stop all sounds\n play sound [Metroid Music-Title.mp3 v] until done\n end\n if <<(niveau ; lieu) = [7.2]> or <<(niveau ; lieu) = [7.3]> or <<<<(niveau ; lieu) = [7.4]> or <(niveau ; lieu) = [7.5]>> or <(niveau ; lieu) = [7.6]>> or <(niveau ; lieu) = [7.7]>>>> then\n stop all sounds\n play sound [Metroid Music-Title.mp3 v] until done\n end\n if <(niveau ; lieu) = [non2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [non2]> then\n stop all sounds\n play sound [Metroid Music - Item Acquisition Fanfare.mp3 v] until done\n set [niveau ; lieu v] to [non3]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(niveau ; lieu) = [non3]> or <(niveau ; lieu) = [7.8]>> or <(niveau ; lieu) = [7.9]>> or <(niveau ; lieu) = [final1]>> then\n stop all sounds\n play sound [Metroid Music-Title.mp3 v] until done\n end\n if <(niveau ; lieu) = [final2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [final2]> then\n stop all sounds\n play sound [TheLegendofZeldaALinkBetweenTheWorld_12.mp3 v] until done\n end\n if <(niveau ; lieu) = [win]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [win]> then\n stop all sounds\n play sound [8 Bit Explosion 1 SOUND Effect.mp3 v] until done\n wait (2) seconds\n play sound [For Shovelry! \(Boss Victory\) - Shovel Knight \[OST\].mp3 v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [rip v]\nwait (15) seconds\nplay sound [Mega Man 3_ Title Screen.mp3 v] until done\nstop [this script v]\n\nwhen I receive [rip v]\nwait (15) seconds\nswitch backdrop to (arrière-plan11 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nstop all sounds\n\n@Lutin1\n\nwhen flag clicked\nshow\nset [color v] effect to (0)\nset [ghost v] effect to (0)\ngo to x: (0) y: (182)\nglide (1) secs to x: (0) y: (10)\nrepeat (10)\n change y by (-1)\n change [color v] effect by (20)\n create clone of (_myself_ v)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nwait (1) seconds\nplay sound [Gameboy Startup Sound.mp3 v] until done\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (5) seconds\ngo to x: (0) y: (182)\nbroadcast (message1 v)\nglide (0.3) secs to x: (0) y: (20)\n\nwhen flag clicked\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (5.5) seconds\ngo to x: (0) y: (-182)\nbroadcast (message1 v)\nglide (0.3) secs to x: (0) y: (-20)\n\nwhen flag clicked\nwait (5.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (6) seconds\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin5\n\nwhen flag clicked\nhide\nset [gravité v] to [0]\nset [niveau ; lieu v] to [1.1]\ngo to x: (-133) y: (-110)\nwait (17) seconds\ngo to [front v] layer\nforever\n if <color (#666666) is touching (#00cc44)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#00cc44)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#00cc44)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [1.2]> then\n if <(code) = [1]> then\n stop [this script v]\n end\n end\n if <(niveau ; lieu) = [2.1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [1.1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [1.2]\n broadcast (message2 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [1.2]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [1.3]\n broadcast (message3 v)\n go to x: (-242) y: (y position)\n end\n if <touching (lutin10 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n end\n if <(niveau ; lieu) = [1.3]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n if <touching (lutin10 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [1.4]\n broadcast (message5 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [1.4]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-112)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [1.5]\n broadcast (message7 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [1.5]> then\n if <touching (lutin10 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [1.6]\n broadcast (message8 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [2.1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [2.2]\n broadcast (message10 v)\n go to x: (-242) y: (y position)\n end\n if <touching (lutin16 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n end\n if <(niveau ; lieu) = [2.2]> then\n if <touching (lutin17 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [2.3]\n broadcast (message11 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [2.3]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-112)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [2.4]\n broadcast (message12 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [2.4]> then\n if <touching (lutin18 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [2.5]\n broadcast (message13 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [2.5]> then\n if <touching (lutin19 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-242) y: (-110)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [2.6]\n broadcast (message14 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [3.1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [3.2]\n broadcast (message16 v)\n go to x: (-242) y: (y position)\n end\n if <touching (lutin21 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-198) y: (-111)\n end\n end\n if <(niveau ; lieu) = [3.2]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [3.3]\n broadcast (message17 v)\n go to x: (-242) y: (y position)\n end\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-212) y: (-111)\n end\n end\n if <(niveau ; lieu) = [3.3]> then\n if <touching (lutin22 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (101)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [3.4]\n broadcast (message18 v)\n go to x: (-242) y: (y position)\n end\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (101)\n end\n end\n if <(niveau ; lieu) = [3.4]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-232) y: (101)\n end\n if <touching (lutin23 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-232) y: (101)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [3.5]\n broadcast (message19 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [3.5]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-232) y: (102)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [3.6]\n broadcast (message20 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [3.6]> then\n if <touching (lutin25 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-232) y: (101)\n end\n end\n if <(niveau ; lieu) = [4.1]> then\n if <touching (lutin26 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-218) y: (-102)\n end\n if <(x position) = [212]> then\n set [niveau ; lieu v] to [4.2]\n broadcast (message23 v)\n go to x: (-218) y: (y position)\n end\n end\n if <(niveau ; lieu) = [4.2]> then\n if <<(x position) = [212]> or <(x position) = [219]>> then\n set [niveau ; lieu v] to [4.3]\n broadcast (message24 v)\n go to x: (-218) y: (y position)\n end\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-211) y: (-61)\n end\n if <touching (lutin27 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-211) y: (-61)\n end\n end\n if <(niveau ; lieu) = [4.3]> then\n if <(x position) = [212]> then\n set [niveau ; lieu v] to [4.4]\n broadcast (message25 v)\n go to x: (-218) y: (y position)\n end\n end\n if <(niveau ; lieu) = [4.4]> then\n if <(x position) = [212]> then\n set [niveau ; lieu v] to [4.5]\n broadcast (message27 v)\n go to x: (-218) y: (y position)\n end\n end\n if <(niveau ; lieu) = [4.5]> then\n if <(x position) = [212]> then\n set [niveau ; lieu v] to [4.6]\n broadcast (message28 v)\n go to x: (-218) y: (y position)\n end\n end\n if <(niveau ; lieu) = [4.6]> then\n if <(y position) = [-257]> then\n broadcast (message29 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I receive [message15 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [niveau ; lieu v] to [3.1]\ngo to x: (-198) y: (-111)\nwait (7) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [gravité v] to [0]\ngo to [front v] layer\nforever\n if <color (#666666) is touching (#663b00)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#663b00)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#663b00)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [4.1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message6 v]\nstop [other scripts in sprite v]\n\nwhen I receive [message22 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [niveau ; lieu v] to [4.1]\ngo to x: (-208) y: (-102)\nwait (7) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [gravité v] to [0]\ngo to [front v] layer\nforever\n if <color (#666666) is touching (#f6f6f6)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#f6f6f6)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#f6f6f6)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [4.6]> then\n if <(y position) = [-257]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [message9 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [niveau ; lieu v] to [2.1]\ngo to x: (-244) y: (-115)\nwait (7) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [gravité v] to [0]\ngo to [front v] layer\nforever\n if <color (#666666) is touching (#000000)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#000000)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#000000)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [3.1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5.1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [5.2]\n broadcast (message32 v)\n go to x: (-242) y: (y position)\n end\n if <touching (lutin36 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (-98)\n end\n end\n if <(niveau ; lieu) = [5.2]> then\n if <touching (lutin36 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (-98)\n end\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (-98)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [5.3]\n broadcast (message33 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [5.3]> then\n if <touching (lutin36 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (-98)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [5.4]\n broadcast (message34 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [5.4]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (-98)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [5.5]\n broadcast (message35 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [5.5]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [5.6]\n broadcast (message36 v)\n go to x: (-242) y: (y position)\n end\n if <touching (lutin36 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-209) y: (15)\n end\n end\n if <(niveau ; lieu) = [6.1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.2]\n broadcast (message38 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [6.2]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.3]\n broadcast (message39 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [6.3]> then\n if <touching (lutin41 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-244) y: (-103)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.4]\n broadcast (message40 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [6.4]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.5]\n go to x: (-242) y: (y position)\n end\n if <touching (lutin43 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-244) y: (-103)\n end\n end\n if <(niveau ; lieu) = [6.5]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.6]\n go to x: (-242) y: (y position)\n end\n if <touching (lutin43 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-244) y: (-103)\n end\n end\n if <(niveau ; lieu) = [6.6]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.7]\n go to x: (-242) y: (y position)\n end\n if <touching (lutin43 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-244) y: (-103)\n end\n end\n if <(niveau ; lieu) = [6.7]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.8]\n go to x: (-242) y: (y position)\n end\n if <touching (lutin43 v)?> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-244) y: (-103)\n end\n end\n if <(niveau ; lieu) = [6.8]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [6.9]\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [6.9]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message31 v]\nwait (8) seconds\nset [gravité v] to [0]\ngo to x: (20) y: (-99)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo [backward v] (1) layers\nforever\n if <color (#666666) is touching (#00cc44)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#00cc44)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#00cc44)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [6.1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message37 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [niveau ; lieu v] to [6.1]\ngo to x: (-216) y: (4)\nwait (7) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [gravité v] to [0]\ngo to [front v] layer\nforever\n if <color (#666666) is touching (#ffff00)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#ffff00)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#ffff00)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [non]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message41 v]\nwait (68) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (-50) y: (-103)\nset [gravité v] to [0]\ngo to [front v] layer\nforever\n if <color (#666666) is touching (#7f7f7f)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#7f7f7f)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#7f7f7f)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [7.6]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [7.1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [7.2]\n broadcast (message42 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [7.2]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [7.3]\n broadcast (message43 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [7.3]> then\n if <(y position) = [-257]> then\n broadcast (message4 v)\n wait (0.1) seconds\n go to x: (-214) y: (35)\n end\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [7.4]\n broadcast (message44 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [7.4]> then\n if <touching color (#e5e5e5)?> then\n broadcast (porte v)\n end\n end\n if <(niveau ; lieu) = [7.5]> then\n if <touching (lutin45 v)?> then\n go to x: (0) y: (([y position v] of [lutin31 v]) + (5))\n end\n end\n if <(niveau ; lieu) = [7.6]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [7.7]\n broadcast (message46 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [non3]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [7.8]\n broadcast (message47 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [7.8]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [7.9]\n broadcast (message48 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [7.9]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [final1]\n broadcast (message49 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [final1]> then\n if <(x position) = [242]> then\n set [niveau ; lieu v] to [final2]\n broadcast (message50 v)\n go to x: (-242) y: (y position)\n end\n end\n if <(niveau ; lieu) = [final2]> then\n if <touching (lutin50 v)?> then\n wait (0.2) seconds\n broadcast (message4 v)\n end\n end\nend\n\nwhen I receive [porte v]\ngo to x: (-206) y: (-117)\n\nwhen I receive [message45 v]\nset [niveau ; lieu v] to [7.6]\n\nwhen I receive [message45 v]\nwait (4) seconds\ngo to x: (0) y: (-121)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <color (#666666) is touching (#7f7f7f)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n change [gravité v] by (15)\n else\n set [gravité v] to [0]\n end\n else\n change [gravité v] by (-1)\n end\n if <(gravité) > [12]> then\n change [gravité v] by (-2)\n end\n change y by (gravité)\n if <key (right arrow v) pressed?> then\n move (10) steps\n if <color (#000000) is touching (#7f7f7f)?> then\n move (-10) steps\n end\n end\n if <key (left arrow v) pressed?> then\n move (-10) steps\n if <color (#000000) is touching (#7f7f7f)?> then\n move (10) steps\n end\n end\n if <(niveau ; lieu) = [win]> then\n stop [this script v]\n end\nend\n\nwhen I receive [message4 v]\nplay sound [Steve Old Hurt Sound.mp3 v] until done\n\nwhen I receive [montrerdetecteur v]\nshow\nwait (0.1) seconds\nhide\n\n@Lutin6\n\nwhen flag clicked\nset [niveau v] to [1]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nwait (16) seconds\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [message3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [message5 v]\nswitch costume to (costume4 v)\n\nwhen I receive [message7 v]\nswitch costume to (costume5 v)\n\nwhen I receive [message8 v]\nswitch costume to (costume6 v)\n\nwhen I receive [message9 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message9 v]\nwait (16) seconds\nswitch costume to (costume7 v)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message10 v]\nswitch costume to (costume8 v)\n\nwhen I receive [message11 v]\nswitch costume to (costume9 v)\n\nwhen I receive [message12 v]\nswitch costume to (costume10 v)\n\nwhen I receive [message13 v]\nswitch costume to (costume11 v)\n\nwhen I receive [message14 v]\nswitch costume to (costume12 v)\n\nwhen I receive [message15 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nswitch costume to (costume13 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message16 v]\nswitch costume to (costume14 v)\n\nwhen I receive [message17 v]\nswitch costume to (costume15 v)\n\nwhen flag clicked\nhide variable [gravité v]\n\nwhen I receive [message18 v]\nswitch costume to (costume16 v)\n\nwhen I receive [message19 v]\nswitch costume to (costume17 v)\n\nwhen I receive [message20 v]\nswitch costume to (costume18 v)\n\nwhen I receive [message22 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nswitch costume to (costume19 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message23 v]\nswitch costume to (costume20 v)\n\nwhen I receive [message24 v]\nswitch costume to (costume21 v)\n\nwhen I receive [message25 v]\nswitch costume to (costume22 v)\n\nwhen I receive [message26 v]\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message27 v]\nswitch costume to (costume23 v)\n\nwhen flag clicked\ngo [backward v] (1) layers\n\nwhen I receive [message28 v]\nswitch costume to (costume24 v)\n\nwhen I receive [message29 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message31 v]\nwait (8) seconds\nswitch costume to (costume25 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message32 v]\nswitch costume to (costume26 v)\n\nwhen I receive [message33 v]\nswitch costume to (costume27 v)\n\nwhen I receive [message34 v]\nswitch costume to (costume28 v)\n\nwhen I receive [message35 v]\nswitch costume to (costume29 v)\n\nwhen I receive [message36 v]\nswitch costume to (costume30 v)\n\nwhen I receive [message37 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nswitch costume to (costume31 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message38 v]\nswitch costume to (costume32 v)\n\nwhen I receive [message39 v]\nswitch costume to (costume33 v)\n\nwhen I receive [message40 v]\nswitch costume to (costume34 v)\n\nwhen I receive [message41 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [good code v]\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message41 v]\nwait (68) seconds\nswitch costume to (costume35 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message42 v]\nswitch costume to (costume36 v)\n\nwhen I receive [message43 v]\nswitch costume to (costume37 v)\n\nwhen I receive [message44 v]\nswitch costume to (costume38 v)\n\nwhen I receive [porte v]\nswitch costume to (costume39 v)\nset [niveau ; lieu v] to [7.5]\n\nwhen I receive [message45 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume40 v)\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message46 v]\nswitch costume to (costume41 v)\n\nwhen I receive [message45 v]\nforever\n go [backward v] (2) layers\nend\n\nwhen I receive [message47 v]\nswitch costume to (costume42 v)\n\nwhen I receive [message48 v]\nswitch costume to (costume43 v)\n\nwhen I receive [message49 v]\nswitch costume to (costume44 v)\n\nwhen I receive [message50 v]\nswitch costume to (costume45 v)\n\nwhen I receive [rip v]\nwait (12) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin7\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (7) seconds\ngo to x: (4) y: (-126)\nset size to (200) %\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin8\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (12) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nwait (11) seconds\nplay sound [Mega Man 2 \(NES\) Music - Boss Select.mp3 v] until done\n\nwhen I receive [message9 v]\nwait (13) seconds\nswitch costume to (costume2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message9 v]\nwait (12) seconds\nplay sound [Mega Man 2 \(NES\) Music - Boss Select.mp3 v] until done\n\nwhen I receive [message15 v]\nwait (13) seconds\nswitch costume to (costume3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message15 v]\nwait (12) seconds\nplay sound [Mega Man 2 \(NES\) Music - Boss Select.mp3 v] until done\n\nwhen I receive [message22 v]\nwait (13) seconds\nswitch costume to (costume4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message37 v]\nwait (12) seconds\nplay sound [Mega Man 2 \(NES\) Music - Boss Select.mp3 v] until done\n\nwhen I receive [message31 v]\nwait (4) seconds\nswitch costume to (costume5 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message31 v]\nwait (3) seconds\nplay sound [Mega Man 2 \(NES\) Music - Boss Select.mp3 v] until done\n\nwhen I receive [message22 v]\nwait (12) seconds\nplay sound [Mega Man 2 \(NES\) Music - Boss Select.mp3 v] until done\n\nwhen I receive [message37 v]\nwait (13) seconds\nswitch costume to (costume6 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message41 v]\nswitch costume to (costume7 v)\nwait (63) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin10\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [1.1]> then\n set [ghost v] effect to (100)\n end\n if <(niveau ; lieu) = [1.2]> then\n go to x: (85) y: (-59)\n show\n set [ghost v] effect to (0)\n glide (0.5) secs to x: (85) y: (-20)\n glide (0.5) secs to x: (85) y: (-59)\n if <(code) = [1]> then\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\n end\n if <(niveau ; lieu) = [1.3]> then\n go to x: (93) y: (12)\n show\n set [ghost v] effect to (0)\n end\n if <(niveau ; lieu) = [1.4]> then\n set [ghost v] effect to (100)\n end\n if <(niveau ; lieu) = [1.5]> then\n go to x: (134) y: (-98)\n show\n set [ghost v] effect to (0)\n glide (0.7) secs to x: (-134) y: (-98)\n glide (0.7) secs to x: (134) y: (-98)\n end\n if <(niveau ; lieu) = [2.1]> then\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nset [code v] to [0]\n\nwhen I receive [good code v]\nset [code v] to [1]\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [1.6]> then\n set [ghost v] effect to (100)\n end\nend\n\n@Lutin9\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (16) seconds\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message2 v]\ngo to x: (-5) y: (0)\n\nwhen I receive [message3 v]\ngo to x: (-10) y: (0)\n\nwhen I receive [message4 v]\ngo to x: (-15) y: (0)\n\nwhen I receive [message9 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [good code v]\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin11\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\n\nwhen I receive [message2 v]\nshow\ngo to x: (475) y: (0)\n\nwhen I receive [message3 v]\ngo to x: (470) y: (0)\n\nwhen I receive [message5 v]\ngo to x: (465) y: (0)\n\nwhen I receive [message9 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [good code v]\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin12\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nwait (16) seconds\nswitch costume to (costume1 v)\ngo to x: (-196) y: (164)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message4 v]\nnext costume\nforever\n if <(costume [number v]) = [6]> then\n broadcast (message6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [message9 v]\nwait (10) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message15 v]\nwait (10) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message22 v]\nwait (10) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message26 v]\nset [ghost v] effect to (0)\nwait (1.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message29 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message31 v]\nwait (8) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message37 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message41 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message41 v]\ngo to [front v] layer\nwait (68) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message45 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [rip v]\nwait (12) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin13\n\nwhen flag clicked\nhide\n\nwhen I receive [message6 v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (600) %\nrepeat (15)\n change size by (-10)\nend\n\nwhen I receive [message6 v]\nwait (0.5) seconds\nplay sound [gameoverlod2 v] until done\n\n@Lutin14\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [1.6]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (-115)\n if <touching (lutin5 v)?> then\n hide\n broadcast (message9 v)\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(niveau ; lieu) = [1.6]> or <<(niveau ; lieu) = [2.6]> or <<(niveau ; lieu) = [3.6]> or <(niveau ; lieu) = [5.6]>>>>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [3.6]> then\n show\n switch costume to (costume3 v)\n go to x: (180) y: (-143)\n if <touching (lutin5 v)?> then\n hide\n broadcast (message22 v)\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [2.6]> then\n show\n switch costume to (costume2 v)\n go to x: (0) y: (105)\n if <touching (lutin5 v)?> then\n hide\n broadcast (message15 v)\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [5.6]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (8)\n if <touching (lutin5 v)?> then\n hide\n broadcast (message37 v)\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [6.9]> then\n show\n switch costume to (costume4 v)\n go to x: (12) y: (-112)\n if <touching (lutin5 v)?> then\n hide\n broadcast (message41 v)\n play sound [Course Clear - Super Mario World.mp3 v] until done\n stop [this script v]\n end\n end\nend\n\n@Lutin15\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [message9 v]\nshow\ngo to [front v] layer\nset [color v] effect to (0)\nset size to (200) %\ngo to x: (0) y: (0)\nrepeat (100)\n wait (0) seconds\n change [color v] effect by (15)\nend\nwait (1) seconds\nhide\n\nwhen I receive [message15 v]\nshow\ngo to [front v] layer\nset [color v] effect to (0)\nset size to (200) %\ngo to x: (0) y: (0)\nrepeat (100)\n wait (0) seconds\n change [color v] effect by (15)\nend\nwait (1) seconds\nhide\n\nwhen I receive [message22 v]\nshow\ngo to [front v] layer\nset [color v] effect to (0)\nset size to (200) %\ngo to x: (0) y: (0)\nrepeat (100)\n wait (0) seconds\n change [color v] effect by (15)\nend\nwait (1) seconds\nhide\n\nwhen I receive [message37 v]\nshow\ngo to [front v] layer\nset [color v] effect to (0)\nset size to (200) %\ngo to x: (0) y: (0)\nrepeat (100)\n wait (0) seconds\n change [color v] effect by (15)\nend\nwait (1) seconds\nhide\n\nwhen I receive [message41 v]\nshow\ngo to [front v] layer\nset [color v] effect to (0)\nset size to (200) %\ngo to x: (0) y: (0)\nrepeat (100)\n wait (0) seconds\n change [color v] effect by (15)\nend\nwait (1) seconds\nhide\n\n@Lutin16\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [message9 v]\npoint in direction (90)\nhide\nset [ghost v] effect to (100)\nwait (16) seconds\nset size to (300) %\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n go to x: (0) y: (160)\n turn left (4) degrees\n if <(niveau ; lieu) = [2.2]> then\n hide\n end\nend\n\n@Lutin17\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [2.2]> then\n show\n set size to (260) %\n go to x: (50) y: (-110)\n turn left (10) degrees\n end\n if <(niveau ; lieu) = [2.3]> then\n hide\n end\nend\n\n@Lutin18\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [2.4]> then\n show\n go to x: (0) y: (-3)\n glide (3.5) secs to x: (0) y: (200)\n glide (0.1) secs to x: (0) y: (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [2.5]> then\n hide\n end\nend\n\n@Lutin19\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [2.5]> then\n show\n go to x: (166) y: (69)\n glide (0.2) secs to x: (-129) y: (-105)\n glide (1.5) secs to x: (166) y: (69)\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [2.6]> then\n hide\n end\nend\n\n@Lutin20\n\nwhen flag clicked\nhide\n\nwhen I receive [message15 v]\nwait (17.5) seconds\nshow\ngo to [front v] layer\ngo to x: (32) y: (49)\nset [ghost v] effect to (60)\n\nwhen I receive [message16 v]\nhide\n\n@Lutin21\n\nwhen flag clicked\nhide\n\nwhen I receive [message15 v]\nforever\n if <(niveau ; lieu) = [3.1]> then\n switch costume to (costume1 v)\n glide (0.8) secs to x: (-32) y: (-118)\n switch costume to (costume2 v)\n glide (0.8) secs to x: (108) y: (-118)\n end\nend\n\nwhen I receive [message15 v]\nwait (17.5) seconds\nshow\nforever\n if <(niveau ; lieu) = [3.2]> then\n hide\n end\nend\n\n@Lutin22\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [3.3]> then\n show\n set size to (90) %\n go to x: (6) y: (97)\n end\n if <(niveau ; lieu) = [3.4]> then\n hide\n end\nend\n\n@Lutin23\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [3.4]> then\n show\n set size to (90) %\n go to x: (9) y: (38)\n forever\n turn right (2) degrees\n if <(niveau ; lieu) = [3.5]> then\n hide\n end\n end\n end\nend\n\n@Lutin24\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [3.5]> then\n show\n set [ghost v] effect to (0)\n go to x: (0) y: (68)\n glide (0.7) secs to x: (168) y: (68)\n glide (1.4) secs to x: (-164) y: (66)\n glide (0.7) secs to x: (0) y: (68)\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [3.6]> then\n set [ghost v] effect to (100)\n hide\n end\nend\n\n@Lutin25\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(niveau ; lieu) = [3.6]> then\n show\n go to x: (-57) y: (-147)\n glide (1) secs to x: (-57) y: (48)\n glide (1) secs to x: (-57) y: (-147)\n end\nend\n\nwhen I receive [message22 v]\nstop [other scripts in sprite v]\nwait (9.5) seconds\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@7f2a8988\n\nwhen flag clicked\nhide\n\nwhen I receive [message22 v]\nwait (16.5) seconds\nshow\ngo to [front v] layer\ngo to x: (7) y: (15)\nforever\n wait (0.05) seconds\n next costume\n if <(niveau ; lieu) = [5]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [message29 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin26\n\nwhen flag clicked\nhide\n\nwhen I receive [message22 v]\nwait (16.5) seconds\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\ngo to x: (156) y: (-25)\nforever\n if <(niveau ; lieu) = [4.1]> then\n show\n switch costume to (costume1 v)\n glide (1.5) secs to x: (66) y: (-32)\n switch costume to (costume2 v)\n glide (1.5) secs to x: (156) y: (-25)\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [4.2]> then\n hide\n end\nend\n\n@Lutin27\n\nwhen flag clicked\nhide\nforever\n if <(niveau ; lieu) = [4.2]> then\n set size to (70) %\n wait (0.2) seconds\n show\n go to x: (207) y: (198)\n glide (0.2) secs to x: (217) y: (-7)\n glide (1.2) secs to x: (-83) y: (-37)\n glide (0.2) secs to x: (-90) y: (-179)\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [4.3]> then\n hide\n end\nend\n\n@Lutin28\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\nforever\n if <[4.3] = (niveau ; lieu)> then\n show\n go to x: (-18) y: (-6)\n if <touching (lutin5 v)?> then\n think [To the mountain temple]\n else\n think [...]\n end\n end\n if <[4.4] = (niveau ; lieu)> then\n hide\n end\nend\n\n@Lutin29\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\nforever\n if <[4.4] = (niveau ; lieu)> then\n show\n go to x: (0) y: (35)\n if <touching (lutin5 v)?> then\n think [aB%'545?]\n else\n think [...]\n end\n end\n if <[4.5] = (niveau ; lieu)> then\n hide\n end\nend\n\n@Lutin30\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (-1) y: (-105)\n\nwhen I receive [message29 v]\nwait (5) seconds\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (12)\n wait (4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nwait (2) seconds\nhide\nset [niveau ; lieu v] to [5]\nbroadcast (message30 v)\nwait (12) seconds\nrepeat (3)\n wait (4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n show\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nwait (2) seconds\nhide\nwait (2) seconds\nbroadcast (message31 v)\n\n@Lutin31\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go to (lutin5 v)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (16) seconds\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message9 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message15 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message22 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message31 v]\nset [ghost v] effect to (100)\nwait (8) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message29 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message37 v]\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message37 v]\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message41 v]\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [good code v]\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message41 v]\nwait (69) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message45 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [rip v]\nwait (12) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <touching (lutin14 v)?> then\n broadcast (montrerdetecteur v)\n end\n if <touching color (#e5e5e5)?> then\n broadcast (montrerdetecteur v)\n end\n if <touching (lutin36 v)?> then\n broadcast (montrerdetecteur v)\n end\n if <touching (lutin50 v)?> then\n broadcast (montrerdetecteur v)\n end\nend\n\n@Lutin32\n\nwhen flag clicked\nhide\n\nwhen I receive [message30 v]\nshow\ngo to x: (11) y: (215)\nglide (4) secs to x: (11) y: (-9)\n\nwhen I receive [message31 v]\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [message41 v]\ngo to x: (0) y: (0)\nwait (24) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nstop [other scripts in sprite v]\n\n@Lutin33\n\nwhen I receive [message30 v]\nwait (4) seconds\nshow\nset size to (100) %\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nrepeat (120)\n turn right (20) degrees\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\n@Lutin34\n\nwhen I receive [message30 v]\nwait (4) seconds\nshow\nset size to (100) %\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nrepeat (120)\n turn left (30) degrees\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\n@Lutin35\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [lutin31 v]) = [1]> then\n go to x: (([x position v] of [lutin31 v]) + (7)) y: (([y position v] of [lutin31 v]) + (50))\n end\n if <([costume # v] of [lutin31 v]) = [2]> then\n go to x: (([x position v] of [lutin31 v]) - (7)) y: (([y position v] of [lutin31 v]) + (50))\n end\nend\n\nwhen I receive [message31 v]\nwait (8) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nswitch costume to (costume1 v)\nforever\n point towards (mouse-pointer v)\n if <mouse down?> then\n repeat (1)\n wait (0.2) seconds\n next costume\n end\n repeat (4)\n next costume\n end\n if <not <mouse down?>> then\n wait (1) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [message37 v]\nwait (9.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (6.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [message41 v]\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin36\n\nwhen flag clicked\nhide\n\nwhen I receive [message31 v]\nwait (8) seconds\ngo to x: (188) y: (-31)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5.1]> then\n if <touching (lutin35 v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5.2]> then\n show\n go to x: (19) y: (-31)\n if <touching (lutin35 v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5.3]> then\n show\n go to x: (120) y: (-31)\n if <touching (lutin35 v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [5.5]> then\n show\n go to x: (8) y: (74)\n if <touching (lutin35 v)?> then\n hide\n stop [this script v]\n end\n end\nend\n\n@Lutin37\n\nwhen flag clicked\nhide\nforever\n if <(niveau ; lieu) = [5.4]> then\n show\n go [backward v] (2) layers\n go to x: (-193) y: (-64)\n if <touching (lutin5 v)?> then\n think [Plateforms disappear.]\n else\n think [...]\n end\n end\n if <(niveau ; lieu) = [5.5]> then\n hide\n end\nend\n\n@Lutin38\n\nwhen flag clicked\nhide\nforever\n if <(niveau ; lieu) = [5.4]> then\n show\n go to x: (-14) y: (-67)\n if <touching (lutin5 v)?> then\n wait (0.6) seconds\n hide\n wait (1.1) seconds\n show\n end\n end\n if <(niveau ; lieu) = [5.5]> then\n hide\n end\nend\n\n@Lutin39\n\nwhen flag clicked\nhide\nforever\n if <(niveau ; lieu) = [5.4]> then\n show\n go to x: (162) y: (-91)\n if <touching (lutin5 v)?> then\n wait (0.6) seconds\n hide\n wait (1.1) seconds\n show\n end\n end\n if <(niveau ; lieu) = [5.5]> then\n hide\n end\nend\n\n@Lutin40\n\nwhen flag clicked\nhide\nforever\n if <(niveau ; lieu) = [6.2]> then\n show\n go [backward v] (3) layers\n go to x: (18) y: (-21)\n end\n if <(niveau ; lieu) = [6.3]> then\n hide\n end\nend\n\n@Lutin41\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n if <(niveau ; lieu) = [6.3]> then\n show\n point in direction (90)\n go to x: (3) y: (-55)\n glide (0.5) secs to x: (-118) y: (-55)\n glide (1) secs to x: (110) y: (-55)\n glide (0.5) secs to x: (3) y: (-55)\n point in direction (-90)\n go to x: (3) y: (68)\n glide (0.5) secs to x: (-118) y: (68)\n glide (1) secs to x: (110) y: (68)\n glide (0.5) secs to x: (3) y: (68)\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [6.4]> then\n hide\n end\n if <(niveau ; lieu) = [6.5]> then\n hide\n end\nend\n\n@Lutin43\n\nwhen flag clicked\nhide\nforever\n if <<(niveau ; lieu) = [6.4]> or <<(niveau ; lieu) = [6.5]> or <<(niveau ; lieu) = [6.6]> or <(niveau ; lieu) = [6.7]>>>> then\n show\n set size to (120) %\n go to x: (0) y: (130)\n turn left (1) degrees\n end\n if <(niveau ; lieu) = [6.8]> then\n hide\n end\nend\n\n@Lutin42\n\nwhen I receive [message41 v]\nwait (30) seconds\ngo to x: (0) y: (0)\nset size to (100) %\nrepeat (20)\n wait (0.5) seconds\n change [ghost v] effect by (-5)\nend\nglide (1) secs to x: (0) y: (-80)\n\nwhen I receive [message41 v]\nwait (30) seconds\nplay sound [Calling the Four Giants - The Legend of Zelda_ Majora's Mask.mp3 v] until done\n\nwhen I receive [message41 v]\nwait (40) seconds\nrepeat (40)\n wait (0.5) seconds\n change size by (5)\nend\n\nwhen I receive [message41 v]\nwait (50) seconds\nglide (5) secs to x: (0) y: (-425)\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nset volume to (100) %\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [message41 v]\nwait (65) seconds\nrepeat (20)\n change volume by (-5)\nend\nstop all sounds\n\n@Lutin44\n\nwhen I receive [message41 v]\ngo to x: (0) y: (425)\nwait (50) seconds\nshow\nset [ghost v] effect to (0)\nglide (5) secs to x: (0) y: (0)\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\n@Lutin45\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-7) y: (-150)\nforever\n if <(niveau ; lieu) = [7.5]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n if <touching (lutin5 v)?> then\n glide (3) secs to x: (-7) y: (130)\n broadcast (message45 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\n end\nend\n\n@Lutin46\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [7.7]> then\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (0)\n go [backward v] (0) layers\n wait (3) seconds\n say [Hey !] for (4) seconds\n wait (1) seconds\n say [What are you doing here ?] for (4) seconds\n wait (1) seconds\n say [...] for (4) seconds\n wait (1) seconds\n say [Are you come for save the kingdom ?] for (4) seconds\n wait (1) seconds\n say [You can't do this if you haven't a weapon, guy !] for (4) seconds\n wait (1) seconds\n say [I will give you a sword.] for (4) seconds\n set [niveau ; lieu v] to [non2]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [non2]> then\n wait (4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\n@Lutin47\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [non2 v]\nforever\n show\n point in direction (90)\n if <([costume # v] of [lutin31 v]) = [1]> then\n go to x: (([x position v] of [lutin5 v]) + (20)) y: (([y position v] of [lutin5 v]) + (50))\n if <key (a v) pressed?> then\n turn right (60) degrees\n set [position épée v] to [baissée]\n wait (0.1) seconds\n turn left (60) degrees\n set [position épée v] to [levée]\n end\n end\n if <([costume # v] of [lutin31 v]) = [2]> then\n go to x: (([x position v] of [lutin5 v]) + (-20)) y: (([y position v] of [lutin5 v]) + (50))\n if <key (a v) pressed?> then\n turn left (60) degrees\n set [position épée v] to [baissée]\n wait (0.1) seconds\n turn right (60) degrees\n set [position épée v] to [levée]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [non2]> then\n show\n go to x: (-53) y: (9)\n glide (5) secs to x: (-70) y: (105)\n wait (0.5) seconds\n broadcast (non2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [cavafairemal v]\nhide\n\nwhen flag clicked\nset [position épée v] to [levée]\n\nwhen I receive [rip v]\nwait (12) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Lutin48\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [7.9]> then\n show\n go to [front v] layer\n go to x: (236) y: (3)\n if <touching (lutin47 v)?> then\n glide (3) secs to x: (236) y: (210)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [final1]> then\n hide\n end\nend\n\n@costume1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [final2]> then\n go to x: (123) y: (79)\n set size to (50) %\n forever\n switch costume to (costume1 v)\n change y by (-5)\n wait (0.1) seconds\n change y by (5)\n switch costume to (costume2 v)\n wait (0.1) seconds\n if <(King of Darkness) = [0]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [final2]> then\n forever\n show\n go to x: (123) y: (79)\n glide (0.5) secs to x: (-93) y: (79)\n glide (1) secs to x: (123) y: (79)\n hide\n wait (3) seconds\n if <(King of Darkness) = [0]> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [final2]> then\n show variable [king of darkness v]\n if <touching (lutin47 v)?> then\n if <(position épée) = [baissée]> then\n switch costume to (costume3 v)\n wait (0) seconds\n change [king of darkness v] by (-10)\n if <(King of Darkness) = [0]> then\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [king of darkness v] to [400]\nhide variable [king of darkness v]\n\nwhen I receive [rip v]\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(King of Darkness) = [0]> then\n set [niveau ; lieu v] to [win]\n broadcast (rip v)\n stop [this script v]\n end\nend\n\n@Lutin49\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(niveau ; lieu) = [final2]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n stop [this script v]\n end\nend\n\n@Lutin50\n\nwhen flag clicked\nhide\nforever\n if <(niveau ; lieu) = [final2]> then\n if <<([x position v] of [costume1 v]) = [123]> and <<([y position v] of [costume1 v]) = [79]> or <([y position v] of [costume1 v]) = [74]>>> then\n show\n go to [front v] layer\n go to (costume1 v)\n glide (0.8) secs to x: (pick random (-240) to (240)) y: (-120)\n hide\n else\n hide\n end\n if <(King of Darkness) = [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\n@tumblr_oc1630KXoF1u77u56o1_640\n\nwhen flag clicked\nhide\n\nwhen I receive [rip v]\nset size to (60) %\nswitch costume to (tumblr_oc1630kxof1u77u56o1_640-0 v)\ngo to (costume1 v)\nwait (0) seconds\nshow\nrepeat (18)\n wait (0.1) seconds\n next costume\nend\nhide\n\n@Lutin51\n\nwhen flag clicked\nhide\n\nwhen I receive [rip v]\nwait (5) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (85)\nswitch costume to (costume1 v)\nrepeat (20)\n wait (0.1) seconds\n next costume\nend\nwait (2) seconds\nhide\n\n@Lutin52\n\nwhen flag clicked\nhide\n\nwhen I receive [rip v]\ngo to x: (0) y: (0)\nwait (15) seconds\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (17)\n wait (3.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nwait (3.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [this script v]\n\nwhen I receive [rip v]\nwait (2) seconds\nhide variable [king of darkness v]\n\nwhen flag clicked\nhide variable [position épée v]\nhide variable [code v]\nhide variable [valeur 1-1 v]\nhide variable [niveau ; lieu v]\nhide variable [gravité v]\n\n
>English description / description française:\n\n>/English/\nThis is the sequel to Land of Desolation. It's a platform game. I spent a lot of time on it, and I hope you'll like\nit !! Use the arrows key to move and jump, use the mouse to move and use the bow, and press A to move the sword.\n\n>/Français/\nCeci est la suite de Land of Desolation. C'est un jeu de plateformes. J'y ai passé beaucoup de temps dessus, et j'espère qu'il vous plaira !! Utilisez les flèches pour bouger et sauter, utilisez la souris pour bouger et utiliser l'arc, et appuyez sur A pour faire bouger l'épée.\n\n>Another games of the serie / d'autres jeux de la série:\n>Land of Desolation I:\nhttps://scratch.mit.edu/projects/229190392/\n>Land of Desolation III: Underconstruction ! :D\n\n>Credits: at the end of the game\n
V1.5 Platformer (100% chill)
@Stage\n\nwhen flag clicked\nbroadcast (Engine_Start v)\n\n@player\n\nwait (0.1) seconds\n\nset [playerx v] to [0]\n\nbroadcast (Engine_Tick v) and wait\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (80) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n switch costume to (hitbox v)\n change [playery v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [playerx v] by (1)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [0]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to ((PlayerX) * (-1.3))\n broadcast (YEEE v)\n set [playery v] to [0]\n else\n set [playerx v] to ((PlayerX) * (-1.3))\n broadcast (YEEE v)\n set [playery v] to [0]\n end\n else\n set [playerx v] to ((PlayerX) * (-1.3))\n broadcast (YEEE v)\n set [playery v] to [0]\n end\n end\n change y by (PlayerY)\n if <touching (ground v)?> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery 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 [playery v] to [15]\n end\n change y by (1)\n set x to (0)\n set [all sprite v] to (PlayerX)\n if <<<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> or <touching color (#ff0000)?>> then\n switch costume to (stand v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [0]\n set [all sprite v] to [-420]\n set y to (165)\n point in direction (90)\n broadcast (YEET v)\n end\n broadcast (Engine_Tick v) and wait\nend\n\nwhen I receive [yeet v]\nwait (0.1) seconds\nrepeat until <not <touching (ground v)?>>\n change y by (-10)\nend\n\nset [playery v] to [0]\n\nwhen [space v] key pressed\nwait (0.1) seconds\nrepeat until <not <touching (ground v)?>>\n move (-10) steps\nend\n\nbroadcast (YEET v) and wait\n\nwhen I receive [engine_tick v]\nif <not <touching (ground v)?>> then\n set [stuck? v] to [no]\nend\nif <(Stuck?) = [yes]> then\nend\n\nwait (0.1) seconds\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <(PlayerY) > [0]> then\n switch costume to (jump v)\nelse\n if <(PlayerY) < [0]> then\n switch costume to (fall v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<[1] < (costume [number v])> and <[9] > (costume [number v])>> then\n next costume\n else\n switch costume to (walk1 v)\n end\n else\n switch costume to (stand v)\n end\n end\nend\nset [playerlastc v] to (costume [number v])\n\nset [playerx v] to [-10]\n\nchange x by (10)\n\nset [playerx v] to [yes]\n\nset [playerx v] to [-10]\nset [playery v] to [0]\nset [stuck? v] to [no]\n\nset [stuck? v] to [no]\nset [playerx v] to [10]\nset [playery v] to [0]\n\nwait (0.1) seconds\n\nwhen I receive [yeee v]\nset [playery v] to [0]\n\npoint towards (mouse-pointer v)\n\nturn right (15) degrees\n\nwhen I receive [engine_tick v]\nif <(backdrop [name v]) = [Stars]> then\n change [playery v] by (0.5)\nend\n\nmove (10) steps\nturn right (15) degrees\nmove (10) steps\n\n@Ground\n\nwhen I receive [engine_start v]\nhide variable [☁ # of time beat globaly v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (ground v)\nset [numberofparts v] to [22]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen flag clicked\n\nwhen I receive [engine_tick v]\nswitch backdrop to (blue sky3 v)\nif <[1190] > (ScrollX)> then\n switch backdrop to (blue sky3 v)\nend\nif <[1190] < (ScrollX)> then\n switch backdrop to (blue sky2 v)\nend\nif <[3060] < (ScrollX)> then\n switch backdrop to (blue sky3 v)\nend\nif <[5180] < (ScrollX)> then\n switch backdrop to (backdrop1 v)\nend\nif <[8400] < (ScrollX)> then\n switch backdrop to (stars v)\nend\n\nset [numberofparts v] to [8]\n\nwhen I receive [u win v]\nswitch costume to (ground v)\n\nwhen flag clicked\nwait until <[3060] < (ScrollX)>\n\nswitch backdrop to (blue sky3 v)\nif <(username) = [DOODDOODDOOD]> then\n change [☁ people who beat this: v] by (-1)\nend\nshow variable [☁ # of time beat globaly v]\nchange [☁ # of time beat globaly v] by (1)\n\n@no clip tings\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (costume1 v)\nset [numberofparts v] to [12]\nrepeat ((NumberOfParts) - (1))\n go [backward v] (999) layers\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\nset [scrollx v] to ((ScrollX) + (ALL SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nset [scrollx v] to [2]\n\n@thumbnail\n\nwhen flag clicked\nhide variable [☁ # of time beat globaly v]\nhide\ngo to x: (0) y: (0)\nwait (0.01) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n wait (0.01) seconds\n go to [front v] layer\nend\nwait (5) seconds\nhide variable [☁ # of time beat globaly v]\n\n@RAndom things\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Ground2\n\nwhen I receive [engine_start v]\nhide variable [☁ # of time beat globaly v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (ground v)\nset [numberofparts v] to [22]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen flag clicked\n\nwhen I receive [engine_tick v]\nswitch backdrop to (blue sky3 v)\nif <[1190] > (ScrollX)> then\n switch backdrop to (blue sky3 v)\nend\nif <[1190] < (ScrollX)> then\n switch backdrop to (blue sky2 v)\nend\nif <[3060] < (ScrollX)> then\n switch backdrop to (blue sky3 v)\nend\nif <[5180] < (ScrollX)> then\n switch backdrop to (backdrop1 v)\nend\nif <[8400] < (ScrollX)> then\n switch backdrop to (stars v)\nend\n\nset [numberofparts v] to [8]\n\nwhen I receive [u win v]\nswitch costume to (ground v)\n\nwhen flag clicked\nwait until <[3060] < (ScrollX)>\n\nswitch backdrop to (blue sky3 v)\nif <(username) = [DOODDOODDOOD]> then\n change [☁ people who beat this: v] by (-1)\nend\nshow variable [☁ # of time beat globaly v]\nchange [☁ # of time beat globaly v] by (1)\n\n
Use WASD or arrow keys! If you R stuck then press R\n Or now just press space, point the opposite direction, then jump all at the same time to shoot out of the wall!\nDon't toucha red! It is Hot!\nSECOND GAME IS HERE!!: https://scratch.mit.edu/projects/247213670/ \n\nPlay in turbo mode for a extra challenge!!!\nCan you complete this clallenge:\n\nV1: relese. \nV1.1: added a var(able) which shows us how many of you guys beat this ;D\nV1.2: eyy i fixed the issue of getting stuck and wall jumping is not a possibility right now. :D\nV1.3: final update? new section added!\nV1.3: final update. new section added!\nv1.5: SPIKES WORK CONSISTENTLY.\n\n\n"master pencil" has actually animated Speed Cube! (it took 4 hours lol) If you're not familiar with the first one of speedcube's first adventure, play here! \nhttps://scratch.mit.edu/projects/240954097/\n\nMaster pencil's appearance/ secound game!: https://scratch.mit.edu/projects/243800076/\n\nA lame speed cube game: \nhttps://scratch.mit.edu/projects/242021729/\n\nSO... MANY... VEIWS...
weird platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\n@Button1\n\nwhen flag clicked\nforever\n set size to (30) %\nend\n\nwhen flag clicked\nset [jump v] to [0]\nset [vel v] to [0]\n\nwhen flag clicked\ngo to x: (-222) y: (-150)\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 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 turn left (20) degrees\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n turn right (20) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#00cccc)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00cccc)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00cccc)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00cccc)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#00cccc)?> 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 <(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 change y by (y)\n if <<touching color (#000000)?> or <<touching color (#00cccc)?> 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 (#00cccc)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [240]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nplay sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nif <touching (button1 v)?> then\n repeat (1)\n change [level v] by (1)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n
arrow keys\nmy lowest score was 137 (updated: 116) - please comment the score you get!\nignore the orange\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nI assure you there are no glitches with the game\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Halloween - A Platformer
@Stage\n\nwhen I receive [menu v]\nswitch backdrop to (menu v)\nset [screen v] to [0]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Spooky Scary Skeletons \[instrumental\] v] until done\nend\n\nwhen I receive [level 1 v]\nswitch backdrop to (level 1 v)\nset [screen v] to [0]\nbroadcast (new screen v)\nset [gamemode v] to [1]\nstop [other scripts in stage v]\nforever\n play sound [Frantic Factory v] until done\nend\n\nwhen I receive [play menu music v]\nset [boss phase v] to [-1]\nswitch backdrop to (menu v)\nset [screen v] to [0]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Spooky Scary Skeletons \[instrumental\] v] until done\nend\n\nwhen I receive [level 2 v]\nswitch backdrop to (level 2 v)\nset [screen v] to [8]\nbroadcast (new screen v)\nset [gamemode v] to [1]\nstop [other scripts in stage v]\nforever\n play sound [Haunted Woods v] until done\nend\n\nwhen I receive [generating v]\nif <(screen) = [15]> then\n set [boss phase v] to [1]\n stop [other scripts in sprite v]\n stop all sounds\n forever\n play sound [Classical v] until done\n end\nend\nif <(screen) = [16]> then\n set [boss phase v] to [-1]\n stop [other scripts in sprite v]\n stop all sounds\n forever\n play sound [Haunted Woods v] until done\n end\nend\nif <(screen) = [24]> then\n stop [other scripts in sprite v]\n stop all sounds\n reset timer\n set [boss phase v] to [0]\n play sound [JawbreakerIntro v] until done\n set [boss phase v] to [1]\n play sound [Jawbreaker1 v] until done\n set [boss phase v] to [2]\n play sound [Jawbreaker2 v] until done\n set [boss phase v] to [3]\n play sound [Jawbreaker3 v] until done\n set [boss phase v] to [0]\n broadcast (boss ded v)\n change [screen v] by (1)\n play sound [Jawbreaker4 v] until done\n stop [other scripts in sprite v]\n set [boss phase v] to [-1]\n forever\n play sound [Zelda II Palace Theme \(Xtrullor Remix\) v] until done\n end\nend\nif <(screen) = [35]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [boss phase v] to [0]\n play sound [Ill sharp minor Intro v] until done\n set [boss phase v] to [1]\n play sound [Ill sharp minor1 v] until done\n set [boss phase v] to [2]\n play sound [Ill sharp minor2 v] until done\n set [boss phase v] to [3]\n play sound [Ill sharp minor3 v] until done\n set [boss phase v] to [0]\n broadcast (boss ded v)\n play sound [Ill sharp minor4 v] until done\n stop [other scripts in sprite v]\n set [boss phase v] to [-1]\n forever\n play sound [Clownparty Remix v] until done\n end\nend\nif <(screen) = [45]> then\n stop [other scripts in sprite v]\n stop all sounds\n set [boss phase v] to [0]\n play sound [NecromancyIntro v] until done\n set [boss phase v] to [1]\n set [beat count v] to [1]\n play sound [Necromancy1 v] until done\n set [boss phase v] to [2]\n set [beat count v] to [1]\n play sound [Necromancy2 v] until done\n set [boss phase v] to [3]\n set [beat count v] to [1]\n play sound [Necromancy3 v] until done\n set [boss phase v] to [4]\n set [beat count v] to [1]\n reset timer\n play sound [Necromancy4 v] until done\n set [boss phase v] to [5]\n set [beat count v] to [1]\n play sound [Necromancy5 v] until done\n set [boss phase v] to [6]\n set [beat count v] to [1]\n play sound [Necromancy6 v] until done\n set [boss phase v] to [1]\n broadcast (boss ded v)\n play sound [Necromancy7 v] until done\n stop [other scripts in sprite v]\n stop all sounds\n set [boss phase v] to [-1]\n forever\n play sound [Anubis v] until done\n end\nend\n\nwhen I receive [level 4 v]\nswitch backdrop to (level 4 v)\nset [screen v] to [26]\nbroadcast (new screen v)\nset [gamemode v] to [1]\nstop [other scripts in stage v]\nforever\n play sound [Clownparty Remix v] until done\nend\n\nwhen I receive [level 3 v]\nswitch backdrop to (level 3 v)\nset [screen v] to [16]\nbroadcast (new screen v)\nset [gamemode v] to [1]\nstop [other scripts in stage v]\nforever\n play sound [Zelda II Palace Theme \(Xtrullor Remix\) v] until done\nend\n\nwhen flag clicked\nset [boss phase v] to [0]\n\nwhen flag clicked\nset volume to (100) %\nshow list [save code v]\nset [boss phase v] to [-1]\n\nwhen I receive [level 5 v]\nswitch backdrop to (level 5 v)\nset [screen v] to [36]\nbroadcast (new screen v)\nset [gamemode v] to [1]\nstop [other scripts in stage v]\nforever\n play sound [Anubis v] until done\nend\n\nwhen I receive [load v]\nset [mobile v] to [2]\nask [Enter Save Code] and wait\nset [load v] to (answer)\nif <<<(letter (1) of (load)) > [-1]> and <(letter (1) of (load)) < [9]>> and < and <(length of (load)) = [8]>>> then\n delete (all) of [levels unlocked v]\n delete (all) of [costumes unlocked v]\n add [1] to [costumes unlocked v]\n set [count v] to [0]\n repeat (letter (1) of (load))\n change [count v] by (1)\n add (count) to [levels unlocked v]\n broadcast (join [finish level ] ((count) - (1)))\n end\n set [count v] to [1]\n set [coins v] to [0]\n repeat (length of ((load) - (1)))\n change [count v] by (1)\n if <not <(letter (count) of (load)) = [0]>> then\n change [coins v] by (1)\n add (letter (count) of (load)) to [coins collected v]\n end\n end\n change [coins v] by (-1)\n broadcast (level select v)\nelse\n ask [Invalid Code] and wait\nend\nset [mobile v] to [0]\n\nwhen I receive [save v]\nset [mobile v] to [2]\ndelete (all) of [save code v]\nif <[costumes unlocked v] contains [12]?> then\n add [8] to [save code v]\nelse\n add (length of [levels unlocked v]) to [save code v]\nend\nset [count v] to [0]\nrepeat (7)\n change [count v] by (1)\n if <(length of [coins collected v]) < (count)> then\n add [0] to [save code v]\n else\n if <((item (count) of [coins collected v]) / (item (count) of [coins collected v])) = [1]> then\n add (item (count) of [coins collected v]) to [save code v]\n else\n add [0] to [save code v]\n end\n end\nend\nset [count v] to (join (item (1) of [save code v]) (join (item (2) of [save code v]) (join (item (3) of [save code v]) (join (item (4) of [save code v]) (join (item (5) of [save code v]) (join (item (6) of [save code v]) (join (item (7) of [save code v]) (item (8) of [save code v]))))))))\ndelete (all) of [save code v]\nadd (count) to [save code v]\nhide list [save code v]\nwait (3) seconds\nshow list [save code v]\nif <(mobile) = [2]> then\n set [mobile v] to [0]\nend\n\nwhen I receive [new screen v]\nif <(level) = [6]> then\n wait (0.1) seconds\n switch backdrop to (((screen) mod (5)) + (7))\nend\n\nwhen I receive [level 6 v]\nswitch backdrop to (level 6-3 v)\nset [screen v] to [46]\nbroadcast (new screen v)\nset [gamemode v] to [1]\nstop [other scripts in stage v]\nforever\n play sound [Flawless Wings of Yatagarasu v] until done\nend\n\nwhen [e v] key pressed\nif <[costumes unlocked v] contains [12]?> then\n forever\n if <key (e v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n create clone of (epic music v)\n wait until <not <key (e v) pressed?>>\n end\n end\nend\n\n@Menu\n\nwhen I receive [new screen v]\nerase all\nhide\ndelete this clone\n\nwhen I receive [menu v]\nset [menu? v] to [1]\nset [c v] to [0]\ncreate clone of (_myself_ v)\nset [c v] to [1]\ncreate clone of (_myself_ v)\nset [c v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I start as a clone\nif <(c) = [0]> then\n go to x: (0) y: (120)\n switch costume to (title v)\n show\n forever\n point in direction ((([sin v] of ((timer) * (80)) ) * (5)) + (90))\n set size to ((([sin v] of ((timer) * (120)) ) * (3)) + (80)) %\n end\nend\nif <(c) = [1]> then\n go to x: (0) y: (0)\n switch costume to (new game v)\n show\n forever\n clear graphic effects\n if <(mobile) = [0]> then\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n end\n if <mouse down?> then\n broadcast (level select v)\n delete this clone\n end\n end\n end\n end\nend\nif <(c) = [9]> then\n go to x: (0) y: (-90)\n switch costume to (load save v)\n show\n forever\n clear graphic effects\n if <(mobile) = [0]> then\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n end\n if <mouse down?> then\n broadcast (load v)\n end\n end\n end\n end\nend\n\nwhen I receive [level select v]\nrepeat (3)\n set [mobile v] to [0]\nend\nif <[levels unlocked v] contains [7]?> then\n set size to (60) %\n set [c v] to [0]\n create clone of (_myself_ v)\n go to x: (-160) y: (0)\n set [c v] to [1]\n repeat (3)\n change [c v] by (1)\n create clone of (_myself_ v)\n change x by (100)\n end\n set x to (-160)\n change y by (-80)\n repeat (3)\n change [c v] by (1)\n create clone of (_myself_ v)\n change x by (100)\n end\n set [c v] to [8]\n go to x: (0) y: (0)\n create clone of (_myself_ v)\nelse\n set size to (70) %\n set [c v] to [0]\n create clone of (_myself_ v)\n go to x: (-130) y: (10)\n set [c v] to [1]\n repeat (3)\n change [c v] by (1)\n create clone of (_myself_ v)\n change x by (130)\n end\n set x to (-130)\n change y by (-90)\n repeat (3)\n change [c v] by (1)\n create clone of (_myself_ v)\n change x by (130)\n end\nend\n\nwhen I start as a clone\nif <<(c) > [1]> and <(c) < [8]>> then\n if <[levels unlocked v] contains ((c) - (1))?> then\n switch costume to ((c) + (2))\n show\n wait until <not <mouse down?>>\n forever\n set [menu? v] to [1]\n set [mobile v] to [0]\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n end\n if <mouse down?> then\n set [level v] to ((costume [number v]) - (3))\n broadcast (join [level ] (level))\n delete this clone\n end\n end\n end\n else\n switch costume to (locked v)\n show\n end\nend\nif <(c) = [8]> then\n if <not <(username) = [block866]>> then\n set size to (100) %\n switch costume to (soon v)\n show\n else\n set size to (100) %\n switch costume to ((c) + (2))\n show\n wait until <not <mouse down?>>\n forever\n switch costume to ((c) + (2))\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n end\n if <mouse down?> then\n set [level v] to [7]\n broadcast (join [level ] (level))\n delete this clone\n end\n end\n end\n end\nend\n\nwhen flag clicked\nif <<(username) = [block866]> and <not <key (space v) pressed?>>> then\n unlock all\nend\n\ndelete this clone\n\ndefine unlock all\nset [no v] to [1]\nrepeat (11)\n change [no v] by (1)\n add (no) to [costumes unlocked v]\nend\nset [no v] to [1]\nrepeat (6)\n change [no v] by (1)\n add (no) to [levels unlocked v]\nend\n\nwhen flag clicked\nset [gamemode v] to [1]\nset size to (100) %\nerase all\ndelete (all) of [levels unlocked v]\nadd [1] to [levels unlocked v]\ngo to x: (0) y: (0)\nhide\n\nset [no v] to [1]\nrepeat (4)\n change [no v] by (1)\n add (no) to [levels unlocked v]\nend\n\n@screen\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [generating v]\nshow\n\nwhen I receive [generated v]\nif <<(screen) = [21]> or <<(screen) = [31]> or <<(screen) = [32]> or >>> then\n wait (1.5) seconds\nend\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nswitch costume to (black v)\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [level 3 v]\nclear graphic effects\nswitch costume to (costume3 v)\n\nchange [level v] by (1)\n\nswitch backdrop to (next backdrop v)\n\nbroadcast (boss ded v)\n\nchange [screen v] by (-1)\n\nbroadcast (level 4 v)\n\nwhen I receive [level 5 v]\nclear graphic effects\nswitch costume to (costume5 v)\n\nbroadcast (new screen v)\n\nwhen I receive [level 2 v]\nclear graphic effects\nswitch costume to (costume2 v)\n\nwhen I receive [level 4 v]\nclear graphic effects\nswitch costume to (costume4 v)\n\nwhen I receive [level 1 v]\nclear graphic effects\nswitch costume to (costume1 v)\n\nset [screen v] to [45]\n\nwhen I receive [level 6 v]\nclear graphic effects\nswitch costume to (costume6 v)\n\n@Ground\n\nwhen flag clicked\nset [clone? v] to [0]\nbroadcast (menu v)\nhide\n\nwhen I start as a clone\nset [clone? v] to [1]\nset size to (102) %\ngo to [front v] layer\ngo [backward v] (4) layers\nshow\n\nwhen I receive [new screen v]\ndelete this clone\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\ndefine platforms\nif <(screen) = [4]> then\n switch costume to (wood1 v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (96)\n change y by (24)\n end\nend\nif <(screen) = [11]> then\n switch costume to (wood2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (6)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (wood1 v)\n repeat (7)\n create clone of (_myself_ v)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (wood2 v)\n repeat (2)\n change y by (-24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [13]> then\n switch costume to (wood2 v)\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (11)\n change x by (24)\n end\n switch costume to (wood1 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [14]> then\n switch costume to (wood2 v)\n go to x: (-240) y: (-180)\n change x by (12)\n repeat (5)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (wood1 v)\n create clone of (_myself_ v)\n repeat (6)\n change x by (-24)\n end\n repeat (2)\n change y by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [19]> then\n switch costume to (pillar v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (2)\n change y by (-24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change y by (24)\n end\nend\nif <(screen) = [43]> then\n switch costume to (fade block v)\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\n\ndefine other ground\nif <(screen) = [2]> then\n switch costume to (ground2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (9)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground1 v)\n set x to (-240)\n repeat (9)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [3]> then\n switch costume to (ground2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n repeat (3)\n set x to (-240)\n repeat (19)\n change x by (24)\n end\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground1 v)\n set x to (-240)\n repeat (19)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [4]> then\n switch costume to (ground2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n repeat (4)\n set x to (-240)\n repeat (17)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n end\n switch costume to (ground1 v)\n set x to (-240)\n repeat (17)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [7]> then\n switch costume to (ground2 v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n change y by (1)\n repeat (3)\n set x to (-240)\n repeat (3)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n end\n switch costume to (ground1 v)\n set x to (-240)\n repeat (3)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\n\ndefine other ground2\nif <(screen) = [10]> then\n switch costume to (ground4 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n set x to (-240)\n repeat (4)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground3 v)\n set x to (-240)\n repeat (4)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [12]> then\n go to x: (-240) y: (-180)\n switch costume to (ground4 v)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground3 v)\n change x by (-48)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [13]> then\n switch costume to (ground4 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground3 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [14]> then\n switch costume to (ground4 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground3 v)\n create clone of (_myself_ v)\nend\n\ndefine other ground3\nif <(screen) = [18]> then\n switch costume to (ground6 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n set x to (-240)\n repeat (4)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground5 v)\n set x to (-240)\n repeat (4)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [20]> then\n go to x: (-240) y: (-180)\n switch costume to (ground5bottom v)\n repeat (6)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [21]> then\n go to x: (-240) y: (-180)\n switch costume to (ground5bottom v)\n repeat (5)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n repeat (9)\n create clone of (_myself_ v)\n change x by (24)\n end\n go to x: (-240) y: (-180)\n switch costume to (pillar v)\n repeat (3)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\n change y by (24)\n set x to (-240)\n repeat (7)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\n go to x: (-240) y: (-180)\n switch costume to (ground5bottom v)\n repeat (9)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n repeat (9)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [34]> then\n switch costume to (ground7bottom v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [new screen v]\nif <(clone?) = [0]> then\n set [restart count v] to [0]\n change [screen v] by (1)\n broadcast (generating v)\n hide\n other ground\n other ground2\n other ground3\n other ground4\n otherground5\n otherground6\n platforms\n generate ground\n broadcast (generated v)\nend\n\nchange [screen v] by (-1)\nbroadcast (new screen v)\n\nwhen I start as a clone\nif <(costume [number v]) = [21]> then\n change x by (12)\n change y by (15)\n forever\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to ((distance to [player v]) * (0.9))\n end\nend\n\ndefine otherground6\nif <(screen) = [48]> then\n switch costume to (ground12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground11 v)\n create clone of (_myself_ v)\n switch costume to (ground11flip v)\n repeat (4)\n change y by (24)\n end\n create clone of (_myself_ v)\n switch costume to (ground12 v)\n repeat (3)\n change y by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [49]> then\n switch costume to (ground11bottom v)\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n repeat (20)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [50]> then\n switch costume to (ground12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n repeat (6)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground11 v)\n create clone of (_myself_ v)\n switch costume to (ground11bottom v)\n repeat (12)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (4)\n change x by (24)\n end\n switch costume to (ground12 v)\n repeat (6)\n create clone of (_myself_ v)\n change y by (24)\n end\n repeat (6)\n change y by (-24)\n end\n repeat (2)\n change y by (-24)\n create clone of (_myself_ v)\n end\n switch costume to (ground11flip v)\n change y by (-24)\n create clone of (_myself_ v)\nend\nif <(screen) = [52]> then\n switch costume to (ground11flip v)\n go to x: (-240) y: (-180)\n repeat (14)\n change y by (24)\n end\n repeat (14)\n change x by (24)\n end\n repeat (6)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [54]> then\n switch costume to (ground11flip v)\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (15)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (ground11 v)\n change y by (24)\n change x by (-12)\n repeat (15)\n create clone of (_myself_ v)\n change x by (-24)\n end\n switch costume to (ground11flip v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (2)\n repeat (15)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground12 v)\n repeat (15)\n change x by (-24)\n create clone of (_myself_ v)\n end\n change y by (24)\n end\nend\nif <(screen) = [55]> then\n switch costume to (ground12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (6)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground11 v)\n create clone of (_myself_ v)\n switch costume to (ground11bottom v)\n repeat (16)\n change x by (-24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [56]> then\n switch costume to (ground11 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (2)\n change x by (24)\n end\n repeat (3)\n change x by (24)\n switch costume to (ground11sideleft v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (ground11 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (ground11sideright v)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [58]> then\n switch costume to (ground11 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (ground11sideright v)\n end\n switch costume to (ground12 v)\n repeat (4)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground11sideright v)\n repeat (3)\n change x by (-24)\n create clone of (_myself_ v)\n switch costume to (ground11 v)\n end\n switch costume to (ground11sideleft v)\n change x by (-24)\n create clone of (_myself_ v)\n switch costume to (ground12 v)\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n create clone of (_myself_ v)\n change y by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change y by (-24)\n create clone of (_myself_ v)\n change y by (24)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change y by (24)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change y by (-24)\n create clone of (_myself_ v)\n change y by (24)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change y by (24)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (ground12 v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change x by (24)\n end\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n repeat (10)\n create clone of (_myself_ v)\n change x by (24)\n end\n go to x: (-240) y: (-180)\n repeat (10)\n change y by (24)\n end\n repeat (5)\n set x to (-240)\n repeat (13)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n end\nend\n\ndefine other ground4\nif <(screen) = [28]> then\n switch costume to (ground8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (9)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground7 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [28]> then\n switch costume to (ground7bottom v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (2)\n change x by (24)\n end\n repeat (3)\n change y by (24)\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n end\n change x by (24)\n create clone of (_myself_ v)\n change x by (-24)\n change y by (48)\n repeat (3)\n change x by (-24)\n end\n create clone of (_myself_ v)\n change y by (24)\n repeat (4)\n change x by (-24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [29]> then\n switch costume to (ground8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground7 v)\n create clone of (_myself_ v)\n repeat (5)\n change y by (24)\n end\n switch costume to (ground7flip v)\n create clone of (_myself_ v)\n change y by (24)\n switch costume to (ground8 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [30]> then\n switch costume to (ground8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground7 v)\n create clone of (_myself_ v)\n repeat (5)\n change y by (24)\n end\n switch costume to (ground7flip v)\n create clone of (_myself_ v)\n change y by (24)\n switch costume to (ground8 v)\n create clone of (_myself_ v)\n go to x: (-240) y: (180)\n repeat (12)\n change x by (24)\n end\n repeat (6)\n change y by (-24)\n end\n switch costume to (ground7flip v)\n create clone of (_myself_ v)\n repeat (6)\n change y by (24)\n switch costume to (ground8 v)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [31]> then\n switch costume to (ground8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (8)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground7 v)\n create clone of (_myself_ v)\n go to x: (-240) y: (180)\n repeat (7)\n change x by (24)\n end\n repeat (8)\n change y by (-24)\n end\n change y by (12)\n switch costume to (ground7flip v)\n create clone of (_myself_ v)\n repeat (8)\n change y by (24)\n switch costume to (ground8 v)\n create clone of (_myself_ v)\n end\n go to x: (-240) y: (-180)\n switch costume to (ground7bottom v)\n repeat (7)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n repeat (7)\n create clone of (_myself_ v)\n change x by (24)\n end\n go to x: (-240) y: (-180)\n repeat (11)\n change y by (24)\n end\n repeat (12)\n change x by (24)\n end\n repeat (7)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [32]> then\n switch costume to (ground8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (9)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground7 v)\n create clone of (_myself_ v)\n go to x: (-240) y: (-180)\n switch costume to (ground7bottom v)\n repeat (11)\n change y by (24)\n end\n change y by (12)\n repeat (8)\n change x by (24)\n end\n repeat (11)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [33]> then\n switch costume to (ground8 v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n change y by (12)\n repeat (14)\n change x by (24)\n end\n change x by (12)\n repeat (5)\n create clone of (_myself_ v)\n change y by (-24)\n end\n switch costume to (ground7flip v)\n create clone of (_myself_ v)\n switch costume to (ground7bottom v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n change y by (8)\n repeat (5)\n change x by (24)\n end\n repeat (14)\n change y by (1)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\n\ndefine otherground5\nif <(screen) = [37]> then\n go to x: (-240) y: (-180)\n switch costume to (ground10 v)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n switch costume to (ground9 v)\n change x by (-48)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n switch costume to (fade block v)\n create clone of (_myself_ v)\n repeat (3)\n change y by (-24)\n end\n repeat (8)\n change x by (24)\n end\n change x by (12)\n switch costume to (fade block v)\n create clone of (_myself_ v)\nend\nif <(screen) = [38]> then\n go to x: (-240) y: (-180)\n switch costume to (ground10 v)\n repeat (3)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n repeat (4)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n change x by (-48)\n end\n switch costume to (ground9 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n go to x: (-240) y: (-180)\n switch costume to (ground9bottom v)\n repeat (9)\n change y by (24)\n end\n repeat (13)\n change x by (24)\n end\n repeat (6)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [39]> then\n switch costume to (ground10 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (-24)\n change y by (24)\n end\n switch costume to (ground9 v)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n switch costume to (fade block v)\n repeat (4)\n create clone of (_myself_ v)\n change y by (24)\n repeat (3)\n change x by (20)\n end\n end\nend\nif <(screen) = [40]> then\n switch costume to (ground10 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground9 v)\n create clone of (_myself_ v)\n switch costume to (ground9bottom v)\n repeat (16)\n change x by (-24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [41]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (2)\n switch costume to (ground10 v)\n repeat (4)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n change x by (-48)\n end\n switch costume to (ground9 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (4)\n change y by (-24)\n end\n repeat (6)\n change x by (24)\n end\n end\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n switch costume to (ground10 v)\n repeat (3)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (-24)\n change x by (-48)\n end\n switch costume to (ground9flip v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [42]> then\n switch costume to (ground10 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (7)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (ground9 v)\n create clone of (_myself_ v)\n go to x: (-240) y: (-180)\n switch costume to (ground9bottom v)\n repeat (6)\n change y by (24)\n end\n repeat (16)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n end\n repeat (4)\n change y by (24)\n end\n repeat (16)\n create clone of (_myself_ v)\n change x by (-24)\n end\nend\nif <(screen) = [43]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (2)\n switch costume to (ground10 v)\n repeat (2)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (24)\n change x by (-48)\n end\n switch costume to (ground9 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (2)\n change y by (-24)\n end\n repeat (6)\n change x by (24)\n end\n end\nend\n\ndefine generate ground\nswitch costume to (join [Ground] ((level) * (2)))\ngo to x: (-240) y: (-180)\nrepeat (20)\n create clone of (_myself_ v)\n change x by (24)\nend\nset x to (-240)\nchange y by (24)\nif <not <(screen) = [45]>> then\n repeat (20)\n create clone of (_myself_ v)\n change x by (24)\n end\n set x to (-240)\n change y by (24)\nend\nswitch costume to (join [Ground] (((level) * (2)) - (1)))\nrepeat (20)\n create clone of (_myself_ v)\n change x by (24)\nend\nif <(level) = [5]> then\n go to x: (-240) y: (156)\n switch costume to (ground10 v)\n repeat (20)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (-24)\n set x to (-240)\n switch costume to (ground9flip v)\n repeat (20)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\ngo [backward v] (3) layers\n\n@Danger\n\nwhen flag clicked\nset [deletes v] to [0]\nset size to (100) %\npoint in direction (90)\nhide\n\nwhen I receive [new screen v]\nset size to (100) %\ndelete this clone\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\nwhen I receive [generating v]\nset [deletes v] to [0]\nif <(screen) = [1]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (5)\n change x by (24)\n end\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\nend\nif <(screen) = [3]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n repeat (3)\n switch costume to (spike1 v)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [4]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n repeat (13)\n change x by (24)\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n end\n set size to (120) %\n switch costume to (saw v)\n go to x: (-240) y: (-180)\n change x by (36)\n change y by (24)\n repeat (4)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (3)\n change x by (96)\n change y by (24)\n end\n create clone of (_myself_ v)\n set size to (100) %\nend\nif <(screen) = [5]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n change x by (-2)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (8)\n change x by (24)\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [6]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n change x by (-15)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (7)\n change x by (24)\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n end\n switch costume to (spike2 v)\n change x by (96)\n create clone of (_myself_ v)\n switch costume to (spike1 v)\n change x by (24)\n create clone of (_myself_ v)\nend\nif <(screen) = [7]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n change x by (-15)\n repeat (3)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n repeat (8)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [8]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n switch costume to (spike1 v)\n change x by (20)\n create clone of (_myself_ v)\n repeat (2)\n switch costume to (spike3 v)\n change x by (13)\n create clone of (_myself_ v)\n switch costume to (spike1 v)\n change x by (13)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [generating v]\nhide\nif <(screen) = [9]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\n repeat (7)\n change x by (24)\n end\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n change x by (24)\nend\nif <(screen) = [10]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike2 v)\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (20)\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\nend\nif <(screen) = [11]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n repeat (11)\n change x by (24)\n end\n change x by (-5)\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [12]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (7)\n change x by (24)\n end\n change x by (-2)\n create clone of (_myself_ v)\nend\nif <(screen) = [13]> then\n switch costume to (saw v)\n set size to (250) %\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (10)\n change x by (24)\n end\n switch costume to (spike1 v)\n set size to (100) %\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [14]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (5)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [15]> then\n switch costume to (spike3 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n repeat (2)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [16]> then\n switch costume to (spike3 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [generating v]\nhide\nif <(screen) = [27]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike2 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [28]> then\n switch costume to (spike5 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike4 v)\n repeat (13)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [30]> then\n switch costume to (spike5 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike4 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike6 v)\n create clone of (_myself_ v)\n repeat (3)\n change x by (24)\n end\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike2 v)\n repeat (4)\n change x by (24)\n end\n switch costume to (spike5 v)\n create clone of (_myself_ v)\n switch costume to (spike4 v)\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\n create clone of (_myself_ v)\n switch costume to (saw v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n change x by (12)\n set size to (150) %\n create clone of (_myself_ v)\nend\nif <(screen) = [31]> then\n switch costume to (spike5 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n switch costume to (spike5 v)\n create clone of (_myself_ v)\n switch costume to (spike4 v)\n repeat (12)\n change x by (24)\n create clone of (_myself_ v)\n end\n create clone of (_myself_ v)\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (14)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [32]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (1)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (3)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (2)\n change x by (24)\n end\n repeat (4)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (saw3 v)\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n change x by (12)\n repeat (19)\n create clone of (_myself_ v)\n change x by (24)\n end\n go to x: (-240) y: (-180)\n switch costume to (saw4 v)\n repeat (12)\n change y by (24)\n end\n change x by (12)\n repeat (8)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike1 v)\nend\n\nwhen I receive [generating v]\nif <(screen) = [33]> then\n switch costume to (spike5 v)\n go to x: (-240) y: (-180)\n repeat (13)\n change y by (24)\n end\n change y by (8)\n repeat (5)\n change x by (24)\n end\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike4 v)\n repeat (13)\n change y by (1)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (spike5 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike4 v)\n repeat (5)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike6 v)\n create clone of (_myself_ v)\n go to x: (-240) y: (-180)\n switch costume to (saw5 v)\n change y by (18)\n repeat (3)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n repeat (4)\n create clone of (_myself_ v)\n change y by (24)\n end\n switch costume to (spike1 v)\nend\nif <(screen) = [34]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (saw6 v)\n change x by (12)\n repeat (8)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (spike1 v)\nend\nif <(screen) = [42]> then\n switch costume to (spike7 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n switch costume to (spike7 v)\n repeat (3)\n change x by (24)\n end\n change x by (-12)\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike11 v)\n change y by (48)\n change x by (12)\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n change y by (-48)\n repeat (2)\n change x by (24)\n end\n repeat (4)\n change y by (24)\n end\n repeat (2)\n switch costume to (spike7 v)\n repeat (3)\n change x by (-24)\n end\n create clone of (_myself_ v)\n switch costume to (spike11 v)\n repeat (3)\n change x by (-24)\n end\n change y by (48)\n create clone of (_myself_ v)\n change y by (-48)\n end\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (11)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [43]> then\n switch costume to (spike10 v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (20)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (7)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [44]> then\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [46]> then\n switch costume to (fade spike v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\nend\n\nwhen I receive [generating v]\nclear graphic effects\nhide\nif <(screen) = [17]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (5)\n change x by (24)\n end\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\n repeat (4)\n change x by (24)\n end\n switch costume to (spike1 v)\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [18]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n switch costume to (spike1 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike2 v)\n create clone of (_myself_ v)\n repeat (6)\n change x by (24)\n end\n switch costume to (spike1 v)\n change x by (20)\n create clone of (_myself_ v)\n repeat (2)\n switch costume to (spike3 v)\n change x by (13)\n create clone of (_myself_ v)\n switch costume to (spike1 v)\n change x by (13)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [19]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike2 v)\n repeat (4)\n change x by (24)\n end\n repeat (11)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [20]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n change x by (-2)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (7)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [21]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike2 v)\n repeat (4)\n change y by (24)\n end\n create clone of (_myself_ v)\n change x by (-24)\n repeat (2)\n change x by (-24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (-24)\n end\nend\nif <(screen) = [22]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (1)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike2 v)\n repeat (4)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [23]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (2)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (3)\n change x by (24)\n end\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\n change x by (48)\n switch costume to (spike3 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [24]> then\n switch costume to (spike2 v)\n go to x: (-240) y: (-180)\n change x by (-12)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (6)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [26]> then\n switch costume to (spike1 v)\n go to x: (-240) y: (-180)\n change x by (-12)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [down v]\nif <(costume [number v]) = [13]> then\n hide\n wait (1) seconds\n set [ghost v] effect to (100)\n show\n if <(lag prev) = [0]> then\n repeat (25)\n change [ghost v] effect by (-4)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [orb v]\nif <(costume [number v]) = [12]> then\n hide\n wait (2) seconds\n set [ghost v] effect to (100)\n show\n if <(lag prev) = [0]> then\n repeat (25)\n change [ghost v] effect by (-4)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [right v]\nif <(costume [number v]) = [11]> then\n hide\n wait (1) seconds\n set [ghost v] effect to (100)\n show\n if <(lag prev) = [0]> then\n repeat (25)\n change [ghost v] effect by (-4)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [generating v]\nif <(screen) = [37]> then\n switch costume to (saw v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike8 v)\n repeat (9)\n change x by (24)\n end\n repeat (4)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [38]> then\n switch costume to (spike10 v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (15)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (saw v)\n set size to (150) %\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike8 v)\n set size to (100) %\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n repeat (11)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [39]> then\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (14)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (fade spike v)\n repeat (6)\n change y by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike10 v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (17)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [40]> then\n set [clone? v] to [1]\n switch costume to (saw v)\n set size to (150) %\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n change y by (12)\n repeat (13)\n change x by (24)\n end\n change x by (-12)\n repeat (2)\n create clone of (_myself_ v)\n change x by (-36)\n end\n repeat (4)\n change x by (-24)\n end\n create clone of (_myself_ v)\n set size to (100) %\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (13)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike10 v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (20)\n create clone of (_myself_ v)\n change x by (24)\n end\n wait until <(gamemode) = [3]>\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n repeat (14)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [41]> then\n switch costume to (spike8 v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (2)\n change x by (24)\n end\n switch costume to (spike10 v)\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\n repeat (2)\n change x by (24)\n end\n switch costume to (spike8 v)\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [56]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (2)\n switch costume to (spike12 v)\n create clone of (_myself_ v)\n repeat (2)\n change x by (24)\n end\n switch costume to (spike17 v)\n create clone of (_myself_ v)\n repeat (3)\n change x by (24)\n end\n end\nend\nif <(screen) = [57]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (11)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [58]> then\n switch costume to (spike14 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike14 v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike14 v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n change x by (24)\n change y by (24)\n create clone of (_myself_ v)\n switch costume to (spike14 v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n change y by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike16 v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n create clone of (_myself_ v)\n switch costume to (spike18 v)\n change x by (24)\n change y by (24)\n create clone of (_myself_ v)\n change x by (24)\n change y by (-24)\n create clone of (_myself_ v)\n change x by (24)\n change y by (24)\n switch costume to (spike16 v)\n create clone of (_myself_ v)\n switch costume to (spike18 v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n change y by (24)\n create clone of (_myself_ v)\n switch costume to (spike16 v)\n change x by (24)\n change y by (-24)\n create clone of (_myself_ v)\n change x by (24)\n change y by (24)\n create clone of (_myself_ v)\n switch costume to (spike18 v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike16 v)\n change x by (24)\n create clone of (_myself_ v)\n switch costume to (spike18 v)\n change x by (24)\n change y by (24)\n create clone of (_myself_ v)\n switch costume to (spike16 v)\n change x by (24)\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\nend\n\nwhen I receive [left v]\nif <(costume [number v]) = [10]> then\n hide\n wait (1) seconds\n set [ghost v] effect to (100)\n show\n if <(lag prev) = [0]> then\n repeat (25)\n change [ghost v] effect by (-4)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n forever\n go to [front v] layer\n go [backward v] (1) layers\n set [ghost v] effect to ((distance to [player v]) * (2.5))\n end\nend\n\nwhen I receive [die v]\nif <(deletes) = [1]> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <<(level) = [3]> or > then\n set [brightness v] effect to (-50)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (saw2 v)\n create clone of (_myself_ v)\n switch costume to (saw v)\n forever\n go to [front v] layer\n go [backward v] (3) layers\n if <(lag prev) = [0]> then\n turn left (10) degrees\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n go [backward v] (2) layers\nend\nif <(costume [number v]) = [10]> then\n forever\n go to [front v] layer\n go [backward v] (3) layers\n if <(lag prev) = [0]> then\n turn left (-10) degrees\n end\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n go to [front v] layer\n go [backward v] (3) layers\n if <(lag prev) = [0]> then\n turn left (-10) degrees\n end\n end\nend\nif <(costume [number v]) = [12]> then\n forever\n go to [front v] layer\n go [backward v] (3) layers\n if <(lag prev) = [0]> then\n turn left (-10) degrees\n end\n end\nend\nif <(costume [number v]) = [13]> then\n forever\n go to [front v] layer\n go [backward v] (3) layers\n if <(lag prev) = [0]> then\n turn left (-10) degrees\n end\n end\nend\n\nwhen I receive [generating v]\nif <(screen) = [47]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (2)\n switch costume to (spike14 v)\n change x by (14)\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n change x by (14)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [48]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n change x by (24)\n create clone of (_myself_ v)\nend\nif <(screen) = [49]> then\n switch costume to (spike13 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (14)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [50]> then\n switch costume to (spike16 v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n end\n switch costume to (spike15 v)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [51]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n repeat (6)\n change x by (24)\n end\n end\n change x by (24)\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [52]> then\n switch costume to (spike13 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n repeat (16)\n change x by (24)\n create clone of (_myself_ v)\n end\n switch costume to (spike16 v)\n go to x: (-240) y: (-180)\n repeat (13)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [53]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (8)\n change x by (24)\n end\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [54]> then\n switch costume to (spike14 v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (15)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike15 v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (15)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike13 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (15)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(screen) = [55]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike16 v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n repeat (3)\n create clone of (_myself_ v)\n change x by (24)\n end\n repeat (5)\n change x by (24)\n end\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (10)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (6)\n change x by (24)\n end\n change x by (7)\n create clone of (_myself_ v)\n repeat (2)\n switch costume to (spike14 v)\n change x by (14)\n create clone of (_myself_ v)\n switch costume to (spike12 v)\n change x by (14)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [59]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n repeat (2)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [60]> then\n switch costume to (spike12 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (5)\n change x by (24)\n end\n switch costume to (spike13 v)\n create clone of (_myself_ v)\n change x by (24)\n switch costume to (spike12 v)\n create clone of (_myself_ v)\n change x by (24)\nend\n\n@Special\n\nwhen I receive [generating v]\nif <(screen) = [3]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [5]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [6]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (3)\n change x by (24)\n end\n change y by (24)\n create clone of (_myself_ v)\n repeat (2)\n change x by (24)\n end\nend\nif <(screen) = [7]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n change x by (12)\n repeat (5)\n change y by (24)\n end\n change x by (24)\n repeat (3)\n create clone of (_myself_ v)\n repeat (2)\n change y by (24)\n end\n end\n switch costume to (coin v)\n go to x: (-240) y: (-180)\n repeat (10)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (up v)\n go to x: (-240) y: (-180)\n change x by (12)\n repeat (4)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ndelete (all) of [coins collected v]\nset [coins v] to [0]\nhide\n\nwhen I receive [new screen v]\ndelete this clone\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\nwhen I receive [generating v]\nif <(screen) = [10]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\nend\nif <(screen) = [11]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n change x by (10)\n create clone of (_myself_ v)\nend\nif <(screen) = [12]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n change x by (12)\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (1)\n change y by (36)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n change x by (-12)\n switch costume to (coin v)\n create clone of (_myself_ v)\nend\nif <(screen) = [13]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n change x by (10)\n create clone of (_myself_ v)\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (8)\n change y by (24)\n end\n repeat (14)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (3)\n change x by (24)\n end\n change y by (24)\n create clone of (_myself_ v)\nend\nif <(screen) = [14]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (2)\n change x by (24)\n end\n change y by (24)\n switch costume to (down v)\n create clone of (_myself_ v)\n switch costume to (up v)\n change y by (72)\n repeat (4)\n change x by (-24)\n end\n repeat (2)\n change y by (24)\n repeat (2)\n change x by (24)\n end\n create clone of (_myself_ v)\n end\n change y by (24)\n repeat (2)\n change x by (24)\n end\n switch costume to (down v)\n create clone of (_myself_ v)\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (14)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [15]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (15)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\n repeat (3)\n change y by (24)\n end\n change y by (12)\n change x by (-12)\n switch costume to (kill boss v)\n create clone of (_myself_ v)\n change y by (36)\n switch costume to (coin v)\n create clone of (_myself_ v)\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [16]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n forever\n go [backward v] (1) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n forever\n go [backward v] (1) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n go [backward v] (1) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [14]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n set [brightness v] effect to (thing)\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n check coin\n forever\n if <(lag prev) = [0]> then\n point in direction ((([sin v] of ((timer) * (80)) ) * (20)) + (90))\n set size to ((([sin v] of ((timer) * (80)) ) * (20)) + (100)) %\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n repeat (75)\n change y by (1)\n change [ghost v] effect by (1.34)\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [spawny v] to (y position)\n go to [front v] layer\n set [ghost v] effect to (50)\n forever\n go [backward v] (5) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.98))\n set y to ((([sin v] of ((timer) * (800)) ) * (thing)) + (spawny))\n else\n point in direction (90)\n end\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n go [backward v] (1) layers\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n go [backward v] (1) layers\n if <(lag prev) = [0]> then\n set [thing v] to ((thing) * (0.9))\n point in direction ((([sin v] of ((timer) * (1000)) ) * (thing)) + (90))\n else\n point in direction (90)\n end\n end\nend\n\nchange [screen v] by (-1)\nbroadcast (new screen v)\n\nwhen I receive [generating v]\nif <(screen) = [19]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n change x by (12)\n repeat (14)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [20]> then\n switch costume to (web v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n set x to (-240)\n repeat (5)\n change x by (24)\n end\n repeat (5)\n change x by (24)\n create clone of (_myself_ v)\n end\n change y by (24)\n end\nend\nif <(screen) = [21]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (web v)\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n repeat (3)\n set x to (-240)\n repeat (7)\n change x by (24)\n end\n repeat (7)\n change x by (24)\n create clone of (_myself_ v)\n end\n change y by (24)\n end\n switch costume to (coin v)\n go to x: (-240) y: (-180)\n repeat (11)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [22]> then\n switch costume to (jump2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n change x by (-12)\n create clone of (_myself_ v)\n switch costume to (up v)\n repeat (5)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [24]> then\n switch costume to (jump2 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [generating v]\nif <(screen) = [27]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (13)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\nend\nif <(screen) = [28]> then\n switch costume to (down v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (13)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (jump v)\n repeat (5)\n change y by (-24)\n end\n repeat (2)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\nend\nif <(screen) = [30]> then\n switch costume to (left v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (14)\n change x by (24)\n end\n repeat (2)\n switch costume to (left v)\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (2)\n change y by (24)\n end\n switch costume to (right v)\n repeat (3)\n change x by (-24)\n end\n create clone of (_myself_ v)\n repeat (2)\n change y by (24)\n end\n end\nend\nif <(screen) = [31]> then\n switch costume to (jump v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n change x by (12)\n change y by (10)\n repeat (3)\n change x by (24)\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [32]> then\n switch costume to (left v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (17)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (right v)\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n change x by (24)\n create clone of (_myself_ v)\nend\nif <(screen) = [33]> then\n switch costume to (coin v)\n go to x: (-240) y: (-180)\n repeat (14)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n repeat (11)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [34]> then\n switch costume to (down v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n repeat (12)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\nend\n\ndefine add coin\nif <(screen) = [7]> then\n add [1] to [coins collected v]\nend\nif <(screen) = [12]> then\n add [2] to [coins collected v]\nend\nif <(screen) = [15]> then\n add [3] to [coins collected v]\nend\nif <(screen) = [21]> then\n add [4] to [coins collected v]\nend\nif <(screen) = [33]> then\n add [5] to [coins collected v]\nend\nif <(screen) = [38]> then\n add [6] to [coins collected v]\nend\nif <(screen) = [54]> then\n add [7] to [coins collected v]\nend\n\ndefine check coin\nif <<[coins collected v] contains [1]?> and <(screen) = [7]>> then\n delete this clone\nend\nif <<[coins collected v] contains [2]?> and <(screen) = [12]>> then\n delete this clone\nend\nif <<[coins collected v] contains [3]?> and <(screen) = [15]>> then\n delete this clone\nend\nif <<[coins collected v] contains [4]?> and <(screen) = [21]>> then\n delete this clone\nend\nif <<[coins collected v] contains [5]?> and <(screen) = [33]>> then\n delete this clone\nend\nif <<[coins collected v] contains [6]?> and <(screen) = [38]>> then\n delete this clone\nend\nif <<[coins collected v] contains [7]?> and <(screen) = [54]>> then\n delete this clone\nend\n\nwhen I receive [generating v]\nif <(screen) = [37]> then\n switch costume to (up v)\n go to x: (-240) y: (-180)\n repeat (7)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [38]> then\n switch costume to (coin v)\n go to x: (-240) y: (-180)\n repeat (10)\n change y by (24)\n end\n repeat (17)\n change x by (24)\n end\n change y by (12)\n create clone of (_myself_ v)\nend\nif <(screen) = [42]> then\n switch costume to (jump3 v)\n go to x: (-240) y: (-180)\n change x by (12)\n repeat (7)\n change y by (24)\n end\n repeat (13)\n change x by (24)\n end\n repeat (2)\n switch costume to (jump4 v)\n change y by (72)\n repeat (3)\n change x by (-24)\n end\n create clone of (_myself_ v)\n change y by (-72)\n switch costume to (jump3 v)\n repeat (3)\n change x by (-24)\n end\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [43]> then\n switch costume to (jump3 v)\n go to x: (-240) y: (-180)\n change x by (12)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [2]> then\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (spring v)\n set [thing v] to [20]\n end\n end\nend\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (change gravity v)\n set [thing v] to [20]\n repeat (10)\n wait until <not <touching (player v)?>>\n end\n end\n end\nend\nif <(costume [number v]) = [11]> then\n change x by (12)\n change y by (15)\n wait (1) seconds\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (boss ded v)\n repeat (15)\n set [thing v] to [50]\n end\n wait (1) seconds\n repeat (30)\n change [ghost v] effect by (3.4)\n end\n delete this clone\n end\n end\nend\nif <(costume [number v]) = [14]> then\n change x by (12)\n change y by (15)\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (superorb v)\n repeat (15)\n set [thing v] to [50]\n end\n end\n end\nend\nif <(costume [number v]) = [15]> then\n change x by (12)\n change y by (15)\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (change gravity v)\n repeat (15)\n set [thing v] to [50]\n end\n end\n end\nend\nif <(costume [number v]) = [3]> then\n change x by (12)\n change y by (15)\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (orb v)\n repeat (15)\n set [thing v] to [50]\n end\n end\n end\nend\nif <(costume [number v]) = [4]> then\n change x by (12)\n change y by (15)\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (down v)\n repeat (15)\n set [thing v] to [50]\n end\n end\n end\nend\nif <(costume [number v]) = [5]> then\n change x by (12)\n change y by (12)\n wait until <<<touching (player v)?> and <(mobile) = [1]>> or <<(screen) = [15]> and <(timer) > [30]>>>\n if <touching (player v)?> then\n add coin\n change [coins v] by (1)\n switch costume to (coin2 v)\n create clone of (_myself_ v)\n switch costume to (coin v)\n repeat (30)\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n repeat (30)\n change [ghost v] effect by (3.4)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n if <(mobile) = [1]> then\n if <touching (player v)?> then\n set [thing v] to [3]\n repeat until <not <touching (player v)?>>\n set [inweb? v] to [1]\n end\n if <not <touching (player v)?>> then\n set [inweb? v] to [0]\n else\n set [inweb? v] to [1]\n end\n end\n end\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n if <(mobile) = [1]> then\n broadcast (superspring v)\n set [thing v] to [25]\n end\n end\n end\nend\nif <(costume [number v]) = [9]> then\n change x by (12)\n change y by (15)\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (left v)\n repeat (15)\n set [thing v] to [50]\n end\n end\n end\nend\nif <(costume [number v]) = [10]> then\n change x by (12)\n change y by (15)\n forever\n wait until <touching (player v)?>\n if <(mobile) = [1]> then\n broadcast (right v)\n repeat (15)\n set [thing v] to [50]\n end\n end\n end\nend\n\nwhen I receive [generating v]\nif <(screen) = [48]> then\n switch costume to (jump3 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [50]> then\n switch costume to (up2 v)\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n repeat (17)\n change x by (24)\n end\n change y by (-4)\n create clone of (_myself_ v)\n switch costume to (jump4 v)\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [51]> then\n switch costume to (jump3 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (2)\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n end\nend\nif <(screen) = [52]> then\n switch costume to (flip v)\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (5)\n change y by (24)\n end\n repeat (2)\n change x by (-24)\n end\n create clone of (_myself_ v)\n repeat (4)\n change x by (24)\n end\n switch costume to (up v)\n create clone of (_myself_ v)\nend\nif <(screen) = [54]> then\n switch costume to (coin v)\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [55]> then\n switch costume to (jump3 v)\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\n switch costume to (flip v)\n go to x: (-240) y: (-180)\n repeat (12)\n change y by (24)\n end\n repeat (2)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\n@End\n\nwhen I receive [generating v]\nif <(screen) = [8]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (16)\n change x by (24)\n end\n switch costume to (end v)\n create clone of (_myself_ v)\n switch costume to (end2 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [16]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (16)\n change x by (24)\n end\n switch costume to (end v)\n create clone of (_myself_ v)\n switch costume to (end2 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [26]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (16)\n change x by (24)\n end\n switch costume to (end v)\n create clone of (_myself_ v)\n switch costume to (end2 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [36]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (16)\n change x by (24)\n end\n switch costume to (end3 v)\n create clone of (_myself_ v)\n switch costume to (end4 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [46]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (16)\n change x by (24)\n end\n switch costume to (end5 v)\n create clone of (_myself_ v)\n switch costume to (end6 v)\n create clone of (_myself_ v)\nend\nif <(screen) = [60]> then\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (16)\n change x by (24)\n end\n switch costume to (end7 v)\n create clone of (_myself_ v)\n switch costume to (end8 v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <((costume [number v]) mod (2)) = [0]> then\n forever\n go [backward v] (5) layers\n end\nend\nif <((costume [number v]) mod (2)) = [1]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [new screen v]\ndelete this clone\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\n@NPCs\n\nwhen flag clicked\npen up\nhide\n\nwhen I receive [new screen v]\ndelete this clone\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\nwhen I receive [generated v]\nrepeat (10)\nif <(c) = [0]> then\n hide\n go to x: (240) y: (180)\nend\n\nwhen I start as a clone\nhide\nif <not <(c) = [7]>> then\n show\nend\nclear graphic effects\nif <(c) = [1]> then\n clear graphic effects\n set rotation style [all around v]\n go [backward v] (10) layers\n forever\n switch costume to (CloneCos)\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n end\nend\nif <(c) = [2]> then\n wait (0.7) seconds\n set rotation style [left-right v]\n go [backward v] (1) layers\n forever\n if <(size) < [150]> then\n set rotation style [don't rotate v]\n switch costume to (pumpkinhitbox v)\n if <<touching (_edge_ v)?> or > then\n turn left (180) degrees\n move ((size) / (20)) steps\n end\n if on edge, bounce\n move (3) steps\n set rotation style [left-right v]\n switch costume to (CloneCos)\n show\n else\n set rotation style [don't rotate v]\n switch costume to (pumpkinhitbox v)\n if <<touching (_edge_ v)?> or > then\n turn left (180) degrees\n move ((size) / (20)) steps\n end\n if on edge, bounce\n move (3) steps\n set rotation style [left-right v]\n switch costume to ((CloneCos) + (21))\n show\n end\n end\nend\nif <(c) = [3]> then\n clear graphic effects\n forever\n set y to (-180)\n repeat until <(y position) > [165]>\n switch costume to (CloneCos)\n set [ghost v] effect to ([abs v] of ((y position) / (1.6)) )\n change y by (5)\n go [backward v] (100) layers\n end\n end\nend\nif <(c) = [4]> then\n set [y \(stored\) v] to (y position)\n set [x \(stored\) v] to (x position)\n set [spawn y v] to (y position)\n set [thing v] to [0]\n draw web\n wait (0.5) seconds\n forever\n clear graphic effects\n switch costume to (CloneCos)\n set rotation style [all around v]\n if <(distance to [player v]) > [10]> then\n point towards (player v)\n end\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < [50]> then\n move (5) steps\n else\n if <(spawn y) > (y position)> then\n change y by (2.5)\n end\n if <(spawn y) < (y position)> then\n change y by (-1.5)\n end\n if <([abs v] of ((spawn y) - (y position)) ) < [3]> then\n change [thing v] by (3)\n end\n end\n set [thing v] to ((thing) * (0.9))\n change y by (thing)\n set x to (x \(stored\))\n end\nend\nif <(c) = [5]> then\n clear graphic effects\n wait (0.5) seconds\n set [x \(stored\) v] to (x position)\n set [y \(stored\) v] to (y position)\n set [spawn y v] to (y position)\n forever\n set rotation style [all around v]\n set size to (80) %\n switch costume to (CloneCos)\n if <(distance to [player v]) > [10]> then\n point towards (player v)\n end\n move ((distance to [player v]) / (40)) steps\n end\nend\nif <(c) = [6]> then\n clear graphic effects\n go to x: (240) y: (boss y)\n set rotation style [all around v]\n repeat until <(x position) < [-235]>\n switch costume to (CloneCos)\n if <(distance to [player v]) > [10]> then\n point towards (player v)\n end\n change x by (-5)\n if <(x position) > [-180]> then\n move (3) steps\n else\n change x by (-3)\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n end\n delete this clone\nend\nif <(c) = [7]> then\n hide\n set rotation style [left-right v]\n clear graphic effects\n repeat until <<not <(screen) = [35]>> or <(boss y) = [1]>>\n hide\n end\n show\n set [color v] effect to (pick random (0) to (199))\n wait until <(mobile) = [1]>\n forever\n point towards (player v)\n switch costume to (CloneCos)\n change [clowncounter v] by (1)\n go to [front v] layer\n go [backward v] (1) layers\n if <(distance to [player v]) < [250]> then\n if <((clowncounter) mod (40)) = [1]> then\n set [c v] to [-1]\n create clone of (_myself_ v)\n set [c v] to [7]\n end\n end\n end\nend\nif <(c) = [-1]> then\n switch costume to (clownball v)\n set [clowncounter v] to ((pick random (1) to (3)) * (67))\n change [color v] effect by (clowncounter)\n if <[67] = (clowncounter)> then\n change [color v] effect by (-30)\n end\n change y by (12)\n repeat until <not <touching (_edge_ v)?>>\n move (7) steps\n end\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n move (7) steps\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\nif <(c) = [-2]> then\n set rotation style [all around v]\n clear graphic effects\n switch costume to (fireball v)\n show\n if <(pick random (0) to (1)) = [1]> then\n go to x: (-230) y: (pick random (-100) to (150))\n else\n go to x: (230) y: (pick random (-100) to (150))\n end\n point towards (player v)\n repeat (10)\n move (9) steps\n end\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n move (9) steps\n change size by (-1)\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\nif <(c) = [-3]> then\n set size to (100) %\n set rotation style [all around v]\n clear graphic effects\n switch costume to (cannonclown1 v)\n show\n hide\n set [y \(stored\) v] to [20]\n if <(pick random (0) to (1)) = [1]> then\n go to x: (-230) y: (([y position v] of [player v]) + (pick random (-25) to (150)))\n repeat until <(y position) > [-90]>\n change y by (3)\n end\n point towards (player v)\n turn left (y \(stored\)) degrees\n set [c v] to [-4]\n create clone of (_myself_ v)\n set [c v] to [-3]\n hide\n repeat (20)\n wait (0.05) seconds\n point towards (player v)\n turn left (y \(stored\)) degrees\n end\n show\n repeat (5)\n move (14) steps\n end\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n move (14) steps\n change [y \(stored\) v] by (-3)\n turn left ((y \(stored\)) / (15)) degrees\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\n else\n switch costume to (cannonclown2 v)\n go to x: (230) y: (([y position v] of [player v]) + (pick random (-25) to (150)))\n repeat until <(y position) > [-90]>\n change y by (3)\n end\n point towards (player v)\n turn right (y \(stored\)) degrees\n set [c v] to [-4]\n create clone of (_myself_ v)\n set [c v] to [-3]\n hide\n repeat (20)\n wait (0.05) seconds\n point towards (player v)\n turn right (y \(stored\)) degrees\n end\n show\n repeat (5)\n move (14) steps\n end\n repeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n move (14) steps\n change [y \(stored\) v] by (-3)\n turn right ((y \(stored\)) / (15)) degrees\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [generating v]\nset [clowncounter v] to [0]\nset size to (100) %\nif <(screen) = [2]> then\n set [c v] to [1]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (15)\n change x by (24)\n end\n set size to (100) %\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [5]> then\n set [c v] to [1]\n set size to (80) %\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (10)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [6]> then\n set [c v] to [1]\n set size to (80) %\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (11)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\n\nwhen I receive [generating v]\nset [clowncounter v] to [0]\nset size to (100) %\nif <(screen) = [9]> then\n point in direction (90)\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [10]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (15)\n change x by (24)\n end\n point in direction (90)\n repeat (4)\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\n set [c v] to [0]\nend\nif <(screen) = [11]> then\n set [c v] to [3]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (5)\n change x by (24)\n end\n point in direction (90)\n repeat (4)\n change x by (48)\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\n set [c v] to [0]\nend\nif <(screen) = [12]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (8)\n change x by (24)\n end\n point in direction (90)\n create clone of (_myself_ v)\n set [c v] to [3]\n go to x: (-240) y: (-180)\n repeat (5)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (5)\n change x by (24)\n end\n point in direction (90)\n create clone of (_myself_ v)\n go to x: (120) y: (-180)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [13]> then\n set [c v] to [3]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (10)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [15]> then\n reset timer\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (10)\n change x by (24)\n end\n set size to (450) %\n create clone of (_myself_ v)\n set size to (100) %\n set [c v] to [3]\n go to x: (-240) y: (-180)\n repeat (13)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n change x by (-12)\n repeat (2)\n change x by (48)\n wait (0.5) seconds\n create clone of (_myself_ v)\n change x by (48)\n wait (0.5) seconds\n end\n set [c v] to [0]\nend\nif <(screen) = [16]> then\n set [c v] to [1]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [2]\n repeat (5)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [1]\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\n\nwhen I receive [generating v]\nset [clowncounter v] to [0]\nset size to (100) %\nif <(screen) = [17]> then\n set [c v] to [5]\n go to x: (-240) y: (-180)\n repeat (15)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [18]> then\n set [c v] to [4]\n go to x: (-240) y: (-180)\n repeat (10)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change y by (1)\n set x to (-240)\n repeat (12)\n change x by (24)\n end\n point in direction (90)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [19]> then\n set [c v] to [4]\n go to x: (-240) y: (-180)\n repeat (11)\n change y by (24)\n end\n repeat (6)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (8)\n change x by (24)\n end\n change y by (48)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [20]> then\n set [c v] to [5]\n go to x: (-240) y: (-180)\n repeat (13)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [21]> then\n set [c v] to [3]\n go to x: (-240) y: (-180)\n repeat (13)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n change x by (-12)\n repeat (4)\n change x by (48)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\n set [c v] to [0]\nend\nif <(screen) = [22]> then\n go to x: (-240) y: (-180)\n set [c v] to [5]\n repeat (17)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [23]> then\n set [c v] to [5]\n go to x: (-240) y: (-180)\n repeat (15)\n change y by (24)\n end\n change x by (24)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [24]> then\n set [c v] to [6]\nend\n\nwhen I receive [generating v]\nset [clowncounter v] to [0]\nset size to (100) %\nif <(screen) = [27]> then\n set [c v] to [7]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (15)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [28]> then\n set [c v] to [7]\n go to x: (-240) y: (-180)\n repeat (10)\n change y by (24)\n end\n repeat (7)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [29]> then\n set [c v] to [7]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (11)\n change x by (24)\n end\n create clone of (_myself_ v)\n repeat (3)\n change [clowncounter v] by (1)\n change x by (48)\n create clone of (_myself_ v)\n end\n set [c v] to [0]\nend\nif <(screen) = [33]> then\n set [c v] to [7]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [34]> then\n set [c v] to [7]\n go to x: (-240) y: (-180)\n repeat (6)\n change y by (24)\n end\n change x by (12)\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [35]> then\n set [c v] to [0]\n wait until <(mobile) = [1]>\n wait (3) seconds\n set [c v] to [-2]\n wait until <(boss phase) = [2]>\n set [beat count v] to [0]\n repeat until <(boss phase) = [3]>\n if <(beat count) = [3]> then\n set [c v] to [-2]\n else\n if <(beat count) = [6]> then\n set [c v] to [-3]\n else\n set [c v] to [-2]\n end\n end\n end\n set [beat count v] to [0]\n set [c v] to [0]\n repeat until <(boss phase) = [0]>\n if <(beat count) = [3]> then\n set [c v] to [-2]\n else\n if <(beat count) = [6]> then\n set [c v] to [-3]\n else\n if <(beat count) = [7]> then\n set [c v] to [0]\n else\n if <(beat count) = [1]> then\n set [c v] to [0]\n else\n if <(beat count) = [13]> then\n set [c v] to [0]\n else\n set [c v] to [-2]\n end\n end\n end\n end\n end\n end\n set [c v] to [0]\nend\nif <(screen) = [36]> then\n set [c v] to [7]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (11)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\n\nwhen I receive [boss ded v]\nif <(size) > [150]> then\n repeat (20)\n change [ghost v] effect by (5)\n set size to (pick random (450) to (450)) %\n point in direction ((size) - (10))\n end\n delete this clone\nelse\n repeat (20)\n change [ghost v] effect by (5)\n set size to (pick random (100) to (100)) %\n point in direction ((size) - (10))\n end\n delete this clone\nend\n\n\n\nwhen I start as a clone\nshow\nif <(c) = [8]> then\n wait (0.7) seconds\n wait until <(mobile) = [1]>\n set rotation style [left-right v]\n go [backward v] (1) layers\n forever\n if <not <<(screen) = [40]> and <(gamemode) = [3]>>> then\n set rotation style [don't rotate v]\n switch costume to (pumpkinhitbox v)\n if <<touching (_edge_ v)?> or > then\n turn left (180) degrees\n move (10) steps\n end\n if on edge, bounce\n move (8) steps\n set rotation style [left-right v]\n switch costume to (CloneCos)\n show\n end\n end\nend\nif <(c) = [-3]> then\n forever\n if <(x position) < [-220]> then\n hide\n else\n if <(x position) > [220]> then\n hide\n else\n show\n end\n end\n end\nend\nif <(c) = [-4]> then\n if <(x position) < [0]> then\n switch costume to (cannon v)\n else\n switch costume to (cannon2 v)\n end\n clear graphic effects\n set rotation style [all around v]\n go [backward v] (10) layers\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n go [backward v] (1) layers\n turn right (pick random (-1) to (1)) degrees\n end\n repeat (16)\n wait (0.05) seconds\n point towards (player v)\n if <(x position) < [0]> then\n turn left (y \(stored\)) degrees\n else\n turn right (y \(stored\)) degrees\n end\n end\n if <(x position) < [0]> then\n repeat (2)\n turn left (25) degrees\n turn right (pick random (-1) to (1)) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n go [backward v] (1) layers\n turn right (3) degrees\n turn right (pick random (-1) to (1)) degrees\n end\n delete this clone\n else\n repeat (2)\n turn right (25) degrees\n turn right (pick random (-1) to (1)) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n go [backward v] (1) layers\n turn left (3) degrees\n turn right (pick random (-1) to (1)) degrees\n end\n delete this clone\n end\nend\n\nwhen I receive [die v]\nwait (0.5) seconds\nwait until <(mobile) = [1]>\nif <(c) = [5]> then\n go to x: (x \(stored\)) y: (spawn y)\nend\nif <(c) = [9]> then\n go to x: (x \(stored\)) y: (spawn y)\nend\n\nwhen I receive [generating v]\nset [clowncounter v] to [0]\nset size to (100) %\nif <(screen) = [37]> then\n set [c v] to [8]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [40]> then\n set [c v] to [8]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (10)\n change x by (24)\n end\n point in direction (90)\n create clone of (_myself_ v)\n point in direction (-90)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [42]> then\n set [c v] to [8]\n go to x: (-240) y: (-180)\n repeat (11)\n change y by (24)\n end\n repeat (12)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\nif <(screen) = [44]> then\n set [c v] to [8]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (12)\n change x by (24)\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(c) = [8]> then\n if <(screen) = [40]> then\n wait (1) seconds\n wait until <(gamemode) = [3]>\n repeat (25)\n change [ghost v] effect by (4)\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\n end\nend\n\nrepeat (4)\n change x by (-24)\nend\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [c v] to [0]\n\nrepeat (7)\n change y by (-24)\nend\n\nwhen flag clicked\nforever\n if <not <(screen) = [24]>> then\n erase all\n broadcast (draw web v) and wait\n end\nend\n\nwhen I start as a clone\nforever\n if <(c) = [7]> then\n set [clonecos v] to [14]\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n end\n else\n if <(c) = [2]> then\n set [clonecos v] to (((c) * (2)) - (1))\n if <(lag prev) = [0]> then\n wait (0.3) seconds\n change [clonecos v] by (1)\n wait (0.3) seconds\n end\n else\n if <(c) = [8]> then\n set [clonecos v] to (((c) * (2)) + (10))\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n end\n else\n if <(c) = [10]> then\n set [clonecos v] to (((c) * (2)) + (8))\n if <(lag prev) = [0]> then\n wait (0.3) seconds\n change [clonecos v] by (1)\n wait (0.3) seconds\n end\n else\n if <(c) > [7]> then\n set [clonecos v] to (((c) * (2)) + (10))\n if <(lag prev) = [0]> then\n wait (0.3) seconds\n change [clonecos v] by (1)\n wait (0.3) seconds\n end\n else\n if <(c) > [2]> then\n set [clonecos v] to ((c) * (2))\n if <(lag prev) = [0]> then\n wait (0.3) seconds\n change [clonecos v] by (1)\n wait (0.3) seconds\n end\n else\n set [clonecos v] to (((c) * (2)) - (1))\n if <(lag prev) = [0]> then\n wait (0.3) seconds\n change [clonecos v] by (1)\n wait (0.3) seconds\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(c) = [9]> then\n set size to (60) %\n set [x \(stored\) v] to (x position)\n set [spawn y v] to (y position)\n wait (0.7) seconds\n wait until <(mobile) = [1]>\n set rotation style [left-right v]\n go [backward v] (1) layers\n forever\n if <<<([last x v] of [player v]) > [0]> and <(x position) > ([x position v] of [player v])>> or <<([last x v] of [player v]) < [0]> and <(x position) < ([x position v] of [player v])>>> then\n switch costume to ((CloneCos) + (2))\n point towards (player v)\n else\n point towards (player v)\n switch costume to (CloneCos)\n move (((distance to [player v]) / (75)) + (2)) steps\n end\n change y by (([sin v] of ((y \(stored\)) * (40)) ) * (0.8))\n change [y \(stored\) v] by (0.1)\n end\nend\nif <(c) = [10]> then\n set size to (60) %\n set rotation style [left-right v]\n point in direction (90)\n wait (0.7) seconds\n set [spawn y v] to (y position)\n wait until <(mobile) = [1]>\n forever\n go to x: (215) y: (spawn y)\n repeat until <<([x position v] of [player v]) > [75]> or <(mobile) = [0]>>\n set x to (215)\n change y by (([sin v] of ((y \(stored\)) * (40)) ) * (0.8))\n change [y \(stored\) v] by (0.1)\n switch costume to ((CloneCos) + (2))\n change [ghost v] effect by (-5)\n end\n point in direction (-90)\n repeat until <<(x position) < [-180]> or <(mobile) = [0]>>\n change y by (([sin v] of ((y \(stored\)) * (40)) ) * (0.8))\n change [y \(stored\) v] by (0.1)\n switch costume to (CloneCos)\n change x by (-5)\n end\n if <(mobile) = [1]> then\n repeat (25)\n change y by (([sin v] of ((y \(stored\)) * (40)) ) * (0.8))\n change [y \(stored\) v] by (0.1)\n switch costume to ((CloneCos) + (2))\n change [ghost v] effect by (4)\n end\n delete this clone\n else\n repeat until <(mobile) = [1]>\n change y by (([sin v] of ((y \(stored\)) * (40)) ) * (0.8))\n change [y \(stored\) v] by (0.1)\n switch costume to ((CloneCos) + (2))\n change [ghost v] effect by (5)\n end\n end\n end\nend\n\ndefine draw web\nset [y \(stored\) v] to (y position)\nset y to (180)\nset pen color to (#ffffff)\npen down\nglide (0) secs to x: (x position) y: (y \(stored\))\npen up\n\nwhen I receive [generating v]\nset [clowncounter v] to [0]\nset size to (100) %\nif <(screen) = [48]> then\n set [c v] to [9]\n go to x: (-240) y: (-180)\n repeat (11)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [49]> then\n set [c v] to [9]\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [53]> then\n set [c v] to [9]\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (9)\n change x by (24)\n end\n change x by (12)\n create clone of (_myself_ v)\nend\nif <(screen) = [57]> then\n set [c v] to [9]\n go to x: (-240) y: (-180)\n repeat (4)\n change y by (24)\n end\n repeat (8)\n change x by (24)\n end\n change x by (12)\n change y by (24)\n repeat (3)\n create clone of (_myself_ v)\n change x by (36)\n end\n set [c v] to [0]\nend\nif <(screen) = [59]> then\n set size to (100) %\n set [c v] to [10]\n go to x: (-240) y: (-180)\n repeat (1)\n change y by (24)\n end\n repeat (19)\n change x by (24)\n end\n repeat (13)\n change y by (24)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(c) = [0]> then\n delete this clone\nend\n\nwhen I receive [draw web v]\nif <(c) = [4]> then\n draw web\nend\n\n@ModeChanger\n\nwhen flag clicked\nhide\n\nwhen I receive [generating v]\nif <(screen) = [29]> then\n set [c v] to [1]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [31]> then\n set [c v] to [1]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [32]> then\n set [c v] to [1]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [33]> then\n set [c v] to [1]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [35]> then\n set [c v] to [1]\n wait (0.1) seconds\n go to x: (-240) y: (-180)\n go to (player v)\n change y by (-24)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\nwhen I receive [new screen v]\nhide\ndelete this clone\n\nwhen I receive [generating v]\nset [spawned v] to [0]\nif <(screen) = [38]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\nend\nif <(screen) = [40]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (18)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\nend\nif <(screen) = [41]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\nend\nif <(screen) = [42]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\nend\nif <(screen) = [43]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (2)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\nend\nif <(screen) = [45]> then\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (2)\n change y by (24)\n end\n repeat (2)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\nend\n\nwhen I start as a clone\nforever\n if <(c) = [1]> then\n set [clonecos v] to [2]\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n end\n else\n if <(c) = [2]> then\n set [clonecos v] to [6]\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n end\n else\n if <(c) = [3]> then\n set [clonecos v] to [6]\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n change [clonecos v] by (1)\n wait (0.1) seconds\n end\n else\n if <(c) = [4]> then\n set [clonecos v] to [10]\n if <(lag prev) = [0]> then\n wait (0.3) seconds\n change [clonecos v] by (1)\n wait (0.3) seconds\n end\n else\n end\n end\n end\n end\nend\n\nwhen I receive [spawn mode changer v]\nif <(screen) = [39]> then\n if <(spawned) = [0]> then\n set [spawned v] to [1]\n wait (0.5) seconds\n set [c v] to [2]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [3]\n end\nend\n\nwhen I start as a clone\nshow\nchange y by (12)\nset [spawny v] to (y position)\nset [spawnx v] to (x position)\nif <(c) = [1]> then\n forever\n show\n set rotation style [all around v]\n repeat until <<touching (player v)?> and <(mobile) = [1]>>\n set size to (100) %\n point in direction (90)\n set x to (spawnx)\n set y to ((([sin v] of ((timer) * (80)) ) * (10)) + (spawny))\n switch costume to (CloneCos)\n end\n set [gamemode v] to [2]\n repeat until <<(mobile) = [0]> or <not <(gamemode) = [2]>>>\n go to (player v)\n point in direction (90)\n point in direction ([direction v] of [player v])\n switch costume to (CloneCos)\n set size to ([size v] of [player v]) %\n go to [front v] layer\n go [backward v] (4) layers\n end\n repeat until <<(mobile) = [1]> or <not <(gamemode) = [2]>>>\n go to (player v)\n point in direction ([direction v] of [player v])\n switch costume to (CloneCos)\n if <(costume) = [10]> then\n hide\n else\n set size to ([size v] of [player v]) %\n end\n go to [front v] layer\n go [backward v] (4) layers\n end\n end\nend\nif <(c) = [2]> then\n change y by (18)\n set [ghost v] effect to (40)\n forever\n show\n set rotation style [all around v]\n repeat until <<touching (player v)?> and <(mobile) = [1]>>\n set size to (100) %\n point in direction ((([sin v] of ((timer) * (80)) ) * (10)) + (90))\n set x to (spawnx)\n set y to ((([sin v] of ((timer) * (80)) ) * (10)) + ((spawny) + (10)))\n switch costume to (CloneCos)\n end\n set [gamemode v] to [3]\n repeat until <<(mobile) = [0]> or <not <(gamemode) = [3]>>>\n go to (player v)\n point in direction (90)\n switch costume to (CloneCos)\n set size to ([size v] of [player v]) %\n go [backward v] (99) layers\n end\n repeat until <<(mobile) = [1]> or <not <(gamemode) = [3]>>>\n go to (player v)\n point in direction (90)\n switch costume to (CloneCos)\n if <(costume) = [10]> then\n hide\n else\n set size to ([size v] of [player v]) %\n end\n go [backward v] (99) layers\n end\n end\nend\nif <(c) = [3]> then\n change [trail v] by (2)\n go to (player v)\n clear graphic effects\n set [ghost v] effect to (50)\n set size to (75) %\n show\n set rotation style [all around v]\n point in direction (90)\n repeat (25)\n go [backward v] (99) layers\n turn right (15) degrees\n switch costume to (CloneCos)\n change size by (-2)\n change [ghost v] effect by (2)\n if <(pick random (1) to (round ((trail) * (2)))) = [1]> then\n if <(lag prev) = [0]> then\n if <(can flip) = [0]> then\n create clone of (_myself_ v)\n end\n end\n end\n end\n delete this clone\nend\n\nwhen I receive [generating v]\nif <(screen) = [49]> then\n set [c v] to [4]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (4)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [50]> then\n set [c v] to [4]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change x by (24)\n create clone of (_myself_ v)\n set [c v] to [5]\n go to x: (-240) y: (-180)\n repeat (9)\n change y by (24)\n end\n repeat (17)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [54]> then\n set [c v] to [4]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n repeat (3)\n change x by (24)\n end\n create clone of (_myself_ v)\n set [c v] to [0]\nend\nif <(screen) = [58]> then\n set [c v] to [4]\n go to x: (-240) y: (-180)\n repeat (3)\n change y by (24)\n end\n change x by (24)\n create clone of (_myself_ v)\n set [c v] to [0]\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nif <(c) = [4]> then\n change y by (24)\n forever\n show\n set rotation style [all around v]\n repeat until <<touching (player v)?> and <(mobile) = [1]>>\n set size to (100) %\n point in direction (90)\n set x to (spawnx)\n if <(lag prev) = [0]> then\n set y to ((([sin v] of ((timer) * (80)) ) * (10)) + (spawny))\n switch costume to (CloneCos)\n end\n end\n set [gamemode v] to [4]\n if <(gamemode) = [4]> then\n repeat until <<(mobile) = [0]> or <not <(gamemode) = [4]>>>\n go to (player v)\n point in direction (90)\n if <(lag prev) = [0]> then\n point in direction ([direction v] of [player v])\n switch costume to (CloneCos)\n set size to ([size v] of [player v]) %\n end\n go to [front v] layer\n go [backward v] (4) layers\n end\n repeat until <<(mobile) = [1]> or <not <(gamemode) = [4]>>>\n go to (player v)\n if <(lag prev) = [0]> then\n point in direction ([direction v] of [player v])\n switch costume to (CloneCos)\n end\n if <(costume) = [10]> then\n hide\n else\n set size to ([size v] of [player v]) %\n end\n go to [front v] layer\n go [backward v] (4) layers\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(c) = [5]> then\n change x by (12)\n forever\n set [brightness v] effect to (thing)\n if <touching (player v)?> then\n repeat (10)\n set [thing v] to [100]\n set [gamemode v] to [1]\n set [brightness v] effect to (thing)\n end\n end\n set [thing v] to ((thing) * (0.9))\n if <(thing) > [35]> then\n set [gamemode v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nif <(c) = [5]> then\n forever\n wait until <touching (player v)?>\n repeat until <(mobile) = [0]>\n repeat (10)\n set [gamemode v] to [1]\n end\n end\n end\nend\n\n@Bosses\n\nwhen flag clicked\npen up\nhide\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\nwhen I receive [generating v]\nset [boss phase v] to [1]\nset size to (100) %\nif <(screen) = [24]> then\n set [c v] to [1]\n create clone of (_myself_ v)\n set [c v] to [2]\nend\nif <(screen) = [35]> then\n set [c v] to [0]\n hide\n clear graphic effects\n switch costume to (ringmaster v)\n go to x: (0) y: (-100)\n set tempo to (77)\n set [beat count v] to [0]\n broadcast (start body v)\n forever\n go [backward v] (1) layers\n broadcast (beat \(boss\) v)\n if <<(boss phase) = [2]> or <(boss phase) = [3]>> then\n if <(beat count) = [14]> then\n set [beat count v] to [0]\n end\n else\n if <(beat count) = [4]> then\n set [beat count v] to [0]\n end\n end\n change [beat count v] by (1)\n rest for (0.5) beats\n end\nend\nif <(screen) = [45]> then\n set [c v] to [4]\n create clone of (_myself_ v)\n set [c v] to [6]\nend\n\nwhen I receive [new screen v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nif <(c) = [1]> then\n show\n go to x: (0) y: (0)\n set tempo to (110)\n set [beat count v] to [0]\n forever\n broadcast (beat \(boss\) v)\n if <(beat count) = [4]> then\n set [beat count v] to [0]\n end\n change [beat count v] by (1)\n rest for (0.5) beats\n end\nend\nif <(c) = [2]> then\n clear graphic effects\n show\n switch costume to (projectile 1 v)\n go to x: (240) y: ((boss y) + (pick random (-10) to (10)))\n repeat until <<(x position) < [-235]> or <touching (player v)?>>\n change size by (1)\n change x by (-10)\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\nif <(c) = [6]> then\n set size to (100) %\n clear graphic effects\n set [ghost v] effect to (60)\n point in direction (90)\n change [wall type v] by (1)\n show\n switch costume to ((7) + ((wall type) mod (2)))\n go to x: (240) y: (0)\n set size to (100) %\n repeat until <<(x position) < [-235]> or <touching (player v)?>>\n change size by (1)\n change x by (-10)\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\nif <(c) = [7]> then\n show\n switch costume to (projectile 3 v)\n set size to (150) %\n repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n change size by (-1)\n if <(boss phase) = [5]> then\n move (9) steps\n set [ghost v] effect to (40)\n else\n move (8) steps\n end\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\nif <(c) = [8]> then\n set size to (100) %\n clear graphic effects\n point in direction (90)\n change [wall type v] by (1)\n show\n switch costume to ((7) + ((wall type) mod (2)))\n set [ghost v] effect to (60)\n if <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n go to x: (240) y: (0)\n repeat until <<(x position) < [-235]> or <touching (player v)?>>\n change size by (1)\n change x by (-8)\n end\n else\n point in direction (-90)\n go to x: (-240) y: (0)\n repeat until <<(x position) > [235]> or <touching (player v)?>>\n change size by (1)\n change x by (8)\n end\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(c) = [4]> then\n forever\n set [boss y v] to (y position)\n end\nend\nif <(c) = [1]> then\n forever\n go to [front v] layer\n go [backward v] (2) layers\n set [boss y v] to (y position)\n if <(boss phase) = [3]> then\n switch costume to (spiderboss2 v)\n else\n switch costume to (spiderboss1 v)\n end\n end\nend\nif <(c) = [2]> then\n forever\n show\n switch costume to (projectile 1 v)\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n end\n end\nend\nif <(c) = [7]> then\n forever\n show\n switch costume to (projectile 3 v)\n if <(lag prev) = [0]> then\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [boss ded v]\nset [boss phase v] to [-1]\nrepeat (20)\n change [ghost v] effect by (5)\n set size to (pick random (100) to (100)) %\n if <not <(screen) = [45]>> then\n point in direction ((size) - (10))\n end\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(c) = [1]> then\n clear graphic effects\n wait until <(boss phase) = [2]>\n wait (6.5) seconds\n repeat (50)\n change [brightness v] effect by (-2)\n end\n wait until <(boss phase) = [3]>\n repeat (20)\n change [brightness v] effect by (5)\n end\nend\n\nwhen I receive [beat \(boss\) v]\nif <(c) = [0]> then\n if <(screen) = [35]> then\n if <(boss phase) = [1]> then\n if <(beat count) = [1]> then\n set [x v] to (pick random (-20) to (20))\n set [y v] to (pick random (-20) to (20))\n else\n if <(beat count) = [3]> then\n set [x v] to (pick random (-20) to (20))\n set [y v] to (pick random (-20) to (20))\n end\n end\n end\n if <(boss phase) = [2]> then\n change [x v] by ((pick random (-25) to (25)) + ((([x position v] of [player v]) - (x position)) / (20)))\n change [y v] by ((pick random (-25) to (25)) + ((([y position v] of [player v]) - (y position)) / (20)))\n end\n if <(boss phase) = [3]> then\n change [x v] by ((pick random (-30) to (30)) + ((([x position v] of [player v]) - (x position)) / (15)))\n change [y v] by ((pick random (-30) to (30)) + ((([y position v] of [player v]) - (y position)) / (15)))\n end\n end\nend\n\nwhen I receive [start body v]\nif <(c) = [0]> then\n if <(screen) = [35]> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [all around v]\n show\n forever\n set [x v] to ((x) * (0.8))\n set [y v] to ((y) * (0.8))\n change x by (x)\n change y by (y)\n if <(distance to [bossdeco v]) > [10]> then\n point towards (bossdeco v)\n move ((distance to [bossdeco v]) / (25)) steps\n end\n point in direction (((x) / (y)) + (90))\n end\n end\nend\n\nwhen I receive [beat \(boss\) v]\nif <(c) = [1]> then\n if <(boss phase) = [1]> then\n if <(beat count) = [4]> then\n glide (0.1) secs to x: (0) y: ([y position v] of [player v])\n set [c v] to [2]\n create clone of (_myself_ v)\n set [c v] to [1]\n end\n end\n if <(boss phase) = [2]> then\n if <(beat count) = [1]> then\n glide (0.1) secs to x: (0) y: ([y position v] of [player v])\n set [c v] to [2]\n create clone of (_myself_ v)\n set [c v] to [1]\n else\n if <(beat count) = [3]> then\n glide (0.1) secs to x: (0) y: (pick random (-100) to (150))\n create clone of (npcs v)\n end\n end\n end\n if <(boss phase) = [3]> then\n if <(beat count) < [3]> then\n glide (0.1) secs to x: (0) y: ([y position v] of [player v])\n set [c v] to [2]\n create clone of (_myself_ v)\n set [c v] to [1]\n else\n if <(beat count) < [4]> then\n glide (0.1) secs to x: (0) y: (pick random (-100) to (150))\n create clone of (npcs v)\n end\n end\n end\nend\n\nwhen I receive [beat \(boss\) v]\nif <(c) = [4]> then\n if <(boss phase) = [1]> then\n if <(beat count) = [3]> then\n set [c v] to [6]\n create clone of (_myself_ v)\n set [c v] to [4]\n end\n end\n if <(boss phase) = [2]> then\n switch costume to (mummy2 v)\n if <(beat count) = [1]> then\n go to x: ((([x position v] of [player v]) + (direction)) * (-0.1)) y: (([y position v] of [player v]) / (5))\n repeat (10)\n point towards (player v)\n change [ghost v] effect by (-2)\n end\n else\n if <(beat count) = [2]> then\n repeat (10)\n point towards (player v)\n end\n else\n if <(beat count) = [3]> then\n fire (mummy)\n else\n set [ghost v] effect to (100)\n end\n end\n end\n end\n if <<(boss phase) = [3]> or <(boss phase) = [6]>> then\n switch costume to (mummy3 v)\n if <(beat count) = [6]> then\n go to x: ((([x position v] of [player v]) + (direction)) * (-0.1)) y: (([y position v] of [player v]) / (5))\n repeat (10)\n point towards (player v)\n change [ghost v] effect by (-4)\n change size by (2)\n end\n else\n if <(beat count) = [7]> then\n repeat (10)\n turn right (pick random (-3) to (3)) degrees\n end\n else\n if <(beat count) = [8]> then\n fire (mummy)\n else\n set size to (100) %\n set [ghost v] effect to (100)\n if <(beat count) = [3]> then\n set [c v] to [8]\n create clone of (_myself_ v)\n set [c v] to [4]\n end\n end\n end\n end\n end\n if <(boss phase) = [4]> then\n switch costume to (mummy3 v)\n set size to (100) %\n set [ghost v] effect to (100)\n if <(beat count) = [4]> then\n set [c v] to [9]\n create clone of (_myself_ v)\n set [c v] to [4]\n else\n if <(beat count) = [8]> then\n set [c v] to [9]\n create clone of (_myself_ v)\n set [c v] to [4]\n end\n end\n end\n if <(boss phase) = [5]> then\n if <<(beat count) = [1]> or <<(beat count) = [3]> or <<(beat count) = [5]> or <<(beat count) = [6]> or <(beat count) = [7]>>>>> then\n go to x: (pick random (-25) to (25)) y: (pick random (-25) to (25))\n point towards (player v)\n set [c v] to [7]\n create clone of (_myself_ v)\n set [c v] to [4]\n repeat (10)\n change [ghost v] effect by (-5)\n end\n end\n switch costume to (mummy2 v)\n set size to (100) %\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nif <(c) = [5]> then\n show\n repeat (10)\n go [backward v] (200) layers\n change y by (-5)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(c) = [4]> then\n switch costume to (mummy1 v)\n go to x: (150) y: (-110)\n point in direction (90)\n wait until <(boss phase) > [0]>\n wait until <(mobile) = [1]>\n wait (5) seconds\n repeat (12)\n turn left (7.5) degrees\n end\n wait until <(boss phase) > [1]>\n set [c v] to [5]\n create clone of (_myself_ v)\n set [c v] to [4]\n set [ghost v] effect to (100)\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(c) = [4]> then\n set [wall type v] to [1]\n show\n switch costume to (mummy1 v)\n point in direction (90)\n wait until <(boss phase) > [0]>\n set tempo to (50)\n set [beat count v] to [0]\n repeat until <(boss phase) > [1]>\n broadcast (beat \(boss\) v)\n if <(beat count) = [4]> then\n set [beat count v] to [0]\n end\n change [beat count v] by (1)\n rest for (0.5) beats\n end\n set tempo to (100)\n set [beat count v] to [0]\n repeat until <(boss phase) > [2]>\n broadcast (beat \(boss\) v)\n if <(beat count) = [4]> then\n set [beat count v] to [0]\n end\n change [beat count v] by (1)\n rest for (0.5) beats\n end\n forever\n broadcast (beat \(boss\) v)\n if <(beat count) = [8]> then\n set [beat count v] to [0]\n end\n change [beat count v] by (1)\n rest for (0.5) beats\n end\nend\n\ndefine fire (mummy)\nif <<(boss phase) = [3]> or <(boss phase) = [6]>> then\n turn right (-15) degrees\n repeat (5)\n set [c v] to [7]\n create clone of (_myself_ v)\n turn right (7.5) degrees\n end\n set [c v] to [4]\n turn right (-22.5) degrees\nelse\n turn right (-20) degrees\n repeat (3)\n set [c v] to [7]\n create clone of (_myself_ v)\n turn right (20) degrees\n end\n set [c v] to [4]\n turn right (-20) degrees\nend\n\nwhen I start as a clone\nif <(c) = [9]> then\n set size to (100) %\n clear graphic effects\n set [ghost v] effect to (60)\n point in direction (90)\n change [wall type v] by (1)\n show\n switch costume to ((7) + ((wall type) mod (2)))\n if <((wall type) mod (4)) = [1]> then\n point in direction (90)\n go to x: (240) y: (0)\n repeat (5)\n change size by (1)\n change x by (-10)\n end\n wait (0.5) seconds\n repeat until <<(x position) < [-235]> or <touching (player v)?>>\n change [ghost v] effect by (-3)\n change size by (1)\n change x by (-10)\n end\n else\n if <((wall type) mod (4)) = [2]> then\n point in direction (0)\n go to x: (0) y: (180)\n repeat (5)\n change size by (1)\n change y by (-8)\n end\n wait (0.5) seconds\n repeat until <<(x position) > [235]> or <touching (player v)?>>\n change size by (1)\n change [ghost v] effect by (-3)\n change y by (-8)\n end\n else\n if <((wall type) mod (4)) = [3]> then\n point in direction (-90)\n go to x: (-240) y: (0)\n repeat (5)\n change size by (1)\n change x by (10)\n end\n wait (0.5) seconds\n repeat until <<(x position) > [235]> or <touching (player v)?>>\n change [ghost v] effect by (-3)\n change size by (1)\n change x by (10)\n end\n else\n point in direction (180)\n go to x: (0) y: (-180)\n repeat (5)\n change size by (1)\n change y by (8)\n end\n wait (0.5) seconds\n repeat until <<(x position) > [235]> or <touching (player v)?>>\n change [ghost v] effect by (-3)\n change size by (1)\n change y by (8)\n end\n end\n end\n end\n if <not <<key (n v) pressed?> and <(username) = [block866]>>> then\n if <touching (player v)?> then\n broadcast (die v)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(c) = [9]> then\n if <(timer) > [8]> then\n delete this clone\n end\nend\n\nwhen I receive [boss ded v]\nif <(c) = [0]> then\n wait (4) seconds\n stop [other scripts in sprite v]\nend\n\n@BossDeco\n\nwhen flag clicked\npen up\nhide\n\nwhen I receive [generating v]\nset [boss phase v] to [1]\nset size to (100) %\nif <(screen) = [35]> then\n set [c v] to [1]\n create clone of (_myself_ v)\n set [c v] to [2]\n create clone of (_myself_ v)\n set [c v] to [3]\n create clone of (_myself_ v)\n set [c v] to [0]\n go to x: (0) y: (-100)\n hide\nend\nif <(screen) = [45]> then\n set [c v] to [4]\n create clone of (_myself_ v)\n set [c v] to [5]\n create clone of (_myself_ v)\n set [c v] to [0]\nend\n\nwhen I receive [new screen v]\ndelete this clone\n\nwhen I receive [boss ded v]\nrepeat (20)\n change [ghost v] effect by (5)\n if <(c) = [1]> then\n switch costume to (ringmasterhead3 v)\n end\nend\nhide\ndelete this clone\n\nwhen I receive [level select v]\nset [screen v] to [0]\ndelete this clone\n\nwhen I start as a clone\nif <(c) = [1]> then\n clear graphic effects\n switch costume to (ringmasterhead1 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n forever\n go [backward v] (1) layers\n point towards (bosses v)\n go to x: (x position) y: ((145) + ([y position v] of [bosses v]))\n move ((distance to [bosses v]) / (50)) steps\n end\nend\nif <(c) = [2]> then\n clear graphic effects\n switch costume to (ringmasterarm1 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n forever\n go [backward v] (1) layers\n point towards (bosses v)\n move ((distance to [bosses v]) / (25)) steps\n turn right ([direction v] of [bosses v]) degrees\n go to x: (([x position v] of [bosses v]) + (60)) y: (y position)\n end\nend\nif <(c) = [3]> then\n clear graphic effects\n switch costume to (ringmasterarm2 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n forever\n go [backward v] (1) layers\n point towards (bosses v)\n move ((distance to [bosses v]) / (25)) steps\n turn right ([direction v] of [bosses v]) degrees\n go to x: (([x position v] of [bosses v]) - (75)) y: (y position)\n end\nend\nif <(c) = [4]> then\n wait until <(boss phase) > [0]>\n wait until <(mobile) = [1]>\n clear graphic effects\n switch costume to (sarcophagus1 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n wait (1) seconds\n next costume\n repeat (25)\n go to x: (([sin v] of ((timer) * (10000)) ) * (5)) y: (0)\n end\n go to x: (0) y: (0)\n wait until <(boss phase) > [1]>\n repeat (10)\n go [backward v] (199) layers\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(c) = [5]> then\n wait until <(boss phase) > [0]>\n wait until <(mobile) = [1]>\n clear graphic effects\n switch costume to (sarcophaguslid v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n wait (1) seconds\n repeat (25)\n go to x: (([sin v] of ((timer) * (10000)) ) * (5)) y: (0)\n end\n go to x: (0) y: (0)\n glide (1.5) secs to x: (75) y: (0)\n wait until <(boss phase) > [1]>\n repeat (10)\n go [backward v] (99) layers\n change y by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [beat \(boss\) v]\nif <(c) = [1]> then\n if <(boss phase) = [1]> then\n if <(beat count) = [4]> then\n switch costume to (ringmasterhead1 v)\n if <(mobile) = [1]> then\n create clone of (npcs v)\n end\n else\n if <<(mobile) = [1]> and <(beat count) = [2]>> then\n create clone of (npcs v)\n end\n if <(lag prev) = [0]> then\n next costume\n end\n end\n end\n if <(boss phase) = [2]> then\n if <<(beat count) = [2]> or <(beat count) = [6]>> then\n switch costume to (ringmasterhead5 v)\n repeat (10)\n turn right (60) degrees\n wait (0.1) seconds\n create clone of (npcs v)\n end\n else\n if <(costume [number v]) = [5]> then\n switch costume to (ringmasterhead1 v)\n else\n if <((beat count) mod (4)) = [1]> then\n create clone of (npcs v)\n end\n if <(lag prev) = [0]> then\n next costume\n end\n end\n end\n end\n if <(boss phase) = [3]> then\n if <<(beat count) = [2]> or <(beat count) = [6]>> then\n switch costume to (ringmasterhead5 v)\n repeat (10)\n turn right (60) degrees\n wait (0.1) seconds\n create clone of (npcs v)\n end\n else\n if <(costume [number v]) = [5]> then\n switch costume to (ringmasterhead1 v)\n else\n if <((beat count) mod (3)) = [1]> then\n create clone of (npcs v)\n end\n if <(lag prev) = [0]> then\n next costume\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(c) = [4]> then\n repeat until <(boss phase) > [1]>\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\nif <(c) = [5]> then\n repeat until <(boss phase) > [1]>\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\n@Player\n\nwhen I receive [generating v]\nset [mobile v] to [0]\nset [invert x v] to [1]\npoint in direction (90)\ngo to x: (-204) y: (-90)\nif <(screen) = [35]> then\n go to x: (-12) y: (-90)\nelse\n if <(screen) = [45]> then\n go to x: (-205) y: (-110)\n else\n go to x: (-205) y: (-90)\n end\nend\nif <(screen) = [50]> then\n wait until <(mobile) = [1]>\n set [invert y v] to [-1]\nend\n\nwhen I receive [generated v]\nset [mobile v] to [1]\nshow\n\nwhen I receive [level select v]\nset [mobile v] to [0]\nrepeat (20)\n hide\nend\n\ndefine detect danger\nif <not <<(username) = [block866]> and <key (n v) pressed?>>> then\n if <touching (ground v)?> then\n set [mobile v] to [0]\n broadcast (die v)\n end\n if <touching (danger v)?> then\n broadcast (die v)\n end\n if <touching (npcs v)?> then\n broadcast (die v)\n end\n if <(invert y) = [-1]> then\n if <(y position) > [175]> then\n broadcast (die v)\n end\n if <(boss phase) < [1]> then\n end\nend\n\nwhen I receive [spring v]\nif <(mobile) = [1]> then\n if <(gamemode) = [2]> then\n set [y v] to [13]\n else\n if <<(y) < [-24.5]> or <<<(screen) = [21]> or <(screen) = [28]>> and <(y) < [-16.5]>>> then\n set [y v] to [25]\n else\n if <<(screen) = [21]> or <(screen) = [28]>> then\n set [y v] to [18]\n else\n set [y v] to [20]\n end\n end\n end\nend\n\nwhen flag clicked\nset volume to (0) %\nset size to (100) %\npen up\nerase all\nset [gamemode v] to [1]\nset [costume v] to [1]\nset [mobile v] to [0]\nset [falling? v] to [0]\nset [canjump v] to [0]\nset [inweb? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [jump key v] to [0]\nset [invert x v] to [1]\nset [restart count v] to [0]\nhide\npoint in direction (90)\nforever\n if <(mobile) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n else\n if <(mobile) = [1]> then\n set [menu? v] to [0]\n show list [save code v]\n if <key (r v) pressed?> then\n if <(restart count) > [100]> then\n change [screen v] by (-1)\n broadcast (new screen v)\n end\n end\n repeat until <not <(screen) = [24]>>\n change [restart count v] by (1)\n if <key (r v) pressed?> then\n if <(restart count) > [100]> then\n change [screen v] by (-1)\n broadcast (new screen v)\n end\n end\n set x to (-205)\n change y by (-8)\n turn left (20) degrees\n ground\n if <<key (space v) pressed?> or <<mouse down?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n change y by (16)\n turn right (40) degrees\n end\n if <(timer) > [3]> then\n detect danger\n end\n erase all\n draw web\n change x by (x)\n change [x v] by (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\n set [x v] to ((x) * (0.9))\n end\n change [restart count v] by (1)\n clear graphic effects\n set rotation style [don't rotate v]\n end\n if <(invert y) > [0]> then\n switch costume to (hitbox v)\n else\n switch costume to (hitbox2 v)\n end\n if <(gamemode) = [2]> then\n change [y v] by (-0.7)\n else\n if <not <(gamemode) = [4]>> then\n change [y v] by (-1.5)\n else\n if <(y) > [-8]> then\n change [y v] by (-0.8)\n end\n end\n end\n change [falling? v] by (1)\n change y by ((invert y) * (y))\n ground\n if <(falling?) > [2]> then\n set [canjump v] to [0]\n end\n if <<<key (space v) pressed?> or <<mouse down?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> and > then\n if <<<(mouse y) < [120]> or <(mouse x) > [-180]>> or <not <mouse down?>>> then\n if <(gamemode) = [4]> then\n if <(y) < [6]> then\n change [y v] by (1.5)\n end\n else\n if <<(canjump) = [1]> or <(gamemode) = [2]>> then\n if <(inweb?) = [1]> then\n set [y v] to [12]\n else\n if <(gamemode) = [2]> then\n if <(jump key) = [0]> then\n set [y v] to [6]\n end\n else\n if <(screen) = [42]> then\n set [y v] to [12.2]\n else\n set [y v] to [14.2]\n end\n end\n end\n set [jump key v] to [1]\n set [canjump v] to [0]\n else\n if <(gamemode) = [3]> then\n if <(can flip) = [1]> then\n if <(jump key) = [0]> then\n set [y v] to [0]\n set [trail v] to [0]\n set [invert y v] to ((invert y) * (-1))\n set [can flip v] to [0]\n if <(lag prev) = [0]> then\n create clone of (modechanger v)\n end\n set [jump key v] to [1]\n end\n end\n end\n end\n end\n end\n else\n set [jump key v] to [0]\n end\n change [x v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (invert x))\n if <(gamemode) = [2]> then\n set [x v] to ((x) * (0.6))\n else\n set [x v] to ((x) * (0.7))\n end\n if <(x) > [0]> then\n set [last x v] to [1]\n else\n if <(x) < [0]> then\n set [last x v] to [-1]\n end\n end\n if <(inweb?) = [1]> then\n change x by ((x) * (1.4))\n else\n change x by ((x) * (2.6))\n end\n detect danger\n if <(canjump) = [0]> then\n if <(gamemode) = [2]> then\n if <(jump key) = [0]> then\n point in direction (((90) + (([sin v] of ((timer) * (1000)) ) * (10))) * (invert y))\n end\n else\n if <(gamemode) = [4]> then\n point in direction (((90) + (((x) + (y)) * (2))) * (invert y))\n else\n if <(x) < [0]> then\n turn left (20) degrees\n else\n turn right (20) degrees\n end\n end\n end\n end\n set rotation style [all around v]\n switch costume to (costume)\n if <(x position) > [230]> then\n if <not <<<(screen) = [35]> and <(boss phase) > [-1]>> or <<<(screen) = [15]> and <(boss phase) > [-1]>> or >>> then\n if <touching (end v)?> then\n broadcast (unlock v)\n broadcast (level select v)\n else\n broadcast (new screen v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume)\nend\n\nset [costume v] to []\n\ndefine draw web\nset [y \(stored\) v] to (y position)\nset y to (180)\nset x to (-205)\nset pen color to (#ffffff)\npen down\nglide (0) secs to x: ((-205) + ((x) * (5))) y: (y \(stored\))\npen up\n\nwhen [c v] key pressed\nif <(username) = [block866]> then\n if <(costume) < [12]> then\n change [costume v] by (1)\n else\n set [costume v] to [1]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (500) %\nshow\ngo to [front v] layer\nwait until <(choose character) = [1]>\nforever\n go to [front v] layer\n if <(choose character) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [superspring v]\nif <(mobile) = [1]> then\n set [y v] to [24]\nend\n\nset [costume v] to [4]\n\nwhen I receive [unlock v]\nif <(level) = [1]> then\n if <not <[levels unlocked v] contains [2]?>> then\n add [2] to [levels unlocked v]\n broadcast (finish level 1 v)\n end\nend\nif <(level) = [2]> then\n if <not <[levels unlocked v] contains [3]?>> then\n add [3] to [levels unlocked v]\n broadcast (finish level 2 v)\n end\nend\nif <(level) = [3]> then\n if <not <[levels unlocked v] contains [4]?>> then\n add [4] to [levels unlocked v]\n broadcast (finish level 3 v)\n end\nend\nif <(level) = [4]> then\n if <not <[levels unlocked v] contains [5]?>> then\n add [5] to [levels unlocked v]\n broadcast (finish level 4 v)\n end\nend\nif <(level) = [5]> then\n if <not <[levels unlocked v] contains [6]?>> then\n add [6] to [levels unlocked v]\n broadcast (finish level 5 v)\n end\nend\nif <(level) = [6]> then\n if <not <[levels unlocked v] contains [7]?>> then\n add [7] to [levels unlocked v]\n broadcast (finish level 6 v)\n end\nend\nif <(level) = [7]> then\n broadcast (finish game v)\nend\nbroadcast (play menu music v)\n\npoint in direction (90)\n\nwhen I receive [right v]\nset [x v] to [6]\nset [y v] to [12]\nrepeat until <(x) < [0.5]>\n set [invert x v] to [1]\nend\n\nwhen [l v] key pressed\nforever\n if <(mobile) = [1]> then\n if <key (l v) pressed?> then\n if <(lag prev) = [1]> then\n set [lag prev v] to [0]\n else\n set [lag prev v] to [1]\n end\n create clone of (lag prev v)\n wait until <not <key (l v) pressed?>>\n end\n end\nend\n\nwhen I receive [level select v]\nrepeat (10)\n hide\nend\n\nwhen I receive [down v]\nset [y v] to [-14]\n\nset [screen v] to [15]\n\nwhen I receive [orb v]\nif <(screen) = [22]> then\n set [y v] to [11]\nelse\n if <(screen) = [15]> then\n set [y v] to [9]\n else\n set [y v] to [10]\n end\nend\n\ndefine ground\nif <<<(y) < [-0.5]> and <(invert y) < [0]>> or <<(y) < [0.5]> and <(invert y) > [0]>>> then\n repeat until <<not <touching (ground v)?>> or <<(y position) < [-130]> and <not <(screen) = [45]>>>>\n set [y v] to [0]\n set [falling? v] to [0]\n set [canjump v] to [1]\n set [can flip v] to [1]\n set [trail v] to [100]\n change y by ((invert y) * (0.5))\n ground rotation\n end\nend\n\nwhen I receive [generating v]\nset [x v] to [0]\nset [y v] to [0]\nset [gamemode v] to [1]\nset [invert y v] to [1]\nset [invert x v] to [1]\nset [canjump v] to [0]\nset size to (100) %\n\ndefine ground rotation\nif <(gamemode) = [2]> then\n point in direction (90)\nelse\n if <<([abs v] of ((direction) - (90)) ) < ([abs v] of ((direction) - (180)) )> and <<([abs v] of ((direction) - (90)) ) < ([abs v] of ((direction) - (0)) )> and <([abs v] of ((direction) - (90)) ) < ([abs v] of ((direction) - (-90)) )>>> then\n point in direction (90)\n end\n if <<([abs v] of ((direction) - (180)) ) < ([abs v] of ((direction) - (90)) )> and <<([abs v] of ((direction) - (180)) ) < ([abs v] of ((direction) - (0)) )> and <([abs v] of ((direction) - (180)) ) < ([abs v] of ((direction) - (-90)) )>>> then\n if <(costume) = [10]> then\n point in direction (165)\n else\n point in direction (180)\n end\n end\n if <<([abs v] of ((direction) - (-90)) ) < ([abs v] of ((direction) - (90)) )> and <<([abs v] of ((direction) - (-90)) ) < ([abs v] of ((direction) - (0)) )> and <([abs v] of ((direction) - (-90)) ) < ([abs v] of ((direction) - (180)) )>>> then\n point in direction (-90)\n end\n if <<([abs v] of ((direction) - (0)) ) < ([abs v] of ((direction) - (180)) )> and <<([abs v] of ((direction) - (0)) ) < ([abs v] of ((direction) - (90)) )> and <([abs v] of ((direction) - (0)) ) < ([abs v] of ((direction) - (-90)) )>>> then\n if <(costume) = [10]> then\n point in direction (15)\n else\n point in direction (0)\n end\n end\nend\n\nwhen I receive [change gravity v]\nset [invert y v] to ((invert y) * (-1))\nset [y v] to ((y) * (0.4))\n\nwhen I receive [superorb v]\nset [y v] to [16]\n\nwhen I receive [left v]\nset [x v] to [-6]\nset [y v] to [12]\nif <(screen) = [32]> then\n change [y v] by (2)\nend\nrepeat until <(x) > [-0.5]>\n set [invert x v] to [-1]\nend\nset [invert x v] to [1]\n\nwhen [v v] key pressed\nforever\n if <(mobile) = [1]> then\n if <key (v v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n create clone of (death sounds v)\n wait until <not <key (v v) pressed?>>\n end\n end\nend\n\nwhen I receive [die v]\nset [mobile v] to [0]\nstart sound (costume)\nif <<(screen) = [24]> or <<<(screen) = [35]> and <(boss phase) > [0]>> or <<<(screen) = [40]> and <(gamemode) = [3]>> or >>> then\n change [screen v] by (-1)\n broadcast (new screen v)\nend\nif <(costume) = [12]> then\n switch costume to (mashed v)\nend\nif then\n if then\n broadcast (spawn mode changer v)\n end\nend\nif <(costume) = [10]> then\n repeat (15)\n switch costume to (boom v)\n change size by (600)\n change [ghost v] effect by (7)\n end\nelse\n repeat (20)\n if <(costume) = [6]> then\n switch costume to (vampdyer v)\n end\n change size by (-3)\n change [ghost v] effect by (5)\n if <<(costume) = [4]> or <(costume) = [5]>> then\n point in direction ((([sin v] of ((timer) * (1000)) ) * (10)) + (90))\n change y by (3)\n else\n turn right (15) degrees\n end\n end\nend\nhide\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nset [gamemode v] to [1]\nset [invert y v] to [1]\nset [invert x v] to [1]\nset [canjump v] to [0]\nset size to (100) %\nif <(screen) = [35]> then\n go to x: (-12) y: (-90)\nelse\n go to x: (-205) y: (-90)\nend\nif <(screen) = [50]> then\n set [invert y v] to [-1]\nend\npoint in direction (90)\nshow\nset [mobile v] to [1]\n\nif <(screen) = [50]> then\n repeat until <(gamemode) = [1]>\n repeat (10)\n set [gamemode v] to [1]\n wait (0) seconds\n end\n end\nend\n\n@Achievement\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(coins) > [0]>\nswitch costume to (1 coin v)\nadd [3] to [costumes unlocked v]\nbroadcast (achievement v)\nwait until <(coins) > [2]>\nswitch costume to (3 coin v)\nadd [5] to [costumes unlocked v]\nbroadcast (achievement v)\nwait until <(coins) > [4]>\nswitch costume to (5 coin v)\nadd [6] to [costumes unlocked v]\nbroadcast (achievement v)\nwait until <(coins) > [6]>\nswitch costume to (all coins v)\nadd [11] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [achievement v]\nclear graphic effects\nbroadcast (show choose char v)\nshow\nrepeat (100)\n go to [front v] layer\n go [backward v] (2) layers\nend\nrepeat (50)\n change [ghost v] effect by (2)\n go to [front v] layer\n go [backward v] (2) layers\nend\nhide\nclear graphic effects\n\nwhen I receive [finish level 2 v]\nswitch costume to (lvl 2 v)\nadd [4] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [finish level 3 v]\nswitch costume to (lvl 3 v)\nadd [7] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [finish level 4 v]\nswitch costume to (lvl 4 v)\nadd [8] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [finish level 6 v]\nswitch costume to (lvl 6 v)\nadd [10] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [finish level 7 v]\nswitch costume to (full game v)\nadd [12] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [finish level 1 v]\nswitch costume to (lvl 1 v)\nadd [2] to [costumes unlocked v]\nbroadcast (achievement v)\n\nwhen I receive [finish level 5 v]\nswitch costume to (lvl 5 v)\nadd [9] to [costumes unlocked v]\nbroadcast (achievement v)\n\nswitch costume to (full game v)\nbroadcast (achievement v)\n\nwhen I receive [generating v]\nhide\n\nwhen I receive [level select v]\nhide\n\n@Choose character\n\nwhen flag clicked\nset [choose character v] to [0]\nset [shift menu v] to [0]\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\ndelete (all) of [costumes unlocked v]\nadd [1] to [costumes unlocked v]\n\nwhen I receive [show choose char v]\nstop [other scripts in sprite v]\nif <(length of [costumes unlocked v]) > [1]> then\n set [shift menu v] to [1]\n show\n forever\n if <<(menu?) = [1]> or <<(screen) = [24]> or <<(screen) = [35]> or <<(screen) = [45]> or >>>> then\n hide\n else\n go to [front v] layer\n go [backward v] (2) layers\n show\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n go to [front v] layer\n go [backward v] (2) layers\n end\n if <mouse down?> then\n if <(choose character) = [0]> then\n if <(mobile) = [1]> then\n set [mobile v] to [0]\n set [choose character v] to [1]\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n create clone of (player v)\n end\n else\n set [choose character v] to [0]\n switch costume to (costume1 v)\n wait (0.1) seconds\n set [mobile v] to [1]\n end\n end\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\n end\n end\nend\n\nwhen I receive [unlock v]\nstop [other scripts in sprite v]\nhide\n\nchange y by (24)\n\nwhen I receive [level select v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (2) layers\n if <(choose character) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [new screen v]\nbroadcast (show choose char v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (500) %\nswitch costume to (arrows v)\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n if <(mouse x) > [0]> then\n switch costume to (arrows2 v)\n else\n switch costume to (arrows3 v)\n end\n end\n if <mouse down?> then\n switch costume to (arrows v)\n set [count v] to (costume)\n if <(mouse x) > [0]> then\n change [count v] by (1)\n repeat until <[costumes unlocked v] contains (count)?>\n change [count v] by (1)\n if <(count) > [12]> then\n set [count v] to [1]\n end\n end\n else\n change [count v] by (-1)\n repeat until <[costumes unlocked v] contains (count)?>\n change [count v] by (-1)\n if <(count) < [1]> then\n set [count v] to [12]\n end\n end\n end\n set [costume v] to (count)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (arrows v)\n end\nend\n\n@Death Sounds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to ((([volume v] of [player v]) / (100)) + (1))\nshow\nwait (0.5) seconds\nrepeat (10)\n go to [front v] layer\n go [backward v] (1) layers\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Lag Prev\n\nwhen flag clicked\nset [lag prev v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to ((lag prev) + (1))\nshow\nwait (0.5) seconds\nrepeat (10)\n go to [front v] layer\n go [backward v] (1) layers\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@MenuButton\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-55) y: (0)\n\nwhen I receive [new screen v]\nstop [other scripts in sprite v]\nshow\nwait until <(mobile) = [1]>\nforever\n if <not <<(screen) = [24]> or <<(screen) = [35]> or <<(screen) = [45]> or >>>> then\n if <(shift menu) = [1]> then\n go to x: (0) y: (0)\n else\n go to x: (-55) y: (0)\n end\n go to [front v] layer\n go [backward v] (2) layers\n show\n clear graphic effects\n if <(mobile) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n go to [front v] layer\n go [backward v] (2) layers\n end\n if <mouse down?> then\n broadcast (play menu music v)\n broadcast (level select v)\n end\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [level select v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\nend\ngo to x: (-55) y: (0)\n\nwhen I receive [show choose char v]\ngo to x: (0) y: (0)\n\n@Save\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [level select v]\nstop [other scripts in sprite v]\nshow\nforever\n if <(mobile) = [0]> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [backward v] (1) layers\n end\n go to [front v] layer\n go [backward v] (1) layers\n show\n clear graphic effects\n if <(mobile) = [0]> then\n if <touching (mouse-pointer v)?> then\n repeat until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n set [brightness v] effect to (30)\n go to [front v] layer\n go [backward v] (1) layers\n end\n if <mouse down?> then\n broadcast (save v)\n end\n end\n end\n else\n show list [save code v]\n hide\n end\nend\n\nwhen I receive [menu v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [new screen v]\nrepeat (10)\n stop [other scripts in sprite v]\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Epic Music\n\nwhen flag clicked\nset [lag prev v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n set volume to ([abs v] of (([volume v] of [_stage_ v]) - (100)) ) %\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (((volume) / (100)) + (1))\nshow\nwait (0.5) seconds\nrepeat (10)\n go to [front v] layer\n go [backward v] (1) layers\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset volume to (0) %\nwait until <(volume) = [100]>\nforever\n play sound [01 - Monster Mash v] until done\nend\n\n
A and D or ← and → to move.\nW, ↑ or Click to jump.\n\nPress R to reload the screen if there's anything wrong.\nPress L to toggle lag prevention.\nPress V to toggle death sounds.\n\nPlease report any bugs, the whole game is possible, I've completed it.\n\nAlthough if you beat it, I'm your slave XD
Let's touch the... WHAAAT!? (a platformer)
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (level)\nend\n\n@player\n\nwhen I receive [next v]\ngo to x: (-200) y: (16)\n\nwhen I receive [troll v]\ngo to x: (-200) y: (16)\n\nwhen flag clicked\nset size to (300) %\nswitch costume to (disfraz2 v)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [play v]\nforever\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 (#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 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 [10]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n broadcast (troll v)\n end\n if <<touching color (#00ff55)?> and <(level) = [8]>> then\n go to x: (-107) y: (156)\n end\n if <<touching color (#00ff55)?> and <(level) = [9]>> then\n go to x: (178) y: (156)\n end\n if <touching color (#ffff00)?> then\n go to x: (-200) y: (16)\n broadcast (you won! v)\n end\nend\n\nwhen I receive [play v]\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\nwhen flag clicked\ngo to x: (-200) y: (16)\n\nwhen I receive [you won! v]\nstop [other scripts in sprite v]\nstop all sounds\n\n@Touch! 1\n\nwhen flag clicked\ngo to x: (206) y: (109)\nforever\n if <(level) = [1]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\n@Touch! 2\n\nwhen flag clicked\ngo to x: (206) y: (109)\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\n@Touch! (bad)\n\nwhen flag clicked\ngo to x: (161) y: (-17)\nforever\n if <(level) = [2]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (troll v)\n end\nend\n\n@Touch! (bad)2\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\n@Touch! 3\n\nwhen flag clicked\ngo to x: (204) y: (120)\nforever\n if <(level) = [3]> then\n show\n else\n hide\n end\nend\n\n@smiley thing\n\nwhen flag clicked\ngo to x: (-71) y: (92)\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-71) y: (-67)\n wait (1) seconds\n glide (1) secs to x: (-71) y: (92)\nend\n\n@Touch! 4\n\nwhen flag clicked\ngo to x: (204) y: (35)\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\n@Touch! 5\n\nwhen flag clicked\ngo to x: (197) y: (-130)\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\n@Objeto1\n\nwhen flag clicked\ngo to x: (95) y: (55)\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Touch! 6\n\nwhen flag clicked\ngo to x: (95) y: (37)\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\n@hidden message!\n\nwhen flag clicked\ngo to x: (168) y: (-135)\nforever\n if <(level) = [7]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\n@impossible\n\nwhen flag clicked\ngo to x: (-191) y: (150)\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\n@x\n\nwhen flag clicked\ngo to x: (0) y: (-29)\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\n@Touch! 7\n\nwhen flag clicked\ngo to x: (0) y: (144)\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n broadcast (next v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n next costume\nend\n\n@Objeto2\n\nwhen I receive [you won! v]\nset [ghost v] effect to (0)\nswitch costume to (disfraz2 v)\nshow\ngo to [front v] layer\nforever\n play sound [Back On Track v] until done\nend\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (play v)\n\n
"Let's touch the ... WHAAAT !?" It is a platform game in which you will have to be clever to be able to complete all the levels. There may be hidden messages!\n\nCONTROLS:\n\nMovement: Right / left arrows.\n\nJump: Arrow up.\n\nMaking this game was very complicated for me, so do not be rude
200 Followers - A Platformer
@Stage\n\nwhen I receive [platformer v]\nswitch backdrop to (lvl1 v)\n\nwhen flag clicked\nforever\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\n play sound [KSIHoliday \[Official Music Video\] v] until done\nend\n\n@Platformer\n\nwhen I receive [platformer v]\nforever\n if <touching (platformer's goal v)?> then\n wait (0) seconds\n show\n next backdrop\n go to x: (-205) y: (-85)\n wait until <not <touching (platformer's goal v)?>>\n end\nend\n\nwhen I receive [platformer v]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n else\n switch costume to (front v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\nend\n\nwhen I receive [platformer v]\nshow\ngo to x: (-205) y: (-85)\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#000000)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (25)\n change [ghost v] effect by (5)\n end\n go to x: (-205) y: (-85)\n repeat (25)\n change [ghost v] effect by (-5)\n end\n go to x: (-205) y: (-85)\n end\n if <touching color (#ff00bf)?> then\n change [y vel v] by (8)\n end\nend\n\nwhen I receive [start the game v]\nhide\n\nhide\n\nwhen flag clicked\nhide\n\nshow\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nrepeat (25)\n change [ghost v] effect by (20)\nend\nbroadcast (start the game v)\n\nwhen I receive [start the game v]\nwait (0.003) seconds\nbroadcast (platformer v)\n\ngo to x: (0) y: (0)\n\nshow\n\n@Platformer's goal\n\nwhen I receive [platformer v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [lvl1 v]\nshow\n\nwhen I receive [start the game v]\nhide\n\nhide\n\ngo to x: (142) y: (-16)\n\ngo to x: (142) y: (-16)\n\n
Hello Everyone.\nWelcome to my Scratch Project.\nJust an update that I actually left Scratch as I am 16 years old studying.\nFor those who are checking out, thank you for the support I really appreciate it! Also, check out my youtube channel if you would like to see more content of mine: https://www.youtube.com/albury
foot ball platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Louie Zong & The Barking Dawgz - dawgz - 07 always curious.mp3 v] until done\nend\n\n@Ball-Soccer\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-196) y: (89)\nforever\n platform\n if <touching (sprite1 v)?> then\n change [level v] by (1)\n if <(level) = [2]> then\n go to x: (-195) y: (-25)\n end\n if <(level) = [3]> then\n go to x: (-203) y: (6)\n end\n if <(level) = [4]> then\n go to x: (-201) y: (-40)\n end\n if <(level) = [5]> then\n go to x: (-197) y: (11)\n end\n if <(level) = [6]> then\n go to x: (-209) y: (-61)\n end\n if <(level) = [7]> then\n go to x: (-239) y: (19)\n end\n if <(level) = [8]> then\n go to x: (-220) y: (126)\n end\n if <(level) = [9]> then\n go to x: (-202) y: (144)\n end\n if <(level) = [10]> then\n go to x: (-208) y: (157)\n end\n end\nend\n\ndefine platform\nchange y by (y vel)\nif <touching (sprite2 v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (sprite2 v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n if <<touching color (#cccccc)?> or <touching color (#ff0000)?>> then\n if <(level) = [2]> then\n go to x: (-195) y: (-25)\n end\n if <(level) = [3]> then\n go to x: (-203) y: (6)\n end\n if <(level) = [4]> then\n go to x: (-201) y: (-40)\n end\n if <(level) = [5]> then\n go to x: (-197) y: (11)\n end\n if <(level) = [6]> then\n go to x: (-209) y: (-61)\n end\n if <(level) = [7]> then\n go to x: (-239) y: (19)\n end\n if <(level) = [8]> then\n go to x: (-220) y: (126)\n end\n if <(level) = [9]> then\n go to x: (-202) y: (144)\n end\n if <(level) = [10]> then\n go to x: (-208) y: (157)\n end\n end\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to [10]\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n turn right (10) degrees\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n turn left (10) degrees\nend\nchange x by (x vel)\nif <touching (sprite2 v)?> then\n set [oldy v] to (y position)\n repeat ([abs v] of ((x vel) + (1)) )\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n end\n if <touching (sprite2 v)?> then\n set y to (oldy)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (sprite2 v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n if <<touching color (#cccccc)?> or <touching color (#ff0000)?>> then\n if <(level) = [2]> then\n go to x: (-195) y: (-25)\n end\n if <(level) = [3]> then\n go to x: (-203) y: (6)\n end\n if <(level) = [4]> then\n go to x: (-201) y: (-40)\n end\n if <(level) = [5]> then\n go to x: (-197) y: (11)\n end\n if <(level) = [6]> then\n go to x: (-209) y: (-61)\n end\n if <(level) = [7]> then\n go to x: (-239) y: (19)\n end\n if <(level) = [8]> then\n go to x: (-220) y: (126)\n end\n if <(level) = [9]> then\n go to x: (-202) y: (144)\n end\n if <(level) = [10]> then\n go to x: (-208) y: (157)\n end\n end\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 [8]\n set [y vel v] to [8]\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 [-8]\n set [y vel v] to [8]\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (0.9))\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n if <(level) = [1]> then\n go to x: (161) y: (76)\n end\n if <(level) = [2]> then\n go to x: (185) y: (134)\n end\n if <(level) = [3]> then\n go to x: (215) y: (-51)\n end\n if <(level) = [4]> then\n go to x: (202) y: (-82)\n end\n if <(level) = [5]> then\n go to x: (172) y: (98)\n end\n if <(level) = [6]> then\n go to x: (253) y: (122)\n end\n if <(level) = [7]> then\n go to x: (209) y: (138)\n end\n if <(level) = [8]> then\n go to x: (228) y: (112)\n end\n if <(level) = [9]> then\n go to x: (219) y: (-42)\n end\n if <(level) = [10]> then\n hide\n end\nend\n\n
remix and add more levels\narrow keys to move\ngo to goal piont\nonly 10 levels
Mr.Stickman's Day (A Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (heehee v)\n\nwhen I receive [start v]\nforever\n set [level v] to (backdrop [number v])\nend\n\nwhen I receive [heehee v]\nswitch backdrop to (start v)\nrepeat (30)\n wait (0.2) seconds\n next backdrop\nend\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\nbroadcast (start v)\n\nwhen I receive [c v]\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [congrats! v]\nswitch backdrop to (congrats! v)\n\nwhen flag clicked\nhide\nhide variable [items v]\nhide variable [level v]\n\nwhen I receive [k v]\nswitch backdrop to (backdrop61 v)\n\nwhen I receive [congrats2 v]\nswitch backdrop to (congrats2 v)\n\n@Sprite1\n\ndefine reset\ngo to x: (-200) y: (-73)\n\ndefine back\ngo to x: (234) y: (-73)\n\nwhen backdrop switches to [backdrop2 v]\nsay [Please guide me around for the day.] for (3) seconds\n\nwhen backdrop switches to [backdrop5 v]\nsay [There's my breakfast.Please collect it for me!] for (3) seconds\nwait (1) seconds\nthink [Hmm...What a tall wall...] for (2) seconds\nsay [Try wall jumping!] for (3) seconds\n\nwhen backdrop switches to [backdrop7 v]\nsay [It's a good thing that my office is really close to my house!See?] for (3) seconds\n\nwhen backdrop switches to [backdrop8 v]\nsay [Everything is really white in here.Our boss likes it this way.] for (2) seconds\nthink [Hmm..I still can't see my office room.Let's go furthur into the office.] for (3) seconds\n\nwhen backdrop switches to [backdrop9 v]\nsay [There it is!My office.Come on inside!] for (5) seconds\n\nwhen backdrop switches to [backdrop10 v]\nthink [I need to get my computer now...] for (5) seconds\n\nwhen backdrop switches to [backdrop11 v]\nsay [Can you collect it for me?] for (5) seconds\nsay [Thanks!] for (3) seconds\n\nwhen backdrop switches to [backdrop12 v]\nsay [There's my boss.I'll go talk to him!] for (2) seconds\n\nwhen backdrop switches to [backdrop13 v]\nsay [That is a really high wall.Not sure if I can make it...] for (3) seconds\nsay [Maybe I can use the yellow jumping pad!] for (5) seconds\n\nwhen backdrop switches to [backdrop14 v]\nsay [Look around for a very small platform.] for (5) seconds\nsay [That's the door to get out of the office.Let's go!] for (2) seconds\n\nwhen backdrop switches to [backdrop15 v]\nsay [Be on the look out for secret pathways!] for (5) seconds\nsay [Look carefully!] for (3) seconds\n\nwhen backdrop switches to [backdrop16 v]\nsay [It's the map of the map of the world!] for (5) seconds\n\nwhen backdrop switches to [backdrop17 v]\nsay [This is a really weird path.What do you think?] for (5) seconds\n\nwhen backdrop switches to [backdrop18 v]\nsay [Wow!] for (3) seconds\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (25) %\ngo to x: (-200) y: (-73)\nshow variable [level v]\nset [level v] to [1]\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 [-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 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 [10]\n end\n end\n change y by (1)\n if <<<touching color (#ff0000)?> or <(y position) < [-168]>> or <key (r v) pressed?>> then\n reset\n end\n if <(x position) > [236]> then\n if <(backdrop [name v]) = [backdrop30]> then\n hide\n reset\n broadcast (congrats! v)\n hide variable [level v]\n end\n if <(backdrop [name v]) = [backdrop60]> then\n hide\n reset\n broadcast (congrats2 v)\n hide variable [level v]\n end\n if <not <<(backdrop [number v]) = [30]> or <(backdrop [number v]) = [60]>>> then\n next backdrop\n reset\n end\n end\n if <touching color (#faff00)?> then\n set [yv v] to [25]\n end\n if <touching color (#00ffff)?> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-2]\n else\n set [yv v] to [2]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [3]\n end\n end\n if <touching color (#808080)?> then\n set [xv v] to [10]\n end\n if <touching color (#604080)?> then\n set [xv v] to [-10]\n end\n if <touching color (#4e4700)?> then\n set [xv v] to [1]\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nsay [There is a lot of lava around here!] for (5) seconds\n\nwhen backdrop switches to [backdrop19 v]\nsay [Is that a volcano?I need to be careful!] for (5) seconds\n\nwhen backdrop switches to [backdrop22 v]\nsay [The measuring tape!] for (3) seconds\n\nwhen backdrop switches to [backdrop3 v]\nsay [Arrow keys to move.Avoid red.If I touch it,it would hurt me.] for (3) seconds\n\nwhen backdrop switches to [backdrop23 v]\nsay [I need to go really careful around here.] for (5) seconds\n\nwhen backdrop switches to [backdrop24 v]\nsay [I do not want to touch that yellow pad!] for (3) seconds\n\nwhen backdrop switches to [backdrop25 v]\nsay [This is hard!] for (3) seconds\n\nwhen backdrop switches to [backdrop26 v]\nsay [Where are we?] for (3) seconds\nsay [I guess we are in a tunnel!] for (3) seconds\n\nwhen backdrop switches to [backdrop27 v]\nsay [Wait.Is that water?] for (4) seconds\nsay [Let's go for a swim!] for (4) seconds\n\nwhen backdrop switches to [backdrop28 v]\nsay [We need to go on a very careful swim!] for (10) seconds\n\nwhen backdrop switches to [backdrop29 v]\nsay [When am I going to find the next item on the list?] for (5) seconds\n\nwhen backdrop switches to [backdrop30 v]\nsay [Can you find the really dark secret path?] for (5) seconds\n\nwhen I receive [a v]\nhide\nwait (3) seconds\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop31 v]\nsay [We got out of the tunnel!] for (4) seconds\nthink [What's the time?] for (2) seconds\nsay [It seems to be noon!] for (2) seconds\nsay [I don't have that much time left...] for (3) seconds\n\nwhen backdrop switches to [backdrop4 v]\nsay [Hmmm.What is the time?...It seems to be 7'o'clock!Time for breakfast!] for (5) seconds\n\nwhen I receive [b v]\nhide\nwait (3) seconds\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop6 v]\nsay [Oh!It's 7:30.I need to head out for work!] for (5) seconds\n\nwhen backdrop switches to [backdrop21 v]\nsay [Carefully!] for (3) seconds\n\nwhen I receive [c v]\nwait (3) seconds\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (25) %\ngo to x: (-200) y: (-73)\nset [level v] to [31]\nshow variable [level v]\n\nwhen I receive [message3 v]\nsay [Let's go!] for (3) seconds\n\nwhen I receive [message1 v]\ngo to x: (x position) y: (-144)\n\nwhen backdrop switches to [backdrop1 v]\nsay (join [Hello!My name is Mr.Stickman!Nice to meet you,] (username)) for (3) seconds\n\nwhen I receive [start v]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n next costume\n wait (0.075) seconds\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n next costume\n wait (0.075) seconds\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop32 v]\nsay [I'm tired...] for (2) seconds\nsay [Let's have a lunch break!] for (2) seconds\n\nwhen backdrop switches to [backdrop33 v]\nsay [Mmmm...A hamburger some fries and a soda!Delicious!] for (2) seconds\n\nwhen flag clicked\nhide\nhide variable [items v]\nhide variable [level v]\n\nwhen backdrop switches to [backdrop34 v]\nsay [Careful with timing. This seems quite dangerous.] for (3) seconds\n\nwhen backdrop switches to [backdrop35 v]\nsay [Find the right path!] for (2) seconds\n\nwhen backdrop switches to [backdrop36 v]\nsay [Seems like we have found our way into another tunnel.] for (3) seconds\nforever\n if <(y position) > [-2]> then\n broadcast (d v)\n stop [this script v]\n else\n broadcast (e v)\n end\nend\n\nwhen backdrop switches to [backdrop37 v]\nsay [Great! We got out of the trap!] for (2) seconds\n\nwhen backdrop switches to [backdrop38 v]\nsay [This is a bit tricky!] for (2) seconds\n\nwhen backdrop switches to [backdrop39 v]\nsay [What do those two new colors do?] for (2) seconds\n\nwhen backdrop switches to [backdrop40 v]\nsay [Is it just me or is it getting a bit dark...] for (3) seconds\n\nwhen backdrop switches to [backdrop41 v]\nsay [It is definitely getting a dark...] for (3) seconds\n\nwhen backdrop switches to [backdrop42 v]\nsay [Oh, no! It is getting hard to see! ] for (3) seconds\n\nwhen backdrop switches to [backdrop43 v]\nsay [Oh, no! It is getting hard to see! ] for (3) seconds\nsay [Time to check your eye sight!] for (3) seconds\n\nwhen backdrop switches to [backdrop44 v]\nsay [Finally! We are out of here!] for (3) seconds\n\nwhen backdrop switches to [backdrop45 v]\nsay [Let's go into the forest to collect the yellow log.] for (3) seconds\n\nwhen backdrop switches to [backdrop46 v]\nsay [Complicated!] for (3) seconds\n\nwhen backdrop switches to [backdrop47 v]\nsay [We're almost in the forest!] for (3) seconds\n\nwhen backdrop switches to [backdrop48 v]\nsay [Wow! Weird trees!] for (3) seconds\n\nwhen backdrop switches to [backdrop49 v]\nsay [There's lava on the trees!] for (3) seconds\n\nwhen backdrop switches to [backdrop50 v]\nsay [Isn't this place supposed to be a forest instead of a pool?] for (3) seconds\n\nwhen backdrop switches to [backdrop51 v]\nsay [We got the log. Let's move on!] for (3) seconds\n\nwhen backdrop switches to [backdrop52 v]\nsay [Lots of lava!] for (2) seconds\n\nwhen backdrop switches to [backdrop53 v]\nwait (1) seconds\nstop [other scripts in sprite v]\nsay [I think my phone is ringing.] for (2) seconds\nsay [It's my boss!] for (2) seconds\nbroadcast (i v)\nwait (6) seconds\nsay [Hello.] for (2) seconds\nwait (4) seconds\nsay [Why?] for (2) seconds\nwait (2) seconds\nsay [That was weird.] for (2) seconds\nbroadcast (j v)\n\nwhen I receive [h v]\nhide\nwait (3) seconds\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop54 v]\nsay [Hard!] for (2) seconds\n\nwhen backdrop switches to [backdrop55 v]\nsay [This is dark.] for (2) seconds\n\nwhen backdrop switches to [backdrop56 v]\nsay [Lava pool again!] for (2) seconds\n\nwhen backdrop switches to [backdrop57 v]\nsay [New color?!] for (2) seconds\n\nwhen backdrop switches to [backdrop58 v]\nsay [I do not want to get stuck in that stuff!] for (5) seconds\n\nwhen backdrop switches to [backdrop59 v]\nsay [Awesome balancing skills are needed here!] for (3) seconds\n\nwhen backdrop switches to [backdrop60 v]\nsay [This is super weird!] for (3) seconds\n\nwhen backdrop switches to [backdrop31 v]\nsay [Whew...] for (2) seconds\n\nwhen backdrop switches to [backdrop61 v]\nsay [I have to speed up a bit.] for (3) seconds\n\nwhen backdrop switches to [backdrop62 v]\nsay [Challenging! ] for (3) seconds\n\nwhen backdrop switches to [backdrop63 v]\nsay [This seems kind of easy!] for (3) seconds\n\nwhen backdrop switches to [backdrop64 v]\nsay [Which path should I take?] for (3) seconds\n\nwhen backdrop switches to [backdrop65 v]\nsay [Bumpy!] for (2) seconds\n\nwhen backdrop switches to [backdrop66 v]\nsay [Timing is key!] for (2) seconds\n\nwhen I receive [k v]\nwait (3) seconds\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to [front v] layer\nshow\nset size to (25) %\ngo to x: (-200) y: (-73)\nset [level v] to [61]\nshow variable [level v]\n\nwhen backdrop switches to [backdrop67 v]\nsay [We should hurry up!] for (2) seconds\n\nwhen backdrop switches to [backdrop68 v]\nsay [Rocky road again!] for (2) seconds\n\nwhen backdrop switches to [backdrop69 v]\nsay [Tons of dots.] for (2) seconds\n\nwhen backdrop switches to [backdrop70 v]\nsay [Do not let me fall...] for (2) seconds\n\nwhen backdrop switches to [backdrop71 v]\nsay [It's getting a bit dark.] for (2) seconds\n\n@Sprite2\n\nwhen backdrop switches to [backdrop5 v]\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (-42) y: (-95)\nrepeat until <not <(level) = [5]>>\n if <not <touching (sprite1 v)?>> then\n glide (0.5) secs to x: (-42) y: (-85)\n if <touching (sprite1 v)?> then\n hide\n end\n glide (0.5) secs to x: (-42) y: (-95)\n else\n hide\n end\nend\nif <not <(level) = [5]>> then\n hide\nend\n\nwhen I receive [start v]\nset [items v] to (items)\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen backdrop switches to [backdrop11 v]\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (222) y: (-117)\nrepeat until <not <(level) = [11]>>\n if <not <touching (sprite1 v)?>> then\n glide (0.5) secs to x: (222) y: (-107)\n if <touching (sprite1 v)?> then\n hide\n end\n glide (0.5) secs to x: (222) y: (-117)\n else\n hide\n end\nend\nif <not <(level) = [11]>> then\n hide\nend\n\nwhen I receive [start v]\nset [items v] to (items)\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <<<touching color (#ff0000)?> or <(y position) < [-168]>> or <key (r v) pressed?>> then\n reset\n end\n if <(x position) > [240]> then\n switch backdrop to (next backdrop v)\n reset\n end\n if <(x position) < [-230]> then\n switch backdrop to (previous backdrop v)\n back\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-73)\n\ndefine back\ngo to x: (234) y: (-73)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\ngo to x: (45) y: (-143)\nset size to (26) %\nsay [Hello!You're just the person I wanted to see right now.] for (2) seconds\nbroadcast (message1 v)\nsay [You have lots of work to do today. ] for (2) seconds\nsay [You have to go on a quest to collect all these items.] for (3) seconds\nbroadcast (messege2 v)\nwait (5) seconds\nsay [This is it.8 things you need to collect!] for (3) seconds\nsay [Good luck!] for (2) seconds\nglide (3) secs to x: (230) y: (-143)\nhide\nbroadcast (start v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [messege2 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (-1)\nwait (5) seconds\nhide\n\nwhen I receive [a v]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (-1)\nwait (3) seconds\nhide\n\nwhen I receive [b v]\nswitch costume to (costume3 v)\nshow\ngo to x: (0) y: (-1)\nwait (3) seconds\nhide\n\nwhen I receive [c v]\nswitch costume to (costume4 v)\nshow\ngo to x: (0) y: (-1)\nwait (3) seconds\nhide\n\nwhen I receive [h v]\nswitch costume to (costume5 v)\nshow\ngo to x: (0) y: (-1)\nwait (3) seconds\nhide\n\nwhen I receive [k v]\nswitch costume to (costume6 v)\nshow\ngo to x: (0) y: (-1)\nwait (3) seconds\nhide\n\n@Sprite6\n\nwhen flag clicked\nset [items v] to [0]\nhide\n\nwhen backdrop switches to [backdrop16 v]\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (200) y: (-117)\nrepeat until <not <(level) = [16]>>\n if <not <touching (sprite1 v)?>> then\n glide (0.5) secs to x: (200) y: (-107)\n if <touching (sprite1 v)?> then\n change [items v] by (1)\n broadcast (a v)\n hide\n show variable [items v]\n wait (1) seconds\n hide variable [items v]\n end\n glide (0.5) secs to x: (200) y: (-117)\n else\n change [items v] by (1)\n broadcast (a v)\n hide\n show variable [items v]\n wait (1) seconds\n hide variable [items v]\n end\nend\nif <not <(level) = [16]>> then\n hide\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [a v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (21) y: (-2)\nwait (1) seconds\nhide\n\nwhen I receive [b v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (21) y: (-2)\nwait (1) seconds\nhide\n\nwhen I receive [c v]\nswitch costume to (costume3 v)\ngo to [front v] layer\nshow\ngo to x: (21) y: (-2)\nwait (1) seconds\nhide\n\nwhen I receive [h v]\nswitch costume to (costume4 v)\ngo to [front v] layer\nshow\ngo to x: (21) y: (-2)\nwait (1) seconds\nhide\n\nwhen I receive [k v]\nswitch costume to (costume5 v)\ngo to [front v] layer\nshow\ngo to x: (21) y: (-2)\nwait (1) seconds\nhide\n\n@Sprite8\n\nwhen flag clicked\nset [items v] to [0]\nhide\n\nwhen backdrop switches to [backdrop22 v]\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (200) y: (-117)\nrepeat until <not <(level) = [22]>>\n if <not <touching (sprite1 v)?>> then\n glide (0.5) secs to x: (200) y: (-107)\n if <touching (sprite1 v)?> then\n change [items v] by (1)\n broadcast (b v)\n hide\n show variable [items v]\n wait (1) seconds\n hide variable [items v]\n end\n glide (0.5) secs to x: (200) y: (-117)\n else\n change [items v] by (1)\n broadcast (b v)\n hide\n show variable [items v]\n wait (1) seconds\n hide variable [items v]\n end\nend\nif <not <(level) = [22]>> then\n hide\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\ngo to [front v] layer\nshow\ngo to x: (242) y: (13)\n\nwhen I receive [a v]\nhide\n\nwhen backdrop switches to [backdrop22 v]\ngo to [front v] layer\nshow\ngo to x: (242) y: (13)\n\nwhen I receive [b v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\ngo to [front v] layer\nshow\ngo to x: (242) y: (13)\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [backdrop50 v]\ngo to [front v] layer\nshow\ngo to x: (242) y: (13)\n\nwhen I receive [h v]\nhide\n\nwhen I receive [i v]\ngo to x: (239) y: (13)\nshow\n\n@Sprite10\n\nwhen flag clicked\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (15)\nrepeat (5)\n wait (0.5) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (heehee v)\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [congrats! v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (50)\n turn right (57.6) degrees\n change size by (2)\n wait (0.02) seconds\nend\nwait (1) seconds\nbroadcast (c v)\nhide\n\nwhen backdrop switches to [congrats2 v]\npoint in direction (90)\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (50)\n turn right (57.6) degrees\n change size by (2)\n wait (0.02) seconds\nend\nwait (1) seconds\nbroadcast (k v)\nhide\n\nwhen backdrop switches to [congrats3 v]\npoint in direction (90)\nswitch costume to (costume3 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset size to (0) %\nrepeat (50)\n turn right (57.6) degrees\n change size by (2)\n wait (0.02) seconds\nend\nwait (1) seconds\nbroadcast (k v)\nhide\n\n@Sprite12\n\nwhen backdrop switches to [backdrop33 v]\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (-61) y: (-96)\nrepeat until <not <(level) = [33]>>\n if <not <touching (sprite1 v)?>> then\n glide (0.5) secs to x: (-61) y: (-85)\n if <touching (sprite1 v)?> then\n hide\n end\n glide (0.5) secs to x: (-61) y: (-96)\n else\n hide\n end\nend\nif <not <(level) = [33]>> then\n hide\nend\n\nwhen I receive [start v]\nset [items v] to (items)\nhide\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [e v]\nhide\n\nwhen I receive [d v]\nshow\nwait (5) seconds\nbroadcast (f v)\n\nwhen I receive [f v]\nask [What is 333 x 333?] and wait\nforever\n if <(answer) = [110889]> then\n say [That is correct!] for (2) seconds\n hide\n broadcast (g v)\n stop [this script v]\n else\n say [Please try again] for (2) seconds\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop36 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [g v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop37 v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop50 v]\nshow\ngo to x: (52) y: (-29)\nrepeat until <not <(level) = [50]>>\n if <not <touching (sprite1 v)?>> then\n glide (0.5) secs to x: (52) y: (-25)\n if <touching (sprite1 v)?> then\n change [items v] by (1)\n broadcast (h v)\n hide\n show variable [items v]\n wait (1) seconds\n hide variable [items v]\n end\n glide (0.5) secs to x: (52) y: (-29)\n else\n change [items v] by (1)\n broadcast (h v)\n hide\n show variable [items v]\n wait (1) seconds\n hide variable [items v]\n end\nend\nif <not <(level) = [50]>> then\n hide\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [i v]\nshow\ngo to (sprite1 v)\nsay [Hello!] for (2) seconds\nsay [This is your boss.] for (2) seconds\nwait (2) seconds\nsay [I just have a quick message for you.] for (2) seconds\nsay [I just want you to come back before 4 PM.] for (2) seconds\nwait (2) seconds\nsay [Ummm...Oh, the timer is ringing. Got to go!] for (2) seconds\n\nwhen I receive [j v]\nhide\nbroadcast (start v)\n\n
The instructions will be in the game!\nGood luck and enjoy!\nPlease love and fave when you are finished!\nAnd maybe leave a comment and follow?\nThanks!\n***************************INSTRUCTIONS****************\nArrow keys to move.\nAvoid red.\nJump on blue!\nAnd collect items on the way!\nThat's it.Have fun!\n**************************************************************\nStill working on the game!
A Unique Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (2 v)\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 y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n 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 hide variable [xv v]\nend\n\nwhen flag clicked\ngo to x: (-201) y: (-122)\n\nwhen flag clicked\nforever\n if <<touching color (#660000)?> or <touching color (#ff0000)?>> then\n go to x: (-201) y: (-122)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (home v)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n set [right v] to [1]\n set [left v] to [0]\n else\n set [right v] to [0]\n end\nend\n\nif <not <key (right arrow v) pressed?>> then\n set [right v] to [0]\nend\nif <not <key (left arrow v) pressed?>> then\n set [left v] to [0]\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n set [left v] to [1]\n set [right v] to [0]\n else\n set [left v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nwait (0.15) seconds\ndelete this clone\n\nwhen I start as a clone\nset [pixelate v] effect to (pick random (10) to (9))\nset [brightness v] effect to (pick random (10) to (9))\n\nwhen flag clicked\nforever\n if <touching (time v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-201) y: (-134)\n broadcast (message1 v)\n end\nend\n\n@Box\n\nwhen flag clicked\ngo to x: (42) y: (-133)\nforever\n if <<touching (sprite1 v)?> and <(Right) = [1]>> then\n change x by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite1 v)?> and <(Left) = [1]>> then\n change x by (-3)\n end\nend\n\nwhen backdrop switches to [home v]\ngo to x: (42) y: (-133)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (42) y: (-133)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\n\nwhen backdrop switches to [3 v]\ngo to x: (42) y: (-133)\n\n@Time\n\nwhen flag clicked\ngo to x: (196) y: (-144)\n\nwhen backdrop switches to [3 v]\ngo to x: (205) y: (54)\n\nwhen backdrop switches to [2 v]\ngo to x: (196) y: (-144)\n\nwhen backdrop switches to [home v]\ngo to x: (196) y: (-144)\n\nwhen backdrop switches to [4 v]\ngo to x: (196) y: (-144)\n\nwhen backdrop switches to [9 v]\ngo to x: (221) y: (42)\n\nwhen backdrop switches to [10 v]\ngo to x: (207) y: (14)\n\n@Boom\n\nwhen flag clicked\nhide\nset size to (105) %\nclear graphic effects\nforever\n go to (sprite1 v)\nend\n\nwhen flag clicked\nforever\n set size to (105) %\n if <key (up arrow v) pressed?> then\n wait (1) seconds\n show\n set [ghost v] effect to (10)\n repeat (20)\n change [ghost v] effect by (5)\n change size by (10)\n end\n clear graphic effects\n hide\n end\nend\n\n@Effect\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nwait (0.3) seconds\ngo to x: ([x position v] of [sprite1 v]) y: (([y position v] of [sprite1 v]) + (pick random (-10) to (10)))\nrepeat (100)\n change [ghost v] effect by (pick random (1) to (2))\n change [brightness v] effect by (pick random (0.01) to (2))\nend\ndelete this clone\n\n@Thumbnails\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Editr\n\nwhen flag clicked\nhide\n\n
Use the arrow keys to move.\nMy second-pixel art\n\n\nJust an average "red is bad" platformer... but you can push a box.\nKinda inspired by Red Ball.
Sloth Platformer (My First Game)!!!!!!!!!!
@Stage\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [start v]\nnext costume\n\n@character\n\nwhen flag clicked\nset [x velocity v] to [0]\ngo to x: (-203) y: (50)\ngo to [front v] layer\nforever\n if <key (left arrow v) pressed?> then\n set [x velocity v] to ((Walk Speed) * (-1))\n point in direction (-90)\n end\n change x by (x velocity)\n change x by (wall jump velocity)\n if <not <(x velocity) = [0]>> then\n if <(direction) = [90]> then\n change [x velocity v] by (-0.5)\n end\n if <(direction) = [-90]> then\n change [x velocity v] by (0.5)\n end\n end\nend\n\nwhen flag clicked\nset [wall jump velocity v] to [0]\nforever\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> and <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(Wall Jump Enabled?) = [1]>>> then\n if <(direction) = [-90]> then\n set [wall jump velocity v] to ((Walk Speed) * (Wall Jump Amount))\n repeat ((Walk Speed) * (Wall Jump Amount))\n change [wall jump velocity v] by (-1)\n end\n end\n if <(direction) = [90]> then\n set [wall jump velocity v] to ((Walk Speed) * ((Wall Jump Amount) * (-1)))\n repeat ((Walk Speed) * (Wall Jump Amount))\n change [wall jump velocity v] by (1)\n end\n end\n else\n if <(direction) = [-90]> then\n change x by (Walk Speed)\n end\n if <(direction) = [90]> then\n change x by ((Walk Speed) * (-1))\n end\n end\n end\nend\n\nwhen flag clicked\nset [y velocity v] to [0]\nforever\n change y by (y velocity)\n if <touching (level 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 (level v)?> then\n if <key (up arrow v) pressed?> then\n set [jumping v] to [0.05]\n set [y velocity v] to (Jump Amount)\n end\n end\n if <(y velocity) = [0.5]> then\n set [jumping v] to [0]\n end\n change y by (1)\n change [y velocity v] by ((Gravity) * (-1))\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n set [x velocity v] to (Walk Speed)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [wall jump enabled? v] to [0]\nset [wall jump amount v] to [2]\nset [jump amount v] to [10]\nset [gravity v] to [0.5]\nset [walk speed v] to [5]\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (start v)\n end\nend\n\nwhen I receive [start v]\ngo to x: (-203) y: (50)\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n go to x: (-203) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n end\nend\n\n@backdrop1\n\nwhen flag clicked\n\n@Sprite2\n\n@Sprite1\n\nwhen flag clicked\nshow\n\n@Sprite4\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n
Hello people\nThis is my first game!!!\nUse arrow keys \nSorry if its short :(\nAlso I think its pretty easy\nThe Volcano is erupting!! Go save your family!\n
Flood Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nswitch backdrop to (game v)\n\nwhen flag clicked\nforever\n play sound [561695_Happy v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-208) y: (100)\nhide\n\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\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 (#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 x by (-1)\n change y by (-5)\n if <touching (none v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n 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 (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n if <(x position) > [239]> then\n broadcast (next v)\n go to x: (-208) y: (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<touching color (#cc0000)?> or <touching color (#990000)?>> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-208) y: (100)\n show\n end\n if <touching (water v)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (water v)\n hide\n wait (1) seconds\n go to x: (-208) y: (100)\n show\n end\n if <touching color (#666666)?> then\n go to [front v] layer\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n else\n set [yv v] to [-1]\n end\n end\n change y by (1)\nend\n\n@Droplets\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (200) to (-200)) y: (186)\npoint in direction (90)\nset size to (pick random (50) to (100)) %\nset [ghost v] effect to ((size) / (1.3))\nshow\nrepeat until <(y position) < [-176]>\n change y by ((0) - ((size) / (8)))\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\n\n@splash\n\ndefine splash\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (player v)\nset size to (75) %\nclear graphic effects\nshow\nset [ym v] to (pick random (5) to (10))\nset [side v] to (pick random (1) to (2))\nif <(Side) = [1]> then\n set [xm v] to (pick random (-3) to (-1))\nelse\n set [xm v] to (pick random (1) to (3))\nend\nrepeat (50)\n change [ghost v] effect by (2)\n change size by (-1)\n change y by (Ym)\n change x by (Xm)\n change [ym v] by (-0.5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [water v]\nsplash\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nswitch costume to (quote v)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\nset [velocity v] to [0]\nset size to (10) %\nshow\nrepeat (70)\n set [velocity v] to ((((60) - (size)) * (0.1)) + ((velocity) * (0.8)))\n change size by (velocity)\nend\nwait (0.3) seconds\nset [v v] to [5]\nset [t v] to [0]\nrepeat (65)\n change size by (V)\n go to [front v] layer\n change [v v] by (-0.2)\n turn right ([sqrt v] of (T) ) degrees\n change [t v] by (5)\nend\nhide\npoint in direction (90)\nswitch costume to (logo v)\nset [velocity v] to [0]\nset size to (10) %\nshow\nrepeat (70)\n set [velocity v] to ((((60) - (size)) * (0.1)) + ((velocity) * (0.8)))\n change size by (velocity)\nend\nset [v v] to [5]\nrepeat (70)\n go to [front v] layer\n change size by (V)\n change [v v] by (-0.2)\nend\nhide\nbroadcast (start v)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Platformer Script
@Stage\n\n@Cat1\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nshow\ngo to x: (-177) y: (12)\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 (#009933)?> then\n change y by (1)\n end\n if <touching color (#009933)?> then\n change y by (1)\n end\n if <touching color (#009933)?> then\n change y by (1)\n end\n if <touching color (#009933)?> then\n change y by (1)\n end\n if <touching color (#009933)?> 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 <(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 change y by (y)\n if <touching color (#009933)?> 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 (#009933)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\n
This is a platformer script!!
Snow Day - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (day v)\n set [ghost v] effect to (0)\n wait (60) seconds\n if <(backdrop [name v]) = [Day]> then\n repeat (20)\n change [brightness v] effect by (-2.5)\n end\n end\n switch backdrop to (night v)\n set [brightness v] effect to (0)\n wait (60) seconds\n if <(backdrop [name v]) = [Night]> then\n repeat (35)\n change [ghost v] effect by (2.5)\n end\n end\nend\n\nwhen [n v] key pressed\nif <(backdrop [name v]) = [Day]> then\n switch backdrop to (night v)\nelse\n switch backdrop to (day v)\nend\nwait (1) seconds\n\n@Intro\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\ngo [backward v] (5) layers\nswitch costume to (you win! v)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [candyland ncs.mp3 v] until done\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (10) %\nswitch costume to (logo v)\nrepeat (10)\n go to [front v] layer\n change size by (10)\n turn right (36) degrees\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-10)\n turn left (36) degrees\nend\nrepeat (10)\n change [ghost v] effect by (5)\nend\nswitch costume to (thumbnail v)\nset size to (100) %\nforever\n switch costume to (thumbnail v)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [computer speed v] to [0]\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (0.25) seconds\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <<(X Speed) = [0]> and <(Wall) = [0]>> then\n change [computer speed v] by (-1)\n repeat (20)\n switch costume to (working... v)\n set [ghost v] effect to (0)\n if <(Computer Speed) = [-20]> then\n go to [front v] layer\n switch costume to (too slow :-\( v)\n set [ghost v] effect to (0)\n stop [all v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (20) seconds\n if <(Computer Speed) < [0]> then\n change [computer speed v] by (1)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [hit by snowball! v] to [0]\nset [you win! v] to [0]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (100) %\nswitch costume to (penguin1 v)\ngo to x: (0) y: (0)\nstop [this script v]\n\nwhen I receive [portal v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n wait until <(Hit by Snowball!) = [1]>\n start sound [Whack v]\n if <<(Ground) = [1]> and <(Y Speed) < [2]>> then\n set [ground v] to [0]\n set [y speed v] to [-15]\n end\n if <(costume [number v]) = [1]> then\n switch costume to (penguin3 v)\n else\n switch costume to (penguin4 v)\n end\n repeat until <(Hit by Snowball!) = [0]>\n if <key (v v) pressed?> then\n wait (0.5) seconds\n if <key (v v) pressed?> then\n set [hit by snowball! v] to [0]\n set [slide! v] to [0]\n switch costume to (penguin1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n if <(X Speed) > [0]> then\n if <(Slide!) = [1]> then\n switch costume to (penguin6 v)\n else\n switch costume to (penguin1 v)\n end\n end\n if <(X Speed) < [0]> then\n if <(Slide!) = [1]> then\n switch costume to (penguin5 v)\n else\n switch costume to (penguin2 v)\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nset [slide! v] to [0]\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n wait until <(Slide!) = [1]>\n if <(costume [number v]) = [1]> then\n switch costume to (penguin6 v)\n else\n switch costume to (penguin5 v)\n end\n wait until <(Slide!) = [0]>\n if <(costume [number v]) = [6]> then\n switch costume to (penguin1 v)\n else\n switch costume to (penguin2 v)\n end\n wait until <(Slide!) = [0]>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to [front v] layer\nhide\nwait until <(You Win!) = [1]>\nwait (pick random (0) to (1)) seconds\nif <(pick random (1) to (2)) = [1]> then\n switch costume to (penguin2 v)\nelse\n switch costume to (penguin1 v)\nend\ngo to x: (pick random (-280) to (280)) y: (pick random (-280) to (280))\nforever\n show\n go to [front v] layer\n repeat (10)\n change y by (10)\n clear graphic effects\n end\n create clone of (_myself_ v)\n repeat (10)\n change y by (-10)\n clear graphic effects\n end\nend\n\nwhen flag clicked\nrepeat (75)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen I receive [reset v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstop [this script v]\n\nwhen I receive [you win! v]\nset [you win! v] to [1]\nclear graphic effects\nstop [other scripts in sprite v]\n\n@Hitbox\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <<(Hit by Snowball!) = [1]> or <(Slide!) = [1]>> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox1 v)\n end\nend\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\n\n@Slide?\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n if <key (space v) pressed?> then\n if <(Slide!) = [1]> then\n switch costume to (low roof v)\n if <not <touching (ground v)?>> then\n set [slide! v] to [0]\n wait (1) seconds\n end\n else\n switch costume to (slide? v)\n if <not <touching (ground v)?>> then\n set [slide! v] to [1]\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\n\n@Ground \n\ndefine hit the wall\nset [wall v] to ((X Speed) * (-0.2))\nif <touching (hitbox v)?> then\n change x by (Wall)\n if <touching (hitbox v)?> then\n change x by (Wall)\n if <touching (hitbox v)?> then\n change x by (Wall)\n if <touching (hitbox v)?> then\n change x by (Wall)\n if <touching (hitbox v)?> then\n change x by (Wall)\n end\n end\n end\n end\nend\n\ndefine wall it...wall it real good\nchange x by (X Speed)\nrepeat until <<not <touching (hitbox v)?>> or <(Slope) = [14]>>\n change y by (-1)\n change [slope v] by (1)\nend\nif <(Slope) = [14]> then\n change y by (14)\n hit the wall\n set [x speed v] to [0]\nend\nset [slope v] to [0]\n\nwhen I receive [reset v]\nset [y speed v] to [0]\nset [x speed v] to [0]\nif <(Checkpoint) = [0]> then\n go to x: (-295) y: (639.5)\nend\nif <(Checkpoint) = [1]> then\n go to x: (548) y: (221)\nend\nif <(Checkpoint) = [2]> then\n go to x: (588) y: (-260)\nend\nif <(Checkpoint) = [3]> then\n go to x: (528) y: (-630)\nend\nstop [this script v]\n\nwhen I receive [portal v]\nwait (1) seconds\ngo to x: (-600) y: (-65)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n repeat until <<(X Speed) = [-10]> or <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>>>\n change [x speed v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n repeat until <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>>\n set [x speed v] to [-10]\n end\n end\n repeat until <<(X Speed) = [0]> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>>\n change [x speed v] by (1)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n repeat until <<(X Speed) = [10]> or <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>>>\n change [x speed v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n repeat until <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>>\n set [x speed v] to [10]\n end\n end\n repeat until <<(X Speed) = [0]> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>>\n change [x speed v] by (-1)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n if <not <(Slide!) = [1]>> then\n if <key (up arrow v) pressed?> then\n if <<(Ground) = [1]> and <(Y Speed) < [2]>> then\n set [ground v] to [0]\n set [y speed v] to [-15]\n end\n end\n end\n end\nend\n\nwhen I receive [you win! v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [throw? v] to [0]\nset [slope v] to [0]\nforever\n if <not <(Hit by Snowball!) = [1]>> then\n wall it...wall it real good\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (-295) y: (639.5)\nset [throw? v] to [0]\nset [ground v] to [0]\nset [y speed v] to [0]\nset [floor v] to [0]\nset [x speed v] to [0]\nset [checkpoint v] to [0]\nwait (2.5) seconds\nforever\n set [floor v] to [0]\n set [ground v] to [0]\n change [y speed v] by (1)\n change y by (Y Speed)\n if <<(y position) > [1010]> or <key (r v) pressed?>> then\n broadcast (reset v)\n end\n if <touching (hitbox v)?> then\n if <(Y Speed) > [0]> then\n set [ground v] to [1]\n end\n set [floor v] to ((Y Speed) * (-0.1))\n set [y speed v] to [0]\n repeat until <not <touching (hitbox v)?>>\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\n if <touching (hitbox v)?> then\n change y by (Floor)\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 end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [world x v] to (x position)\n set [world y v] to (y position)\nend\n\n@Other Items\n\nwhen flag clicked\nset [move y v] to [0]\nset [move x v] to [0]\nset [clone v] to [0]\nrepeat (34)\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n switch costume to (tip v)\n set size to (100) %\n forever\n Tile ((World X) + (340)) ((World Y) + (-700))\n end\nend\nif <(Clone) = [2]> then\n switch costume to (tip2 v)\n set size to (100) %\n forever\n Tile ((World X) + (-100)) ((World Y) + (-650))\n end\nend\nif <(Clone) = [3]> then\n switch costume to (tip3 v)\n set size to (100) %\n point in direction (90)\n forever\n Tile ((World X) + (-555)) ((World Y) + (-55))\n end\nend\nif <(Clone) = [4]> then\n switch costume to (enemy1 v)\n set size to (32) %\n point in direction (90)\n forever\n Tile ((World X) + (45)) ((World Y) + (-786))\n end\nend\nif <(Clone) = [5]> then\n switch costume to (enemy1 v)\n set size to (32) %\n point in direction (90)\n forever\n Tile ((World X) + (-600)) ((World Y) + (-775))\n end\nend\nif <(Clone) = [6]> then\n switch costume to (enemy1 v)\n set size to (32) %\n point in direction (90)\n forever\n Tile (((World X) + (-505)) + (Move X)) ((World Y) + (-323))\n end\nend\nif <(Clone) = [7]> then\n switch costume to (enemy1 v)\n set size to (32) %\n point in direction (90)\n forever\n Tile (((World X) + (-650)) + (Move X)) ((World Y) + (785))\n end\nend\nif <(Clone) = [8]> then\n switch costume to (enemy1 v)\n set size to (32) %\n forever\n Tile (((World X) + (-550)) + ((Move X) * (-1))) ((World Y) + (785))\n end\nend\nif <(Clone) = [9]> then\n switch costume to (enemy1 v)\n set size to (32) %\n point in direction (90)\n forever\n Tile (((World X) + (25)) + (Move X)) ((World Y) + (795))\n end\nend\nif <(Clone) = [10]> then\n switch costume to (enemy1 v)\n set size to (32) %\n forever\n Tile (((World X) + (250)) + (Move X)) ((World Y) + (605))\n end\nend\nif <(Clone) = [11]> then\n switch costume to (portal v)\n set size to (500) %\n forever\n Tile ((World X) + (800)) ((World Y) + (-510))\n end\nend\nif <(Clone) = [12]> then\n switch costume to (portal v)\n set size to (500) %\n forever\n Tile ((World X) + (700)) ((World Y) + (-50))\n end\nend\nif <(Clone) = [13]> then\n switch costume to (igloo v)\n set size to (75) %\n forever\n Tile ((World X) + (-750)) ((World Y) + (787))\n end\nend\nif <<(Clone) > [13]> and <(Clone) < [16]>> then\n set [ghost v] effect to (100)\n switch costume to (snowball right v)\n set size to (50) %\n if <(Clone) = [14]> then\n wait (2) seconds\n end\n Snowball (0) <(move x) = [0]> <<touching (player v)?> or <touching (ground v)?>> (-575) (-775) (1) (0) (1)\nend\nif <<(Clone) > [15]> and <(Clone) < [18]>> then\n set [ghost v] effect to (100)\n switch costume to (snowball right v)\n set size to (50) %\n if <(Clone) = [17]> then\n wait (2) seconds\n end\n Snowball (0) <(move x) = [0]> <<touching (player v)?> or <touching (ground v)?>> (137) (605) (2) (1) (direction)\nend\nif <<(Clone) > [17]> and <(Clone) < [20]>> then\n set [ghost v] effect to (100)\n switch costume to (snowball right v)\n set size to (50) %\n if <(Clone) = [19]> then\n wait (2) seconds\n end\n Snowball (0) <(move x) = [0]> <<touching (player v)?> or <touching (ground v)?>> (-88) (795) (3) (1) (direction)\nend\nif <<(Clone) > [19]> and <(Clone) < [27]>> then\n switch costume to (icicle1 v)\n set size to (50) %\n Go to Random (pick random (-275) to (200)) (pick random (-105) to (-125))\nend\nif <<(Clone) > [26]> and <(Clone) < [31]>> then\n switch costume to (icicle1 v)\n set size to (50) %\n Go to Random (pick random (-400) to (-50)) (pick random (830) to (840))\nend\nif <(Clone) = [31]> then\n switch costume to (checkpoint v)\n set size to (50) %\n set rotation style [all around v]\n point in direction (65)\n forever\n Tile ((World X) + (-550)) ((World Y) + (-340))\n if <touching (player v)?> then\n set [checkpoint v] to [1]\n repeat (10)\n Tile ((World X) + (-550)) ((World Y) + (-340))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\nif <(Clone) = [32]> then\n switch costume to (checkpoint v)\n set size to (50) %\n set rotation style [all around v]\n point in direction (60)\n forever\n Tile ((World X) + (-595)) ((World Y) + (135))\n if <touching (player v)?> then\n set [checkpoint v] to [2]\n repeat (10)\n Tile ((World X) + (-595)) ((World Y) + (135))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\nif <(Clone) = [33]> then\n switch costume to (tip4 v)\n set size to (100) %\n forever\n Tile ((World X) + (-600)) ((World Y) + (-400))\n end\nend\nif <(Clone) = [34]> then\n switch costume to (checkpoint v)\n set size to (50) %\n set rotation style [all around v]\n point in direction (120)\n forever\n Tile ((World X) + (-528)) ((World Y) + (525))\n if <touching (player v)?> then\n set [checkpoint v] to [3]\n repeat (10)\n Tile ((World X) + (-528)) ((World Y) + (525))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (200)\n change [move y v] by (3)\n end\n wait (1) seconds\n repeat (200)\n change [move y v] by (-3)\n end\nend\n\ndefine Tile (x) (y)\nshow\ngo to x: (x) y: (y)\nif <not <(x position) = (x)>> then\n hide\nend\nif <not <(y position) = (y)>> then\n hide\nend\n\nwhen flag clicked\nset [throw? v] to [0]\nset [throw?_2 v] to [0]\nset [world x v] to [0]\nset [move x v] to [0]\nset [move y v] to [0]\nset [world x v] to [0]\nset [world y v] to [0]\n\ndefine Go to Random (random x) (random y)\nforever\n Tile ((World X) + (random x)) ((World Y) + (random y))\n if <<<(y position) < [52]> and <(y position) > [0]>> and <<(x position) < [10]> and <(x position) > [-10]>>> then\n start sound [Icicle Falling v]\n repeat (10)\n Tile ((World X) + (random x)) ((World Y) + (random y))\n end\n Icicle ((move y) - (15)) <touching (player v)?> <(move y) < [-2000]> (random x) (random y)\n end\nend\n\ndefine Icicle (move y) <hit thing?> <dropped enough?> (go to random x) (go to random y)\nif <hit thing?> then\n broadcast (reset v) and wait\n stop [this script v]\nend\nif <dropped enough?> then\n stop [this script v]\nend\nTile ((World X) + (go to random x)) (((World Y) + (go to random y)) + (move y))\nIcicle ((move y) - (15)) <touching (player v)?> <(move y) < [-2000]> (go to random x) (go to random y)\n\ndefine Snowball (move x) <reset?> <hit thing?> (position x) (position y) (which throw?) (moving penguin?) (direction)\nif <hit thing?> then\n set [ghost v] effect to (100)\n if <<touching (player v)?> and <(size) = [50]>> then\n set [hit by snowball! v] to [1]\n end\n set size to (20) %\nend\nif <reset?> then\n wait (1) seconds\n set size to (50) %\n set [ghost v] effect to (0)\n if <(which throw?) = [1]> then\n set [throw? v] to [1]\n end\n if <(which throw?) = [2]> then\n set [throw?_2 v] to [1]\n end\n if <(which throw?) = [3]> then\n set [throw?_3 v] to [1]\n end\n if <(moving penguin?) = [1]> then\n if <(Direction) = [1]> then\n Snowball ((Move X) + (140)) <> <<touching (player v)?> or <touching (ground v)?>> (position x) (position y) (which throw?) (moving penguin?) (1)\n else\n Snowball ((Move X) + (92)) <> <<touching (player v)?> or <touching (ground v)?>> (position x) (position y) (which throw?) (moving penguin?) (0)\n end\n else\n Snowball (0) <> <<touching (player v)?> or <touching (ground v)?>> (position x) (position y) (which throw?) (moving penguin?) (direction)\n end\nend\nTile (((World X) + (position x)) + (move x)) ((World Y) + (position y))\nif <(direction) = [1]> then\n Snowball ((move x) + (10)) <<(move x) > [1200]> or <(move x) < [-1200]>> <<touching (player v)?> or <touching (ground v)?>> (position x) (position y) (which throw?) (moving penguin?) (direction)\nelse\n Snowball ((move x) - (10)) <<(move x) > [1200]> or <(move x) < [-1200]>> <<touching (player v)?> or <touching (ground v)?>> (position x) (position y) (which throw?) (moving penguin?) (direction)\nend\n\nwhen I start as a clone\nif <(Clone) = [5]> then\n forever\n if <(Throw?) = [1]> then\n switch costume to (enemy7 v)\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n set [throw? v] to [0]\n end\n end\nend\nif <(Clone) = [6]> then\n set rotation style [left-right v]\n forever\n if <(Direction) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <(Clone) = [7]> then\n set rotation style [left-right v]\n forever\n if <(Direction) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <(Clone) = [8]> then\n set rotation style [left-right v]\n forever\n if <(Direction) = [1]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\nend\nif <(Clone) = [9]> then\n forever\n wait until <(Throw?_3) = [1]>\n switch costume to (enemy7 v)\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n set [throw?_3 v] to [0]\n end\nend\nif <(Clone) = [10]> then\n forever\n wait until <(Throw?_2) = [1]>\n switch costume to (enemy7 v)\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\n set [throw?_2 v] to [0]\n end\nend\nif <(Clone) = [11]> then\n set [ghost v] effect to (100)\n forever\n if <(backdrop [name v]) = [Night]> then\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n wait (1) seconds\n if <touching (player v)?> then\n broadcast (portal v) and wait\n end\n end\n else\n set [ghost v] effect to (100)\n end\n end\nend\nif <(Clone) = [12]> then\n set [ghost v] effect to (100)\n forever\n if <(backdrop [name v]) = [Night]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n end\nend\nif <(Clone) = [13]> then\n forever\n if <touching (player v)?> then\n broadcast (you win! v) and wait\n end\n end\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(Clone) = [9]> then\n set rotation style [left-right v]\n forever\n if <(Direction) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <(Clone) = [10]> then\n set rotation style [left-right v]\n forever\n if <(Direction) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n repeat (50)\n change [move x v] by (3)\n set [direction v] to [1]\n end\n repeat (50)\n change [move x v] by (-3)\n set [direction v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) < [8]> then\n if <touching (player v)?> then\n broadcast (reset v)\n end\n end\nend\n\n@Snow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (pick random (-250) to (250)) y: (pick random (100) to (180))\n repeat until <(y position) < [-178]>\n change y by (-10)\n change x by (pick random (1) to (2))\n end\n go to x: (pick random (-250) to (250)) y: (180)\nend\n\nwhen I receive [you win! v]\nstop all sounds\nplay sound [Cheering.mp3 v] until done\n\n
Uh-oh! Flippers the penguin was playing in the snow when he got lost in an unexpected blizzard! Get Flippers safely back to his igloo.\n\nInstructions:\n-Get to the igloo\n-Hold V to right yourself after you've been hit by a \n snowball\n-Space to toggle sliding \n-N to toggle day or night (Don't forget this tip)\n-Collect the presents - they are checkpoints\n-R to reset to last checkpoint\n\n
Guinea Pig Platformer 2
@Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v) and wait\n\nwhen backdrop switches to [backdrop17 v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [backdrop14 v]\n\nwhen flag clicked\nset volume to (50) %\nstart sound [Vexento_-_Pollen-e8yu_k-JBvE.mp3 v]\n\nwhen [l v] key pressed\nforever\n\nwhen flag clicked\nrepeat (10)\n change volume by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (190) y: (-131)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (200) y: (42)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (190) y: (-131)\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (195) y: (80)\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (198) y: (-60)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (186) y: (-121)\n\nwhen backdrop switches to [backdrop15 v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nforever\n switch costume to (costume6 v)\n go to x: (-178) y: (-34)\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop17 v]\nforever\nend\n\nwhen backdrop switches to [backdrop16 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop15 v]\n\nforever\n go to x: (375) y: (55)\n show\n switch costume to (costume5 v)\n wait (1) seconds\n switch costume to (costume4 v)\n go to x: (375) y: (55)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n go to x: (375) y: (55)\nend\n\n@Untitled drawing (13)\n\nwhen backdrop switches to [backdrop17 v]\nshow\ngo to x: (38) y: (35)\ngo to [front v] layer\nforever\n set x to (([sin v] of ((timer) * (400)) ) * (30))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (10)))\n set size to (700) %\nend\n\nwhen flag clicked\nhide\n\n@Untitled drawing (14)\n\nwhen flag clicked\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-185) y: (7)\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 (#995900)?> then\n change y by (1)\n if <touching color (#995900)?> then\n change y by (1)\n if <touching color (#995900)?> then\n change y by (1)\n if <touching color (#995900)?> then\n change y by (1)\n if <touching color (#995900)?> then\n change y by (1)\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 (#995900)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#995900)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#663b00)?> then\n go to x: (-185) y: (7)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\n\nwhen flag clicked\nforever\n if <touching color (#919191)?> then\n go to x: (-185) y: (7)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (message1 v)\n go to x: (-185) y: (7)\n end\nend\n\ngo to x: (-191) y: (-66)\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-177) y: (93)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-162) y: (139)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-185) y: (7)\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-190) y: (-27)\nstop [other scripts in sprite v]\nrepeat (7)\n move (45) steps\n wait (0.2) seconds\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-177) y: (93)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-177) y: (93)\n\nwhen backdrop switches to [backdrop17 v]\nwait (1) seconds\n\nstart sound [pop v]\n\n
You are a guinea pig that is lost. Your goal is to follow the lettuce trail to find your cage. Don't touch the mud or the tack points. Use the arrow keys to move. Use up arrow to jump. All levels are tested and possible. Sorry, the jump script I used makes it so you can go through walls.
(Finally Scrolling) Platformer Engine
@Stage\n\n@player\n\nwhen flag clicked\nreset\nset [walljumping v] to [0]\nset [slopeheight v] to [0]\nreset timer\nfps init\nforever\n go to [front v] layer\n mode\n check for actions\n slopes\n collide (xvel) (yvel)\n special collide\n gravity\n actions\n fps calc\n scroll (min_x) (max_x) (min_y) (max_y) <(x_limits) = [true]> <(y_limits) = [true]>\nend\n\ndefine mode\nif <(wallsliding) = [1]> then\n set [mode v] to [wall sliding]\nend\nif <(walljumping) = [1]> then\n set [mode v] to [wall jumping]\nend\nset [slopeheight v] to [0]\nif <(ground) = [1]> then\n if <<(xvel) > [0]> or <(xvel) < [0]>> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [mode v] to [walking]\n else\n set [mode v] to [sliding]\n end\n else\n set [mode v] to [standing]\n end\nelse\n if <(yvel) > [-1]> then\n if <(walljumping) = [0]> then\n set [mode v] to [jumping]\n end\n else\n if <<(wallsliding) = [0]> and <(slope) = [0]>> then\n set [mode v] to [falling]\n end\n end\nend\n\ndefine fps init\nset [previoustime v] to (timer)\nset [framecount v] to [0]\nset [fps v] to [0]\n\ndefine fps calc\nchange [framecount v] by (1)\nif <(timer) > ((previoustime) + (0.1))> then\n set [fps v] to (round ((framecount) / ((timer) - (previoustime))))\n set [previoustime v] to (timer)\n set [framecount v] to [0]\nend\n\ndefine None\ncheck for collision\nif <(collide) = [1]> then\n set [walljumping v] to [0]\nend\nchange y by (yvel)\nif <(yvel) < [0]> then\n check for collision\n repeat until <(collide) = [0]>\n set [jumped v] to [0]\n set [yvel v] to [0]\n change y by (1)\n check for collision\n end\nend\nif <(yvel) > [0]> then\n check for collision\n repeat until <(collide) = [0]>\n set [yvel v] to [0]\n change y by (-1)\n check for collision\n end\nend\nset [slopeheight v] to [0]\nchange x by (xvel)\ncheck for collision\nrepeat until <<(collide) = [0]> or <(slopeheight) = [9]>>\n change y by (1)\n change [slopeheight v] by (1)\n set [walljumping v] to [0]\n check for collision\nend\nif <(slopeheight) = [9]> then\n change y by ((0) - (slopeheight))\n check for collision\n repeat until <(collide) = [0]>\n change x by (((0) - (xvel)) / ([abs v] of (xvel) ))\n check for collision\n end\n if <(action-jump) = [1]> then\n set [yvel v] to [10]\n if <(xvel) > [0]> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n set [walljumping v] to [1]\n else\n if <(yvel) < [0]> then\n set [wallsliding v] to [1]\n end\n end\nelse\n set [wallsliding v] to [0]\nend\n\ndefine actions\nif <(action-rightwalk) = [1]> then\n change [xvel v] by (1)\n point in direction (90)\nend\nif <(action-leftwalk) = [1]> then\n change [xvel v] by (-1)\n point in direction (-90)\nend\nif <<<(action-rightwalk) = [0]> and <(action-leftwalk) = [0]>> or <<(action-rightwalk) = [1]> and <(action-leftwalk) = [1]>>> then\n if <(xvel) > [0]> then\n change [xvel v] by (-1)\n end\n if <(xvel) < [0]> then\n change [xvel v] by (1)\n end\nend\nif <<(action-jump) = [1]> and <(jumped) = [0]>> then\n set [jumped v] to [1]\n set [yvel v] to [12]\nend\nif <(xvel) > [5]> then\n change [xvel v] by (-1)\nend\nif <(xvel) < [-5]> then\n change [xvel v] by (1)\nend\n\ndefine check for collision\nif <<touching (ground v)?> or <touching (_edge_ v)?>> then\n set [collide v] to [1]\nelse\n set [collide v] to [0]\nend\n\ndefine special collide\nif <touching (death v)?> then\n reset\nend\n\ndefine check for actions\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (z v) pressed?> or <key (space v) pressed?>>> then\n set [action-jump v] to [1]\nelse\n set [action-jump v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [action-rightwalk v] to [1]\nelse\n set [action-rightwalk v] to [0]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [action-leftwalk v] to [1]\nelse\n set [action-leftwalk v] to [0]\nend\n\ndefine None\nchange [x v] by (x position)\nchange [y v] by (y position)\nset [scrollx v] to ((0) - (x))\nset [scrolly v] to ((0) - (y))\nif <x limits?> then\n if <(scrollx) < ((0) - ((min x) * (480)))> then\n if <(scrollx) > ((0) - ((max x) * (480)))> then\n set x to (0)\n else\n set [scrollx v] to ((0) - ((max x) * (480)))\n set [x v] to (((480) * (max x)) + (x position))\n end\n else\n set [scrollx v] to ((0) - ((min x) * (480)))\n set [x v] to (((min x) * (480)) + (x position))\n end\nelse\n set x to (0)\nend\nif <y limits?> then\n if <(scrolly) < ((0) - ((min y) * (360)))> then\n if <(scrolly) > ((0) - ((max y) * (360)))> then\n set y to (0)\n else\n set [scrolly v] to ((0) - ((max y) * (360)))\n set [y v] to (((max y) * (360)) + (y position))\n end\n else\n set [scrolly v] to ((0) - ((min y) * (360)))\n set [y v] to (((min y) * (360)) + (y position))\n end\nelse\n set y to (0)\nend\n\ndefine gravity\nif <<(action-jump) = [1]> or <(yvel) < [4]>> then\n change [yvel v] by (-1)\nelse\n change [yvel v] by (-3)\nend\nif <(yvel) > [0]> then\n set [up v] to [1]\nelse\n set [up v] to [0]\nend\nif <(yvel) < [-1]> then\n set [down v] to [1]\nelse\n set [down v] to [0]\nend\nif <<(up) = [0]> and <(down) = [0]>> then\n if <(jumped) = [0]> then\n set [ground v] to [1]\n end\nelse\n set [ground v] to [0]\nend\nif <(ground) = [0]> then\n set [jumped v] to [1]\nend\n\ndefine reset\ngo to x: (0) y: (0)\npoint in direction (90)\nset [jumped v] to [1]\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [min_x v] to [0]\nset [max_x v] to [1]\nset [min_y v] to [0]\nset [max_y v] to [1]\nset [x_limits v] to [true]\nset [y_limits v] to [true]\nset [scrollx v] to ((0) - (x))\nset [scrolly v] to ((0) - (y))\nscroll (min_x) (max_x) (min_y) (max_y) <(x_limits) = [true]> <(y_limits) = [true]>\n\ndefine slopes\ncheck for collision\nrepeat until <<(collide) = [1]> or <(slopeheight) = [9]>>\n change y by (-1)\n change [slopeheight v] by (1)\n check for collision\nend\nif <<(slopeheight) = [9]> or <(yvel) < [-1]>> then\n set [slope v] to [0]\n change y by (slopeheight)\nelse\n set [slope v] to [1]\nend\n\n@ground\n\nwhen flag clicked\nshow\nforever\n broadcast (clear v)\n render (0) (0) (1)\n render (1) (0) (1)\n render (0) (1) (1)\n render (1) (1) (1)\n broadcast (update v)\nend\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine render (x) (y) (level)\nswitch costume to (join (join (x) (y)) (join [-] (level)))\nmove (able to move off screen) to ((scrollx) + ((480) * (x))) ((scrolly) + ((360) * (y)))\nif <<(x position) < [490]> and <<(x position) > [-490]> and <<(y position) < [370]> and <(y position) > [-370]>>>> then\n create clone of (_myself_ v)\nend\n\ndefine move (able to move off screen) to (x) (y)\nset [temp v] to (costume [number v])\nswitch costume to (offscreen_rect v)\ngo to x: (x) y: (y)\nswitch costume to (temp)\n\n@thumb\n\nwhen flag clicked\nhide\n\n@ball\n\nwhen I receive [clear v]\ndelete this clone\n\nwhen flag clicked\nshow\nset [x v] to [455]\nset [y v] to [455]\n\nwhen flag clicked\nset [count v] to [0]\nforever\n change [x v] by ([sin v] of (count) )\n change [count v] by (1)\nend\n\ndefine None\nset [temp v] to (costume [number v])\nswitch costume to (offscreen_rect v)\ngo to x: (x) y: (y)\nswitch costume to (temp)\n\nwhen I receive [update v]\nmove (able to move off screen) to ((scrollx) + (x)) ((scrolly) + (y))\nif <<(x position) < [490]> and <<(x position) > [-490]> and <<(y position) < [370]> and <(y position) > [-370]>>>> then\n create clone of (_myself_ v)\nend\n\n@death\n\nwhen flag clicked\nshow\nforever\n render (1) (0) (1)\nend\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine None\nswitch costume to (join (join (x) (y)) (join [-] (level)))\nmove (able to move off screen) to ((scrollx) + ((480) * (x))) ((scrolly) + ((360) * (y)))\nif <<(x position) < [490]> and <<(x position) > [-490]> and <<(y position) < [370]> and <(y position) > [-370]>>>> then\n create clone of (_myself_ v)\nend\n\ndefine None\nset [temp v] to (costume [number v])\nswitch costume to (offscreen_rect v)\ngo to x: (x) y: (y)\nswitch costume to (temp)\n\n
CONTROLS:\n - left/right arrow keys or A/D to move\n - up arrow key, W, Z, or Space to jump\n\nYou should make a platformer game with this engine! Remix, backpack all the sprites, or download to get started. There are lots of comments inside to help you.\n\nPlease give me credit if you use this engine!\n\nNon-scrolling platformer engine: https://scratch.mit.edu/projects/238636950/
The Cave (A Dark Platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (3) seconds\nswitch backdrop to (backdrop3 v)\nbroadcast (b v)\n\nwhen I receive [a v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [a v]\nset [y v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nshow\ngo to x: (-200) y: (-87)\nsay [This cave is really dark.] for (2) seconds\nforever\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 (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\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 v] by (-1)\n change y by (y)\n if <touching (sprite1 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <(x position) > [235]> then\n broadcast (message1 v)\n change [level v] by (1)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n reset\n end\nend\n\nset [x v] to ((x) * (-1.3))\nchange x by (x)\n\nchange x by ((x) / (5))\nif <touching (sprite1 v)?> then\n change y by (y)\n if <touching (sprite1 v)?> then\n change y by (y)\n if <touching (sprite1 v)?> then\n change y by (y)\n end\n end\nend\n\nwhen I receive [c v]\nhide\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [a v]\nshow\nforever\n go [backward v] (1) layers\n go to (player v)\nend\n\nwhen I receive [c v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [a v]\nshow\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [20]> then\n switch backdrop to (backdrop4 v)\n end\n if <(costume [number v]) = [21]> then\n broadcast (c v)\n hide\n switch backdrop to (backdrop5 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\nshow\nset size to (80) %\ngo to x: (-253) y: (-73)\nwait (3) seconds\nglide (3) secs to x: (-40) y: (-73)\nsay [Is that a cave?] for (2) seconds\nsay [Let's go inside!] for (2) seconds\nglide (3) secs to x: (206) y: (-73)\nbroadcast (a v)\nhide\n\nwhen I receive [c v]\nshow\nset size to (80) %\ngo to x: (-253) y: (-75)\nsay [Yipee!We made it!] for (2) seconds\nsay [Thanks for playing! ] for (2) seconds\n\n
Check out the sequel!\nhttps://scratch.mit.edu/projects/296329755/\n**************************************************************\nThe rules are easy!\nArrow keys to move,avoid red and falling.\nPlease enjoy!\nAll 20 levels are possible!\n+++++++++++++++++++++++++++++++++++++++++\nIf there are any bugs, please let me know in the comments!\nIf you have any suggestions, you can also write them down in the comments!\n+++++++++++++++++++++++++++++++++++++++++\nCheck out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/
Alex The Dog - a platformer
@Stage\n\nwhen flag clicked\nset [level v] to [0]\nhide variable [level v]\n\nwhen I receive [game over v]\nforever\n stop all sounds\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(backdrop [name v]) = [title screen]>> then\n wait (1.1) seconds\n switch backdrop to (bakgrunn1 v)\n set [level v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (t v) pressed?> and <(backdrop [name v]) = [title screen]>> then\n switch backdrop to (toturial page 1 v)\n end\n if <<key (space v) pressed?> and <<(backdrop [name v]) = [Toturial page 1]> or <<(backdrop [name v]) = [Toturial page 2]> or <(backdrop [name v]) = [Toturial page 3]>>>> then\n wait (0.3) seconds\n next backdrop\n end\n if <<key (space v) pressed?> and <(backdrop [name v]) = [Toturial page 4]>> then\n switch backdrop to (bakgrunn1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <(backdrop [name v]) = [title screen]>> then\n switch backdrop to (story v)\n end\nend\n\nwhen I receive [level 8 v]\nswitch backdrop to (level 8 v)\nset [level v] to [8]\n\nset [brightness v] effect to (0)\n\nwhen I receive [level 7 v]\nswitch backdrop to (level 7 v)\nset [level v] to [7]\n\nset [brightness v] effect to (-40)\n\nwhen I receive [level 6 v]\nswitch backdrop to (level 6 v)\nset [level v] to [6]\n\nset [brightness v] effect to (-30)\n\nwhen I receive [level 5 v]\nswitch backdrop to (level 5 v)\nset [level v] to [5]\n\nwhen I receive [level 4 v]\nswitch backdrop to (level 4 v)\nset [level v] to [4]\n\nwhen I receive [level 3 v]\nswitch backdrop to (level 3 v)\nset [level v] to [3]\n\nwhen I receive [level 2 v]\nswitch backdrop to (level 2 v)\nset [level v] to [2]\n\nwhen I receive [start level 1 v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [level 9 v]\nswitch backdrop to (level 9 v)\nset [level v] to [9]\n\nwhen backdrop switches to [title screen v]\nrepeat until <(level) = [10]>\n play sound [Mario Elevator music v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (tails-spin01 sceene v)\nwait (4) seconds\nswitch backdrop to (title screen v)\n\nwhen I receive [level 10 v]\nswitch backdrop to (level 10 v)\nset [level v] to [10]\n\nwhen backdrop switches to [level 10 v]\nstop all sounds\nwait (0.5) seconds\nrepeat until <(level) = [cutsceene]>\n play sound [Run Amok v] until done\nend\n\nwhen I receive [cutsceene v]\nswitch backdrop to (cutsceene v)\nset [level v] to [cutsceene]\n\nwhen I receive [cutsceene v]\nwait (4) seconds\nstop all sounds\nforever\n play sound [Mario Elevator music v] until done\nend\n\nwhen backdrop switches to [tails-spin01 sceene v]\nstart sound [25-carnival-night-zone-act-1.mp3 v]\n\n@Alex the dog\n\nwhen backdrop switches to [level 1 v]\nshow variable [score v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen flag clicked\nforever\n if <not <<<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>> and <not <<key (up arrow v) pressed?> and <not <(costume [number v]) = [6]>>>>>> then\n set [fall v] to [0]\n repeat until <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>\n change [fall v] by (-0.6)\n switch costume to (running6 v)\n change y by (fall)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (space v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (b v) pressed?> or <<(speed) > [1]> or <<(speed) < [-1]> or <key (down arrow v) pressed?>>>>>>>>> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <key (m v) pressed?> then\n go [backward v] (3) layers\n end\n if <key (c v) pressed?> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n set [speed v] to [0]\n go to x: (startplace x) y: (startplace y)\n broadcast (lose a life v)\n end\nend\n\ndefine jump\nset [jump v] to [18]\nchange y by (10)\nrepeat until <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>\n change [jump v] by (-0.5)\n change y by (jump)\nend\n\nwhen flag clicked\nforever\n if <touching (flower 1 v)?> then\n go to x: (-160) y: (90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 2 v)?> then\n broadcast (level 2 v)\n go to x: (-180) y: (-78)\n set [speed v] to [0]\n set [startplace x v] to [-180]\n set [startplace y v] to [-78]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flower 2 v)?> then\n go to x: (160) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n repeat until <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>\n switch costume to (running5 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n start sound [pop v]\n jump\n end\nend\n\nwhen backdrop switches to [level 1 v]\nsay (join (join [I'm counting on you to get my bones back,] (username)) [!]) for (5) seconds\n\nwhen backdrop switches to [level 1 v]\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <<(speed) < [-7]> and <<<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>> and <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> then\n repeat until <<(speed) > [-1]> or <<<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>\n switch costume to (brake v)\n end\n end\n if <<(speed) > [7]> and <<<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>> and <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> then\n repeat until <<(speed) < [1]> or <<<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>\n switch costume to (brake v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>> then\n change y by (5)\n end\n if <not <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n change y by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <<not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> and <<key (down arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>>> then\n switch costume to (duck v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 3 v)?> then\n broadcast (level 3 v)\n go to x: (-180) y: (-65)\n set [speed v] to [0]\n set [startplace x v] to [-180]\n set [startplace y v] to [-65]\n end\nend\n\nwhen backdrop switches to [level 3 v]\nforever\n if <touching color (#ff6998)?> then\n go to x: (-195) y: (113)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 4 v)?> then\n broadcast (level 4 v)\n go to x: (-199) y: (96)\n set [speed v] to [3]\n set [startplace x v] to [-199]\n set [startplace y v] to [96]\n end\nend\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-180) y: (-110)\nset [startplace x v] to [-180]\nset [startplace y v] to [-110]\npoint in direction (90)\nswitch costume to (normal v)\nset size to (45) %\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(lives) = [0]> then\n broadcast (game over v)\n stop [other scripts in sprite v]\n set size to (60) %\n switch costume to (dead v)\n set [jump v] to [13]\n change y by (10)\n repeat until <(y position) < [-180]>\n change [jump v] by (-0.5)\n change y by (jump)\n end\n switch costume to (game over v)\n go to x: (0) y: (0)\n point in direction (90)\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(speed) = [0]> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [speed v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [speed v] by (-1)\n end\n set [speed v] to ((speed) * (0.9))\n change x by (speed)\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n set [barking v] to [1]\n switch costume to (bark2 v)\n play sound [bark v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (startplace x) y: (startplace y)\n broadcast (lose a life v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (enemy2 v)?> and <(Barking) = [1]>> then\n start sound [Bomb Exploding Sound v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (enemy1 v)?> and <(Barking) = [0]>> then\n go to x: (startplace x) y: (startplace y)\n broadcast (lose a life v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running6 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running1 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running2 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running3 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running4 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running5 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running4 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running3 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running2 v)\n wait (0.08) seconds\n end\n if <<key (right arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (90)\n switch costume to (running1 v)\n wait (0.08) seconds\n end\nend\n\nwhen flag clicked\nset [speed v] to [0]\n\nwhen flag clicked\nforever\n if <touching (to level 6 v)?> then\n broadcast (level 6 v)\n go to x: (-199) y: (-118)\n set [speed v] to [0]\n set [startplace x v] to [-199]\n set [startplace y v] to [-118]\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (b v) pressed?>> then\n set [barking v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 7 v)?> then\n broadcast (level 7 v)\n go to x: (-199) y: (-73)\n set [speed v] to [0]\n set [startplace x v] to [-199]\n set [startplace y v] to [-73]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 8 v)?> then\n broadcast (level 8 v)\n go to x: (-199) y: (-104)\n set [speed v] to [0]\n set [startplace x v] to [-199]\n set [startplace y v] to [-104]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 9 v)?> then\n broadcast (level 9 v)\n go to x: (-199) y: (-104)\n set [speed v] to [0]\n set [startplace x v] to [-199]\n set [startplace y v] to [-108]\n end\nend\n\nwhen flag clicked\ngo to x: (-180) y: (-110)\n\nwhen flag clicked\nforever\n if <touching (to level 10 v)?> then\n broadcast (level 10 v)\n go to x: (-199) y: (-84)\n set [speed v] to [0]\n set [startplace x v] to [-199]\n set [startplace y v] to [-15]\n end\nend\n\nwhen flag clicked\nhide variable [score v]\nset [score v] to [0]\nset [time v] to [0]\nhide variable [time v]\n\nwhen I receive [restart v]\nset [jump v] to [0]\ngo to x: (startplace x) y: (startplace y)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running6 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running1 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running2 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running3 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running4 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running5 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running4 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running3 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running2 v)\n wait (0.08) seconds\n end\n if <<key (left arrow v) pressed?> and <<touching color (#00ff55)?> or <<touching color (#00cccc)?> or <touching color (#00b208)?>>>> then\n point in direction (-90)\n switch costume to (running1 v)\n wait (0.08) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to level 5 v)?> then\n broadcast (level 5 v)\n go to x: (-199) y: (-113)\n set [speed v] to [0]\n set [startplace x v] to [-199]\n set [startplace y v] to [-113]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (to cutsceene v)?> then\n broadcast (cutsceene v)\n hide\n end\nend\n\nwhen I receive [lose a life v]\nwait (0.1) seconds\nif <not <<touching (sprite8 v)?> and <(costume [number v]) = [11]>>> then\n go to x: (startplace x) y: (startplace y)\nend\n\n@Sprite1\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(backdrop [name v]) = [title screen]>> then\n glide (0.5) secs to x: (100) y: (350)\n hide\n end\nend\n\nwhen backdrop switches to [toturial page 1 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [story v]\nhide\n\nwhen backdrop switches to [title screen v]\nshow\ngo to x: (240) y: (-1)\nglide (0.5) secs to x: (90) y: (-1)\nglide (0.1) secs to x: (100) y: (-1)\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [title screen]>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (130) y: (-133)\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n hide\n repeat until <(score) = [10]>\n wait (0.0001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n end\n end\nend\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen backdrop switches to [level 1 v]\nshow\nshow variable [lives v]\nswitch costume to (alex the dog v)\nset size to (80) %\ngo to x: (-216) y: (-192)\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [show special stage v]\nhide\nhide variable [lives v]\n\nwhen flag clicked\nhide\nhide variable [lives v]\n\nwhen flag clicked\nset [lives v] to [15]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [lose a life v]\nchange [lives v] by (-1)\nset [speed v] to [0]\nset volume to (100) %\nplay sound [buzz whir v] until done\n\nwhen backdrop switches to [cutsceene v]\nhide\nhide variable [lives v]\n\n@Sprite5\n\nwhen flag clicked\nforever\n go [backward v] (100000000) layers\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen flag clicked\ngo to x: (150) y: (116)\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@flower 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (209) y: (-109)\nswitch costume to (drakt1 v)\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@flower 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (-205) y: (78)\nswitch costume to (drakt1 v)\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Sprite10\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to [front v] layer\nset size to (20) %\ngo to x: (215) y: (-165)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <<(x position) = [215]> and <(y position) = [-165]>>> then\n glide (0.5) secs to x: (0) y: (0)\n repeat (4)\n change size by (50)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (c v) pressed?> and <<(x position) = [0]> and <(y position) = [0]>>> then\n repeat (4)\n change size by (-50)\n end\n glide (0.5) secs to x: (215) y: (-165)\n end\nend\n\nwhen I receive [show special stage v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [cutsceene v]\nhide\n\n@to level 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (203) y: (65)\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Alex on the map\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <<(level) = [2]> or <(level) = [3]>>> then\n wait (0.6) seconds\n show\n go to [front v] layer\n go to x: (-70) y: (99)\n end\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n hide\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <(level) = [1]>> then\n wait (0.6) seconds\n show\n go to [front v] layer\n go to x: (-128) y: (100)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <<(level) = [4]> or <<(level) = [5]> or <(level) = [6]>>>> then\n wait (0.6) seconds\n show\n go to [front v] layer\n go to x: (-30) y: (73)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <(level) = [7]>> then\n wait (0.6) seconds\n show\n go to [front v] layer\n go to x: (18) y: (111)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <<(level) = [8]> or <(level) = [9]>>> then\n wait (0.6) seconds\n show\n go to [front v] layer\n go to x: (67) y: (23)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <(level) = [10]>> then\n wait (0.6) seconds\n show\n go to [front v] layer\n go to x: (121) y: (-17)\n end\nend\n\n@Alex title screen\n\nwhen backdrop switches to [bakgrunn1 v]\nhide\n\nwhen backdrop switches to [title screen v]\nset size to (250) %\ngo to x: (-240) y: (-3)\nshow\nswitch costume to (normal v)\nglide (0.5) secs to x: (-100) y: (-3)\nglide (0.1) secs to x: (-120) y: (-3)\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(backdrop [name v]) = [title screen]>> then\n wait (0.5) seconds\n forever\n wait (0.08) seconds\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(backdrop [name v]) = [title screen]>> then\n wait (0.5) seconds\n glide (1) secs to x: (240) y: (-3)\n end\nend\n\nwhen backdrop switches to [story v]\nhide\n\nwhen backdrop switches to [toturial page 1 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nforever\n if <not <(backdrop [name v]) = [title screen]>> then\n hide\n end\nend\n\n@Whiskers the Cat\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (23) %\nhide\n\nwhen I receive [boss defeated v]\nwait (0.5) seconds\npoint in direction (90)\ngo to x: ([x position v] of [whiskers the cat in ufo v]) y: ([y position v] of [whiskers the cat in ufo v])\nswitch costume to (jump v)\nshow\nset [whiskers jump v] to [12]\nchange y by (10)\nrepeat until <(x position) > [240]>\n change x by (7)\n change [whiskers jump v] by (-0.5)\n change y by (whiskers jump)\nend\nhide\n\nwhen I receive [cutsceene v]\nswitch costume to (normal v)\nset size to (35) %\nshow\nrepeat until <([y position v] of [rocketship v]) > [340]>\n go to x: ([x position v] of [rocketship v]) y: ([y position v] of [rocketship v])\n change y by (45)\n point in direction (-90)\nend\nhide\n\n@Sprite8\n\nwhen backdrop switches to [bakgrunn1 v]\nwait (1) seconds\ngo [backward v] (3) layers\nshow\ngo to x: (-240) y: (-25)\nset size to (55) %\nglide (1.5) secs to x: (70) y: (-25)\nwait (4) seconds\nglide (1) secs to x: (240) y: (-25)\nhide\nbroadcast (start level 1 v)\n\nwhen backdrop switches to [level 1 v]\nset [whiskers life v] to [200]\nhide\n\nwhen backdrop switches to [bakgrunn1 v]\nswitch costume to (drakt1 v)\nwait (3.5) seconds\nswitch costume to (drakt3 v)\nwait (1) seconds\nswitch costume to (drakt1 v)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 10 v]\ngo to x: (115) y: (-115)\npoint in direction (-90)\nset [ufo direction v] to [-90]\nswitch costume to (drakt2 v)\nshow\nwait (10) seconds\nrepeat until <(boss defeated) = [1]>\n set [ufo direction v] to [-90]\n broadcast (Start shooting lasers v)\n switch costume to (drakt4 v)\n wait (0.5) seconds\n switch costume to (drakt2 v)\n wait (3) seconds\n glide (2) secs to x: (115) y: (50)\n wait (1) seconds\n glide (1) secs to x: (0) y: (50)\n wait (0.5) seconds\n glide (0.5) secs to x: (0) y: (-115)\n wait (2) seconds\n glide (2) secs to x: (0) y: (50)\n wait (1) seconds\n glide (1) secs to x: (-110) y: (50)\n point in direction (90)\n set [ufo direction v] to [90]\n wait (1) seconds\n glide (1) secs to x: (-110) y: (-115)\n wait (1) seconds\n broadcast (Start shooting lasers v)\n switch costume to (drakt4 v)\n wait (0.5) seconds\n switch costume to (drakt2 v)\n wait (3) seconds\n glide (1) secs to x: (-110) y: (50)\n wait (1) seconds\n glide (1) secs to x: (0) y: (50)\n wait (0.5) seconds\n glide (0.5) secs to x: (0) y: (-115)\n wait (2) seconds\n glide (2) secs to x: (0) y: (50)\n wait (1) seconds\n glide (1) secs to x: (115) y: (50)\n point in direction (-90)\n set [ufo direction v] to [-90]\n wait (1) seconds\n glide (1) secs to x: (115) y: (-115)\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 10 v]\nforever\n if <(boss defeated) = [1]> then\n change y by (70)\n switch costume to (drakt4 v)\n repeat until <(costume [number v]) = [29]>\n next costume\n set size to (200) %\n end\n hide\n end\nend\n\nwhen flag clicked\nset [boss defeated v] to [0]\npoint in direction (90)\nhide\n\nwhen backdrop switches to [level 10 v]\nforever\n if <<touching (alex the dog v)?> and <touching color (#ff0000)?>> then\n change [whiskers life v] by (-1)\n end\nend\n\nwhen I receive [boss defeated v]\nplay sound [Bomb Exploding Sound v] until done\n\n@Whiskers the Cat in UFO\n\nwhen backdrop switches to [bakgrunn1 v]\nwait (1) seconds\nshow\nswitch costume to (normal v)\ngo to x: (-240) y: (10)\npoint in direction (90)\ngo to [front v] layer\nset size to (35) %\nglide (1.5) secs to x: (71) y: (10)\nbroadcast (glide away v)\nwait (2) seconds\nswitch costume to (laughing v)\nwait (0.1) seconds\nswitch costume to (laughing 2 v)\nwait (0.1) seconds\nswitch costume to (laughing v)\nwait (0.1) seconds\nswitch costume to (laughing 2 v)\nwait (0.1) seconds\nswitch costume to (laughing v)\nwait (0.1) seconds\nswitch costume to (laughing 2 v)\nwait (0.1) seconds\nswitch costume to (laughing v)\nwait (0.1) seconds\nswitch costume to (laughing 2 v)\nwait (0.1) seconds\nswitch costume to (laughing v)\nwait (0.1) seconds\nswitch costume to (laughing 2 v)\nwait (0.1) seconds\nswitch costume to (laughing v)\nwait (0.1) seconds\nswitch costume to (laughing 2 v)\nwait (0.5) seconds\nswitch costume to (normal v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen I receive [glide away v]\nwait (4) seconds\nglide (1) secs to x: (240) y: (10)\nhide\n\nwhen backdrop switches to [level 10 v]\ngo to x: ([x position v] of [sprite8 v]) y: ([y position v] of [sprite8 v])\nchange y by (35)\nchange x by (-3)\npoint in direction (-90)\nset size to (30) %\nshow\nsay [This is the first and last time you'll be sniffing around in my buisness!] for (5) seconds\nsay [Now it's time to destroy you, you stupid little...] for (5) seconds\nforever\n point in direction (UFO direction)\nend\n\nwhen backdrop switches to [level 10 v]\nrepeat until <(boss defeated) = [1]>\n go to x: ([x position v] of [sprite8 v]) y: ([y position v] of [sprite8 v])\n change y by (35)\n change x by (-3)\nend\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Alex title sceene\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [bakgrunn1 v]\nshow\nset size to (50) %\nswitch costume to (normal v)\ngo to x: (-212) y: (-108)\nwait (3.5) seconds\nglide (1.5) secs to x: (-6) y: (-111)\n\nwhen backdrop switches to [bakgrunn1 v]\nswitch costume to (alex the dog 3 v)\nwait (1) seconds\nswitch costume to (alex the dog 2 v)\nwait (0.5) seconds\nswitch costume to (normal v)\nwait (2.1) seconds\nswitch costume to (running6 v)\nwait (0.08) seconds\nswitch costume to (running1 v)\nwait (0.08) seconds\nswitch costume to (running2 v)\nwait (0.08) seconds\nswitch costume to (running3 v)\nwait (0.08) seconds\nswitch costume to (running4 v)\nwait (0.08) seconds\nswitch costume to (running5 v)\nwait (0.08) seconds\nswitch costume to (running4 v)\nwait (0.08) seconds\nswitch costume to (running3 v)\nwait (0.08) seconds\nswitch costume to (running2 v)\nwait (0.08) seconds\nswitch costume to (running1 v)\nwait (0.08) seconds\nswitch costume to (running6 v)\nwait (0.08) seconds\nswitch costume to (running1 v)\nwait (0.08) seconds\nswitch costume to (running2 v)\nwait (0.08) seconds\nswitch costume to (running3 v)\nwait (0.08) seconds\nswitch costume to (running4 v)\nwait (0.08) seconds\nswitch costume to (running5 v)\nwait (0.08) seconds\nswitch costume to (normal v)\nwait (1) seconds\nswitch costume to (bark2 v)\nstart sound [bark v]\nwait (0.2) seconds\nswitch costume to (normal v)\nwait (0.5) seconds\nswitch costume to (bark2 v)\nstart sound [bark v]\nwait (0.2) seconds\nswitch costume to (normal v)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [cutsceene v]\nshow\nset size to (50) %\nswitch costume to (normal v)\ngo to x: (-212) y: (-108)\nwait (1) seconds\nglide (1.5) secs to x: (-6) y: (-111)\n\nwhen I receive [cutsceene v]\nswitch costume to (normal v)\nwait (1) seconds\nswitch costume to (running6 v)\nwait (0.08) seconds\nswitch costume to (running1 v)\nwait (0.08) seconds\nswitch costume to (running2 v)\nwait (0.08) seconds\nswitch costume to (running3 v)\nwait (0.08) seconds\nswitch costume to (running4 v)\nwait (0.08) seconds\nswitch costume to (running5 v)\nwait (0.08) seconds\nswitch costume to (running4 v)\nwait (0.08) seconds\nswitch costume to (running3 v)\nwait (0.08) seconds\nswitch costume to (running2 v)\nwait (0.08) seconds\nswitch costume to (running1 v)\nwait (0.08) seconds\nswitch costume to (running6 v)\nwait (0.08) seconds\nswitch costume to (running1 v)\nwait (0.08) seconds\nswitch costume to (running2 v)\nwait (0.08) seconds\nswitch costume to (running3 v)\nwait (0.08) seconds\nswitch costume to (running4 v)\nwait (0.08) seconds\nswitch costume to (running5 v)\nwait (0.08) seconds\nswitch costume to (normal v)\nwait (0.5) seconds\nswitch costume to (bark2 v)\nstart sound [bark v]\nwait (0.2) seconds\nswitch costume to (normal v)\nwait (0.5) seconds\nswitch costume to (bark2 v)\nstart sound [bark v]\nwait (0.2) seconds\nswitch costume to (normal v)\n\nbroadcast (cutsceene v)\n\n@bone 1 in title sceene\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [bakgrunn1 v]\nshow\nset size to (15) %\ngo to x: (60) y: (-116)\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n glide (1) secs to x: (([x position v] of [sprite8 v]) - (10)) y: ([y position v] of [sprite8 v])\n hide\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@bone 2 in title sceene\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [bakgrunn1 v]\nshow\nset size to (15) %\ngo to x: (67) y: (-113)\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n glide (1) secs to x: (([x position v] of [sprite8 v]) - (10)) y: ([y position v] of [sprite8 v])\n hide\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@bone 3 in title sceene\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [bakgrunn1 v]\nshow\nset size to (15) %\ngo to x: (56) y: (-121)\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n glide (1) secs to x: (([x position v] of [sprite8 v]) - (10)) y: ([y position v] of [sprite8 v])\n hide\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@enemy1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 2 v]\nshow\nset rotation style [left-right v]\nset size to (20) %\nswitch costume to (normal v)\ngo to x: (103) y: (-80)\npoint in direction (-90)\nforever\n point in direction (-90)\n glide (2.5) secs to x: (-111) y: (-80)\n point in direction (90)\n glide (2.5) secs to x: (103) y: (-80)\n if <<touching (alex the dog v)?> and <(Barking) = [1]>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 2 v]\nforever\n switch costume to (walking 1 v)\n wait (0.08) seconds\n switch costume to (walking 2 v)\n wait (0.08) seconds\n switch costume to (walking 3 v)\n wait (0.08) seconds\n switch costume to (walking 4 v)\n wait (0.08) seconds\n switch costume to (walking 5 v)\n wait (0.08) seconds\n switch costume to (walking 6 v)\n wait (0.08) seconds\n switch costume to (walking 5 v)\n wait (0.08) seconds\n switch costume to (walking 4 v)\n wait (0.08) seconds\n switch costume to (walking 3 v)\n wait (0.08) seconds\n switch costume to (walking 2 v)\n wait (0.08) seconds\n if <<touching (alex the dog v)?> and <(Barking) = [1]>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [level 2 v]\nforever\n if <<touching (alex the dog v)?> and <(Barking) = [1]>> then\n hide\n switch costume to (normal v)\n set size to (-100) %\n go to x: (-240) y: (180)\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n end\nend\n\n@score symbol\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 1 v]\nshow variable [score v]\nshow\ngo to x: (-221) y: (165)\nset size to (80) %\n\nwhen I receive [show special stage v]\nhide variable [score v]\nhide\nwait (10) seconds\ngo to x: (-32) y: (152)\nshow\nset size to (130) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [cutsceene v]\nhide\nhide variable [score v]\nwait (5) seconds\nshow variable [score v]\n\n@Screen Shot 08-01-14 at 04.59 PM\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [cutsceene v]\nhide\nhide variable [time v]\n\nwhen backdrop switches to [level 1 v]\nshow\ngo to x: (-221) y: (134)\nset size to (10) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@to level 3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 2 v]\nshow\ngo to x: (193) y: (142)\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen backdrop switches to [level 3 v]\nforever\n if <<touching (alex the dog v)?> and <not <touching color (#ffff00)?>>> then\n point in direction (90)\n move (speed) steps\n end\n if <not <<touching color (#00ff55)?> or <touching color (#ffff00)?>>> then\n set [fall block v] to [0]\n repeat until <<touching color (#00ff55)?> or <touching color (#ffff00)?>>\n change [fall block v] by (-1)\n change y by (fall block)\n change x by ((speed) - (5))\n end\n end\nend\n\nwhen I receive [restart v]\nset [fall block v] to [0]\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [restart v]\ngo to x: (-148) y: (98)\nswitch costume to (drakt1 v)\n\nwhen flag clicked\nset [fall block v] to [0]\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n switch costume to (drakt2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\nswitch costume to (drakt1 v)\nset size to (75) %\ngo to x: (-148) y: (98)\n\n@to level 4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\ngo to x: (171) y: (131)\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@spring\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n wait (1e-10) seconds\n repeat until <(costume [number v]) = [5]>\n wait (0.08) seconds\n next costume\n end\n wait (0.08) seconds\n switch costume to (drakt1 v)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Sprite12\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 6 v]\ngo to x: (210) y: (0)\nshow\nforever\n glide (2) secs to x: (-165) y: (0)\n wait (0.5) seconds\n glide (2) secs to x: (210) y: (0)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@coin 1\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@coin 2\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 5 v]\nhide\n\n@Alex 360\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nshow\nforever\n wait (0.1) seconds\n next costume\nend\n\n@coin 3\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@coin 4\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@bomb\n\nwhen flag clicked\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\ngo to x: (48) y: (-74)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (-60) y: (-100)\nforever\n wait (0.5) seconds\n show\n set [jump fire ball v] to [10]\n change y by (10)\n repeat until <touching color (#ff0000)?>\n change [jump fire ball v] by (-0.5)\n change y by (jump fire ball)\n end\n hide\n set [jump fire ball v] to [0]\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 5 v]\nforever\n hide\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\ngo to x: (108) y: (-74)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (145) y: (-100)\nforever\n wait (1) seconds\n show\n set [jump fire ball 2 v] to [10]\n change y by (10)\n repeat until <touching color (#ff0000)?>\n change [jump fire ball 2 v] by (-0.5)\n change y by (jump fire ball 2)\n end\n hide\n set [jump fire ball 2 v] to [0]\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 5 v]\nforever\n hide\nend\n\n@Sprite7\n\nwhen backdrop switches to [level 4 v]\nshow\nset size to (80) %\ngo to x: (64) y: (84)\n\nwhen I receive [show special stage v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n glide (2) secs to x: ([x position v] of [sprite3 v]) y: ([y position v] of [sprite3 v])\n hide\n change [lives v] by (1)\n play sound [opptak1 v] until done\n end\nend\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (alex the dog v)\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen backdrop switches to [level 8 v]\nshow\nset size to (80) %\ngo to x: (207) y: (80)\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 9 v]\nhide\n\n@enemy2\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (alex the dog v)?> and <(Barking) = [1]>> then\n start sound [Bomb Exploding Sound v]\n end\nend\n\nwhen I receive [level 3 v]\nshow\nswitch costume to (drakt2 v)\nset size to (30) %\ngo to x: (168) y: (-55)\nforever\n point in direction (90)\n glide (4) secs to x: (-135) y: (-55)\n point in direction (-90)\n glide (4) secs to x: (168) y: (-55)\nend\n\nwhen I receive [level 3 v]\nforever\n switch costume to (drakt1 v)\n wait (0.2) seconds\n switch costume to (drakt2 v)\n wait (0.2) seconds\n switch costume to (drakt3 v)\n wait (0.2) seconds\n switch costume to (drakt2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [level 3 v]\nforever\n if <<touching (alex the dog v)?> and <(Barking) = [1]>> then\n stop [other scripts in sprite v]\n set size to (100) %\n switch costume to (explosion 1 v)\n repeat (24)\n next costume\n end\n hide\n switch costume to (normal v)\n set size to (-100) %\n go to x: (-240) y: (180)\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n wait (0.001) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (alex the dog v)?> and <<(Barking) = [0]> and <not <(costume [number v]) > [3]>>>> then\n broadcast (lose a life v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\ngo to [front v] layer\nset size to (45) %\ngo to x: (66) y: (97)\nrepeat until <(level) = [5]>\n switch costume to (drakt1 v)\n wait (2) seconds\n start sound [instance28725 v]\n switch costume to (drakt2 v)\n wait (0.05) seconds\n switch costume to (drakt3 v)\n wait (0.05) seconds\n hide\n wait (2) seconds\n start sound [instance28725 v]\n show\n switch costume to (drakt3 v)\n wait (0.05) seconds\n switch costume to (drakt2 v)\n wait (0.05) seconds\nend\n\nwhen backdrop switches to [level 5 v]\nforever\n hide\nend\n\n@to level 5\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\ngo to x: (204) y: (-113)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n hide\n repeat (10)\n wait (0.01) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 4 v]\nshow\nset size to (80) %\ngo to x: (-6) y: (-111)\n\nwhen backdrop switches to [level 5 v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n hide\n repeat (10)\n wait (0.01) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 5 v]\nshow\nset size to (80) %\ngo to x: (-99) y: (77)\n\nwhen backdrop switches to [level 6 v]\nhide\n\n@to level 6\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 5 v]\nshow\ngo to x: (207) y: (164)\n\nwhen backdrop switches to [level 6 v]\nhide\n\n@Sprite14\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\nhide\n\nshow\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n hide\n broadcast (Hide red wall v)\n end\nend\n\nwhen backdrop switches to [level 6 v]\nshow\ngo to [front v] layer\ngo [backward v] (100) layers\nset size to (50) %\ngo to x: (188) y: (-130)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@Sprite18\n\nwhen flag clicked\ngo to x: (-45) y: (9)\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\n\nwhen I receive [hide red wall v]\nhide\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@to level 7\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 6 v]\nshow\ngo to x: (183) y: (112)\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (alex the dog v)?> then\n hide\n repeat (10)\n wait (0.01) seconds\n change [score v] by (1)\n start sound [rings sound1 v]\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 7 v]\nshow\nset size to (80) %\ngo to x: (123) y: (-43)\n\nwhen backdrop switches to [level 8 v]\nhide\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 8 v]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (30) %\ngo to x: (-48) y: (20)\nshow\nrepeat until <(level) = [9]>\n wait (1) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n glide (0.1) secs to x: (-48) y: (-100)\n wait (1) seconds\n glide (1) secs to x: (-48) y: (20)\nend\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset size to (30) %\ngo to x: (75) y: (20)\nshow\nwait (1) seconds\nrepeat until <(level) = [9]>\n wait (1) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n turn right (5) degrees\n wait (0) seconds\n turn left (5) degrees\n wait (0) seconds\n glide (0.1) secs to x: (75) y: (-100)\n wait (1) seconds\n glide (1) secs to x: (75) y: (20)\nend\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen backdrop switches to [level 9 v]\nhide\n\n@to level 8\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 8 v]\nhide\n\nwhen backdrop switches to [level 7 v]\nshow\ngo to x: (205) y: (-73)\npoint in direction (115)\n\n@to level 9\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 8 v]\nshow\ngo to x: (209) y: (-50)\npoint in direction (90)\n\nwhen backdrop switches to [level 9 v]\nhide\n\n@to level 10\n\nwhen backdrop switches to [level 9 v]\ngo to x: (144) y: (-95)\nset size to (50) %\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 10 v]\nhide\n\n@Sprite22\n\nwhen backdrop switches to [level 9 v]\ngo to x: (98) y: (11)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 9 v]\nwait (1) seconds\nforever\n glide (1) secs to x: (-30) y: (11)\n wait (1) seconds\n glide (1) secs to x: (98) y: (11)\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 10 v]\nhide\n\n@Sprite25\n\nwhen flag clicked\nhide\n\nwhen I receive [start shooting lasers v]\nshow\ngo to x: ([x position v] of [sprite8 v]) y: (([y position v] of [sprite8 v]) + (58))\nif <(UFO direction) = [90]> then\n point in direction (90)\n change x by (110)\n repeat until <<(x position) > [235]> or <touching (alex the dog v)?>>\n move (10) steps\n end\n hide\nend\nif <(UFO direction) = [-90]> then\n point in direction (-90)\n change x by (-110)\n repeat until <<(x position) < [-235]> or <touching (alex the dog v)?>>\n move (10) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 10 v]\nforever\n if <touching (alex the dog v)?> then\n repeat (10)\n wait (0.001) seconds\n hide\n end\n end\nend\n\nwhen I receive [boss defeated v]\nforever\n hide\nend\n\n@Life icon for Whiskers\n\nwhen flag clicked\nswitch costume to (life icon for whiskers v)\nhide\nhide variable [whiskers life v]\n\nwhen backdrop switches to [level 10 v]\nshow\nshow variable [whiskers life v]\ngo to x: (135) y: (115)\nforever\n if <(Whiskers life) < [1]> then\n set [boss defeated v] to [1]\n broadcast (boss defeated v)\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [boss defeated v]\nforever\n set [whiskers life v] to [defeated]\n switch costume to (normal v)\nend\n\nwhen backdrop switches to [cutsceene v]\nhide\nhide variable [whiskers life v]\n\n@to cutsceene\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [cutsceene v]\nhide\n\nwhen I receive [boss defeated v]\nwait (1.5) seconds\nshow\ngo to x: (207) y: (-80)\npoint in direction (90)\n\n@Rocketship\n\nwhen I receive [cutsceene v]\ngo to x: (101) y: (-59)\nswitch costume to (rocketship v)\npoint in direction (45)\nset size to (70) %\nshow\nwait (2) seconds\nswitch costume to (rocketship2 v)\nset [rocket fly v] to [0]\nchange y by (3)\nrepeat until <(y position) > [340]>\n change [rocket fly v] by (0.2)\n change y by (rocket fly)\nend\nhide\n\nwhen flag clicked\nhide\ngo to x: (101) y: (-59)\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen backdrop switches to [cutsceene v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (drakt1 v)\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nswitch costume to (drakt2 v)\n\n@T0\n\nwhen backdrop switches to [title screen v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-32) y: (180)\nwait (1.7) seconds\nshow\nglide (0.5) secs to x: (-32) y: (-20)\n\n@S\n\nwhen flag clicked\nhide\ngo to x: (240) y: (-6)\nwait (1.7) seconds\nshow\nglide (0.5) secs to x: (60) y: (-6)\n\nwhen backdrop switches to [title screen v]\nhide\n\n@Presents\n\nwhen flag clicked\nhide\ngo to x: (2) y: (-200)\nwait (2.05) seconds\nshow\nglide (0.1) secs to x: (2) y: (-132)\n\nwhen backdrop switches to [title screen v]\nhide\n\n@Sprite21\n\nwhen backdrop switches to [title screen v]\nhide\n\nwhen backdrop switches to [tails-spin01 sceene v]\nswitch costume to (drakt1 v)\nshow\ngo to x: (-13) y: (-17)\ngo [backward v] (100) layers\nwait (2.2) seconds\nswitch costume to (drakt2 v)\n\n
NOTE 1: EXIT FULLSCREEN IF IT GETS TO LAGGY\n\nNOTE 2: WALKTHROUGH AVAILABLE: https://www.youtube.com/watch?v=e3FcG8nzp6I\n\nSo here is how it works: (I reccomend that before you do anything, read the story and watch the tutorial) arrow keys to move, jump and dodge. R to restart level. B to bark at enemies. M to open map and C to close map. NEVER TOUCH RED!\n\nENJOY!!!
Bad Jokes, a Platformer- School Edition!
@Stage\n\nwhen flag clicked\nbroadcast (message1 v)\nforever\n play sound [Alkali - Lively v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [2]>\nbroadcast (message2 v)\n\n@Ball\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-210) y: (-150)\nforever\n go to [front v] layer\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)?> then\n Go to level (x, y)\n end\n if <touching (goal v)?> then\n change [level v] by (1)\n broadcast (Next Level v)\n wait (0.1) seconds\n Go to level (x, y)\n end\n if <touching color (#59ffb6)?> then\n set [yv v] to [22.5]\n end\nend\n\ndefine None\nif <([costume # v] of [level v]) = (level)> then\n go to x: (x) y: (y)\nend\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Go to level (x, y)\nIf level (1) go to x: (-210) y: (-150)\nIf level (2) go to x: (220) y: (105)\nIf level (3) go to x: (-210) y: (-150)\nIf level (4) go to x: (-215) y: (80)\nIf level (5) go to x: (225) y: (150)\nIf level (5) go to x: (225) y: (150)\nIf level (6) go to x: (225) y: (80)\nIf level (7) go to x: (-210) y: (-150)\nIf level (8) go to x: (220) y: (150)\nIf level (9) go to x: (-210) y: (-150)\n\n@Goal\n\ndefine None\nif <([costume # v] of [level v]) = (level)> then\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\nshow\nforever\n point in direction ((([sin v] of ((timer) * (810)) ) * (10)) + (90))\n change size by ((((([sin v] of ((timer) * (810)) ) * (5)) + (100)) - (size)) * (0.1))\nend\n\nwhen flag clicked\nforever\n If level (1) then go to x: (215) y: (-145)\n If level (2) then go to x: (-215) y: (-145)\n If level (3) then go to x: (210) y: (155)\n If level (4) then go to x: (-215) y: (-145)\n If level (5) then go to x: (215) y: (95)\n If level (6) then go to x: (215) y: (-145)\n If level (7) then go to x: (175) y: (-145)\n If level (8) then go to x: (215) y: (-145)\n if <([costume # v] of [level v]) = [9]> then\n hide\n set y to (500)\n set x to (500)\n end\nend\n\nwhen I receive [next level v]\nIf level (1) then go to x: (215) y: (-145)\nIf level (2) then go to x: (-215) y: (-145)\nIf level (3) then go to x: (210) y: (155)\nIf level (4) then go to x: (-215) y: (-145)\nIf level (5) then go to x: (215) y: (95)\nIf level (6) then go to x: (215) y: (-145)\nIf level (7) then go to x: (175) y: (-145)\nIf level (8) then go to x: (215) y: (-145)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [message3 v]\nswitch costume to (1 v)\n\nwhen I receive [message1 v]\nswitch costume to (1 v)\n\n@Bad Jokes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait 'till costume = (1) Then set costume to (1)\nbroadcast (message3 v)\nwait 'till costume = (2) Then set costume to (3)\nwait 'till costume = (3) Then set costume to (5)\nwait 'till costume = (4) Then set costume to (7)\nwait 'till costume = (5) Then set costume to (9)\nwait 'till costume = (6) Then set costume to (11)\nwait 'till costume = (7) Then set costume to (13)\nwait 'till costume = (8) Then set costume to (15)\nwait 'till costume = (9) Then set costume to (17)\n\ndefine None\nwait until <(Level) = (costume)>\nswitch costume to (other costume)\nrepeat until <(Level) = ((costume) + (1))>\n if <key (space v) pressed?> then\n wait until <<not <key (space v) pressed?>> or <(Level) = ((costume) + (1))>>\n switch costume to ((other costume) + (1))\n end\nend\n\n@Obstacle1\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to [front v] layer\n show\n go to x: (([sin v] of ((timer) * (100)) ) * (130)) y: (0)\n end\n if <not <(Level) = [2]>> then\n hide\n end\nend\n\n@Obstacle2\n\nwhen flag clicked\nhide\nset [clone # v] to [0]\nrepeat (3)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\n if <(Clone #) = [1]> then\n go to x: (([sin v] of (((timer) + (2)) * (75)) ) * (80)) y: (130)\n else\n if <(Clone #) = [2]> then\n go to x: (([sin v] of (((timer) + (1)) * (75)) ) * (80)) y: (50)\n else\n if <(Clone #) = [3]> then\n go to x: (([sin v] of ((timer) * (75)) ) * (80)) y: (-30)\n end\n end\n end\nend\n\n@Spinning Square of Death (Obstacle3)\n\nwhen flag clicked\nforever\n go to x: (-20) y: (-86)\n turn right (-2) degrees\n if <(Level) = [4]> then\n show\n end\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Easter egg\n\nwhen flag clicked\nrepeat until <<touching (ball v)?> and <([costume name v] of [level v]) = [9]>>\n show\n set [ghost v] effect to (100)\nend\nbroadcast (Easter Egg v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [easter egg v]\nshow\nchange [☁ easter eggs found v] by (1)\n\n
Instructions:\n\n-Arrow or WAD keys to move\n-Dodge red\n-Get to the square\n-Press space to see the answer to these super-cringy jokes!\n-Touch the green to bounce\n\nGood luck and have fun!
Stickman (a platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-221) y: (-115)\nset rotation style [left-right v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n next costume\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change y by (1)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#526d19)?> or <touching color (#287f1c)?>> or <touching (ground v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<touching (_edge_ v)?> and <(x position) > [230]>> then\n broadcast (next v)\n go to x: (-221) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <(y position) < [-170]>> then\n go to x: (-221) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Up alowed) = [1]> and <(y position) > [175]>> then\n broadcast (up v)\n go to x: (-221) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Down alowed) = [1]> and <<touching (_edge_ v)?> and <(y position) < [-150]>>> then\n broadcast (down v)\n go to x: (-221) y: (-115)\n end\nend\n\nwhen I receive [down v]\nask [What is the code \(hint 2 numbers\)] and wait\nforever\n if <(answer) = [62]> then\n broadcast (next v)\n else\n broadcast (oh no v)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <<touching (boss v)?> and <(y position) > [-40]>> then\n change [boss health v] by (-1)\n go to x: (-221) y: (-115)\n end\nend\n\nwhen I receive [you finished the platformer!!! v]\nhide\n\nwhen flag clicked\nforever\n if <touching (boss v)?> then\n go to x: (-221) y: (-115)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-221) y: (-115)\n\nwhen flag clicked\nforever\n if <touching (missiles v)?> then\n go to x: (-221) y: (-115)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [7]> then\n switch costume to (1 v)\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <<(costume [number v]) = [1]> and <(??) = [1]>> then\n set [up alowed v] to [1]\n else\n set [up alowed v] to [0]\n end\nend\n\nwhen I receive [up v]\nswitch costume to (7 v)\n\nwhen flag clicked\nset [able to go down v] to [0]\nforever\n if <(costume [number v]) = [14]> then\n wait (1) seconds\n switch costume to (1 v)\n set [able to go down v] to [1]\n end\nend\n\nwhen I receive [up next v]\nnext costume\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [6]> and <(Able to go down) = [1]>> then\n set [down alowed v] to [1]\n else\n set [down alowed v] to [0]\n end\nend\n\nwhen I receive [down v]\nswitch costume to (15 v)\n\nwhen I receive [oh no v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [30]> then\n broadcast (boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss v]\nforever\n if <(Boss health) < [1]> then\n hide variable [boss health v]\n switch costume to (31 v)\n broadcast (you finished the platformer!!! v)\n end\nend\n\nwhen I receive [game over. v]\nrepeat (200)\n change [ghost v] effect by (.5)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n set [?? v] to [1]\n end\nend\n\nwhen flag clicked\nset [?? v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nhide variable [boss health v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nchange [ghost v] effect by (25)\nstop [all v]\n\n@Boss\n\nwhen flag clicked\nhide variable [boss health v]\nhide\n\nwhen I receive [boss v]\nshow variable [boss health v]\nset [boss health v] to [5]\nswitch costume to (run4 v)\nshow\ngo to x: (-35) y: (91)\nset rotation style [left-right v]\npoint in direction (-90)\nrepeat until <(Boss health) < [1]>\n repeat until <touching (ground v)?>\n change y by (-20)\n end\nend\nswitch costume to (run8 v)\nrepeat (5)\n change y by (-20)\nend\nbroadcast (finished v)\nhide\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <([y position v] of [player v]) > [0]>> then\n change [boss health v] by (-1)\n end\nend\n\nwhen I receive [boss v]\nrepeat until <(Boss health) < [1]>\n repeat (20)\n point in direction (-90)\n change x by (-2)\n wait (0.1) seconds\n next costume\n end\n repeat (20)\n point in direction (90)\n change x by (2)\n wait (0.1) seconds\n next costume\n end\nend\nchange [☁ boss kills v] by (1)\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [finished v]\nclear graphic effects\nshow\ngo to x: (61) y: (-320)\nglide (40) secs to x: (61) y: (303)\nwait (8) seconds\nbroadcast (Game Over. v)\nrepeat (200)\n change [ghost v] effect by (.5)\nend\nstop [all v]\n\n@Sounds\n\nwhen flag clicked\nstop [other scripts in sprite v]\nforever\n play sound [Undertale v] until done\nend\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Undertale OST 080 - Finale v] until done\nend\n\nwhen I receive [finished v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [undertale-his-theme-orchestral-cover v] until done\nend\n\n@Missiles\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nhide\nwait (1) seconds\nforever\n wait (pick random (1) to (3)) seconds\n repeat (1)\n wait (.3) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nstart sound [spawn v]\ngo to x: (100) y: (100)\npoint in direction (pick random (-10000) to (10000000000))\nshow\nrepeat (pick random (10) to (20))\n move (3) steps\n turn right (15) degrees\nend\npoint towards (player v)\nrepeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n move (3) steps\nend\nhide\ndelete this clone\n\nwhen I receive [finished v]\nhide\nstop [other scripts in sprite v]\n\n
Arrow keys or wasd to move.\nThis is just a simple platformer.\nThis was very rushed. so dont expect a lot out of this.\nThis platformer is not as easy as one might think. There are secret entrances.
A Simple Platformer 2
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n set [level v] to (backdrop [number v])\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (50) %\ngo to x: (-189) y: (100)\nset [level v] to [0]\nset [death v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\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 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 if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [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 (-5)\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\nforever\n if <touching (sprite2 v)?> then\n switch backdrop to (next backdrop v)\n reset\n broadcast (message1 v)\n end\n if <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n reset\n change [death v] by (1)\n end\n if <key (r v) pressed?> then\n reset\n end\n if <touching color (#00ff55)?> then\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-0.5]\n else\n set [yv v] to [2]\n end\n end\nend\n\ndefine reset\ngo to x: (-189) y: (0)\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (200) y: (-72)\nshow\nset size to (60) %\nforever\n turn right (15) degrees\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-185) y: (122)\nshow\nset size to (60) %\nforever\n turn right (15) degrees\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-223) y: (-152)\nshow\nset size to (60) %\nforever\n turn right (15) degrees\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (214) y: (147)\nshow\nset size to (60) %\nforever\n turn right (15) degrees\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-223) y: (-152)\nshow\nset size to (60) %\nforever\n turn right (15) degrees\n wait (0.1) seconds\nend\n\n
Welcome to the sequel of "A Simple Platformer"!\nhttps://scratch.mit.edu/projects/248026284/\n**************************************************************\nIt's really simple!\nArrow keys to move.\nAvoid red and falling off platforms.\nGreen makes you jump higher.\nLight blue is water.\nAll 20 levels are possible!\n+++++++++++++++++++++++++++++++++++++++++\nIf there are any bugs, please write it down in the comments.\n+++++++++++++++++++++++++++++++++++++++++\nCheck out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/
♥ Donut Platformer ♥
@Stage\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v)\nforever\n play sound [Rogue Message // Kiki's Delivery Service v] until done\nend\n\n@Player\n\nwhen [r v] key pressed\nset size to (35) %\ngo to x: (-200) y: (-112)\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-112)\nset size to (35) %\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 (#ff99e5)?> then\n change y by (2)\n if <touching color (#ff99e5)?> then\n change y by (2)\n if <touching color (#ff99e5)?> then\n change y by (2)\n if <touching color (#ff99e5)?> then\n change y by (2)\n if <touching color (#ff99e5)?> then\n change y by (2)\n if <touching color (#ff99e5)?> 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 (#ff99e5)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff99e5)?> 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 (#002699)?> then\n go to x: (-200) y: (-112)\n end\n if <touching color (#ff00bf)?> then\n set [yv v] to [23]\n end\n if <touching color (#ff99e5)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\n if <(x position) > [222]> then\n broadcast (next v)\n go to x: (-200) y: (-112)\n end\n if <touching color (#003fff)?> then\n set [y v] to [-2]\n if <key (up arrow v) pressed?> then\n set [y v] to [2]\n end\n end\n if <touching color (#ff9400)?> then\n change [xv v] by (7)\n end\n if <touching color (#00cccc)?> then\n change [xv v] by (-12)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
do NOT touch the blue color. walk on the pink color. You jump on the pink color. \nall levels are possible!\nalso look here: https://scratch.mit.edu/projects/244173353/
Jumber Jump - A Platformer
@Stage\n\nwhen flag clicked\nbroadcast (game start v)\nswitch backdrop to (start screen v)\nforever\n play sound [bensound-house.mp3 v] until done\nend\n\nwhen backdrop switches to [level 16 v]\nbroadcast (coin move v)\n\nwhen backdrop switches to [level 23 v]\nbroadcast (bouncers v)\n\nwhen backdrop switches to [level 24 v]\nbroadcast (hide bouncers v)\n\nwhen backdrop switches to [level 25 v]\nbroadcast (bouncers v)\n\nwhen backdrop switches to [level 29 v]\nbroadcast (back to ground coin v)\n\nwhen backdrop switches to [level 30 v]\nbroadcast (coin move v)\n\nwhen backdrop switches to [level 35 v]\nbroadcast (sliding platform v)\n\nwhen backdrop switches to [level 39 v]\nbroadcast (back to ground coin v)\n\nwhen I receive [close parachute v]\nnext backdrop\n\nwhen backdrop switches to [level 45 v]\nbroadcast (caves v)\n\nwhen I receive [intocaves v]\nnext backdrop\n\nwhen backdrop switches to [rocket ride v]\nbroadcast (rocket v)\n\nwhen backdrop switches to [level 46 v]\nbroadcast (coinmove2 v)\n\nwhen backdrop switches to [level 49 v]\nbroadcast (back to ground coin v)\n\nwhen backdrop switches to [end \(for now\) v]\nbroadcast (goaway v)\n\nwhen backdrop switches to [end \(for now\) v]\n\nwhen backdrop switches to [level 52 v]\nbroadcast (coinmove2 v)\n\nwhen backdrop switches to [level 55 v]\nbroadcast (coin move v)\n\nwhen backdrop switches to [level 56 v]\nbroadcast (coinmove2 v)\n\nwhen backdrop switches to [level 54 v]\nbroadcast (back to ground coin v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\ngo to x: (-222) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\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 (#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 (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n 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 (null v)?> then\n change x by (Change)\n end\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)\nend\n\nwhen I receive [game start v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-220) y: (0)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-220) y: (0)\n\nwhen I receive [game start v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (death v)\n end\nend\n\nwhen I receive [rocket v]\nforever\n if <touching (spaceship v)?> then\n broadcast (rocket move v)\n end\nend\n\nwhen backdrop switches to [level 44 v]\nbroadcast (parachute v)\n\nwhen I receive [parachute v]\nrepeat (3)\n switch costume to (costume2 v)\n go to x: (4) y: (160)\n glide (5) secs to x: (6) y: (-180)\nend\nbroadcast (close parachute v)\nstop [this script v]\n\nwhen I receive [close parachute v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [game start v]\nforever\n if <touching color (#ce0000)?> then\n go to x: (-222) y: (0)\n broadcast (death v)\n end\nend\n\nwhen I receive [goaway v]\nhide\n\nwhen [r v] key pressed\ngo to x: (-222) y: (0)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (210) y: (-139)\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [coin move v]\ngo to x: (172) y: (100)\n\nwhen I receive [back to ground coin v]\ngo to x: (210) y: (-139)\n\nwhen I receive [parachute v]\nhide\n\nwhen I receive [close parachute v]\nshow\n\nwhen backdrop switches to [level 29 v]\nshow\n\nwhen I receive [coinmove2 v]\ngo to x: (228) y: (27)\n\nwhen I receive [goaway v]\nhide\n\n@Sprite3\n\nwhen this sprite clicked\nhide\nswitch backdrop to (level 1 v)\nbroadcast (message1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch backdrop to (start screen v)\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (-71) y: (-113)\nswitch costume to (costume2 v)\n\nwhen I receive [bouncers v]\nshow\nswitch costume to (costume1 v)\nforever\n glide (0.5) secs to x: (-70) y: (-80)\n glide (0.5) secs to x: (-71) y: (-113)\nend\n\nwhen I receive [hide bouncers v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 26 v]\nhide\nstop [other scripts in sprite v]\n\n@Spaceship\n\nwhen backdrop switches to [rocket ride v]\ngo to x: (-54) y: (-27)\nshow\nswitch costume to (spaceship-a v)\n\nwhen flag clicked\nhide\nswitch costume to (spaceship-a v)\n\nwhen I receive [rocket move v]\nnext costume\nglide (1) secs to x: <touching (_edge_ v)?> y: (180)\n\nwhen backdrop switches to [level 29 v]\nhide\nswitch costume to (spaceship-a2 v)\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n switch backdrop to (level 29 v)\n end\nend\n\nwhen backdrop switches to [level 29 v]\nstop [other scripts in sprite v]\n\nwhen I receive [rocket v]\nforever\n if <touching (sprite2 v)?> then\n broadcast (rocket move v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (-146) y: (-80)\nswitch costume to (costume2 v)\n\nwhen I receive [sliding platform v]\nshow\nswitch costume to (costume1 v)\nforever\n glide (0.7) secs to x: (-146) y: (-80)\n glide (0.7) secs to x: (6) y: (-80)\nend\n\nwhen backdrop switches to [level 36 v]\nhide\nswitch costume to (costume2 v)\n\n
Arrow keys to move. This game was created September 29, 2018. R to restart level.\nYou can remix and create a new level and if I like it I may put it in the game\nPropose this to be featured here: https://scratch.mit.edu/studios/4228481/\n\n\n
VVVVVV - Platformer Game - Demo 4
@Stage\n\nwhen I receive [levelswitchevent v]\nif <not <<(next_track) = (current_track)> or <(muted) = [1]>>> then\n repeat (25)\n change volume by (-4)\n wait (0) seconds\n end\n set [play_track v] to (next_track)\n wait (0.125) seconds\n stop all sounds\n repeat (25)\n change volume by (4)\n wait (0) seconds\n end\n set [current_track v] to (next_track)\nend\n\nwhen flag clicked\nset [gravity v] to [1]\nset [current_track v] to [1]\nset [play_track v] to [1]\nset [level v] to [1]\nset [space_lock v] to [0]\nbroadcast (gameinitevent v) and wait\nbroadcast (gamestartevent v)\n\nwhen I receive [screenleaveevent v]\nif <(side_left) = [0]> then\n set [level v] to (item (level) of [exits0 v])\nelse\n if <(side_left) = [1]> then\n set [level v] to (item (level) of [exits1 v])\n else\n if <(side_left) = [2]> then\n set [level v] to (item (level) of [exits2 v])\n else\n set [level v] to (item (level) of [exits3 v])\n end\n end\nend\nset [next_track v] to (item (level) of [level_sound v])\nbroadcast (screenleftevent v)\n\nset [lock v] to [0]\n\nwhen I receive [gamestartevent v]\nbroadcast (threadstartkeyhandler v)\nforever\n if <(muted) = [0]> then\n play sound (play_track) until done\n end\n wait (0) seconds\nend\n\n@lvl\n\nwhen I receive [gameinitevent v]\nswitch costume to (level)\n\nwhen I receive [levelswitchevent v]\nswitch costume to (level)\n\n@player\n\nwhen I receive [gamestartevent v]\nforever\n if <(lock) = [0]> then\n movement_loop\n end\nend\n\ndefine movement_loop\nif <<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> then\n repeat (5)\n if <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> and <(lock) = [0]>> then\n set x to ((x position) - (1))\n if <touching (lvl_col v)?> then\n set x to ((x position) + (1))\n end\n if <touching (lvl_end v)?> then\n set [side_left v] to [3]\n set [lock v] to [1]\n wait (0) seconds\n broadcast (screenLeaveEvent v)\n end\n if <touching (lvl_spike v)?> then\n broadcast (playerDiedEvent v)\n set [lock v] to [1]\n end\n end\n end\nend\nif <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> then\n repeat (5)\n if <<<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>> and <(lock) = [0]>> then\n change x by (1)\n if <touching (lvl_col v)?> then\n change x by (-1)\n end\n if <touching (lvl_end v)?> then\n set [side_left v] to [1]\n set [lock v] to [1]\n wait (0) seconds\n broadcast (screenLeaveEvent v)\n end\n if <touching (lvl_spike v)?> then\n broadcast (playerDiedEvent v)\n set [lock v] to [1]\n end\n end\n end\nend\nif <(gravity) = [1]> then\n change y by (-1)\n if <not <touching (lvl_col v)?>> then\n repeat (8)\n if <(lock) = [0]> then\n change y by (-1)\n if <touching (lvl_col v)?> then\n change y by (1)\n end\n if <touching (lvl_end v)?> then\n set [side_left v] to [2]\n set [lock v] to [1]\n wait (0) seconds\n broadcast (screenLeaveEvent v)\n end\n if <touching (lvl_spike v)?> then\n broadcast (playerDiedEvent v)\n set [lock v] to [1]\n end\n end\n end\n else\n change y by (1)\n end\nelse\n change y by (1)\n if <not <touching (lvl_col v)?>> then\n repeat (8)\n if <(lock) = [0]> then\n change y by (1)\n if <touching (lvl_col v)?> then\n change y by (-1)\n end\n if <touching (lvl_end v)?> then\n set [side_left v] to [0]\n set [lock v] to [1]\n wait (0) seconds\n broadcast (screenLeaveEvent v)\n end\n if <touching (lvl_spike v)?> then\n broadcast (playerDiedEvent v)\n set [lock v] to [1]\n end\n end\n end\n else\n change y by (-1)\n end\nend\nif <<<key (space v) pressed?> or <key (v v) pressed?>> and <<(space_lock) = [0]> and <(lock) = [0]>>> then\n if <(gravity) = [1]> then\n change y by (-1)\n if <touching (lvl_col v)?> then\n if <not <(muted) = [1]>> then\n start sound [jump v]\n end\n set [gravity v] to [-1]\n set [space_lock v] to [1]\n end\n change y by (1)\n else\n change y by (1)\n if <touching (lvl_col v)?> then\n if <not <(muted) = [1]>> then\n start sound [jump2 v]\n end\n set [gravity v] to [1]\n set [space_lock v] to [1]\n end\n change y by (-1)\n end\nend\nif <<key (r v) pressed?> and <(lock) = [0]>> then\n broadcast (playerDiedEvent v)\n set [lock v] to [1]\nend\nif <not <<key (space v) pressed?> or <key (v v) pressed?>>> then\n set [space_lock v] to [0]\nend\nif <(current [second v]) = (fps_cur)> then\n change [fps_cnt v] by (1)\nelse\n set [fps v] to (join (fps_cnt) [ FPS])\n set [fps_cnt v] to [1]\n set [fps_cur v] to (current [second v])\nend\nwait (0) seconds\n\nwhen I receive [gamestartevent v]\nforever\n if <(lock) = [0]> then\n visual_loop\n end\nend\n\ndefine visual_loop\nif <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> or <<key (right arrow v) pressed?> and <not <key (left arrow v) pressed?>>>> then\n change [key_time v] by (1)\n if <key (left arrow v) pressed?> then\n set [last_input v] to [-1]\n else\n set [last_input v] to [1]\n end\nelse\n set [key_time v] to [0]\n set [last_input v] to [0]\nend\nif <(gravity) = [1]> then\n if <(round ((round (((key_time) / (6)) - (0.5))) / (2))) = ((round (((key_time) / (6)) - (0.5))) / (2))> then\n switch costume to (player1 v)\n else\n switch costume to (player2 v)\n end\nelse\n if <(round ((round (((key_time) / (6)) - (0.5))) / (2))) = ((round (((key_time) / (6)) - (0.5))) / (2))> then\n switch costume to (player3 v)\n else\n switch costume to (player4 v)\n end\nend\nif <(last_input) = [-1]> then\n point in direction (-90)\nend\nif <(last_input) = [1]> then\n point in direction (90)\nend\nwait (0) seconds\n\nwhen I receive [gameinitevent v]\ngo to x: (-128) y: (-58)\nset [lock v] to [0]\nset [check_x v] to [-128]\nset [check_y v] to [-58]\nset [check_lvl v] to [1]\nset [check_grav v] to [1]\nset [color v] effect to (0)\nswitch costume to (player1 v)\n\nwhen I receive [screenleftevent v]\nif <(side_left) = [3]> then\n set x to (158)\nelse\n if <(side_left) = [1]> then\n set x to (-158)\n else\n if <(side_left) = [2]> then\n set y to (103)\n else\n set y to (-103)\n end\n end\nend\nbroadcast (levelSwitchEvent v)\nset [lock v] to [0]\n\nwhen I receive [playerdiedevent v]\nstart sound [hurt v]\nset [color v] effect to (90)\nswitch costume to ((4) + (round ((costume [number v]) / (2))))\nwait (0.8) seconds\nset x to (check_x)\nset y to (check_y)\nset [level v] to (check_lvl)\nset [next_track v] to (item (check_lvl) of [level_sound v])\nbroadcast (levelSwitchEvent v)\nset [gravity v] to (check_grav)\nset [color v] effect to (0)\nif <(gravity) = [1]> then\n switch costume to (player1 v)\nelse\n switch costume to (player3 v)\nend\nset [lock v] to [0]\n\n@lvl_col\n\nwhen I receive [gameinitevent v]\nswitch costume to (level)\n\nwhen I receive [levelswitchevent v]\nswitch costume to (level)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@lvl_spike\n\nwhen I receive [gameinitevent v]\nswitch costume to (level)\n\nwhen I receive [levelswitchevent v]\nswitch costume to (level)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@lvl_end\n\nwhen I receive [gameinitevent v]\nswitch costume to (level)\n\nwhen I receive [levelswitchevent v]\nswitch costume to (level)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@frame\n\n@text\n\nwhen I receive [gamestartevent v]\nrender_level_name\n\nwhen I receive [levelswitchevent v]\nrender_level_name\n\nwhen I receive [refreshtextevent v]\nrender_level_name\n\nwhen I receive [killtextevent v]\ndelete this clone\n\nwhen I receive [showlevelnameevent v]\nif <<(textstyle) = [0]> and <(clone) = [1]>> then\n show\n go to [front v] layer\nend\n\ndefine render_level_name\nbroadcast (killtextevent v)\nset x to (round ((((length of (item (level) of [level_names v])) / (2)) * (-4.5)) + (4.5)))\nset y to (-121)\nset [local_0 v] to [1]\nrepeat ((length of (item (level) of [level_names v])) / (2))\n set [char v] to (join (letter (local_0) of (item (level) of [level_names v])) (letter ((local_0) + (1)) of (item (level) of [level_names v])))\n create clone of (_myself_ v)\n change [local_0 v] by (2)\n change x by (9)\nend\nbroadcast (showlevelnameevent v)\n\nwhen I start as a clone\nswitch costume to (char)\nif <(textstyle) = [1]> then\n show\n go to [front v] layer\nend\nset [clone v] to [1]\n\n@bar\n\n@console\n\nwhen I receive [gamestartevent v]\nforever\n if <<key (c v) pressed?> and <key (x v) pressed?>> then\n set [lock v] to [1]\n ask [] and wait\n set [local_0 v] to [1]\n set [local_1 v] to []\n set [local_2 v] to [0]\n set [local_3 v] to []\n repeat (length of (answer))\n if <(local_2) = [0]> then\n if <not <(letter (local_0) of (answer)) = [ ]>> then\n set [local_1 v] to (join (local_1) (letter (local_0) of (answer)))\n change [local_0 v] by (1)\n else\n change [local_0 v] by (1)\n set [local_2 v] to [1]\n end\n end\n end\n if <(local_1) = [setlevelname]> then\n repeat ((length of (answer)) - (13))\n set [dbg_0 v] to (letter (local_0) of (answer))\n getCode (letter (local_0) of (answer))\n set [local_3 v] to (join (local_3) (local_return_0))\n change [local_0 v] by (1)\n end\n replace item (level) of [level_names v] with (local_3)\n broadcast (refreshTextEvent v)\n end\n if <(local_1) = [toggletextstyle]> then\n if <(textstyle) = [0]> then\n set [textstyle v] to [1]\n else\n set [textstyle v] to [0]\n end\n end\n if <(local_1) = [mute]> then\n set [muted v] to [1]\n stop all sounds\n end\n if <(local_1) = [unmute]> then\n set [muted v] to [0]\n stop all sounds\n end\n set [lock v] to [0]\n end\n wait (0.1) seconds\nend\n\ndefine getCode []\nswitch costume to (null v)\nswitch costume to (letter)\nset [local_return_0 v] to [-1]\nset [local_4 v] to [1]\nrepeat (68)\n if <(letter) = (item (local_4) of [chars v])> then\n if <<<(local_4) < [37]> or <(local_4) > [62]>> or <(costume [number v]) > [1]>> then\n set [local_return_0 v] to (local_4)\n end\n end\n change [local_4 v] by (1)\nend\nif <<(local_return_0) > [-1]> and <(local_return_0) < [10]>> then\n set [local_return_0 v] to (join [0] (local_return_0))\nend\n\n
Bla bla bla canceled.\n\nMove with Left/Right keys\nInvert gravity with Space or V key\nKill yourself with the R key\nOpen the console with X and C keys (at the same time)\n\nYep, new demo. Yep, more content. Yep, took longer than usual. Yep, being busy with other stuff.\nI'm currently learning Scala, a coding language which runs on the Java VM. It's a pretty unusual language :P\nI'm also working on my first emulator. Really basic, but it has to start somewhere :)\n\nConsole commands:\nsetlevelname <NAME> Sets the name of the current level\nmute Mute\nunmute Unmute\ntoggletextstyle Changes how the text fades in\n\nChangelog:\n- More levels\n- Moar stuffs\n- Even more stuffs\n- Implemented vertical screen exits\n- Stuffs I forgot because this hasn't been touched in a while